Alright, so here's the story. Recently, I've started playing DnD on a regular basis again (I took about a half a year break due to surgery), and have been having a lot of fun with it. I've been playing almost every weekend, and have recently started regretting my descision on picking a halfling rogue.
My dexterity score is really high, having rolled an 18 and with the race bonus, that's a 20 (+5 modifier). This has been, like, amazing for evasion based skills and feats, and lets me use my rogue-esque skills quite nicely.
Here's where the frustration comes in. Honestly, the sneak attack damage is really nice, but it doesn't amount to much very quickly. Recently, due to my lack of a decent strength score (12 .... +1 modifier i think ... please don't say change it to a higher one, because the other rolls weren't higher), and the lack of weapons capable of dealing alot do to my size restriction, I have been feeling like I play a highly insignificant role to my playgroup. Our DM hardly puts in any trap/skillful events in our roleplaying, and I'm thinking that maybe I'm either doing something wrong, read something wrong, or need some advice.
Through a book from Community 3E, i have found an online book on weaponry and armor, and have made a Ninjo-To +2 (Liquid core adding +3 damage, 2d4-1 base damage, 18-20 2x critical, I think)
My question for you guys is, well, how do I fix this? How do I boost the damage that I can do short of changing up the Rogue table (which, I talked to my DM about, and he said that he'd think on it. I really would rather have him not, though)?
Alright, so here's the story. Recently, I've started playing DnD on a regular basis again (I took about a half a year break due to surgery), and have been having a lot of fun with it. I've been playing almost every weekend, and have recently started regretting my descision on picking a halfling rogue.
My dexterity score is really high, having rolled an 18 and with the race bonus, that's a 20 (+5 modifier). This has been, like, amazing for evasion based skills and feats, and lets me use my rogue-esque skills quite nicely.
Here's where the frustration comes in. Honestly, the sneak attack damage is really nice, but it doesn't amount to much very quickly. Recently, due to my lack of a decent strength score (12 .... +1 modifier i think ... please don't say change it to a higher one, because the other rolls weren't higher), and the lack of weapons capable of dealing alot do to my size restriction, I have been feeling like I play a highly insignificant role to my playgroup. Our DM hardly puts in any trap/skillful events in our roleplaying, and I'm thinking that maybe I'm either doing something wrong, read something wrong, or need some advice.
Through a book from Community 3E, i have found an online book on weaponry and armor, and have made a Ninjo-To +2 (Liquid core adding +3 damage, 2d4-1 base damage, 18-20 2x critical, I think)
My question for you guys is, well, how do I fix this? How do I boost the damage that I can do short of changing up the Rogue table (which, I talked to my DM about, and he said that he'd think on it. I really would rather have him not, though)?
I really would like your advice on this one.
First off, if you had an 18 and the rest of your rolls were 12 or less, you really rolled terribly and that starts off badly for you.
The fact that your DM doesn't make a lot of rouge-oriented situations is his fault entirely, and you should talk to him about it. Tell him that you feel inadequate to the group and would appreciate more puzzles/traps/situations where your skills are important. That should make the game much more fun.
Now, if your DM won't change, then you just built your character wrong. If it is a heavy combat kick-down-the-door style campaign, then you need to max up damage with the right specialization feats, and put lots of points in tumble, eventually leading yourself up to a prestige class such as assassin (or any other prestige class you can find in the DM's guide, Song and Sword book, or the Complete Rouge book), giving you some really awesome skills. If you want to post your complete stats (ability scores, skills, feats, race, class, level, and items), I would try to go through it for you and pick apart what you could have done wrong.
Finally, the last possible problem may be that the campaign is just bad for rouges (this actually happens quite a bit with less experienced DMs), and there is little you can do. If this is the case, ask your DM if you can kill off your character and have another one of equal level join up with the party.
