Author Topic: Hurler Rogue  (Read 2890 times)

Offline Agnostic Paladin

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Hurler Rogue
« on: July 21, 2012, 07:54:04 PM »
Since our campaign is decidedly deadly, we try to have backup characters on hand. I've been planning on a human rogue strength based thrown weapon build (probably javelins? Haven't gotten that sorted out exactly yet). The Swift Ambusher build from the handbook seems like the easiest way to build this guy; but I've a question first; doesn't the CC 1 / Scout 3 / Rogue X build get a 20% xp penalty? Because that seriously hinders it's effectiveness in actual play if I'm right.

Also, I'd appreciate any links anyone can show me for an effective feat and gear selection for such a build.

Offline Quillwraith

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Re: Hurler Rogue
« Reply #1 on: July 21, 2012, 08:06:11 PM »
Since our campaign is decidedly deadly, we try to have backup characters on hand. I've been planning on a human rogue strength based thrown weapon build (probably javelins? Haven't gotten that sorted out exactly yet). The Swift Ambusher build from the handbook seems like the easiest way to build this guy; but I've a question first; doesn't the CC 1 / Scout 3 / Rogue X build get a 20% xp penalty? Because that seriously hinders it's effectiveness in actual play if I'm right.
It probably does, but most DMs don't use that rule, so the guides may ignore it.
With rogue as favored class you could take an extra level of CC, maybe, and avoid XP penalties that way.

Offline Agnostic Paladin

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Re: Hurler Rogue
« Reply #2 on: July 22, 2012, 03:31:29 PM »
I checked last night; we definitely play with the xp penalty. I might try the build with two levels of CC.

Offline mechatarrasque

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Re: Hurler Rogue
« Reply #3 on: July 24, 2012, 12:55:12 AM »
halfling rogue gets better SA damage with thrown weapons in exchange for weaker SA in melee.

Offline Agnostic Paladin

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Re: Hurler Rogue
« Reply #4 on: July 26, 2012, 07:56:02 PM »
I saw that halfling substitution level and it's certainly nice; but I want to stick with human for RP reasons. He's the son of a half-orc and his human wife, taken against their will back to his father's tribe when he was seven or so. So instead of growing up to be a cleric of Lirr (whose priests had been encouraging his natural artistic talents and occasionally giving him someplace to hide from his father who was a very good father by orc standards and an abusive prick by human standards) he wound up being taught to be a scout for the tribe who somehow we're surprised when he never returned from his first mission.

I have a feat list figured out that I'll post when I get home; haven't figured out my abilities or skills yet though. Planning scout 3 / rogue 7 and getting travel devotion by just taking the feat. Mostly archery type feats after that, and intend to use a glove of endless javelin. Hoping that the dm will let me get a custom one created that will create more powerful javelin later. If not, I'll just have to switch to bows at some point.

Edit: forgot to mention that abilities are 89 total score, no weighted point buy.

Edit 2: Now that I'm home and have my notes; here's the feats I figured on taking:
Travel Devotion
Point Blank Shot
Precise Shot
Swift Ambusher
Rapid Shot
« Last Edit: July 28, 2012, 07:15:30 AM by Agnostic Paladin »

Offline Agnostic Paladin

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Re: Hurler Rogue
« Reply #5 on: July 28, 2012, 05:04:37 AM »
Spent more time reading handbooks today.

I've decided that Ranger/Scout is a more interesting build than the rogue / scout; no sneak attack, but the bonus feats / combat style mean that I can use feats for something other than just basic competence with my weapons. Plus Arcane Hunter should be useful for the bosses in the rest of the Runelords adventure path.

Scout 6 / Ranger 4
1: Travel Devotion
1: Human Feat: Point Blank Shot
Scout 1: Skirmish +1d6
Scout 1: ACF: Mimic
Scout 2: Battle Fortitude +1
Scout 2: Uncanny Dodge
Ranger 1(3): ACF: Arcane Hunter
Ranger 1(3): ACF: Trapfinding
Ranger 1(3): ACF: Voice of the City
3: Swift Hunter
3: Skirmish +1d6 / +1 AC
Ranger 2(4): Combat Style: Rapid Shot
5: Skirmish +2d6 / +1 AC
5: Favoured Enemy: Constructs
Scout 3(5): Fast Movement +10
Scout 3(5): Trackless Step
6: Nemesis (Arcane)
Ranger 3(6): Endurance
7: Skirmish +2d6 / +2 AC
Ranger 4(7): ACF: Distracting Shot
Ranger 4(7): ACF: Bonus Feat: Precise Shot
Scout 4(8): Bonus Feat: Improved Skirmish
9: Darkstalker
9: Skirmish +3d6 / +2 AC
Scout 5(9): Evasion
10: Favoured Enemy: Undead
Scout 6(10): Flawless Stride

Str 14
Dex 18 (20 from levels)
Con 16
Int 16
Wis 10
Cha 15

Still intending to use gloves of endless javelins for now. If DM will let me use manyshot with javelins, I may take two more levels of ranger, otherwise it can wait until I'm forced to switch to a traditional bow build (if I can get myself a custom set of gloves that make more effective javelins - especially splitting javelins - I'll stick with them).

I know that everyone says dropping spell casting for extra feats is a bad deal; but this will let me dump wisdom (especially if I switch out Track). I'd trade off Endurance in a heartbeat as well, if I could find anything to trade it for.
« Last Edit: July 29, 2012, 04:45:59 PM by Agnostic Paladin »

Offline awaken_D_M_golem

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Re: Hurler Rogue
« Reply #6 on: July 28, 2012, 02:53:19 PM »
I haven't run the math on the 20% exp penalty for a long time.

step 1 ... You get .8* exp at the same level as the party.
step 2 ... Then you get 1.2* exp when you're 1 level down.
step 3 ... Then it see-saws back and forth steps 1+2, while you slowly fall behind.
step 4 ... Then you get 1.6* exp when you're 2 levels down.
step 5 ... Then it see-saws back and forth steps 2+4, you stay here the rest of the way.

result = 1 level down almost all of the time
assume = 1 level down as simple answer
debate = is 1 level down worth it for ecl 10+ (or so) ??


If you get to the 40% exp penalty, it's a lot more aggressive, and worse.
« Last Edit: July 28, 2012, 02:56:55 PM by awaken_D_M_golem »
Your codpiece is a mimic.