Rogue Equipment on a Budget?

JesterPoet

First Post
Well, here's yet another fine question for the expert character makers here!

I am creating a 5th level rogue (focused on archery for combat). In the campaign we play, I'm allowed NPC gold for a 5th level character, which is 4,300 gold.

I'd like to make the best of it. Realistically, I need to stick to the DMG and PH (and perhaps the Kalamar books, though I don't think they have equip. anyway).

Can someone help me pick out some interesting magic items that will still leave me $$ for basic equipment? And, if there is basic equipment you think I should get, but might not, I'd be interested to hear those suggestions too!

Thanks!
JP
 

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My mistake...

My character is still in generation, but here's what I have so far:

Str: 11
Con: 12
Dex: 20
Wis: 10
Int: 10
Chr: 8

I may move those around, but from what I understand this will be more hack than roleplaying, so I'm trying to tailor my character accordingly. I highly doubt I'll be making many CHR checks.

I don't have much idea of his history yet. I love playing the swashbuckler types that constantly live on the edge, and do a lot of jumping around and tumbling and showing off. Dunno whether that will matter or not.

I haven't got skills picked out yet, but they'll be pretty standard I'd imagine.

Anyway, what else can I tell ya to help?
 

I always go for some basic stuff that really helps. (3.0 still... dont know the prices for 3.5 )

- Gloves of Storing 2200 gp for quick action Bow shooting.
- Bracers of Archery
- Magic Bow +1 for a near 2k gold basic bonus.

Defensive Stuff:

Vest/Cloak of Resistance 1k = +1 / 4k = +2 Saving throws save !

Good AC ?
Get Mithril Chain Shirt +2 for a modicum of 5100 gp. Or +1 only for 2100 only. For 1k gold... no armor check penalties.
Ring of Protection +1 2000
Amulet Natural Armor + 1 2000

Misc
Quiver of Ehlonaa 1800
 

i take it you aren't going for the intrigue rogue.

gather info, bluff, diplomacy, use magic device are cha based skills. only bluff will suffer if you take a low cha. and only bluff will be important if you want to feint. ;)

int based skills and bonus skill points are not hurt by a 10 in int. but i would caution you about not considering bumping this up. skills are key to a rogue. search is very important.

it looks like hide, move silent, and open lock for you.

you are effectively a very poor addition to a party. after your initial attack (which you will get flat footed sneak attack for upto 30 ft) you are out of combat. you need precise shot or other party members may kill you for constantly hitting them. ;)
 

It's not equipment, but I suggest you take your Dex down a bit and raise your Str, or else, you won't be doing much damage (until a friendly cleric or mage can GMW your stuff). A higher Str will also help your carrying capacity, since any armor you'll probably wear will probably make your emcumbrance reach Medium status.

Masterwork Mighty Composite bow and Masterwork ammunication should take care of the attack bonus you'll lose by dropping your Str. (~1000gp)

Efficient quiver is very cheap and you can store a lot of extra bows and other weapons in there. (1800gp)

A cloak of resistance is always useful, since your saves won't be really good. (1000gp)

Forget magic armor for now, you shouldn't be getting into fighting position any time soon. Stick with MW leather / chain shirt and buckler (~450gp)

Hope this helps

Slim
 



Some general notes.

Archery is not a very good choice for a combat oriented rogue, as you will be able to use one of your main class features (sneak attacks) only rarely.

With those stats, your skills will suffer a bit, too.

I would either make it a finesse melee rogue (rapier/scimitar or dual shortswords/daggers) or if you want to go the archery route, make a multiclass rogue/wizard or rogue/cleric (both with focus on the spellcasting class to get greater magic weapon and similar spells to boost your archery) or some fighter-type (if this is 3.5 the new ranger comes to mind).

Bye
Thanee
 

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