Melee opportunist rogue optimization help (3.5)

Post/Author/DateTimePost
#1

burgerkrieg

Aug 27, 2011 22:20:34

I am currently in the process of developing a melee rogue that takes full advantage of the opportunist ability. Although I don't have a progression chart yet, the main goals of this character so far by lvl 20 are as follows:



Class Features:
Rogue:
SA
Opportunist ability
Crippling strike
Invisible Blade:
SA
Uncanny feint (free action)
Guildthief:
SA
Bonus feats
Fighter:
Bonus feats
Feats:
Craven-for additional SA damage
Savvy Rogue-to allow as many uses of the opportunist ability as you have attacks of opportunity and allow you to be useful against critical immune creatures with crippling strike.
Snapkick-for an extra attack on any strike (standard, full, or opportunity).
Double hit-for an extra attack on any attacks of opportunity made.
Combat Reflexes-to make additional attacks of opportunity in a round.

Requirements:
Classes:
Invisible blade
: Far Shot, Point Blank Shot, Weapon Focus(dagger, punching dagger, or kukris)

Feats
:
Snapkick: Improved Unarmed Strike
Savvy Rogue: Lvl 10 Rogue
Double hit: Combat Reflexes, Two-Weapon Fighting--->Improved Two-Weapon Fighting
Craven: SA, cannot be immune to fear

Basically 11--> 8  feats if you include both required and desired feats. That comes down to 7--> 5 if you can get your hands on Bracers of Striking (For Improved Unarmed Strike: 1310 gp),  Gloves of the Balanced Hand (For Improved Two-Weapon Fighting: 8000 gp), and Serpent Armor (For Combat Reflexes: 12160 gp), and Horizon Goggles (For Far shot: 8000 gp).



I would like some help with an order of level by level choices made, like feats, and suggestions on whether it would be better to take levels in something like fighter to gain feats, rather than have slightly better SA.

Obviously, additional improvements are always welcome.
#2

Maat_Mons

Aug 28, 2011 0:02:14

On page 16 of Complete Warrior, it says you lose the special abilities of a prestige class if you cease to meet the prerequisites. Also, there is errata for Complete Warrior that makes invisible blade much worse, in that it limits uncanny feint to once per round.

#3

burgerkrieg

Aug 28, 2011 16:39:30
For the campaign that I am planning on using this in, stats were rolled in order with no re-rolls. This is what I got:
Str:16
Dex: 17
Con: 16
Int: 11
Wis: 12
Cha: 16


I believe this is a decent progression chart. I am only including combat abilities that the build is focused on.

1: Rogue 1-->1d6 SA/Feat (Two-Weapon Fighting)
2: Rogue 2
3: Rogue 3-->2d6 SA/Feat (Craven)
4: Rogue 4-->Bonus Ability Point (Dex)
5: Rogue 5-->3d6 SA
6: Rogue 6-->Feat (Improved Unarmed Strike)
7: Rogue 7-->4d6 SA
8: Rogue 8-->Bonus Abilit Point (Dex)
9: Rogue 9-->5d6 SA/Feat (Snap Kick)
10: Rogue 10-->Opportunist
11: Rogue 10/Fighter 1-->Feat (Combat Reflexes)
12: Rogue 10/Fighter 2-->Feat (Savvy Rogue)/Feat (Improved Two-Weapon Fighting)/Bonus Ability Point (Dex)
13: Rogue 11/Fighter 2-->6d6 SA /Crippling Strike
14: Rogue 12/Fighter 2
15: Rogue 13/Fighter 2-->7d6 SA/Feat (Double Hit)
16: Open to Suggestion
17:                "
18:                "
19:                "
20:                "


I'm thinking about trying to include Scout 4/Ranger 1 or 2, that way I can pick up the Swift Ambusher and Swift Hunter feats, covering the crit immune creature weakness and giving plenty of skirmish.

Any thoughts?