Epic Rogue of Seven Sneak Attacks a Round a Creature (3.5e Optimized Character Build)

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Introduction[edit]

This was an idea I had for rogue when I was poking around the epic rogue rules here.

References[edit]

Just the SRD.

Game Rule Components[edit]

Spells, Powers, Soulmelds, Stances, etc...[edit]

None

Items[edit]

Spiked Chain (best you can get).

Various wands to sink your actions in whenever 5 feet is enough movement.

A magic item that has a continuous effect of Enlarge Person

A magic item that has a continuous effect of Death Ward OR get the cleric to cast it on you repeatedly (So that you don't get killed by Finger of Death+Power Word Kill)

Stuff that's good for any single class Rogue

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): DEX > 13. Recommended DEX>CON≈INT>CHA≈WIS>STR

Race (Templates): Recommended Elf, but anything Medium sized and up works

Alignment: Any

ECL Class Base
Attack Bonus
Saving Throws Feats Class
Features
Fort Ref Will
1st Rogue +0 +0 +2 +0 Combat Reflexes Sneak Attack +1d6
2nd Rogue +1 +0 +3 +0
3rd Rogue +2 +1 +3 +1 Hold the Line SA + 2d6
4th Rogue +3 +1 +4 +1
5th Rogue +3 +1 +4 +1 SA + 3d6
6th Rogue +4 +2 +5 +2 Exotic Weapon Proficiency (Spiked Chain)
7th Rogue +5 +2 +5 +2 SA + 4d6
8th Rogue +6/+1 +2 +6 +2
9th Rogue +6/+1 +3 +6 +3 Weapon Finesse (Spiked Chain) SA + 5d6
10th Rogue +7/+2 +3 +7 +3 Opportunist
11th Rogue +8/+3 +3 +7 +3 SA + 6d6
12th Rogue +9/+4 +4 +8 +4 Stand Still
13th Rogue +9/+4 +4 +8 +4 Crippling Strike, SA + 7d6 (+ STR)
14th Rogue +10/+5 +4 +9 +4
15th Rogue +11/+6/+1 +5 +9 +5 Quick Draw SA + 8d6 (+ STR)
16th Rogue +12/+7/+2 +5 +10 +5 Slippery Mind
17th Rogue +12/+7/+2 +5 +10 +5 SA + 9d6 (+ STR)
18th Rogue +13/+8/+3 +6 +11 +6 Improved Unarmed Strike
19th Rogue +14/+9/+4 +6 +11 +6 Deflect Arrows (instead of rogue ability), SA + 10d6 (+ STR)
20th Rogue +15/+10/+5 +6 +12 +6
21st Rogue +16/+11/+6 +6 +12 +6 Sneak Attack of Opportunity SA + 11d6 (+ STR)
22nd Rogue +16/+11/+6 +7 +13 +7
23rd Rogue +17/+12/+7 +7 +13 +7 SA + 12d6 (+ STR)
24th Rogue +17/+12/+7/+2 +8 +14 +8 Improved Combat Reflexes Lingering Damage, SA + 12d6 x 2 (+ STR)
25th Rogue +18/+13/+8 +8 +14 +8
26th Rogue +18/+13/+8 +9 +15 +9 SA + 13d6 x 2 (+ STR)
27th Rogue +19/+14/+9 +9 +15 +9 Infinite Deflection
28th Rogue +19/+14/+9 +10 +16 +10 Dexterous Will, SA + 14d6 x 2 (+ STR)
29th Rogue +20/+15/+10 +10 +16 +10
30th Rogue +20/+15/+10 +11 +17 +11 Extraordinary Deflection SA + 15d6 x 2 (+ STR)}
31st Rogue +21/+16/+11 +11 +17 +11
32nd Rogue +21/+16/+11 +12 +18 +12 Dexterous Fortitude, SA + 16d6 x 2 (+ STR)
33rd Rogue +22/+17/+12 +12 +18 +12 Spellcasting Harrier
34th Rogue +22/+17/+12 +13 +19 +13 SA + 17d6 x 2 (+ STR)
35th Rogue +23/+18/+13 +13 +19 +13
36th Rogue +23/+18/+13 +14 +20 +14 Improved Sneak Attack Improved Sneak Attack, SA + 20d6 x 2 (+ STR)
37th Rogue +24/+19/+14 +14 +20 +14
38th Rogue +24/+19/+14 +15 +21 +15 SA + 21d6 x 2 (+ STR)
39th Rogue +25/+20/+15 +15 +21 +15 Improved Sneak Attack SA + 22d6 x 2 (+ STR)
40th Rogue +25/+20/+15 +16 +22 +16 Improved Sneak Attack, SA + 24d6 x 2 (+ STR)

Other Components[edit]

Focus all attribute points into DEX until it is at least 21.

Hide and thus Bluff are less useful than normal, as you don't need to use it to Sneak Attack.

Tactics[edit]

Once your enemies wisen up and avoid charging you, you can move so that they are in the middle of your threatened area like this (E=Enemy, @=You, • = Threatened area) • E • • @ They will take one SAoO if they try to use ranged/magic or try to get out of your threatened area without Tumbling, and two if they charge you.

Highlights[edit]

Good Reflex saves

Great zone controller.

Unlimited targets.

Uncanny Dodge and all the other rogue goodies.

Insane DCs on Stand Still thanks to Sneak Attack.

Munchkin-Size Me[edit]

Since you will be weak against things immune to crits, it would be advisable to make your chain Holy and Construct Bane.

Side Notes[edit]

A zone controller, this build is very powerful but you will still need a fighter type and a primary rogue in the party, the former because you have to sacrifice mobility to be at peak effectiveness and because they can give you Opportunist, the latter because you will not be too stealthy and will end up low in skill ranks after taking levels out of Rogue and not taking any skill feats.

Limitations[edit]

It takes a long time to get up to full power, but even until then you're still a rogue, just one with less than ideal feat and stat choice.

Most of the power can be negated by non-epic means, like invisibility, Tumble, Spring Attack, and armor of greater Fortification. Even the threat to archers will be useless if they have Combat Archery.

DM Counters[edit]

Flying monsters in high rooms/outdoors (If the character cannot get a Fly spell from the local caster)

Greater Invisibility with some means of avoiding dispelling/dispeller

Very fast monsters in large rooms/outdoors (If the character cannot get a Haste spell from the local caster/wand)

Things that are immune to crits/sneak attacks take little damage (although you can still prevent them from going more than one space into your threatened area)

Spring Attack instead of charge. With a movement rate of 60 or so, monsters can start and end turn out of harms way, and still attack without repercussion.

Tumble DC 15 will allow enemies to move at half speed through threatened area. At DC 25 they can do so at full speed.

Dispelling the Enlarge Person

Limiting Sneak Attack of Opportunity or Improved Combat Reflexes

Miscellaneous[edit]

For further progression, put more levels in Fighter and spring for Weapon Focus feats before just sticking with rogue, and when in doubt take Improved Sneak Attack.



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