My tabaxi rogue for Tomb of Annihilation is at Level 2. She's an archeologist who loves tombs and lost cities. She enjoys challenging puzzles and dangerous missions if there's a promise of great discoveries. She sometimes pockets interesting objects - but only because she's a curious tabaxi not an outright thief. I'm starting to think about the best rogue subclass, given her background and racial abilities. I've narrowed my choices to Thief and Scout, but am open to considering Arcane Trickster. This is a my first rogue and I'm having a blast so far. :-)
The character's stats are 13, 19, 14, 15, 12, 15. She mainly uses a light crossbow, but also has two daggers and a whip. She has expertise in stealth and perception. She's proficient with (and owns) thieves' tools and cartographer's tools. The rest of the ToA party includes a halfling ranger, tiefling wizard, and tortle light cleric. We won't take the characters past Level 10 or 11, so the Level 13 and 17 subclass abilities don't matter.
Thief looks appealing for stealing objects (as bonus action), better jumps, 10 ft extra climbing, and supreme sneak. But tabaxi can already climb and I'm not sure if longer/higher jumps will be necessary (though they could be fun).
Scout looks appealing for 2 expertise skills (Nature/Survival) and better walking/climbing speed. Skirmisher looks great, but the character tries to avoid melee combat. The ranger and cleric have high Survival modifiers (+5 and +6) and the wizard has a high Nature modifier (+6) ... so I'd be duplicating skills we already have in the party (though my modifiers would be higher once we reach Level 5).
I'm considering a feat at Level 4, so any advice on great feats for a tabaxi thief vs. tabaxi scout would be appreciated!! I assume different feats might be good depending on the subclass.
I play(ed) (RIP) (Reincarnation incident) a tabaxi scout, and being able to move with the tabaxi speed double, the scount 9th level superior mobile, and if you take mobile as a feet.... it's tons of fun. I took mobile at 4th level just for the crazy giggles. :D A lot of times we hear the DM say "Can you make it th... wait, of course you can." You absolutely terrorize mages.
If you're going ranged, that level of speed isn't as needed, but you can use it to kite enemies with your bow. :D
I think I'm going to go with Thief at Level 3 for my tabaxi rogue-archealogist. I like the extra options for my bonus action (using Fast Hands). Second-Story Work will improve my tabaxi's climbing and jumping ... seems to fit the character. She'll be able to use feline agility to dash 120 ft. Her long jumps will be 17-18 ft and high jumps will be 8-9 ft. Supreme Sneak will enhance her Stealth ... also fits being a tabaxi. I'm considering Mobile (even more movement!), Dungeon Delver (even better Perception and Investigation!), and/or Healer (fun use of Fast Hands!) as feats. At Level 6, she'll have expertise in Stealth (+10), Perception (+7), Investigation (+8), and Thieves' Tools (+10).
Mobile is great! It helps if you get stuck in tight and you need to escape. Tabaxi speed and a pair of daggers and you can get away from almost any scrum with no opportunity attacks. Base is 4O, doubled is 80, stab the opponent in your grill and with dash, 160 feet of move to get away, or 80 and a bonus action stab if two opponents are on you.
The rest the part includes a halfling ranger (likely gloom stalker), tortle light cleric, and tiefling wizard (war magic). The tabaxi tends to scout ahead (though the wizard’s familiar scouts too), check for traps, use her crossbow for sneak attacks, etc. She and the light cleric are the protectors (parental figures) of the group. The wizard does his own thing most of the time. That is, he hasn’t bonded tightly with the group yet. The young ranger is a fantastic archer, but is very innocent and scared at times. She doesn’t take the lead.
Since you're looking for a feat at 4th level, I suggest Weapon Master. You can max out your dexterity and pick up proficiency with the heavy crossbow and longbow (both upgrades for you), the whip (you currently lack proficiency), and another dex weapon...blowgun, net, and scimitar are all perfectly fine choices.
Yeah, I know. Nobody seems to like Weapon Master. But I'm a firm believer that there's no such thing as a bad feat.
The tabaxi tends to scout ahead (though the wizard’s familiar scouts too), check for traps, use her crossbow for sneak attacks, etc
Based on this, I would recommend the Scout subclass. The Skirmisher feature will actually allow you to move away from melee combat to continue to use your crossbow. Also the bonus to Survival and Nature are great for this campaign setting. [I also played it as a Tabaxi archaeologist, although mine was a college of lore bard who functioned mainly to provide information and party support.] Superior Mobility is also nice as is Ambush Master, if your campaign happens to run a few levels longer than expected. [Ours did.]
As for feats; Alert is always good for a scout or anyone who wants to avoid being surprised. You may also want to consider Crossbow Expert and Sharpshooter for some added perks and versatility.
Whatever you choose, I hope you have a wonderful time. Beware crocodiles, and may you uncover many ancient mysteries along your path.
