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Old 06-15-2010, 07:27 PM   Top  -  End  -  #1
PId6
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Default [3.5] The Rogue Handbook: A Fistful of d6

Introduction

I’ve recently been wondering at the lack of a good rogue’s handbook. Rogue is one of the core classes, and fairly iconic too, so it’s curious why there isn’t a good handbook for it. The only one I found is five years old and seems to be very outdated, so I set out to make a handbook myself. I know quite a lot of useful rogue optimization tricks, but I don’t know every book or every trick, so if anyone has any good ones I’d love to know about them. Specifically, I’m not very familiar with Magic of Incarnum, so if there are any nice rogue-related things in there, please tell me. I can also use more good PrC options for rogues, so some ideas on those are good too. And if I make a mistake somewhere, even if it's just a formatting problem or typo, please please tell me!


Table of Contents
  1. Attributes and Races
  2. Class Features and ACFs
  3. Multiclassing and PrCs
  4. Skills and Skill Tricks
  5. Feats and More Feats
  6. Maneuvers, Stances, and Spells
  7. Equipment and Magic Items
  8. Methods of Combat, Builds, and Links

Sources Guide

Spoiler


Color Guide

Blue = Amazing
Green = Good
Purple = Decent or situational
Red = Terrible in all circumstances
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Old 06-15-2010, 07:28 PM   Top  -  End  -  #2
PId6
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Default [3.5] The Rogue Handbook: A Fistful of d6

Attributes
  • Strength – Typically, dumping this stat is a good idea. You’ll want Weapon Finesse, and most of your damage is coming from Sneak Attack anyway. If you have enough to carry things, you’re good.
  • Dexterity – Most rogues want this as high as possible. It determines your reflex saves, AC, and often to-hit (Weapon Finesse), sometimes even determining damage (Shadow Blade). It also raises many of your most important skills and both two-weapon fighting and archery require a certain amount of this. Only dedicated social rogues should consider skimping on this and even then not too much.
  • Constitution – Pretty much every non-undead character wants this high no exception. This determines your survival rate, so keep this at least at 14+. It can be lower if you’re ranged or intend to never be seen, but never have it less than 12.
  • Intelligence – Despite getting at least 8 skill points per level, rogues still don’t have enough, especially if they want to take on multiple roles like scout/trapfinder/face. 12 or 14 here is nice, though you can get away with 10 if you’ve a narrower focus. Humans have it easier due to the extra skill points they get.
  • Wisdom – Often a dump stat. Your will saves suck, but you need too many stats to keep this high. It also affects your perception skills, so at least 10 here is nice, but 8 won’t hurt too much. It gets more important if you’re taking multiple levels of swordsage.
  • Charisma – Determines your social skills and Use Magic Device. You don’t have too many spare points and the effect on skills isn’t that important except on early levels, so dumping this isn’t too painful unless you’re a dedicated social rogue. It’s more important than Wisdom though.

Sample Elite Array: Str 8, Dex 15, Con 14, Int 12, Wis 10, Cha 13
Sample 25 PB: Str 9, Dex 16, Con 14, Int 14, Wis 8, Cha 10
Sample 28 PB: Str 8, Dex 16, Con 14, Int 14, Wis 10, Cha 12
Sample 32 PB: Str 8, Dex 18, Con 14, Int 14, Wis 10, Cha 10


Races


Things to consider about races:
  • Attributes – You want races that boost Dex/Int/Con and dump Str/Wis. Consider carefully any race that lower any of the three primary stats.
  • Bonus Feats – Any race that gives you relevant bonus feats are great, since rogues are incredibly feat-starved due to the number of must-take feats there are (two-weapon fighting and archery are two of the most feat-intensive combat styles in the game).
  • Skills – A bonus to key skills like Hide/Move Silently/Search are nice to have. Keep in mind though, unless the skill bonus is positively huge (like Whisper Gnome’s Hide boost), you’ll need a bit more to compete with races that grant bonus feats or attribute boosts. Skill boosts themselves aren’t enough.
  • Small Size – Being Small is quite helpful for a rogue due to the extra to-hit, AC, and +Hide. Being Small is definitely a plus when picking races for a rogue.
  • Favored Class – Now hopefully, your DM has killed the multiclassing XP penalty and buried its corpse like it deserves, but if not, then favored class is probably quite important. Rogues have a lot to gain from multiclassing, so you definitely don’t want to take a penalty to XP gain or be forced to not multiclass.
  • Level Adjustment – Most races with level adjustment are not worth it at all. If your DM allows LA buyoff, then an LA +1 might be worthwhile, but otherwise avoid like the plague unless the race has some really good abilities.
Races

Spoiler

Level Adjusted Races

Generally level adjustment tends to be bad for rogues (and anyone else). However, certain races may be worth the lost levels, depending on what you're looking for in your build. If LA BuyoffUA is allowed, most of these options get better, but you still need to carefully weigh whether the costs are worth the benefits.

