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| Tip Title |
Tip Category |
| A touch of rogue |
Classes
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| Author |
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azntorian
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| Description |
I find a pure rogue in this game is often a waste of a character slot. Since a party can only have 6 players in a group devoting a whole slot to a rogue means you have 1 less fighter, healer, or caster. The problem is not the pure rogue class, the problem is the way rogues are played. Most have low ac and are a clerics mana drain. Many rogues don't even use action boosts or have low intelligence and blow traps anyways. In this game if you take 1 level of rogue and that allows you to open max ranks into disable devices, open locks, search, spot, and umd.
The key to a good rogue are items (+10 disable devices, open locks, and search) and a high intelligence so even when you are not adding points as a rogue you still have enough points to go around into the 5 previously mentioned categories.
With a 14+ intelligence there are enough skill points to max disable devices and bring others skill to 10. Human versatility is also very useful for rogue skills.
Often one will take the second level of rogues for evasion.
Some common rogue combos are 1/9 rogue/wiz, 2/8 rogue/pally, 2/8 rogue/fighter, 1/9 or 2/8 rogue/bard, 1/9 or 2/8 rogue ranger.
My personal favorite combo is the 2/8 rogue pally which has 20 saves and evasion which means fireball and flamestrike spells only damage me if I roll a 1.
Take first level rogue in order to get the most skill points. I take my second level of rogue around level 7-8.
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