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Diegodod
2018-05-28, 06:43 PM
Hello guy, I in entering a new campain and I whant to make a Ranged,specialist,but i can't think in nothing,some progression idea ?

11 11 14 14 10 9 (my bad dices)

I Whas thinking in Rogue 2/figther 2/(assassin maybe) (knife thrower)

I can use 2 flaws

Ty guys

gorfnab
2018-05-28, 08:07 PM
In the spoiler is a build template for a knife throwing build and some extra resources.

Strongheart Halfling (PGtF) or Human
1. Rogue - Point Blank Shot, Precise Shot, Craven (CoR), Far Shot, 2x Flaws
2. Swashbuckler - B: Weapon Finesse
3. Rogue - Two Weapon Fighting
4. Rogue - Penetrating Strike ACF (DS)
5. Swashbuckler
6. Swordsage - B: Weapon Focus: Shadow Hand weapons, Shadowblade (ToB)
7. Swashbuckler
8. Fighter - Hit-and-Run Tactics ACF (DotU - if your DM is lenient), Targeteer ACF (DragMag 310)- Vital Aim
9. Fighter - Targeteer ACF - Rapid Shot, Improved Two Weapon Fighting
10. Swordsage (for Assassins Stance)
11. Master Thrower - B: Quick Draw
12. Master Thrower - Dead Eye (DragMag 304)
13. Master Thrower
14. Master Thrower - B: Snatch Arrows
15. Master Thrower - B: Improved Critical, Greater Two Weapon Fighting
16. Invisible Blade
17. Invisible Blade
18. Invisible Blade - Improved Precise Shot
19. Invisible Blade
20. Invisible Blade


For throwing builds you need to look into ways to either carry enough daggers (not so good option) or magically generate an infinite supply of daggers (better option). There are three items that can work well for dagger throwing builds with some minor DM tweaking. The first is the Gloves of Endless Javelins (MIC). The main change being changing the javelins to daggers (with maybe a corresponding change in damage from d6 to d4). The second item is the Gauntlet of Infinite Blades (MIC). It can produce daggers, but only 1 per round because of its Swift action activation. The change here would be changing Swift action to Free action. The third item is the Quiver of Anariel, posted in the spoiler below. The change here would be "quiver" to "bandoleer" and "arrow(s)" to "dagger(s)".

Quiver of Anariel

Quiver of Anariel:Quivers of Anariel appear to be typical arrow containers capable of holding a score of arrows. However, the quivers automatically replenish themselves with standard or magical arrows, such that they are always full. Some quivers also create arrows made of special materials, such as adamantine, cold iron, or alchemical silver.

Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes.

Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation; Price 28,000 gp (standard arrows), 29,000 gp (masterwork arrows), 32,000 gp (+1 arrows), 44,000 gp (+2 arrows), 64,000 gp (+3 arrows), 92,000 gp (+4 arrows), 128,000 gp (+5 arrows); Add an additional +6,000 gp for adamantine arrows, +4,005 gp for cold iron arrows, or +200 gp for alchemical silver arrows; Weight 1 lb.
Thankfully someone saved this article here (http://web.archive.org/web/20070401150041/http:/ww2.wizards.com/Books/Wizards/?doc=fr_lonedrowstats) since WOTC decided to delete the original posting.


Other magic items you may want to look into:
Rogue's Vest (MIC)
Collar of Umbral Metamorphosis (ToM)
Bracers of the Hunter (SoX)


Non-magic items to consider (you can never have too many daggers)
Masterwork Bandoleer (FRCS)
Knife Vest (A&EG)
Boot Sheath (A&EG)
Wrist Sheath (A&EG)
Smuggler's Boots (A&EG)

Here is some light reading that may help you with the more Rogue based parts of the build.
The Rogue Handbook (http://www.giantitp.com/forums/showthread.php?156350-3-5-The-Rogue-Handbook-A-Fistful-of-d6)

Whisperknife, if you went with Halfling, is a good finisher after Master Thrower if you don't go Invisible Blade. Defensive Throw and Ranged Flank are the abilities that really stand out.

justiceforall
2018-05-28, 09:02 PM
Something worth pointing out - your turns will take forever. You will have to roll a hundred attacks, and calculate damage a zillion times. If this is at a table with a larger group I'd reconsider this build unless your group is patient. At my table this wouldn't fly, the rest of the players would be wandering off to make coffee, etc during your turns.