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Old 06-15-2010, 07:29 PM   Top  -  End  -  #3
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Default [3.5] The Rogue Handbook: A Fistful of d6

Class Abilities

Spoiler



Alternate Class Features


Replaces Trapfinding

Spoiler


Replaces Evasion

Spoiler


Replaces Trap Sense

Spoiler


Replaces Uncanny Dodge

Spoiler


Replaces Improved Uncanny Dodge

Spoiler


Replaces Special Ability

Spoiler


Other Alternate Class Features

Spoiler
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Old 06-15-2010, 07:30 PM   Top  -  End  -  #4
PId6
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Default [3.5] The Rogue Handbook: A Fistful of d6

Multiclassing

As non-casters without their own specific tiered abilities, rogues really get a lot of mileage out of multiclassing. Dipping certain classes can add quite a bit of flexibility or power to a rogue build, depending on what you’re looking for. However, dipping too much can lead to much fewer skill points or weaker Sneak Attacks, so be careful of what you’re doing and don’t go overboard unless you’re building a ‘dip’lomancer.

Also note that since Rogue 20 doesn't give you anything, you're almost always better off multiclassing at least one level somewhere unless your DM enforces multiclassing XP penalty and your race doesn't have favored class: rogue (and even then, a single level in a PrC is worth it).

Spoiler


Prestige Classes

Unfortunately, the vast majority of rogue-based prestige classes are just bad. The most important thing to look for in a PrC is good Sneak Attack advancement and abilities that synergize with what you plan on doing (whether it’s melee combat, ranged combat, or skillmonkeying). If it loses you Sneak Attack damage, it had better give something very worthwhile in return.

Spoiler
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Old 06-15-2010, 07:32 PM   Top  -  End  -  #5
PId6
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Default [3.5] The Rogue Handbook: A Fistful of d6

Skills

Class Skills

Spoiler


Other Possible Class Skills

Spoiler


Cross-Class Skills

Spoiler


Skill TricksCS

Spoiler
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Old 06-15-2010, 07:33 PM   Top  -  End  -  #6
PId6
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Default [3.5] The Rogue Handbook: A Fistful of d6

Feats

Melee

Spoiler


Ranged

Spoiler


Both

Spoiler
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Old 06-15-2010, 07:34 PM   Top  -  End  -  #7
PId6
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Default [3.5] The Rogue Handbook: A Fistful of d6

Maneuvers and Stances

Since ToB has so much to offer to rogues in the form of swordsage dip and the Martial Study/Martial Stance feats, I’m making a separate section to list some useful low-level maneuvers and stances to pick up as a rogue. Remember, you can also get these using cheap magic items in ToB like Shadow Hands and Crown of the White Raven.

One thing to note about gaining Stances via ToB dips is that all of the ToB classes have a line saying they "begin play" with 1st level stances, which some take to mean that if you take a level in one of them, you must select a 1st level stance for that first level. I disagree with this interpretation, for reasons listed at the bottom of this post, but ultimately it's up to your DM, so when in doubt, ask. Even if that interpretation is in play, it's still worthwhile to take two levels of Swordsage to get Assassin's Stance, though in this case the option of getting it via feats or a single dip and feat is stronger.

Maneuvers

Spoiler


Stances

Spoiler



Spells

<Under Construction>
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Old 06-15-2010, 07:35 PM   Top  -  End  -  #8
PId6
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Default [3.5] The Rogue Handbook: A Fistful of d6

Equipment and Magic Items

<Under Construction>
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Old 06-15-2010, 07:36 PM   Top  -  End  -  #9
PId6
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Default [3.5] The Rogue Handbook: A Fistful of d6

Methods of Combat

There are several viable ways for rogues to engage into combat. Whether you're jumping into melee with a pair of daggers or firing cowardly from a corner and hoping nobody sees you, each of these combat styles have their own advantages and disadvantages.

