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Thread: Rogue weapons?
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2010-10-29, 10:21 PM (ISO 8601)
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- Jun 2010
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Rogue weapons?
In short, what weapons are the best for a rogue?
Does it matter if they dual wield or single wield?
Is wielding two kukri's better than wielding one elven courtblade?
Are there better weapons? oO
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2010-10-29, 10:23 PM (ISO 8601)
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Re: Rogue weapons?
Rogues want to wield as many weapons as they can, so a pair of short swords is where you'd be at since Rogues are not proficient with the kukri. Your SA doesn't multiply on a critical hit, so range isn't important. Be sure to carry around a spare dagger (hidden) and some darts.
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2010-10-29, 10:25 PM (ISO 8601)
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- Jan 2010
Re: Rogue weapons?
I kind of always thought that that was the route to go with a melee rogue. It works well with sneak attack. As for weapon, daggers: easy to conceal, and you need them if you want to go Invisible Blade (I forget what the other weapons you can use with that classes features are so that's why I'm only saying daggers).
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2010-10-29, 10:31 PM (ISO 8601)
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- Nov 2009
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Re: Rogue weapons?
I usually use (and see) Rogues with two (or all three) of the following:
Rapier and Short Sword, two Daggers and/or two Light Maces
I'd suggest having at least the maces and rapier/ss personally, but there's a certain flavor to daggers that you just can't replace.
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2010-10-29, 10:59 PM (ISO 8601)
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- Jun 2010
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Re: Rogue weapons?
Mmk, so then what if I were to tell you all that I was making a Drow, Cleric, Rogue, Eye of Lolth?
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2010-10-29, 11:27 PM (ISO 8601)
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2010-10-29, 11:48 PM (ISO 8601)
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- Jun 2010
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Re: Rogue weapons?
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2010-10-30, 12:08 AM (ISO 8601)
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- May 2006
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Re: Rogue weapons?
Feats are precious for Rogues. You'll want to use weapons that you're already proficient in. Basically that means your primary weapon should be a keen rapier, because of its wide threat range. Craven adds a non-dice bonus to sneak attacks, so that bonus will get multiplied on a critical hit.
Two-Weapon Fighting is a poor feat tree. It forces the Rogue to go for in-your-face full attacks, meaning it risks full counterattacks. And it provides no benefit at all when not making a full attack.
Since you can buy Improved Unarmed Strike (Bracers of Striking in Magic of Faerūn for the cheap option, or Fanged Ring in Dragon Magic as the deluxe alternative), that should be your secondary weapon. The reason is the Snap Kick feat, which provides an unarmed strike with any of the following:
- full attack including at least one melee attack
- standard action melee attack
- attack of opportunity
- bonus melee attack (such as from Improved Trip, or casting a touch attack spell)
For walking around, the Rogue should always have a missile weapon ready to fire. That's going to be either a composite shortbow (most races) or longbow (if Elf). You should never squander an opportunity to hit a flat-footed enemy at the start of combat by moving instead of attacking.
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2010-10-30, 12:11 AM (ISO 8601)
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Re: Rogue weapons?
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2010-10-30, 12:22 AM (ISO 8601)
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- Jan 2010
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2010-10-30, 12:27 AM (ISO 8601)
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- Aug 2007
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Re: Rogue weapons?
In a book called "Drow of the Underdark" there is actually a feat specifically tailored to Drow using the Rapier/Hand-Crossbow combo. The book has all kinds of great stuff for drow PC's if you can find it.
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2010-10-30, 12:28 AM (ISO 8601)
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I've started streaming again.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
I started my first campaign outside of an abandoned mine, just as soon as a meteor storm from the moon hits.
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2010-10-30, 01:06 AM (ISO 8601)
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2010-10-30, 01:48 AM (ISO 8601)
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- Jun 2010
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Re: Rogue weapons?
I've started streaming again.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
I started my first campaign outside of an abandoned mine, just as soon as a meteor storm from the moon hits.
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2010-10-30, 01:52 AM (ISO 8601)
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- Nov 2008
Re: Rogue weapons?
He's talking about the fact that the weapon in real life takes two hands, but only needs one in game. The silly things we allow in Dnd.
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2010-10-30, 01:54 AM (ISO 8601)
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- Jun 2010
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Re: Rogue weapons?
Mm, yeah I can see that now, my bad. Hm... *shrug*
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
I started my first campaign outside of an abandoned mine, just as soon as a meteor storm from the moon hits.
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2010-10-30, 05:48 AM (ISO 8601)
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- Jan 2010
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- Xen'Drik
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Re: Rogue weapons?
thats not correct!
(a)CRAVEN
[GENERAL]
Like most sly rogues, you are a dangerous coward. However, your sneak attacks deal more damage than normal.
Prerequisite: Sneak attack class feature, cannot be immune to fear
Benefit: You take a -2 penalty on saving throws against fear effects. However, when making a sneak attack, you deal an extra 1 point of damage per character level.
