Author Topic: Dual-wielding Rogue  (Read 1885 times)

Legacy_MrZork

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« Reply #45 on: July 28, 2012, 02:22:03 am »


               Thanks for that note. The OP should know that that NPC generates random treasure when killed, so the haste item is just one of many possibilities. He also has a couple fixed items that drop, but the boots may or may not come as random boss loot.
               
               

               


                     Modifié par MrZork, 28 juillet 2012 - 01:22 .
                     
                  


            

Legacy_Empyre65

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« Reply #46 on: July 28, 2012, 09:38:24 am »


               If you're playing a halfling (or gnome), a rapier will not be finessable because it will be a 2-handed weapon.
               
               

               
            

Legacy_cds13

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« Reply #47 on: July 28, 2012, 10:47:26 pm »


               

MrZork wrote...

Thanks for that note. The OP should know that that NPC generates random treasure when killed, so the haste item is just one of many possibilities. He also has a couple fixed items that drop, but the boots may or may not come as random boss loot.



Oh, as I told Mr Zork, I've been lucky since each time I killed him he dropped speed botts and can't recall what else.

Anyway, random loot in the end. Thanks for the info
               
               

               
            

Legacy_HipMaestro

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« Reply #48 on: August 03, 2012, 06:38:38 pm »


               

Empyre65 wrote...
If you're playing a halfling (or gnome), a rapier will not be finessable because it will be a 2-handed weapon.

Even though dual shortswords are finessable for small creatures like halflings or gnomes, shortswords are not considered light weapons for those races and therefore offhand will get hit by the DW penalities.  Dual-wield with daggers or kukris for small creatures (or focus in two separate weapon categories) with kukris as the only weapon that can be keened without a general weapon property applied.

For loot mining... the key to getting a particular weapon type to drop in those chests specifically designed to seed only weapons is to focus in that weapon.  Unfortunately, without a custom loot spawn script substituted, if focused in more than a single weapon type, the script will always spawn according to the first weapon focus, alphabetically IIRC.  (The latest community patch contains such a customization though I have not yet been able to locate it myself. ShaDoOW knows better than I)

IMO... if a player really really really desires a particular weapon in their play-through, just spawn it in with the console rather than the tedium of reloading.  The end result will be the same and neither method will apply in multiplayer games unless assisted by DM.
               
               

               
            

Legacy_HipMaestro

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« Reply #49 on: August 03, 2012, 06:45:23 pm »


               

cds13 wrote...
Oh, as I told Mr Zork, I've been lucky since each time I killed him he dropped speed botts and can't recall what else.

Reason:  Because the rest of us NEVER get them! *lol*  The cruel laws of probability nibbling at our toes rather than delivering new shoes. '<img'>
               
               

               
            

Legacy_SVKnight

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« Reply #50 on: August 19, 2012, 09:20:35 am »


               Just another question about the Crippling Strike feat:
When dual-wielding or in a flurry, does each hit reduces 2 strength or it only counts the first hit?
               
               

               
            

Legacy_Elhanan

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« Reply #51 on: August 19, 2012, 12:51:41 pm »


               Just a guess, but any hit which is made from Sneak Attack criteria would appear to benefit from the feat.
               
               

               
            

Legacy_SVKnight

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« Reply #52 on: August 25, 2012, 09:27:29 am »


               How about ability checks? Does bonus ability scores you got from an item, spell or feat counts towards it? For example, some NPCs gives 'negative', 'neutral', and 'positive' responses to players depending on their charisma score. Let's say my base charisma score is 12. Normally, that would give me neutral responses since you need to have a charisma score of 10 or higher and 15 or lower. However, if I add 4 to that with an item, feat or spell before talking to an NPC, would I get the positive responses or no? Same with insight dialogue choices, if I get a total of 16 wisdom score using an item, spell, or feat, would I get them?
               
               

               
            

Legacy_MrZork

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« Reply #53 on: August 25, 2012, 04:31:37 pm »


               Most in-play use of ability scores, skill levels, etc. use the current levels, including enhancement by equipped items, spell (and other) effects, and so on. The most notable exception is that the dodge AC bonus from tumble depends only on base ranks. In other words, if your 12 CHA PC has taken a potion of Eagle's Splendor and is wearing a Belt of the Performer +3, then those bonuses will push him into the "high" charisma range for most checks, and that charisma will be used to calculate the CHA modifier for persuade, etc.

Now, the sort of out-of-play uses like qualifying for classes and feats during level up will use the PC's unadjusted ability scores and skill ranks.
               
               

               
            

Legacy_HipMaestro

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« Reply #54 on: August 29, 2012, 03:37:06 am »


               

Elhanan wrote...
Just a guess, but any hit which is made from Sneak Attack criteria would appear to benefit from the feat.

Yup.  Except CS only works with melee weapon while SA works also with range weapons.

As far as how CS works in a flurry, it simply applies when the sneak succeeds per flurry... an all-or-nothing result for the attacks within that flurry.  For DWing, the more APR, the greater the chance that a sneak will occur within a flurry (the all-or-nothing resolution) and therefore more CS's will trigger. The first time multiple attacks occur within a single flurry is 4 APR with each additional APR beyond that creating more multiple attacks in subsequent flurries.