Spoiler



Builds

Spoiler


Links

Applying Precision Damage
Archery Handbook
Beguiler Handbook
Dipping Cleric 1
Factotum Handbook
Poison Handbook
Rogue Mini-Guide by Person_Man
Ways to Get Extra Attacks
Ways to Get Pounce and Free Movement
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Old 06-15-2010, 07:37 PM   Top  -  End  -  #10
PId6
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Default [3.5] The Rogue Handbook: A Fistful of d6

And, I'm really done. This post is in case I need more for some reason. You can never be too sure...
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Old 06-15-2010, 08:06 PM   Top  -  End  -  #11
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

It's 14 kinds of awesome and I wish it had been here 2 months ago when I was building my rogue type character... (if only for the fighter sneak attack variant)

No mention of whisperknife? (Races of the Wild - must be a halfling) It's quite good fun... Well I'm enjoying it anyway. Throwing a 1d3 dagger at someone and doing 130 points of damage* doesn't get old - ever.

Also:

Quote:
Bonus Feat – You can’t really go wrong with a bonus feat on a feat-st You can’t really go wrong with a bonus feat on a feat-starved class like the rogue.
wants a line deleting I think.

But great job! Thank you.

*yeah I need to critical to do that, but still... :)
[edit] can't type
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Old 06-15-2010, 08:11 PM   Top  -  End  -  #12
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Among other errors, you've made one of the most common ones: used flat-footed when you mean denied DEX to AC. Making an enemy flat-footed keeps them from being able to make attacks of opportunity against anyone. While being flat-footed also denies an enemy their DEX bonus to AC, it isn't required for sneak attack: only denying DEX to AC is.
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Old 06-15-2010, 08:16 PM   Top  -  End  -  #13
Keld Denar
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

No Telling Blow discussion? Its not a blue feat, but it could be a green feat. Its useful for 3 things.

1 Ranged Attacks when foes aren't flat footed.
2 Ranged Attacks more than 30' regardless of flat footedness
3 Ranged or Melee attacks vs foes who have concealment

Otherwise, its generally a better option to move (tumble) into flank and make a single attack than it is to full attack and pray for a crit, especially since focusing on critting is non-optimal focus for a rogue due to the fact that SA doesn't multiply (although Craven does).
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Old 06-15-2010, 08:18 PM   Top  -  End  -  #14
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Searched the file.

You don't mention marbles anywhere!

Maaaarbles!

I've lost my marbles!

Seriously, marbles force anyone with <5 ranks in balance to, well, Balance, which does specifically make them flat-footed.

Try turning a bag of holding full of nothing but marbles inside out. Good times.
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Old 06-15-2010, 08:21 PM   Top  -  End  -  #15
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

I think you may be selling factotum a bit... short.
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Old 06-15-2010, 08:24 PM   Top  -  End  -  #16
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

I'm a bit confused about why Monk ranks higher than Beguiler or Warlock to pair with Rogue.
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Old 06-15-2010, 08:28 PM   Top  -  End  -  #17
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Could the races section include a few of the higher LA options? In particular, Marrulurk (Sandstorm) at 3RHD +1 LA make amazing rogues, and Pixie might be worth a mention as well.
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Old 06-15-2010, 08:32 PM   Top  -  End  -  #18
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Quote:
Originally Posted by PId6 View Post
You typically want to take it at 9th level, since you can pick up Assassin’s Stance along with a bushel of nice maneuvers and Weapon Focus, but that’s up to you. One level of swordsage equals 2d6 extra Sneak Attack, so it’s very much worth it.
Actually, this is a widely held misconception. The Swordsage text specifies that you must take a 1st level stance on the 1st level of Swordsage. So no Assassin's stance. There's still Island of Blades and Hunter's Sense though.
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Old 06-15-2010, 08:35 PM   Top  -  End  -  #19
PId6
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Quote:
Originally Posted by Sc00by View Post
No mention of whisperknife? (Races of the Wild - must be a halfling) It's quite good fun... Well I'm enjoying it anyway. Throwing a 1d3 dagger at someone and doing 130 points of damage* doesn't get old - ever.
I've looked at the class and I remember not being very impressed. I'll look again and check.

Quote:
Originally Posted by Sc00by View Post
wants a line deleting I think.
Thanks! Got it!