A build I did for this before discarding because it was not mechanically feasible in my group:

Human Warblade 1 (for Blood in the Water stance)
Rogue 6
Master Thrower 5
Rogue X/Invisible Blade/etc

Feats are similar to gorfnab but without any of the Dragon Magazine stuff since our table doesn' t use it.

Diegodod
2018-05-28, 09:55 PM
In the spoiler is a build template for a knife throwing build and some extra resources.

Strongheart Halfling (PGtF) or Human
1. Rogue - Point Blank Shot, Precise Shot, Craven (CoR), Far Shot, 2x Flaws
2. Swashbuckler - B: Weapon Finesse
3. Rogue - Two Weapon Fighting
4. Rogue - Penetrating Strike ACF (DS)
5. Swashbuckler
6. Swordsage - B: Weapon Focus: Shadow Hand weapons, Shadowblade (ToB)
7. Swashbuckler
8. Fighter - Hit-and-Run Tactics ACF (DotU - if your DM is lenient), Targeteer ACF (DragMag 310)- Vital Aim
9. Fighter - Targeteer ACF - Rapid Shot, Improved Two Weapon Fighting
10. Swordsage (for Assassins Stance)
11. Master Thrower - B: Quick Draw
12. Master Thrower - Dead Eye (DragMag 304)
13. Master Thrower
14. Master Thrower - B: Snatch Arrows
15. Master Thrower - B: Improved Critical, Greater Two Weapon Fighting
16. Invisible Blade
17. Invisible Blade
18. Invisible Blade - Improved Precise Shot
19. Invisible Blade
20. Invisible Blade


For throwing builds you need to look into ways to either carry enough daggers (not so good option) or magically generate an infinite supply of daggers (better option). There are three items that can work well for dagger throwing builds with some minor DM tweaking. The first is the Gloves of Endless Javelins (MIC). The main change being changing the javelins to daggers (with maybe a corresponding change in damage from d6 to d4). The second item is the Gauntlet of Infinite Blades (MIC). It can produce daggers, but only 1 per round because of its Swift action activation. The change here would be changing Swift action to Free action. The third item is the Quiver of Anariel, posted in the spoiler below. The change here would be "quiver" to "bandoleer" and "arrow(s)" to "dagger(s)".

Quiver of Anariel

Quiver of Anariel:Quivers of Anariel appear to be typical arrow containers capable of holding a score of arrows. However, the quivers automatically replenish themselves with standard or magical arrows, such that they are always full. Some quivers also create arrows made of special materials, such as adamantine, cold iron, or alchemical silver.

Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes.

Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation; Price 28,000 gp (standard arrows), 29,000 gp (masterwork arrows), 32,000 gp (+1 arrows), 44,000 gp (+2 arrows), 64,000 gp (+3 arrows), 92,000 gp (+4 arrows), 128,000 gp (+5 arrows); Add an additional +6,000 gp for adamantine arrows, +4,005 gp for cold iron arrows, or +200 gp for alchemical silver arrows; Weight 1 lb.
Thankfully someone saved this article here (http://web.archive.org/web/20070401150041/http:/ww2.wizards.com/Books/Wizards/?doc=fr_lonedrowstats) since WOTC decided to delete the original posting.


Other magic items you may want to look into:
Rogue's Vest (MIC)
Collar of Umbral Metamorphosis (ToM)
Bracers of the Hunter (SoX)


Non-magic items to consider (you can never have too many daggers)
Masterwork Bandoleer (FRCS)
Knife Vest (A&EG)
Boot Sheath (A&EG)
Wrist Sheath (A&EG)
Smuggler's Boots (A&EG)

Here is some light reading that may help you with the more Rogue based parts of the build.
The Rogue Handbook (http://www.giantitp.com/forums/showthread.php?156350-3-5-The-Rogue-Handbook-A-Fistful-of-d6)

Whisperknife, if you went with Halfling, is a good finisher after Master Thrower if you don't go Invisible Blade. Defensive Throw and Ranged Flank are the abilities that really stand out.

I saw some problems I will have whit that build;

1 I have not 15 Dex for the Two Weapon Fighting in lvl 3
2 I have 11 wis to use in the swordsage 2
3 Why swordbucker 2 and 3?
4 I will have not dex for Improved Two Weapon Fighting in lvl 9

ty for the build, I liked but my bad dices will not leave me do that
looks like i will need to use a bow build

:(

gorfnab
2018-05-28, 10:06 PM
1 I have not 15 Dex for the Two Weapon Fighting in lvl 3

Strongheart Halfling as a race will get you +2 more Dex bringing you up to 16



2 I have 11 wis to use in the swordsage 2

Swordsage 2 is for access to Assassin's Stance since the first level of Swordsage only gives you access to first level stances. The Wis modifier to AC is a nice extra perk. You can get higher wisdom scores using magic items.