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If your DM will allow you to replace the Exotic Weapon Proficiency feat you had to take to use the ninja-to without penalities, replace it with Weapon Finesse: Rapier (which will let you use your +5 dex modifier to hit instead of your +1 strength modifier) and replace your +2 ninja-to with a +2 small rapier (1d4+2 piercing, 18-20 x 2).
Take your next four levels in fighter. This'll give you three fighter feats. For your first-level fighter bonus feat, take Weapon Focus: Rapier. For your second-level fighter bonus feat, take Improved Toughness or Iron Will. And for your fourth-level fighter bonus feat, take Weapon Specialization: Rapier.
If you do that, at 8th level, you should be a fourth-level rogue, fourth-level fighter with +16/+11 to hit (+7/+2 BAB, +5 from dex, +2 from the rapier's +2, +1 from Weapon Focus, and +1 from your size modifier). And your damage should be 1d4+5 (+1 from strength, +2 from the rapier's +2, and +2 from Weapon Specialization), which is a minimum of 6 points of damage/maximum 9 points of damage per hit (not including your 2d6 sneak attack damage). Both your fort and reflex saves will be decent (base 5/5), but be warned, your will save will suck (base 2).
Wear a masterwork or magical chain shirt (mithril if you can get it) so that your armor won't mess with your movement or rogue skills too much, and so that you can sleep armored up. With just a +1 chain shirt, you'll have a 21 AC: +5 from the armor, +5 from dex, and +1 from size. Try to get a really good magical chain shirt and and/or a Ring of Protection and/or an Amulet of Natural Armor and your AC can really get up there.
Then invest in some Gauntlets of Ogre Power (if you can find 'em in small size) to increase your damage and a better rapier (maybe a rapier with a special ability that provides an extra d6 damage, like a flaming rapier or something like that, or a keen rapier, which doubles the rapier's already excellent 18-20 crit range) to increase your ability to hit and your damage.
And fight smart. Always try to flank opponents, so that you'll get an extra +2 to hit and your extra 2d6 sneak attack damage. You should probably make a plan to team up with a fighter in your party in combat.
You said that you don't have to use your rogue skills much, but you can help make up for the rogue skill points you lose from taking the fighter levels by taking a feat like Alertness or Nimble Fingers or something else along those lines at 6th level.
Edit: By the way, I assume you used your 4th-level stat bump to increase your strength to its current 12?
The rogue in my party is by far our heavy hitter. Last time we played he was doing about 60 damage per round, but up to like 100 or 120 if conditions were right. He's got a thoroughly researched setup. I can't remember specifics because we've been on hiatus for a few months now (we're starting back in the next couple of weeks) but I'll ask him about it and try and get you all the info.
I've been away from D&D for some time but it sounds to me like weak DMing. A variety of skills should be worked into any campaign such that every part of the party is almost vital to success. That's what makes the different classes/races fun to play and it gives everyone a chance to make heroic "save the day" maneuvers. Creating the perfect balance of smash face, problem solving, and skill applications is the DMs job and separates the good DMs from the not so good.
I've been away from D&D for some time but it sounds to me like weak DMing. A variety of skills should be worked into any campaign such that every part of the party is almost vital to success. That's what makes the different classes/races fun to play and it gives everyone a chance to make heroic "save the day" maneuvers. Creating the perfect balance of smash face, problem solving, and skill applications is the DMs job and separates the good DMs from the not so good.
That was my original thought. Then again, Jon up here went nuts and built him an uber-rouge already
Bristol - Gimme that info too. What level is that rouge at? (epic?)
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If your DM will allow you to replace the Exotic Weapon Proficiency feat you had to take to use the ninja-to without penalities, replace it with Weapon Finesse: Rapier (which will let you use your +5 dex modifier to hit instead of your +1 strength modifier) and replace your +2 ninja-to with a +2 small rapier (1d4+2 piercing, 18-20 x 2).
Take your next four levels in fighter. This'll give you three fighter feats. For your first-level fighter bonus feat, take Weapon Focus: Rapier. For your second-level fighter bonus feat, take Improved Toughness or Iron Will. And for your fourth-level fighter bonus feat, take Weapon Specialization: Rapier.
