Burrowing Rogue Build (up to 30d6 sneak attack damage and near-impossible to hit!)

Quirken

First Post
We're starting up a Monster/Scoundrel campaign set in Faerun. I've got a pretty cool build idea, but I want to make sure I am understanding Entomanothropy properly. Here goes.

I want to make an entomanothropic rogue. He'd take 5 levels of the mole PrC (Dragon #310, p71), which would allow him to burrow (and see) through stone.

General play style would be to burrow underground when possible, flank the enemy, pop up and sneak attack, and pop back underground (yay "free" spring attack!), as per the Mole Handbook. A good extra benefit of this is that in order to be hit, "enemies must ready actions against Mole to attack him, leaving them incapable of returning attacks from other party members (with exception of AoO's)."

He'll also be the skill-monkey of the group, so I'll be taking Able Learner at first level.

Now, I have one main questions (in addition to any suggestions you have)

I'm getting Mobility, Two-Weapon fighting, and Improved TWF. Which do you think is better:
  1. Two-weapon spring attack (rogue 7 / tempest 5 / mole 5).
    • Would need to take Dodge feat
    • Allows me to attack with both weapons during a spring attack.
    • Ambidexterity (Ex): For a tempest of 4th level or higher, her attack penalties for fighting with two weapons are lessened by 2 (from –4 to –2, or from –2 to +0 if the off-hand weapon is a light weapon).
    • Sneak attack damage: +7d6
    • BAB: +13/+8/+3
      • I think this means I get to apply +13 to BOTH weapons, plus my +8 dex!
      • 14d6 max SA damage
  2. Two five feet steps (rogue 5 / lurk 1 / evocator 7 / mole 5).
    • Take Greater Two Weapon Fighting (not required)
    • For an extra level, I can make a full attack with two 5 foot steps.
    • Some psionic ability. Yawn.
    • Sneak damage: +6d6
    • BAB: +11/+6/+1
      • SIX attacks! +9/+9/+4/+4/-1/-1
      • So 30d6 max SA damage!

What do you guys think? There's clearly a HUGE potential difference between the two. But I imagine the tempest build would be more likely to actually hit.

I'm not totally sure I calculated the extra attack bonuses right....

It's also worth noting I'll have a +8 modifier to dexterity and "free" weapon finesse.

Base race:
Vanilla Human + Mineral Warrior Template
Base vermin:
Small Snow Spider (Frostburn p154)
Permanent stat changes:
+2 str, +4 con, -4 int, -2 cha
Temporary (additional) change via vermin or hybrid form:
-4 str, +8 dex, -8 cha
Extra HP: (To calculate total hit points, apply the best Constitution modifier that the creature has in any form. Hit points do not change when the entomanothrope changes form.)
1d8
Speed:
Human form: land 30ft, burrow 15ft
Hybrid/Vermin form: land 30ft, climb 30ft, burrow 15ft
AC:
Human form/Small Hybrid form: +5 natural armor
Small Vermin form: +5 natural armor, +1 size
Attack Bonus:
Human Form: +0
Hybrid Form: -2 (w/ included Weapon Finesse, becomes +4)
Attacks / Special Attacks / Special Abilities:
Tremorsense!
Hybrid/Vermin form: gains Bite attack (+5 to hit, plus dex/paralysis poison)
Any form: Curse of Entomanothropy (Su),
Leap: Charge attacks w/ jump gain +4 instead of +2 to attack
Alternate Form: Shift as standard action between human, hybrid, and vermin forms
Damage Reduction 8/adamantium always
Damage Reduction 5/silver in vermin/hybrid forms
Darkvision 60ft
Entomanothropic Command: can control vermin of its type
Entomanothropic Immunities (Ex):Entomanothropes have immunity to all mind-affecting effects
Earth Strike (Ex): meh. 1/day add con bonus to attack roll
Save Bonuses:
fort +2, ref +4, will +0
Skills:
2 + Int modifier per hit die (1 for small, 2 for medium)
Class skills are: climb, hide, jump, spot

Snow spiders have a +4 racial bonus on Hide checks, a +20 racial bonus on Jump checks, a +8 racial bonus on Spot checks, and a +8 racial bonus on Climb checks.

Snow spiders use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

Snow spiders can always choose to take 10 on Climb checks, even if rushed or threatened.

*In snowy or icy environments, a snow spider’s bonus on
Hide checks improves to +8.
Bonus Feats:
Weapon Finesse
Spring Attack (ONLY in hybrid or vermin form, unless I take pre-req feats)
Effective Character Level:
+1 LA + +2 LA + 1 HD = +4 ECL

What do y'all think?
 
