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I tried to work in Terrifying rage while keeping the rogue levels somewhat intact. Then I started to think of, "how to increase the saves?" Level 10 CoT would work to get you +5 BUT...Blackguard level 2 with 20 Cha is also +5, giving me more levels to use for rogue. +6 Cha is pretty easy on my server so I stuck with Cha 14. The high Cha is also driving my fear and helping with UMD, woopie! I also only have the base skills filled in, I left this with 183 unused skill points to use however you wish.

So here he is, nothing but a cur dog that takes advantage of your distraction to lay on some serious hurt.

1: Rogue Power Attack, Cleave
2: Barbarian
3: Barbarian Weapon Proficiency Exotic
4: Rogue
5: Barbarian
6: Barbarian Weapon Focus: Bastard Sword
7: Barbarian
8: Blackguard
9: Blackguard Improved Critical: Bastard Sword,
10: Barbarian
11: Rogue
12: Barbarian Knockdown
13: Barbarian
14: Barbarian
15: Barbarian Skill Focus: Intimidate
16: Barbarian
17: Barbarian
18: Barbarian Improved Knockdown
19: Barbarian
20: Rogue
21: Rogue Epic Weapon Focus: Bastard Sword
22: Rogue
23: Rogue
24: Barbarian Terrifying Rage
25: Rogue
26: Rogue
27: Rogue Armor skin, Improved Evasion
28: Rogue
29: Rogue
30: Rogue Epic Skill Focus: Intimidate, Crippling Strike
31: Rogue
32: Rogue
33: Rogue Epic Prowess, Opportunist
34: Rogue
35: Rogue
36: Rogue Great Strength I, Defensive Roll
37: Rogue
38: Rogue
39: Barbarian Great Strength II
40: Rogue

Rogue(22), Barbarian(16), Blackguard(2), Human

STR: 14 (26)
DEX: 10
CON: 14
WIS: 10
INT: 14
CHA: 14

Hitpoints: 424
Skillpoints: 397
Saving Throws (Fortitude/Will/Reflex): 27/17/20
BAB: 29
AB (max, naked): 41 (melee), 30 (ranged)
AC (naked/mundane armor/shield only): 20/31
Spell Casting:

Discipline 42(50), Heal 1(1), Hide 5(5), Intimidate 43(58), Move Silently 5(5), Taunt 42(44), Tumble 43(43), UMD 33(35)

I know what some of you are thinking, yes the rogue bonus feats are pushed way back. I was trying to preserve the BAB and keep Terrifying Rage at level 24. Obviously you can take your levels howerver and whenever you want.

I tried to work in a little sneak damage early on though with the level 3 rogue at char level 11.

Edited By treefq on 02/16/06 19:53

I would drop Opportunist and Defensive Roll. Maybe take some improved Sneak Attacks instead, or Skill Mastery (and put some of those left over skill points into Set and Disarm Traps).

TM I never played rogue high enough beyond imp evasion and crip. Epic dodge is definitely out of the question here. I like the idea that Opportunist adds +4 to your attack roll though. considering either feared or KD'd that +4 is huge. Defensive roll was just picked for RP factor. I was considering the added sneak attack feats though. perhaps dropping the 2 Great Strengths for them as well.
Quote: Posted 02/16/06 21:07:35 (GMT) -- treefq

I never played rogue high enough beyond imp evasion and crip. Epic dodge is definitely out of the question here. I like the idea that Opportunist adds +4 to your attack roll though. considering either feared or KD'd that +4 is huge. Defensive roll was just picked for RP factor. I was considering the added sneak attack feats though. perhaps dropping the 2 Great Strengths for them as well.

Opportunist only adds +4 to Attacks of Opportunity, not to all attacks (or even to all Sneak Attacks). It will only help when your enemy provokes an AoO, like a spellcaster casting next to you without ICC, or an archer shooting next to you, or someone chugging a potion in combat - in other words, not very often. Even then, you can only have 1 per round. Enemies who are KD'd or feared give you +4 to all attacks even without Opportunist, and apply sneak damage as well (and having Opportunist does not add another +4 in those situations).

Defensive roll is only useful as a pre-req for Epic Dodge, and since you aren't going for that, I would skip it. It only lets you live 1 hit longer, the only time it's really useful is if that hit comes during the pause before you swallow a potion of Heal.

TM Aha! good points, well made.

/em runs off to make changes I'd personally exchange 2 levels of rogue for 2 more levels of blackguard. Also bump up barbarian to 17. (Rogue 19, Barb 17, BG 4)

You'd keep the same sneak attack and you'd qualify for divine might. You'd have a slight HP increase and get another 1/ damage reduction.

Maybe take divine might instead of the exotic weapon (use a normal longsword) or maybe for epic prowess.

If CHA is easy to boost, it could mean an extra 8 damage/8 rounds several times per day.

Edited By coreyb on 02/16/06 23:34

Quote: Posted 02/16/06 21:29:28 (GMT) -- Tattoed Monk

Defensive roll is only useful as a pre-req for Epic Dodge, and since you aren't going for that, I would skip it. It only lets you live 1 hit longer, the only time it's really useful is if that hit comes during the pause before you swallow a potion of Heal.
Hmm, the Grimoire claims it's limited to 1 attempt per day but I have seen it work three times in a row at least. Curious
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ingen flammer, intet hat
de hadde rett vi kom til Helvete...

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Quote: Posted 02/17/06 13:36:23 (GMT) -- FinneousPJ

Quote: Posted 02/16/06 21:29:28 (GMT) -- Tattoed Monk

Defensive roll is only useful as a pre-req for Epic Dodge, and since you aren't going for that, I would skip it. It only lets you live 1 hit longer, the only time it's really useful is if that hit comes during the pause before you swallow a potion of Heal.
Hmm, the Grimoire claims it's limited to 1 attempt per day but I have seen it work three times in a row at least. Curious

Hmmm - maybe it works once per day, but covers all attacks of that flurry. A couple of other things work like that (sneak attack, wasting attacks if you kill during a flurry without Cleave, etc.).

TM