My tabaxi rogue for Tomb of Annihilation is at Level 2. She's an archeologist who loves tombs and lost cities. She enjoys challenging puzzles and dangerous missions if there's a promise of great discoveries. She sometimes pockets interesting objects - but only because she's a curious tabaxi not an outright thief. I'm starting to think about the best rogue subclass, given her background and racial abilities. I've narrowed my choices to Thief and Scout, but am open to considering Arcane Trickster. This is a my first rogue and I'm having a blast so far. :-)
The character's stats are 13, 19, 14, 15, 12, 15. She mainly uses a light crossbow, but also has two daggers and a whip. She has expertise in stealth and perception. She's proficient with (and owns) thieves' tools and cartographer's tools. The rest of the ToA party includes a halfling ranger, tiefling wizard, and tortle light cleric. We won't take the characters past Level 10 or 11, so the Level 13 and 17 subclass abilities don't matter.
Thief looks appealing for stealing objects (as bonus action), better jumps, 10 ft extra climbing, and supreme sneak. But tabaxi can already climb and I'm not sure if longer/higher jumps will be necessary (though they could be fun).
Scout looks appealing for 2 expertise skills (Nature/Survival) and better walking/climbing speed. Skirmisher looks great, but the character tries to avoid melee combat. The ranger and cleric have high Survival modifiers (+5 and +6) and the wizard has a high Nature modifier (+6) ... so I'd be duplicating skills we already have in the party (though my modifiers would be higher once we reach Level 5).
I'm considering a feat at Level 4, so any advice on great feats for a tabaxi thief vs. tabaxi scout would be appreciated!! I assume different feats might be good depending on the subclass.
I play(ed) (RIP) (Reincarnation incident) a tabaxi scout, and being able to move with the tabaxi speed double, the scount 9th level superior mobile, and if you take mobile as a feet.... it's tons of fun. I took mobile at 4th level just for the crazy giggles. :D A lot of times we hear the DM say "Can you make it th... wait, of course you can." You absolutely terrorize mages.
If you're going ranged, that level of speed isn't as needed, but you can use it to kite enemies with your bow. :D
I think I'm going to go with Thief at Level 3 for my tabaxi rogue-archealogist. I like the extra options for my bonus action (using Fast Hands). Second-Story Work will improve my tabaxi's climbing and jumping ... seems to fit the character. She'll be able to use feline agility to dash 120 ft. Her long jumps will be 17-18 ft and high jumps will be 8-9 ft. Supreme Sneak will enhance her Stealth ... also fits being a tabaxi. I'm considering Mobile (even more movement!), Dungeon Delver (even better Perception and Investigation!), and/or Healer (fun use of Fast Hands!) as feats. At Level 6, she'll have expertise in Stealth (+10), Perception (+7), Investigation (+8), and Thieves' Tools (+10).
Mobile is great! It helps if you get stuck in tight and you need to escape. Tabaxi speed and a pair of daggers and you can get away from almost any scrum with no opportunity attacks. Base is 4O, doubled is 80, stab the opponent in your grill and with dash, 160 feet of move to get away, or 80 and a bonus action stab if two opponents are on you.
What is the rest of your party composition?
What role do you usually take?
What role do you _want_ to take?
The rest the part includes a halfling ranger (likely gloom stalker), tortle light cleric, and tiefling wizard (war magic). The tabaxi tends to scout ahead (though the wizard’s familiar scouts too), check for traps, use her crossbow for sneak attacks, etc. She and the light cleric are the protectors (parental figures) of the group. The wizard does his own thing most of the time. That is, he hasn’t bonded tightly with the group yet. The young ranger is a fantastic archer, but is very innocent and scared at times. She doesn’t take the lead.
Since you're looking for a feat at 4th level, I suggest Weapon Master. You can max out your dexterity and pick up proficiency with the heavy crossbow and longbow (both upgrades for you), the whip (you currently lack proficiency), and another dex weapon...blowgun, net, and scimitar are all perfectly fine choices.
Yeah, I know. Nobody seems to like Weapon Master. But I'm a firm believer that there's no such thing as a bad feat.
Based on this, I would recommend the Scout subclass.
The Skirmisher feature will actually allow you to move away from melee combat to continue to use your crossbow. Also the bonus to Survival and Nature are great for this campaign setting. [I also played it as a Tabaxi archaeologist, although mine was a college of lore bard who functioned mainly to provide information and party support.]
Superior Mobility is also nice as is Ambush Master, if your campaign happens to run a few levels longer than expected. [Ours did.]
As for feats;
Alert is always good for a scout or anyone who wants to avoid being surprised.
You may also want to consider Crossbow Expert and Sharpshooter for some added perks and versatility.
Whatever you choose, I hope you have a wonderful time. Beware crocodiles, and may you uncover many ancient mysteries along your path.