How to "Rogue Up" an Archer?


3.5/d20/OGL


OK new campaign and I am going for the full blown Fighter Archer build.
Going either Human for the bonus feat or Wood Elf for the +2 Str/Dex bonus.

Everyone is going Damage or spell caster and it looks like we will not have a Rogue of any type.

How can I add some "Rogue" to my Fighter without screwing over my Archer build?


by playing an slayer.

...If you for some reason are adamant for playing fighters, then have int as high as you can without gimping your dex, put your favorite class bonus into skills and take that trait that give you trapfinding comes to my mind.


Not adamant about fighter. Ranger gets me more skill points and some nice Archer skills.


In what way are you looking to rogue out? Both the Ranger & Slayer have d10 hp, 6+Int skills, but miss out on having Disable Device as a defult class skill.

The Urban Ranger archetype adds Disable Device & Knowledge (local) to your class skills but reflavors most of your abilities

The Trapper Ranger archetype also adds Disable Device & gives some nifty trap related options (you can shoot a trapped arrow) in exchange for spells

The Skirmisher Ranger archetype gives some hunters tricks which are simular to rogue talents, this also swaps out spells though

The Slayer has some great potential, he's more focused on messing up 1 enemy at a time than the Ranger (very assassin). They can choose trap finding, Ranger Combat style feats & favoured terrain with his talents. Later they can access some Ninja Talents.


If you are willing to sacrifice a feat Amateur Investigator adds to the skill monkey-ness of it all allowing you to add 1d6 to Linguistics, Spellcraft & any Knowledge skills you are trained in.


Then I say go ranger if you want magic and/or an animal companion or go slayer if you don't want spells, being an skill monkey will be much easier and there are multiple ways to have trapfinding.


Other skill relevant skill boosting feats could include:

Stealthy: +2/4 Escape Artist & Stealth

Decietful: +2/4 Bluff & Disguise

Persuasive: +2/4 Diplomacy & Intimidate

Signature Skill: adds extra abilities to a skill, this feat can only be taken once per character

Skill Focus: +3/6 any skill

Cosmopolitan: add any 2 mental based skills as class skills

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