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Whirlwind attack is a good feat. It's prerequisites, however, suck, which means you shouldn't take it.

Able learner is good if you plan on multiclassing, but want to keep your class skills from a previous class as class skills.

I'd say go for 2, 3, or 4 personally, depending on what fits your playstyle better.

Also, grab Boots of Speed.
 

Whirlwind attack is a good feat. It's prerequisites, however, suck, which means you shouldn't take it.

Able learner is good if you plan on multiclassing, but want to keep your class skills from a previous class as class skills.

I'd say go for 2, 3, or 4 personally, depending on what fits your playstyle better.

Also, grab Boots of Speed.

Boots of Speed is definitely a good idea.

As far as Whirlwind Attack goes...

Pre-reqs are: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

I figure that the only reason Dodge and Mobility are in that list is because Spring Attack Requires it. But I'll already have Spring Attack from the Snow Spider, so long as I stay in Hybrid form.

So as long as my DM allows it, all I would need is to take one feat: Combat Expertise. I would have access to Whirlwind at 6th level scout (ECL 10).

Of course, my DM might decide that I've cheated the system and say no :D
 


Mobility is a +1 armor enhancement in MIC, so that can save you a feat.

For Dodge, get Desert Wind Dodge (Tome of Battle) or Expeditious Dodge (Races of the Wild). Both count as Dodge for the purposes of other feat and prestige class requirements and give the bonus against all enemies.
 

1. Claws of the Leopard also requires you to charge to get the full attack. (not sure whether you realised that)
Another alternative is to get a level barbarian with the Complete Champion Lion totem alternate class feature.

2.Whirlwind attack is a full attack. so to get your skirmish damage, you rely on something that gives you a full attack at the end of a charge....

3.Since most of your actions are centered around moving around a lot, get Exeditious Dodge. It gives you another +2 AC when you move at least 40 feet.

If you're going TWF, you might consider taking levels in ranger as well, and getting the Swift Hunter feat. You miss out on some of the scout goodies, but get TWF in return. And a wider spread of skills to benefit from Able Learner
Make sure to use the Complete Champion Alternate Class Feature that drops spellcasting to get more bonus feats.
 

Almost got this figured out. Rogue now rather than scout. Idea is burrow up, flank, sneak attack, and burrow down to hide. (Changing the original post to reflect this)

Both of these methods will allow burrow back underground after an attack, essentially dodging almost any damage, unless an enemy uses AoE or prepares an attack. If they do prepare an attack, then they're very vulnerable to everyone else. This would also require me to get two extra feats, namely dodge & mobility.

I'm getting Mobility, Two-Weapon fighting, and Improved TWF. Which do you think is better:
  1. Two-weapon spring attack (rogue 7 / tempest 5 / mole 5).
    • Would need to take Dodge feat
    • Allows me to attack with both weapons during a spring attack.
    • Ambidexterity (Ex): For a tempest of 4th level or higher, her attack penalties for fighting with two weapons are lessened by 2 (from –4 to –2, or from –2 to +0 if the off-hand weapon is a light weapon).
    • Sneak attack damage: +7d6
    • BAB: +13/+8/+3
      • Two attacks at +13/+13, plus my +8 dex!
      • 14d6 max SA damage
  2. Two five feet steps (rogue 5 / lurk 1 / evocator 7 / mole 5).
    • Take Greater Two Weapon Fighting (not required)
    • For an extra level, I can make a full attack with two 5 foot steps.
    • Some psionic ability. Yawn.
    • Sneak damage: +6d6
    • BAB: +11/+6/+1
      • 6 attacks... +9/+9/+4/+4/-1/-1, plus +8 dex!
      • So 30d6 max SA damage!

What do you guys think? There's clearly a HUGE potential difference between the two. But I imagine the tempest build would be more likely to actually hit.

I'm not totally sure I calculated the extra attack bonuses right....

It's also worth noting I'll have a +8 modifier to dexterity and "free" weapon finesse.
 
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Which one would you enjoy more?

They seem pretty similar to me. The two weapon spring attack grants slightly more flexible, but overall only seems different in the maximum damage and your likelihood to hit. Either case, I'd be popping up behind an enemy, and afterwards, disappearing.

I suppose taking the Evocator path grants me some kinda cool psionic abilities. I'd get up to 6 powers known, and 11 power points, max level 2.

Did I do my math right as far as the bonuses to the attacks?
 
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Revision:

I found out I'm calculating my two-weapon attacks wrong.

If you apply my +8 dex mod and weapon finesse, I'd get six potential sneak attacks, at +17/+17/+12/+12/+7/+7, vs two at +21/+21. I think that kind of answers it.
 

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