[RPG] How to optimize a rogue for highest attacks/round and damage/attack

dnd-3.5eoptimizationrogue

Using only the 3.5e Player's Handbook and Dungeon Master's Guide, how can I make my rogue the most powerful possible?

What I have so far:

Professor Peppy Littleman – Halfling rogue, level 5

Str 10, Dex 22, Con 10, Int 18, Wis 12, Cha 11

24 hp, two +1 daggers, Gloves of Dexterity +2, 900gp, Chaotic Evil, Leather Armor (+2 AC)

Feats: Weapon Finesse and 2 Weapon Fighting

I was planning on taking a Fighter dip at level 8 to immediately get Improved Two Weapon fighting and another Dex point, along with Improved Initiative at level 6.

I put nearly all of my 108 skill ranks into regular rogue-type skills (bluff, hide, move silently, sleight of hand; along with spot, search, listen, etc.).

My campaign is mostly fighting humanoids and sometimes undead in city-, crypt-, and random buildings–type environments.

I have also talked to my DM about possibly using a permanent polymorph later on in the game (level 12+ or so), and he seems to be okay with it, as long as it isn't too overpowered.

I'm trying to get him to hit as many times as possible per round and as hard as possible, with and without sneak attack taken into account.

Best Answer

A few suggestions. Some of which may require your DM to be fine undoing decisions already made.

I don't know what system you used for picking stats, but I would say for a powerful rogue you have them in the wrong order.

For a general purpose rogue, I would say dex > cha > con > str > int > wis. If you want a more combat focused rogue, drop cha down behind con and str.

Int is not needed to any huge degree (in a 4+ person party), a rogue will already have enough skill points without taking such a high int. You are better off having higher cha and being better at a smaller number of skills. If the party is 2-3 people, then maybe more utility is worth the tradeoff.

The 12 wis (higher than str or con) is unlikely to provide you with too much mileage. The bonuses to spot and listen aren't going to be all that important for you (unless the DM pits you against lots of enemy rogues), and I would say the +5 hp and +1 fort save will keep you in the fight more than the +1 will save.

In a few levels time, you should be getting enough money that you can get a ring of invisibility. This is critical. It will increase your damage (sneak attack more often) and your survivability.

If I were you, I would not worry about improved initiative. Once you have the ring of invisibility, you wont be targeted before you attack people, and you don't really want to attack (and thus become visible) before the other melee characters have got in. Most rogues have the problem that they go first, and don't want to. Instead, I would go for weapon focus, or for iron will (+2 will save) if there are lots of spellcasters around.

I would recommend against taking much of a fighter dip. Unless your enemies are mostly undead. Each level you are taking in fighter is a level that doesn't give sneak attack damage and doesn't give hide/move silently as class skills.