If you do that, at 8th level, you should be a fourth-level rogue, fourth-level fighter with +16/+11 to hit (+7/+2 BAB, +5 from dex, +2 from the rapier's +2, +1 from Weapon Focus, and +1 from your size modifier). And your damage should be 1d4+5 (+1 from strength, +2 from the rapier's +2, and +2 from Weapon Specialization), which is a minimum of 6 points of damage/maximum 9 points of damage per hit (not including your 2d6 sneak attack damage). Both your fort and reflex saves will be decent (base 5/5), but be warned, your will save will suck (base 2).
Wear a masterwork or magical chain shirt (mithril if you can get it) so that your armor won't mess with your movement or rogue skills too much, and so that you can sleep armored up. With just a +1 chain shirt, you'll have a 21 AC: +5 from the armor, +5 from dex, and +1 from size. Try to get a really good magical chain shirt and and/or a Ring of Protection and/or an Amulet of Natural Armor and your AC can really get up there.
Then invest in some Gauntlets of Ogre Power (if you can find 'em in small size) to increase your damage and a better rapier (maybe a rapier with a special ability that provides an extra d6 damage, like a flaming rapier or something like that, or a keen rapier, which doubles the rapier's already excellent 18-20 crit range) to increase your ability to hit and your damage.
And fight smart. Always try to flank opponents, so that you'll get an extra +2 to hit and your extra 2d6 sneak attack damage. You should probably make a plan to team up with a fighter in your party in combat.
You said that you don't have to use your rogue skills much, but you can help make up for the rogue skill points you lose from taking the fighter levels by taking a feat like Alertness or Nimble Fingers or something else along those lines at 6th level.
Edit: By the way, I assume you used your 4th-level stat bump to increase your strength to its current 12?
Thank you for that. I now have evidence to show people why WoTC poisoned D&D is ridiculous, power gamerish and completely unfun.
To the OP: if you aren't presented the opportunities to use your abilities, your DM is the one at fault. It is up to him to provide ways to include all the players in the adventure.
I would suggest politely letting him know that you aren't having fun with the campaign because you don't feel like you're being included in on the action of the game and that you're more than willing to take on a bigger role in what he has planned for the group.
If he reacts negatively or not at all, then, in my opinon he sucks as a DM as he should be more than willing to change things up to get you more into the game. I'd suggest dropping that group and looking for a new one, assuming you can find one.
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A dexterity like that gives you a lot of options, but in the end, you'll find that rogues aren't made for hitting hard. Hitting often, perhaps, but not hard. I've got a friend with a similar character, and his focus is in the tumble skill. Tumble lets you move through or past areas occupied by enemies and set up your flanks with ease (at a risk, failing the DC results in being prone), and gives you synergy bonuses when fighting defensively. Off the Handbook:
Quote from "Player"s Handbook, 3.5" »
If you have 5 or more ranks in Tumble, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2 dodge bonus to AC.
If you have 5 or more ranks in Tumble, you gain a +6 dodge bonus to AC when executing the total defense standard action instead of the usual +4 dodge bonus to AC.
It's extremely important to take Weapon Finesse. Scratch that, it's an absolute must. And remember that you add sneak attack damage any time the opponent is flat-footed (and has vitals).
I know there's a lot more to the tumble skill than that, my friend seems to roll it a lot. Actually... I'll email him, and if he responds I'll send it along.
But yeah, as Jon took the time to explain in detail, multiclassing would help out quite a lot. And I agree that the DM should mold what they do so that the players can all feel useful.
If all else fails, kill off your character and start anew. It's a real setback, but at some point, it's what you've gotta do. We accidentally killed off a bard in our group a couple weeks ago, who then refused the raise dead spell we bought because that's the sort of person he was, but we wound up with a brand-new, much-needed fighter.
