Page 1 of 1

SOZ Rogue build help

Posted: Sun Nov 23, 2008 8:52 am
by CatKu
I keep reworking my rogue never had one in my party .He is human,Ihave not multi-classed him yet thinking Ranger ? Have no use for sleight of hand should I put points in appraise will be using him for buying and selling if so how many points? also after an attack he runs back to the main character,and I have to send him back into the fight is this normal for a rogue? your insight will be helpful

Posted: Sun Nov 23, 2008 10:27 am
by Mz_Trixter
CatKu wrote:I keep reworking my rogue never had one in my party .He is human,Ihave not multi-classed him yet thinking Ranger ? Have no use for sleight of hand should I put points in appraise will be using him for buying and selling if so how many points? also after an attack he runs back to the main character,and I have to send him back into the fight is this normal for a rogue? your insight will be helpful
Whenever I include a rouge in my party (about everyother time I find a decent setup) I don't go past level 10. And I mainly just use 'em for handling traps, locks, backstabs and merchant prices (Shadow Thief of Amn - [url="http://www.gamebanshee.com/cgi-bin/search/banshee_search.pl?_layout=NWN2_Feats_Page&_cgifunction=search&NWN2_Feats.id=1566"]Reputation[/url] feat). Also, you get more 'skill' points the higher your character Intelligence is. So, say you go Rogue (type) swashbuckler; you can get up around 44 skill points. I also try to get around 10-15 in appraise. Then I'd try to stay close to class specifications like adding Assassin. Also, you can go however you choose, but it works most in sync with a race that adds required attributes and won't tie it down 1+ levels like some others like the Yuan Ti. It'd take longer just to level 'em. Human works fine though.

I'd hardly ever go Fighter/Rogue or Wiz/Rogue unless Im restricted to 2 characters. In this case Im not, so I like to go elaborate without overdoing it.

Do you play him as your primary character?... if not, Im thinkin he runs back because on the "Behavior" tab on the Character screen (where you level-up) it may be set to 'stay close' on puppet mode.

Posted: Sun Nov 23, 2008 11:41 am
by CatKu
Thanks I did not check puppet mode.I think with a little tweaking I,ll use him for the over-world map.My main character is a Sorcerer

Posted: Sun Dec 14, 2008 6:21 pm
by deadsanta
I enjoyed the Tiefling pure rogue build, I strongly recommend having any sort of rogue to take care of overland map exploration and trap/lock stuff as well. Dual-class with a ranger is a pretty good idea, you'll add survival skills as well as free dual-wield skills.

Whatever you choose start with Int of 18 or 20, and keep adding to it for the first couple stat increases, that way you'll have 12+ skill points a level, add that to the cheap-skill up talent for off-class skills and you'll have a character that can wander the map with maximum:

Lore
Tumble
Open Lock
Appraise
Bluff
Intimidate
Search
Spot
Listen
Survival
Move Silently
(some magic device and heal for the hard-to-get hidden items)

This will allow you to pretty much pick up everything on the overland map, travel quickly and avoid any encounter you dont feel like dealing with.

Mix this with a Fighter/Swashbuckler who takes Diplomacy/Taunt (Or diplo/taunt/intimidate) and a wizard with all the build skills and you have every encounter and dialogue completely covered.

Rogues are particularly useful in SoZ because of the difficulty of resting your casters between encounters, rogues require minimal maintenance and output a ton of damage.

Posted: Sun Dec 14, 2008 9:00 pm
by Mz_Trixter
deadsanta wrote:

Mix this with a Fighter/Swashbuckler who takes Diplomacy/Taunt (Or diplo/taunt/intimidate) and a wizard with all the build skills and you have every encounter and dialogue completely covered.
For SoZ, it gets bleak quicker not having 3-4 characters to switch between IMO. I found it keeps the RP alive having Intimidate/Taunt, Intimidate/Diplomacy, Diplomacy/Bluff, Intimidate/Bluff all distributed. This way the 'lead' character isnt handling all possible situations.
deadsanta wrote: Rogues are particularly useful in SoZ because of the difficulty of resting your casters between encounters, rogues require minimal maintenance and output a ton of damage.
And getting maximum damage w/ rogues vs. mobs (which is covering most if not all encounters in this expansion) is abit difficult. Unless you have access to a support caster OR can cast minor spells alone. Even still, I wouldnt put all the that reliance on any rogue no matter how well they're built. I simply just use them as scouts, locks/traps and backstabs only - letting my tanks take full blows.

Posted: Sat Jan 10, 2009 10:42 am
by CatKu
Help with build

I decided to go with a Ranger with a little rogue.I wanted him to be deadly in archery.The problem is Arcane Archer is not available? He is a Ranger11,Rogue1 Wood elf,base attack bonus11.On the info page it states that he is a Ranger:arcane archer, but I can not choose that class when leveling up, Am I missing something? Thanks :( :(

Posted: Sat Jan 10, 2009 10:50 am
by Claudius
Wood elf Ranger 11 Rogue 1?

Take:

WF Longbow, Point Blank shot
Wizard/Sorceror/Bard level 1

That will unlock arcane archer..

Posted: Sat Jan 10, 2009 11:41 am
by CatKu
I have wf longbow& point blank shot. I don't want to add an other class if not necessary.

Posted: Sat Jan 10, 2009 12:07 pm
by Claudius
yes you must add an arcane caster to unlock ARCANE archer...I would probably choose Bard for the inspiration of courage..only with a wood elf. Sun and moon elfs need wizard fecause that is a favored class.