3 Why swordbucker 2 and 3?

Swashbuckler 3 gets you Insightful Strike, Int modifier to damage with light or finesse-able weapons. Daggers are finesse-able weapons and the Insightful Strike ability does not distinguish between melee or ranged usage.



4 I will have not dex for Improved Two Weapon Fighting in lvl 9

14 rolled stat, +2 Strongheart Halfling, +2 stat level increases at level 4 and 8 = 18 Dex, without including magic items such as Gloves of Dexterity.

Diegodod
2018-05-28, 10:09 PM
Strongheart Halfling as a race will get you +2 more Dex bringing you up to 16


Swordsage 2 is for access to Assassin's Stance since the first level of Swordsage only gives you access to first level stances. The Wis modifier to AC is a nice extra perk. You can get higher wisdom scores using magic items.


Swashbuckler 3 gets you Insightful Strike, Int modifier to damage with light or finesse-able weapons. Daggers are finesse-able weapons and the Insightful Strike ability does not distinguish between melee or ranged usage.


14 rolled stat, +2 Strongheart Halfling, +2 stat level increases at level 4 and 8 = 18 Dex, without including magic items such as Gloves of Dexterity.


the master denied Strongheart Halfling and in the game probablely we will not find places to buy new itens

AnimeTheCat
2018-05-28, 11:34 PM
the master denied Strongheart Halfling and in the game probablely we will not find places to buy new itens

A regular halfling will work, you will just be a feat behind. I doubt craven is necessary, and the gm sounds like they may not even alow it.

Zaq
2018-05-29, 09:02 AM
Ranged Rogues have a slightly harder time getting reliable Sneak Attacks than melee Rogues do just because they can’t flank. What’s your plan for denying the enemy their DEX bonus after the first round? Hide in Plain Sight is a good choice, but it’s a little hard to get HiPS at early levels without templates (or dipping into Warlock and taking Blend Into Shadow, which has pros and cons).

There are other options as well, but I’m any case, you probably need to think of something. Do you have a plan for how to get SA after your first turn?

Deophaun
2018-05-29, 09:47 AM
Something worth pointing out - your turns will take forever. You will have to roll a hundred attacks, and calculate damage a zillion times. If this is at a table with a larger group I'd reconsider this build unless your group is patient. At my table this wouldn't fly, the rest of the players would be wandering off to make coffee, etc during your turns.
Which is why you make your rolls before your turn comes up. I had a character that made eleven natural attacks that had 6d6 energy damage added to each one from a DFI Bard and Improved Grab. My turns went no slower than the fighter's because A) all the rolling was done and B) I didn't have to think about what my character was doing. Everyone just got to see the grell do unspeakable things to whatever it was next to.

Of course, it required a bit of cooperation with the DM who would give me with the target's AC and strength bonus, but when you have 11 data points to narrow those down there's no point trying to hide them.

BloodSnake'sCha
2018-05-29, 10:00 AM
Ranged Rogues have a slightly harder time getting reliable Sneak Attacks than melee Rogues do just because they can’t flank. What’s your plan for denying the enemy their DEX bonus after the first round? Hide in Plain Sight is a good choice, but it’s a little hard to get HiPS at early levels without templates (or dipping into Warlock and taking Blend Into Shadow, which has pros and cons).

There are other options as well, but I’m any case, you probably need to think of something. Do you have a plan for how to get SA after your first turn?
He can get thd Master Thrower skill trick that let hime roll Slight of Hand for denying the dex bonus and a ring if blinking will work well because it deny the enemy dex bonus every time.

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.

Which is why you make your rolls before your turn comes up. I had a character that made eleven natural attacks that had 6d6 energy damage added to each one from a DFI Bard and Improved Grab. My turns went no slower than the fighter's because A) all the rolling was done and B) I didn't have to think about what my character was doing. Everyone just got to see the grell do unspeakable things to whatever it was next to.

Of course, it required a bit of cooperation with the DM who would give me with the target's AC and strength bonus, but when you have 11 data points to narrow those down there's no point trying to hide them.

He call also use an app or a website to roll faster(I like using roll20).

Diegodod
2018-05-29, 05:04 PM
The master denied drow fighter

he said just if I got a drow race

BloodSnake'sCha
2018-05-29, 05:08 PM
The master denied drow fighter

he said just if I got a drow race

Was it the only problem?
is all the other stuff ok?