Edit: On the WotC poison remark, all I have to say is that a good DM and the right house rules correct all ailments.
Why aren't your teammates helping you flank? If you can do some tumbling and sneaking (and with a Dex 20, you should be) then anything that's not a construct or undead should fall to your mighty weird ninja thing.
I second Vampyr's comment though, but it does rely a lot on the DM. When I played regularly a couple years ago our rogue was more of a scout/sniper. He put all his skills into hide/move silently/listen, ect. and scouted the area for us. Then when we got into battle he'd go hide in a tree or something (within 30 feet though, or he'd lose his sneak attack!) and rain down acid and frost arrows from the shadows. If not mechanically stunning it was at least mentally gratifying for all of us.
Talking to your DM isn't a bad idea at all, but stop and think what cool things you could do with your PC. Usually, if you can find something interesting, your DM will reward it by throwing more situations at you where you can do it.
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I always liked to take Improvised Weaponary steal a lot of forks and throw them at monster's eyes. Cause to me that never seemed to stop being funny. I think there was another skill you could take to make it so you could more easily hit them too. It's name eludes me at the moment though, it's many a few years since I played D&D.
Being a Rouge in most cases is not about hitting for a lot, you've got to stop looking at it like a video game were even you're thief characters can deal straight 9's for damage. Have fun in others ways with the character. Like stealing completely random and seemingly useless things. Like forks for example or royal under garments. The next time they want you to deal with a trap or something like that refuse to do so until they pay you, or something else that might amuse you.
About tumbling: tumbling's pretty nice. To expand on what Zith said: you can tumble as part of a move action, five or more ranks in Tumbling grants a +2 synergy bonus to Balance and a +2 synergy bonus to Jump, the DC to tumble through a threatened area and avoid attacks of opportunity while doing so is just 15, and with a DC 25, you can actually move through an opponent's space without provoking an attack of opportunity. And yeah, 5 ranks in Tumble gives you a +6 dodge bonus to your AC when fighting defensively, and also, a DC 15 check allows you to treat any fall as if it was 10 feet shorter.
But - your character's a halfling, Priest, and that means that the character only has a base speed of 20 ft. And when tumbling, movement's halved unless you take a -10 penalty on the Tumble check. Definitely keep that in mind before you make any decisions on whether or not you want your character to be a tumbler!
There's a feat from Song and Silence; I can't remember its name (it's been too long) that essentially allows you to make a bluff check against an opponent. Success granted you a backstab opportunity.
But yes, if you plan on staying with Rogue, you're not going to be able to be the smash and stand character with the stats you have now. You may consider switching tactics to use more ranged/protected attacks, or put yourself in more of a supporting role.
As mentioned before, if your DM has you roll playing more than role playing, then it might be best just to switch to fighter levels.
There's a feat from Song and Silence; I can't remember its name (it's been too long) that essentially allows you to make a bluff check against an opponent. Success granted you a backstab opportunity.
Were you thinking of feinting? In 3.5 characters don't need a feat to make a feint attempt, although Improved Feint is a good option for a rogue.
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Especially if you take a level in Wizard or Sorceror to pick up Insightful Feint, which lets you feint once as a free action as long as you have Imp Feint and gives you an outrageous bonus to the opposed check.
Right now, I've got a Rogue 3/ Wizard 1/ Fighter 2 that can deal an absurd amount of damage per turn. The first time I hit in a combat, it's good for (usually) 10d6 right off the bat (1d6 Rapier, 2d6 Sneak Attack, 1d6 from Deadly Defense, a feat, 5d6 from Shocking Grasp in my Spell Storing Rapier, and 1d6 from a weapon capsule in the sword). Admittedly, that version is a bit powergamer-y (which it has to be, as I play Living Greyhawk, where everything and it's cat is out to get you), but a more reasonable version that you could use could look something like Rogue 4/ Sorceror 1/ Unseen Seer X (Prestige Class in Complete Mage).
