The
Master Thief



By Ralsu


style="color: rgb(0, 102, 0);">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

style="font-weight: bold;">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


class="pn-content-page-body"> style="font-weight: bold; color: rgb(0, 102, 0);">UFR Starting
Abilities:

Str 10
style="color: rgb(0, 102, 0);">
Dex 18
style="color: rgb(0, 102, 0);">
Con 10
style="color: rgb(0, 102, 0);">
Int 18 (+1 at Level 4 and Level 8
= 20)


Wis 10
style="color: rgb(0, 102, 0);">
Cha 10
style="color: rgb(0, 102, 0);">


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



style="color: rgb(0, 102, 0);">UFR Naked AC: 16 (19 against traps)
style="color: rgb(0, 102, 0);">
Less DEX in the improved Master
Thief build means a little less AC.




Damage Reduction: Shield href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=rogue&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Dwarf Rogue"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/rogue.jpg"
style="border: 2px solid ; width: 167px; height: 300px;" align="left">



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



style="font-weight: bold;">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.


style="color: rgb(0, 102, 0);">
UFR Class/Race
Features
:



class="pn-content-page-body">
style="color: rgb(0, 102, 0);" class="pn-content-page-body"> style="font-style: italic;">+2 Dexterity, +2 Intelligence,
+2 Charisma, -2 Constitution: Drow are agile, smart, and
compelling. They are also slight.



style="font-style: italic; color: rgb(0, 102, 0);" class="yellow">+2
bonus to Listen,
Search and Spot checks style="font-style: italic; color: rgb(0, 102, 0);">: style="color: rgb(0, 102, 0);">
Drow's are keenly alert.



style="font-style: italic;" class="yellow"> class="pn-content-page-body"> style="font-style: italic;">Evasion: A successful reflex
save results in no damage.



style="font-style: italic;">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.




style="font-style: italic;">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: style="color: rgb(0, 102, 0);">At Level 3, rogues develop bonuses of
+1 to reflex saves and AC vs. traps. The benefits increase at Levels 6
and 9.



style="font-style: italic;">Uncanny Dodge: The Master
Thief cannot be flanked and retains his armor class bonus when caught
flat-footed or attacked by an invisible foe.




style="font-style: italic;">Weapon and Armor Proficiency:
Rogues are proficient with all simple weapons plus rapier, shortbow,
and short sword. They can wear light armor. style="color: rgb(0, 102, 0);">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: href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=silver_on_the_floor&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Silver on the floor"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/silver_on_the_floor.jpg"
style="border: 2px solid ; width: 175px; height: 200px;" align="right">

Nimble Fingers, Skill Focus: Disable
Device, Skill Focus: Open Lock,
Stealthy



UFR Feats style="color: rgb(0, 102, 0);"> (in the order selected):
style="color: rgb(0, 102, 0);">
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



class="pn-content-page-body">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



style="font-weight: bold;">UFR Enhancements:

class="pn-content-page-body">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 style="font-style: italic;">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.

style="font-weight: bold;">


UFR Detailed Progression by Level

  • Train as rogue every level href="http://ddo.tentonhammer.com/modules.php?set_albumName=album08&id=SS_26_8&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Drow"
    src="http://ddo.tentonhammer.com/files/gallery/albums/album08/SS_26_8.sized.jpg"
    style="border: 2px solid ; width: 267px; height: 200px;" align="right">
  • Skills:
    • At Level 1, place 4 ranks into every skill listed above style="font-style: italic;">except Balance (3) and Tumble (1).
    • For Levels 2-8, place 1 rank into each skill listed above style="font-style: italic;">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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Last Updated: Mar 29, 2016

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