Rulebook: Champions of Ruin (p. 17)
As to my understanding this is clearly added to sneak attack dmg!
(b)Should the rogue score a critical hit with a sneak
attack, this extra damage is not multiplied.
Rulebook: Player's Handbook (p. 50)
from (a),(b)=>craven does not get multiplied from critical.
(!)this also goes to cripling strike, str dmg does not get multiplied,its part of the sneack attakc dmg!
even though keen rapier is a good thing due to great fluf!Last edited by Raendyn; 2010-10-30 at 05:54 AM.
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2010-10-30, 05:55 AM (ISO 8601)
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- Dec 2004
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- The Land of Angles
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2010-10-30, 06:02 AM (ISO 8601)
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- Jul 2007
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- London
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Re: Rogue weapons?
Don't forget flasks of acid and alchemists fire, ranged elemental damage touch attacks.... better still if you can talk your DM into allowing weapons that leave your hand while you're under a blink effect to always end up on the material plane...
Give them bread and circusses and the plebs wont rise against you. Give adventurers dungeons and trapped chests and they won't waste time looking to ransack your home and kill your wife.
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2010-10-30, 06:04 AM (ISO 8601)
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- Dec 2004
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2010-10-30, 06:07 AM (ISO 8601)
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- Jul 2007
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- London
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Re: Rogue weapons?
because when an object leaves your hands the spell stops affecting it. While your sword is in your hand the Blink effect has it bounce back and forth between planes with you, when you put it down on the table it stops being Blinked so it stays on the table.
Put it anouther way, is there a 20% chance that the rogue is going to wind up on the Ethereal Plane when he shuts off the spell effect?Give them bread and circusses and the plebs wont rise against you. Give adventurers dungeons and trapped chests and they won't waste time looking to ransack your home and kill your wife.
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2010-10-30, 06:12 AM (ISO 8601)
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- Jan 2010
Re: Rogue weapons?
Though feat wise expensive I always liked the idea of a rogue who uses a dagger whip.
You trip the enemy, get a free attack which also counts as a sneak attack and well you deny them the ability to really move that much. Useful too since your allies will get bonuses to attack a prone enemy with melee weapons.
Another thing I like to see is a rogue who uses the trapsmith skill followed by ranged attacks.
Quick draw feat is pretty damn good to especially if you want to start throwing weapons about. Daggers are good since they can be used as melee and ranged weapons. Though versatile they don't really do that much damage I admit.
But yeah flavor wise I think the dagger whip is the best. Build wise I've never really tried it properly before with a rogue at least. I've used a dagger whip fighter whirlwind combo and that was fun."A knife can only bring true happiness in the hands of a chef."
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2010-10-30, 06:20 AM (ISO 8601)
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- Apr 2009
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Re: Rogue weapons?
We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
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2010-10-30, 06:53 AM (ISO 8601)
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2010-10-30, 07:21 AM (ISO 8601)
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- May 2006
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- Sunnydale
Re: Rogue weapons?
You're looking a bit too narrowly here, and losing what "this" refers to in your quote.
Sneak Attack
...
This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.Multiplying Damage
...
Exception: Extra damage dice over and above a weapons normal damage, such as that dealt by a sneak attack or the special ability of a flaming sword, are never multiplied.
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2010-10-31, 05:13 AM (ISO 8601)
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- Jul 2005
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Re: Rogue weapons?
It depends - im im going to go the Swashbuckler/Daring Outlaw way i'll grab a Courtblade for the dual damage and finessable threat but recently ive been more intersted in Str based Rogues and hitting things with normal weapons.
If i was to go with a Dual small weapon setup i'd grab at least 2 levels of ranger for the Combat style (the other Ranger class features are nice as well)Thankyou to NEOPhyte for the Techpriest Engiseer
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2010-10-31, 03:39 PM (ISO 8601)
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- Aug 2010
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Re: Rogue weapons?
If you're DM would allow it, I'd suggest Sawtooth sabres from the Curse of the Crimson Throne module (it's pathfinder, but it's compatible.) They're treated as light weapons if you're proficient with them, with a pretty good damage output (a d8, I believe). Dual-wield them, of course.
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2010-10-31, 03:54 PM (ISO 8601)
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- Feb 2010
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- Finland
Re: Rogue weapons?
Quotes:Praise for avatar may be directed to Derjuin.Spoiler
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2010-10-31, 04:02 PM (ISO 8601)
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2010-10-31, 08:48 PM (ISO 8601)
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Re: Rogue weapons?
Considering that the spell flat-out states a 20% miss chance to "attacks," and spells also have a 20% chance to not affect the Material Plane, I don't think there's really any basis for your interpretation beyond "Doesn't this seem like it would make sense?"
And, really, we don't have much room to be talking about how a spell that rapidly blinks you back and forth between dimensions should work.SpoilerOriginally Posted by JaronKOriginally Posted by TyndmyrOriginally Posted by Zaq