To quote the Stormwind Fallacy, powergaming does not preclude good roleplaying and vice versa. The important thing is to have fun with your character, and if that means you have to retool yourself to be a bit more combat oriented, then do so. Good luck and have fun!
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Were you thinking of feinting? In 3.5 characters don't need a feat to make a feint attempt, although Improved Feint is a good option for a rogue.
Probably,
I haven't actually played in any campaigns after 3.5 came out, and have only taken a cursory glance at the core books for it (I found a used set of the three awhile back for under $25 dollars)
If that is the case, then (obviously) disregard what I had to say about the feat.
(Heh, looking back at my post I see that I still subconsciously use the term "backstab." I guess that shows how up to date I am on the current rules, doesn't it? :sleeping:)
Yeah its not like Magic is based on power gaming... Oh wait it is shucks.
If you hate the power game aspect of D&D try to get friends who think likewise don't criticize someone because they will power game.
I do have friends who think likewise, actually two groups. One that plays almost exclusively 2nd Ed and one that incorporated some good aspects of 3rd into a 2nd Ed campaign. The problem is I had to move and don't live near them any more.
And my criticism wasn't of Jon and his suggestions, it was directed at WotC for what they did to the game. All Jon did was put to text how crazy 3rd Ed can be.
Magic is the same exact way tournament decks brought to a casual game wreck everyone.
Exactly, which is why I tend to scoop when someone brings those types of decks to the casual game I'm playing in. I play games for fun, not to see how high a body count I can create. It is a role playing game after all.
Trust me pre 3rd edition you could power game nearly as much so its really not Wotc's fault.
I know. I can make some ridiculous characters for both normal 2nd Ed and for the Player's Options. But one doesn't have to do so to have a combat effective character.
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My dexterity score is really high, having rolled an 18 and with the race bonus, that's a 20 (+5 modifier). This has been, like, amazing for evasion based skills and feats, and lets me use my rogue-esque skills quite nicely.
Here's where the frustration comes in. Honestly, the sneak attack damage is really nice, but it doesn't amount to much very quickly. Recently, due to my lack of a decent strength score (12 .... +1 modifier i think ... please don't say change it to a higher one, because the other rolls weren't higher), and the lack of weapons capable of dealing alot do to my size restriction, I have been feeling like I play a highly insignificant role to my playgroup. Our DM hardly puts in any trap/skillful events in our roleplaying, and I'm thinking that maybe I'm either doing something wrong, read something wrong, or need some advice.
Through a book from Community 3E, i have found an online book on weaponry and armor, and have made a Ninjo-To +2 (Liquid core adding +3 damage, 2d4-1 base damage, 18-20 2x critical, I think)
My question for you guys is, well, how do I fix this? How do I boost the damage that I can do short of changing up the Rogue table (which, I talked to my DM about, and he said that he'd think on it. I really would rather have him not, though)?
I really would like your advice on this one.
You've got a lot of options, but the really goods ones depend on the character's level, so let us know.
I hate to leave the conversation at the moment, but I'll get back to whoever helps tommorow. Emergency came up.
First off, if you had an 18 and the rest of your rolls were 12 or less, you really rolled terribly and that starts off badly for you.
The fact that your DM doesn't make a lot of rouge-oriented situations is his fault entirely, and you should talk to him about it. Tell him that you feel inadequate to the group and would appreciate more puzzles/traps/situations where your skills are important. That should make the game much more fun.
Now, if your DM won't change, then you just built your character wrong. If it is a heavy combat kick-down-the-door style campaign, then you need to max up damage with the right specialization feats, and put lots of points in tumble, eventually leading yourself up to a prestige class such as assassin (or any other prestige class you can find in the DM's guide, Song and Sword book, or the Complete Rouge book), giving you some really awesome skills. If you want to post your complete stats (ability scores, skills, feats, race, class, level, and items), I would try to go through it for you and pick apart what you could have done wrong.