Quote:
Originally Posted by Curmudgeon View Post
Among other errors, you've made one of the most common ones: used flat-footed when you mean denied DEX to AC. Making an enemy flat-footed keeps them from being able to make attacks of opportunity against anyone. While being flat-footed also denies an enemy their DEX bonus to AC, it isn't required for sneak attack: only denying DEX to AC is.
I searched through and I think I got all of them. It's easy to use the wrong term when they're often so arbitrarily assigned (Balancing makes you flat-footed but being blinded loses you Dex to AC, being invisible denies Dex to AC but Sapphire Nightmare Blade inflicts flat-footedness, etc). If you see any other errors, I'd appreciate if you report them.

Quote:
Originally Posted by Keld Denar View Post
No Telling Blow discussion? Its not a blue feat, but it could be a green feat. Its useful for 3 things.
I have not looked at that feat, actually. I'll check what it does later and put it up.

Quote:
Originally Posted by balistafreak View Post
You don't mention marbles anywhere!
It's going in the items section, I swear!

Well, once I finish it anyway.

Quote:
Originally Posted by Doc Roc View Post
I think you may be selling factotum a bit... short.
As a rogue dip? I'd like to see a build if possible. How many levels would you recommend?

Quote:
Originally Posted by Amphetryon View Post
I'm a bit confused about why Monk ranks higher than Beguiler or Warlock to pair with Rogue.
They're not really that great as dip classes for rogue. Wizard tends to be much better for Unseen Seer-style builds than Beguiler, while Warlock requires too many levels for the better invocations. Monk gives most of its benefits in two levels and can be useful for a few builds.

Quote:
Originally Posted by Gnaeus View Post
Could the races section include a few of the higher LA options? In particular, Marrulurk (Sandstorm) at 3RHD +1 LA make amazing rogues, and Pixie might be worth a mention as well.
That's a good idea. I'll look up some good LA races and add them then.

Quote:
Originally Posted by JeminiZero View Post
Actually, this is a widely held misconception. The Swordsage text specifies that you must take a 1st level stance on the 1st level of Swordsage. So no Assassin's stance. There's still Island of Blades and Hunter's Sense though.
I disagree with that interpretation. By RAW, you don't "start play" if you multiclass into it at 9th level, so you aren't forced to take a 1st level stance. By RAI, there's no reason why you should be forced to take a 1st level stance, and the phrase "start play" has been used by WotC books often enough that I'm inclined to believe they just didn't think of multiclassing when they wrote that line.
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Old 06-15-2010, 08:38 PM   Top  -  End  -  #20
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Feats: Rapidstrike and Improved Rapidstrike for your Kobold along with Multiattack. Dragon Tail if your DM agrees that being a bloody dragon is close enough to Dragonblood subtype to qualify you.

That's 6 natural attacks for your Kobold rogue. 8 attacks if your DM buys that Rapidstrike grants an extra attack for both of your claws.

Unarmed Swordsage dip gets Unarmed Strike (as Monk), ie. with any body part you want, so you can do your full iteratives as pelvic thrusts, then get your four natural attacks at full BAB -2, and then rapidstrikes as -7 and -12.

Sample build: Great Wyrm Dragonwrought Desert Kobold
Rogue1/Swashbuckler1/Rogue2/Swashbuckler4/Unarmed Swordsage1/Swashbuckler11.

Dragonwrought, Multiattack, Dragon Tail (hey, 4 attacks at first level!), Weapon Finesse as swashbuckler bonus, Shadow Blade (I can't recall offhand if claws or bites are shadow hand weapons), Craven, Rapidstrike & Improved Rapidstrike, Craven.


Also, it might be worth mentioning that some read the martial adepts as being forced to take 1st level stance on their first level, regardless of their actual IL.

Oh, and great work.
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Old 06-15-2010, 08:44 PM   Top  -  End  -  #21
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

You've mixed up whether a couple of things are house rules or not.
Quote:
Dragonfire Strike – Turns all of your Sneak Attack damage into fire damage, letting you bypass all possible immunities to Sneak Attack
Quote:
Originally Posted by Dragonfire Strike
Benefit: When you gain extra damage from a sneak attack, sudden strike, or skirmish, you can choose for the extra damage to be fire damage.
If an enemy is immune to sneak attack you don't get any extra damage to choose to convert to fire. Using this to "bypass all possible immunities" is definitely a house rule. The feat is triggered off actual extra damage from sneak attack, not on some theoretical sneak availability.
Quote:
Note: You can get Mobility via the Mobility armor special ability. It’s up to your DM if this works as a prereq for other feats/PrCs.
If the DM follows the standard rules it's not up to them. Prerequisites are prerequisites; you either have them or you don't. The downside to having Mobility as an armor enhancement is pretty minimal, as it is limited to a loss of class abilities if you take off the armor for prestige classes in Complete Warrior. Here's the complete list:
  • Dervish
  • Gnome Giant-Slayer
So avoid those PrCs where there's a rule specifying a loss of class features (with no recovery mechanism available in the rules) for failing to maintain entrance requirements, and you're good.
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Old 06-15-2010, 08:46 PM   Top  -  End  -  #22
Akal Saris
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Quite an excellent guide, in my opinion. You clearly spent a lot of time on this, so thank you for that. And thanks for linking my poison handbook as well :)

