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Build: Master Thief

Updated Fri, Feb 13, 2009 by Ralsu

The Master Thief


By Ralsu

Upon Further Review (UFR): Everybody changes his mind now and again.We at DDO @ Ten Ton Hammer are no exception. When we change our mind about something we've put in an article before, we like to take a look back and update you on our decisions. Wherever you see the UFR label, you see my changes since this build originally posted. I have left my old comments so that you can see exactly how the changes compare to my original opinions.

The Master Thief is a Level 10 rogue who has maximized thieving abilities and skills at the expense of all else.

UFR: His job is to be certain that no trap goes undetected or disarmed, that no lock goes unopened. He relies heavily on stealth and Steak Attack to provide damage, but his is not one to be in the middle of a fray anyway; his skills are far too valuable to risk a dangerous melee.

Character Snapshot

Race: Elf
UFR Race: Drow (those drow racial traits make them great rogues)

Starting Abilities:
Str 12
Dex 21 (includes +1 at Level 4 and Level 8)
Con 10
Int 16
Wis 14
Cha 8

UFR Starting Abilities:
Str 10
Dex 18
Con 10
Int 18 (+1 at Level 4 and Level 8 = 20)
Wis 10
Cha 10

I let go of the bonus to STR. I can get that back through items, magical weapons, Bull's Strength, or other buffs. I also started with one less DEX so that I could boost INT. I find Search and Disable Device to be supremely important, so I want to build INT over DEX. Leftover points went into the other Abilities to make sure the Master Thief has no natural penalties to her saves and skill checks.


Hit Points: 80

UFR Naked AC: 16 (19 against traps)
Less DEX in the improved Master Thief build means a little less AC.

Damage Reduction: ShieldDwarf Rogue

Saves (Ability modifiers added):
Fort: 3 (+4 against traps that require a Fortitude save)
Ref: 12 (+4 against traps that require a Reflex save)
Will: 5

UFR Saves (Ability modifiers, Enhancements, and Feats added):
Fort: +3
Ref: +11 (+14 against traps that require a Reflex save)
Will: +3 (+5 against spells and spell-like effects)
The major difference here is that my original data collection showed Trap Sense to add to reflex AND fortitude saves. It adds to reflex saves and AC, but the amount increases every three levels.

UFR Class/Race Features:

+2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution: Drow are agile, smart, and compelling. They are also slight.

+2 bonus to Listen, Search and Spot checks: Drow's are keenly alert.

Evasion: A successful reflex save results in no damage.

Magical Defense: Drow are immune to magic sleep effects, and they benefit from a +2 bonus against Enchantment spells and a +2 bonus to Will saves against spells and spell-like effects. Also, Drow have a natural Spell Resistance of 11.

Sneak Attack:
Adds 1d6 damage when attacking enemies while hidden or if enemy is engaged in melee combat with another character. Sneak Attack can be used with ranged weapons within 30 ft. This benefit increases by 1d6 at Levels 3, 5, 7,  and 9.

Trapfinding: Rogues are the best class at finding even the most difficult traps.

Trap Sense: At Level 3, rogues develop bonuses of +1 to reflex saves and AC vs. traps. The benefits increase at Levels 6 and 9.

Uncanny Dodge: The Master Thief cannot be flanked and retains his armor class bonus when caught flat-footed or attacked by an invisible foe.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons plus rapier, shortbow, and short sword. They can wear light armor. Drow rogues are also naturally adept with shuriken.

The major changes here are the loss of the elven immunity to sleep and my better understanding of Trap Sense. Drow have such high SR that I consider them close to immune to Sleep, so I do not lament the loss of that racial trait.

Feats:Silver on the floor
Nimble Fingers, Skill Focus: Disable Device, Skill Focus: Open Lock, Stealthy

UFR Feats (in the order selected):
Nimble Fingers, Skill Focus: Disable Device, Skill Focus: Open Lock, Skill Focus: Move Silently

The Master Thief values nothing above disabling traps and opening locks, so my Feats remain close to the same. I traded Stealthy for Skill Focus: Move Silently (+2 to Hide and Move Silently) because wands of Invisibility (+3 to Move Silently) are far more plentiful than I expected when DDO launched.

Skills (includes Ability modifiers, Enhancements, and armor penalties):
Balance 11, Bluff 12, Disable Device 29, Haggle 10, Hide 20, Listen 15, Move Silently 20, Open Lock 31, Search 16, Spot 15, Swim 8, Tumble 11

UFR Skills (includes Ability modifiers, Enhancements, and armor penalties):
Balance 17, Bluff 13, Diplomacy 13, Disable Device 30, Haggle 13, Hide 24, Listen 15, Move Silently 27, Open Lock 29, Search 20, Spot 15, Tumble 8, Use Magic Device 13

Almost every Skill sees some improvement here. The exceptions are Open Lock, which lost 2 ranks, and Swim, which I replaced with Use Magic Device. Again, I did not know how common wands of Invisibility and Water Breathing would be.

Combat:
BAB +7

Attack and Damage: +5d6 damage when able to Sneak Attack

Enhancements:
Skill Ingenuity V, Improved Trap Sense III, Rogue's Dexterity III, Elven Dexterity II

UFR Enhancements:
Faster Sneaking X (50% to movement rate while using Sneak)
Improved Spell Resistance (brings Spell Resistance total to 20)
Skill Ingenuity V (+7 to Disable Device and Open Lock Skill checks)
Skill Stealth V (+7 to Hide and Move Silently Skill checks)

DEX isn't as important to the Master Thief as I imagine, so I dropped the DEX Enhancements. The Master Thief should almost always be in Sneak mode, so Faster Sneaking X will make life easier. Improved Spell Resistance makes the Master Thief close to immune to mind-control spells. The other two Enhancements boost skills used all the time.

UFR Detailed Progression by Level

  • Train as rogue every levelDrow
  • Skills:
    • At Level 1, place 4 ranks into every skill listed above except Balance (3) and Tumble (1).
    • For Levels 2-8, place 1 rank into each skill listed above except Tumble.
    • For Levels 9 & 10, place 1 rank into each skill listed above.
  • Use your Ability points for INT at Level 4 and Level 8.
Notes: The Master Thief usually seeks to avoid combat, using his Hide and Move Silently skills to his fullest. When he does enter the fray, he waits until someone has engaged the enemy first and relies on his Bluff skill and Sneak Attack class feat to do maximum damage. The result is usually a Sneak Attack, which deals heavy damage as the Master Thief gains levels.

UFR Notes: Tactics for the Master Thief are as follows:
  • Be invisible or use Sneak to scout ahead for the party.
  • Wait for the group to arrive and engage the enemy.
  • Use Bluff often during combat to allow for devastating Sneak Attacks.
  • Remember that you are utility--not melee!
  • Ranged weapons are a good choice, but don't try to be the hero!

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Windows
Developer: Turbine, Inc.
Genre: Fantasy
Status: Published
Release Date: February 28, 2006
Fee: Free-to-Play
ESRB Rating: T

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