Finally, the last possible problem may be that the campaign is just bad for rouges (this actually happens quite a bit with less experienced DMs), and there is little you can do. If this is the case, ask your DM if you can kill off your character and have another one of equal level join up with the party.
Take your next four levels in fighter. This'll give you three fighter feats. For your first-level fighter bonus feat, take Weapon Focus: Rapier. For your second-level fighter bonus feat, take Improved Toughness or Iron Will. And for your fourth-level fighter bonus feat, take Weapon Specialization: Rapier.
If you do that, at 8th level, you should be a fourth-level rogue, fourth-level fighter with +16/+11 to hit (+7/+2 BAB, +5 from dex, +2 from the rapier's +2, +1 from Weapon Focus, and +1 from your size modifier). And your damage should be 1d4+5 (+1 from strength, +2 from the rapier's +2, and +2 from Weapon Specialization), which is a minimum of 6 points of damage/maximum 9 points of damage per hit (not including your 2d6 sneak attack damage). Both your fort and reflex saves will be decent (base 5/5), but be warned, your will save will suck (base 2).
Wear a masterwork or magical chain shirt (mithril if you can get it) so that your armor won't mess with your movement or rogue skills too much, and so that you can sleep armored up. With just a +1 chain shirt, you'll have a 21 AC: +5 from the armor, +5 from dex, and +1 from size. Try to get a really good magical chain shirt and and/or a Ring of Protection and/or an Amulet of Natural Armor and your AC can really get up there.
Then invest in some Gauntlets of Ogre Power (if you can find 'em in small size) to increase your damage and a better rapier (maybe a rapier with a special ability that provides an extra d6 damage, like a flaming rapier or something like that, or a keen rapier, which doubles the rapier's already excellent 18-20 crit range) to increase your ability to hit and your damage.
And fight smart. Always try to flank opponents, so that you'll get an extra +2 to hit and your extra 2d6 sneak attack damage. You should probably make a plan to team up with a fighter in your party in combat.
You said that you don't have to use your rogue skills much, but you can help make up for the rogue skill points you lose from taking the fighter levels by taking a feat like Alertness or Nimble Fingers or something else along those lines at 6th level.
Edit: By the way, I assume you used your 4th-level stat bump to increase your strength to its current 12?
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That was my original thought. Then again, Jon up here went nuts and built him an uber-rouge already
Bristol - Gimme that info too. What level is that rouge at? (epic?)
Thank you for that. I now have evidence to show people why WoTC poisoned D&D is ridiculous, power gamerish and completely unfun.
To the OP: if you aren't presented the opportunities to use your abilities, your DM is the one at fault. It is up to him to provide ways to include all the players in the adventure.
I would suggest politely letting him know that you aren't having fun with the campaign because you don't feel like you're being included in on the action of the game and that you're more than willing to take on a bigger role in what he has planned for the group.
If he reacts negatively or not at all, then, in my opinon he sucks as a DM as he should be more than willing to change things up to get you more into the game. I'd suggest dropping that group and looking for a new one, assuming you can find one.
PM me if you have any to trade or sell.
Games finished:17
Games ongoing:1
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Ye have enemies? Good, good - it means ye've stood up for something, sometime in thy life. - Elminster of Shadowdale
It's extremely important to take Weapon Finesse. Scratch that, it's an absolute must. And remember that you add sneak attack damage any time the opponent is flat-footed (and has vitals).
I know there's a lot more to the tumble skill than that, my friend seems to roll it a lot. Actually... I'll email him, and if he responds I'll send it along.
But yeah, as Jon took the time to explain in detail, multiclassing would help out quite a lot. And I agree that the DM should mold what they do so that the players can all feel useful.
If all else fails, kill off your character and start anew. It's a real setback, but at some point, it's what you've gotta do. We accidentally killed off a bard in our group a couple weeks ago, who then refused the raise dead spell we bought because that's the sort of person he was, but we wound up with a brand-new, much-needed fighter.
Edit: On the WotC poison remark, all I have to say is that a good DM and the right house rules correct all ailments.