Some random contributions:

Skills:

While not a class skill, Iajutsu Focus is good enough to take cross-class ranks in if allowed. It's a Cha check to gain bonus damage on melee attacks against flat-footed foes when you draw a melee weapon.

Rogue weapons:

Melee: For dual-wielding, you'll want to use a rapier and short sword, or dual short swords if you intend to sink feats into weapon focus or something similar. You should also carry a morningstar, light mace, and punching dagger for foes vulnerable to piercing or bludgeoning, and a few daggers for general versatility.

Gnomes might have the option from C. Warrior's weapon familiarity variant rule of trading in the horrible hooked hammer for the gnome quickrazor (Races of Stone 154), which is like a concealed dagger. Dwarves get the excellent dwarven axe proficiency for free. Interesting options for exotic weapon proficiency include the lasso (BoED), spiked chain and the kusari-gama from the DMG.

Ranged: The shortbow is the best choice, with the hand crossbow as a nifty but generally less effective secondary option. A light crossbow is good only if you have a strength penalty. Interesting options for exotic weapon proficiency include the net and great crossbow (races of stone.

Prestige classes:
Scorpion Heritor from Sandstorm also has 8 skills/level and is quite easy for wilderness rogues to enter. It has full sneak attack advancement and gives a few bonus feats and poison-related abilities. Basically another one of the Rogue++ PrCs.

Dread Fang of Lolth from Drow of the Underdark is a pretty uncommon ftr/rogue PrC aimed at drow and half-drow. It's a pretty strong combo of the two classes, and the capstone is always having a surprise round, quite nice for sneak attacks.

Beast Heart Adept from Dungeonscape is another PrC that goes well with Wilderness Rogue. You gain several monstrous companions that rapidly scale with your level, gain benefits when flanking with them, and eventually whenever any of you are flanking and hit, you each get a free attack of opportunity. While it doesn't grant sneak attack, it grants lots of buddies to give you flanking and the potential for massive damage combos.

Magic Items:

Assassination special ability: This +1 weapon enhancement gives you auto-poison use, increases poison DCs by +1 to +5, and gives +1d6 sneak attack. Much better than the basic +1d6 SA enchantment from the MIC.

Bracers of Murder
(Drow of the Underdark): For 8K, these give +2 to attack/dmg against flat-footed foes, +2 to death attack save DCs, and allow you to reroll ones on sneak attack dice. All around excellent for the price.
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Old 06-15-2010, 08:47 PM   Top  -  End  -  #23
JeminiZero
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Quote:
Originally Posted by PId6 View Post
I disagree with that interpretation. By RAW, you don't "start play" if you multiclass into it at 9th level, so you aren't forced to take a 1st level stance. By RAI, there's no reason why you should be forced to take a 1st level stance, and the phrase "start play" has been used by WotC books often enough that I'm inclined to believe they just didn't think of multiclassing when they wrote that line.
There are some problems with such a literalist intepretation but I won't go into them here. The key point is that not all DMs would follow that particular intepretation, so at the very least I would suggest noting it as a rule ambiguity.
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Old 06-15-2010, 08:49 PM   Top  -  End  -  #24
Sc00by
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

x2 on telling blow.

It's a nice way of getting sneak attack damage as a sort of last resort. With a keen kukri (and the target having a less than astronomical AC) you are looking at a 25% chance of a threat. Not bad odds if you have 6+ attacks per round...

My whisperknife build has it and it kicks in just often enough for me to not forget I've got it. Though I continually forget that the weapon I'm using is shocking BURST and thus never add the extra 2d10...
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Old 06-15-2010, 08:52 PM   Top  -  End  -  #25
balistafreak
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Quote:
Originally Posted by Akal Saris View Post
While not a class skill, Iajutsu Focus is good enough to take cross-class ranks in if allowed. It's a Cha check to gain bonus damage on melee attacks against flat-footed foes when you draw a melee weapon.
I disagree that cross-class ranks in Iaijutsu Focus are worth anything. I believe this is what a Factotum dip can be used for. Of course, you'd also need (two?) Gnomish Quickrazor(s?), which would mean either being a (Whisper) Gnome or blowing a feat...