Clear as mud? *g*
               
               

               
            

Legacy_Empyre65

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« Reply #55 on: August 29, 2012, 07:26:09 am »


               

HipMaestro wrote...

CS only works with melee weapon while SA works also with range weapons.

Thanks for that information. Now, I'll need to modify the Rogue Wizard AA I'm playing to take something else. Fortunately, I haven't gotten to the point where I take CS yet.
That's a strange design choice though. Anybody who thinks that a ranged weapon can't be crippling hasn''t taken an arrow to the knee. Ah, but that woukd be Called Shot.
               
               

               
            

Legacy_SVKnight

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« Reply #56 on: December 09, 2012, 07:25:15 am »


               Okay, so I have finally got time to replay NWN again. But guess what? My
HDD failed on me. I replaced it with a new one but lost my saves. I
learned a lot from this thread but I can't really decide on the stats.

This is my current build:
Rogue/Fighter 16/4, Human
Abilities - STR 14(15), DEX 16(20), CON 14, WIS 8, INT 14, CHA 10
Total skill points = 229
6x23 = 138
Disable Trap
Hide
Listen
Move Silently
Search
Spot

3x20 = 60
Discipline
Tumble
Use Magic Device

1x17
Persuade

1x14
Open Locks

What I can't decide on:
-Is DEX 18 worth the possible +1 attack and +1 AC and miss on 1HP/LVL(CON) and the extra damage(STR)?
-Should
I raise my WIS to 10 to remove the penalty in Spot and Listen skills
and Will saves? If it's worth it, should I deduct it from CON or STR?

Also,
I'm planning to go SOLO by the way. I'm still getting all companion
quests for their items but I'm leaving them all in the temple.

Planned final gear(if I can find them):
Pendant of Elf+4 = DEX +4
Belt of Fire Giant Strength = STR +5
Boots of the Sun Soul+5 = AC +5, DEX +3
Bracers of Dexterity+5 = DEX +5 (TOTAL DEX BONUS = 12)
White Robe of the Archmagi = AC +5, Universal Saving Throws +1, Spell Resistance =10
Short Sword of Quickness = Enchantment Bonus +1, Electrical +1d6  Damage, HASTE (This is OFFHAND, btw)

Now, I can't decide on a main weapon, cloak and helmet. Please recommend only OC items.
Main weapon candidates are
-Feyduster+2 = Enchantment Bonus +2, On Hit: Sleep DC-14 50% / 2 Rounds
-Ichthia's Neck-Knife = Enchantment Bonus +2, Vampiric Regeneration +3
-Drow Shortsword+3 = Enchantment Bonus +3, On Hit: Poison DC-14 1d2 Strength Damage
-Other?

What should I go with for the cloak?
-Cloak of Fortification+3(AC+3, Universal Saving Throws+3)
-Cloak of Protection+5(AC+5)
-Other?

For helmet it's either
-Golden Circlet = Mind-Affecting Spells Immunity, Will Saving Throws +1, Concentration +1
-Thayvian Circlet = INT +2, Universal Saving Throws +1, Concentration +1
-Thieves' Hood = Knockdown and Poison Immunity, Concentration +1, Open Locks +2, Search +2
-Other?
               
               

               
            

Legacy_Aelis Eine

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« Reply #57 on: December 09, 2012, 07:33:46 am »


               If you plan to solo you should probably get a level of Shadowdancer for Hide in Plain Sight
               
               

               
            

Legacy_SVKnight

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« Reply #58 on: December 09, 2012, 11:37:30 am »


               Hmm.. I'm weighing the pros and cons of getting a level of Shadowdancer...
Pros
+Hide in plain sight
+2 extra HP

Cons
-1 less feat to provide for mobility feat(my build already has tumble skill)
-1 less BAB means 1 less APR
-2 less skill points
-1 less rogue special feat(not really an issue since HiPS replaces it)
               
               

               
            

Legacy_Empyre65

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« Reply #59 on: December 09, 2012, 03:58:42 pm »


               I think the 6 points to raise DEX from 16 to 18 is not worth it, but many disagree with me. If you take 4 more levels of Fighter, you will make up for the lost AB from SD, and have a net gain of a feat after Mobility, but you lose more skill points, almost a whole skill lost. The skill to drop would be either Spot or Listen, your choice. Listen lets you "see" around corners, but it won't help you detect enemies who aren't moving.

Another idea would be to forget SD and get your starting 18 DEX by choosing Halfling instead of Human, but you lose a feat and a full skill (Spot or Listen, as described above), and some STR. Also, the short sword you plan for the off hand would have to be in the main hand, and a dagger in the off hand.

The way I played a solo Rogue in the OC was STR-based with no stealth. I played him like a Fighter who could open locks and find and disable traps.

I am tempted to throw together a build for you to match your description, and/or post the STR-based one I played, but it looks like you want to make the build yourself with help. I'll post either build, or both, if you want me to.

You might want to max Open Lock, or you will wind up finding locks you can't open. Also, consider Set Trap. The dagger with vampiric regeneration sounds good, but the Drow shortsword would let you take full advantage of Weapon Focus and Weapon Spec with the weapon in each hand.