I second Vampyr's comment though, but it does rely a lot on the DM. When I played regularly a couple years ago our rogue was more of a scout/sniper. He put all his skills into hide/move silently/listen, ect. and scouted the area for us. Then when we got into battle he'd go hide in a tree or something (within 30 feet though, or he'd lose his sneak attack!) and rain down acid and frost arrows from the shadows. If not mechanically stunning it was at least mentally gratifying for all of us.
Talking to your DM isn't a bad idea at all, but stop and think what cool things you could do with your PC. Usually, if you can find something interesting, your DM will reward it by throwing more situations at you where you can do it.
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Yeah its not like Magic is based on power gaming... Oh wait it is shucks.
If you hate the power game aspect of D&D try to get friends who think likewise don't criticize someone because they will power game.
Magic is the same exact way tournament decks brought to a casual game wreck everyone.
Trust me pre 3rd edition you could power game nearly as much so its really not Wotc's fault.
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Being a Rouge in most cases is not about hitting for a lot, you've got to stop looking at it like a video game were even you're thief characters can deal straight 9's for damage. Have fun in others ways with the character. Like stealing completely random and seemingly useless things. Like forks for example or royal under garments. The next time they want you to deal with a trap or something like that refuse to do so until they pay you, or something else that might amuse you.
But - your character's a halfling, Priest, and that means that the character only has a base speed of 20 ft. And when tumbling, movement's halved unless you take a -10 penalty on the Tumble check. Definitely keep that in mind before you make any decisions on whether or not you want your character to be a tumbler!
But yes, if you plan on staying with Rogue, you're not going to be able to be the smash and stand character with the stats you have now. You may consider switching tactics to use more ranged/protected attacks, or put yourself in more of a supporting role.
As mentioned before, if your DM has you roll playing more than role playing, then it might be best just to switch to fighter levels.
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Gaymers | Magic Coffeehouse | Little Jar of Mamelon | Natural 20
Right now, I've got a Rogue 3/ Wizard 1/ Fighter 2 that can deal an absurd amount of damage per turn. The first time I hit in a combat, it's good for (usually) 10d6 right off the bat (1d6 Rapier, 2d6 Sneak Attack, 1d6 from Deadly Defense, a feat, 5d6 from Shocking Grasp in my Spell Storing Rapier, and 1d6 from a weapon capsule in the sword). Admittedly, that version is a bit powergamer-y (which it has to be, as I play Living Greyhawk, where everything and it's cat is out to get you), but a more reasonable version that you could use could look something like Rogue 4/ Sorceror 1/ Unseen Seer X (Prestige Class in Complete Mage).
To quote the Stormwind Fallacy, powergaming does not preclude good roleplaying and vice versa. The important thing is to have fun with your character, and if that means you have to retool yourself to be a bit more combat oriented, then do so. Good luck and have fun!
Magnificent Quote of the day:
Probably,
I haven't actually played in any campaigns after 3.5 came out, and have only taken a cursory glance at the core books for it (I found a used set of the three awhile back for under $25 dollars)
If that is the case, then (obviously) disregard what I had to say about the feat.
(Heh, looking back at my post I see that I still subconsciously use the term "backstab." I guess that shows how up to date I am on the current rules, doesn't it? :sleeping:)
I do have friends who think likewise, actually two groups. One that plays almost exclusively 2nd Ed and one that incorporated some good aspects of 3rd into a 2nd Ed campaign. The problem is I had to move and don't live near them any more.
And my criticism wasn't of Jon and his suggestions, it was directed at WotC for what they did to the game. All Jon did was put to text how crazy 3rd Ed can be.
Exactly, which is why I tend to scoop when someone brings those types of decks to the casual game I'm playing in. I play games for fun, not to see how high a body count I can create. It is a role playing game after all.
I know. I can make some ridiculous characters for both normal 2nd Ed and for the Player's Options. But one doesn't have to do so to have a combat effective character.
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