But man, the BONUS DAMAGE! Drop a Grease/Marbles, full attack, shaZAM.

I think Person Man's Haverdasher build may or may not say something about that, but I'm not sure.
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Old 06-15-2010, 08:56 PM   Top  -  End  -  #26
Runestar
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

I would generally avoid races with racial HD, since it means you won't get the 4x(8+int mod) skill points from your 1st lv of rogue, and are stuck with crappy number of skill points and a crummy skill list.

Pixie doesn't seem like a bad choice - perma-invis means you will rarely have problems dealing SA, but it seems it like it will pay off only at higher lvs.

In addition, I find it questionable that a rogue handbook would advocate builds that include only 1 lv of rogue. Shouldn't you be trying to make play a pure rogue as viable as possible?
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Old 06-15-2010, 09:08 PM   Top  -  End  -  #27
Darrin
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Add "Undo Resistance" (Fiendish Codex II) to the Feat section. Definitely a blue feat, particularly at high levels when everybody and their dog has SR.

I'd change Staggering Strike to blue as well.

Might want to add "Air Goblin" to the races. Unearthed Arcana, Dex +4, LA +0. Also, Muckdweller from Serpent Kingdoms: tiny size, LA +0, Str -6, Dex +6, Wis -2, Cha -2.

Last edited by Darrin : 06-15-2010 at 09:14 PM.
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Old 06-15-2010, 09:08 PM   Top  -  End  -  #28
Gnaeus
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Quote:
Originally Posted by Runestar View Post
I would generally avoid races with racial HD, since it means you won't get the 4x(8+int mod) skill points from your 1st lv of rogue, and are stuck with crappy number of skill points and a crummy skill list.
Have you READ Marrulurk?

+2 Str, +6 Dex, +4 Con, +6 Wis, +4 Cha
+4 Racial Bonus on Hide and Move Silently and Listen (Racial skills:bluff, hide, listen, move silently, spot)
Darkvision, Low Light Vision, Discriminating Hearing (like a weaker blindsense),
+2 Natural Armor, Fire resistance 5
2 free bonus feats, Point Blank Shot and Rapid Shot
Longbow Proficiency
Death attack and Poison Use like an Assassin
+2d6 Sneak Attack
Crummy breath weapon

For ranged rogues it is awesome beyond measure, giving 2 bonus feats like 2 levels of fighter without slowing down sneak attack AND great stat bonuses. For other rogues it is only pretty good, because of the stat bonuses and special qualities.

Last edited by Gnaeus : 06-15-2010 at 09:11 PM.
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Old 06-15-2010, 09:09 PM   Top  -  End  -  #29
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

Quote:
Originally Posted by PId6 View Post
I searched through and I think I got all of them. It's easy to use the wrong term when they're often so arbitrarily assigned (Balancing makes you flat-footed but being blinded loses you Dex to AC, being invisible denies Dex to AC but Sapphire Nightmare Blade inflicts flat-footedness, etc). If you see any other errors, I'd appreciate if you report them.
You got all the erroneous "flat-footed" references. Thank you.
Quote:
Originally Posted by PId6
I disagree with that interpretation. By RAW, you don't "start play" if you multiclass into it at 9th level, so you aren't forced to take a 1st level stance. By RAI, there's no reason why you should be forced to take a 1st level stance, and the phrase "start play" has been used by WotC books often enough that I'm inclined to believe they just didn't think of multiclassing when they wrote that line.
I'm not buying your argument here any more than JeminiZero did.
Quote:
Originally Posted by Swordsage
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances.
The context here is Swordsage class levels, as the next line makes clear. "You begin play" means "you begin play as a Swordsage". Whether WotC thought of multiclassing or not, as a 1st level Swordsage you begin with one 1st-level stance. (My opinion: "RAI" should never be mentioned in any rules discussion where you want to be taken seriously.)
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Old 06-15-2010, 09:19 PM   Top  -  End  -  #30
Wonton
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Default Re: [3.5] The Rogue Handbook – When the darkness hits back (for 10d6 damage)

This is awesome. There WAS a worrying lack of Rogue Handbooks prior to this. Kudos to you sir!
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