Mata Vaha's page

Organized Play Member. 30 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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I just received my new deck of many things from the Lance Lindley Kickstarter campaign. It's great. The artwork is really good, the box is a big so I can add more cards from other decks, and the quality of the cards is high. Thanks guys for doing a great job and delivering as you promised.

My favorite is the wizard with his extra long twin tweed-ed beard and his tattooed head. I can't wait to use this in my campaign.

https://www.kickstarter.com/projects/1997853065/deck-of-many-things


I have updated the Intimidator:

The Intimidator
Bow down and fear my blade. Think Jason, Crocodile Dundee and Rambo.
Traits
Bully +1 to intimidate
Unnatural Presence You can use your Intimidate skill to demoralize animals and vermin.

Weapons of choice:
Keen Kukri - critical (15-20)
Cruel Daggers

Feats and Talents:
Fighter 1. Feat: Two weapon fighting
Fighter 1. Human bonus feat: Fearless curiosity
Fighter 1. Bonus fighter Feat: Weapon focus (Kukri)
3. Rogue talent: Finesse rogue
3. Feat: Dazzling display
5. Rogue talent: *Offensive defense
5. Scout: Charge and SA
5. Feat: Intimidating confidence (intimidate on a critical)
7. Rogue talent: *Slow reactions
7. Bonus talent: Combat trick: Shatter defenses
7. Feat: Improved two weapon fighting
9. Rogue talent: *Powerful sneak
9. Scout: Move 10ft and SA
9. Feat: Skill focus intimidate
11. Advanced talent: *Entanglement of blades
11. Feat: Critical focus
13. Feat: Dastardly finish
13. Advanced talent: Hunters quarry
13. Bonus advanced talent: *Crippling strike


Sorry mate, I realized now that I can edit and replace an existing doc. I wasn't familiar with google docs. My bad.

Broken Zenith wrote:
Mata Vaha - why do you keep linking new google docs instead of just editing the old one?


It's not focused on a single hit.
You can get SA from:
1. Charging for SA at +2
2. Throwing for SA
3. Charging ten feet then throwing for SA using the feat Charging Hurler
4. Moving 15ft then throwing for SA
5. Moving 15ft then melee attacking for SA
6. Leaping over someone and moving 15ft using acrobatics to SA with +2 to hit using disorienting maneuvers.
7. Winning initiative and full round SA by throwing two Starknives
8. Vanishing then getting full round SA
9. Removing dexterity using Shatter Defense feat to get full round SA next round
10. Throwing for SA then charging for SA at +6 to hit using Opening Volley
11. Getting full round SA in flank

Not to mention hitting criticals to max out damage, removing dexterity or strength every round, bleeding them, intimidating etc.


Updated one more time:
Bravo's guide to a Knife Master Scout
Discussion Thread.
Google document.

Mata Vaha wrote:

Sorry use this link:

View it here on google docs

Paizo Publishing.

Mata Vaha wrote:

Bravo's guide to a Knife Master Scout.

Discussion thread on Paizo

View it here on google docs


I have deleted the previous guides in this thread and added a new updated "Bravo's guide to a Knife Master Scout".

It now includes a guide to The Intimidator, with a one level dip as a fighter to get the Kukri and Starknife proficiencies.

View the PDF here in Google Docs.

Mata Vaha wrote:

Here is the discussion thread to "Bravo's guide to a Knife Master Scout".

Please make any comments you like as well as submit your own variation builds, experiences, suggestions and improvements.
This guide is not definitive, rather it is a base for everyone to share ideas on how to best build a Knife Master Scout.

View the PDF here in Google Docs.

Updated to use the Heirloom trait.


I guess if that's the case you could always ask the DM to allow you the inherit a pair!!

Third Mind wrote:
I'm unsure if this entirely correct, but if I remember reading right, you only get proficiency with that specific Kukri using the Heirloom weapon trait. So, you would have proficiency with the one kukri but not the other, meaning if somehow you lose your kukri and pick up another, you are not efficient with it.. If this is true, one may need to pick up the proficiency feat for a kukri at early levels or even dip into fighter. Hopefully someone can chime in on if this correct though.


Yes you are right.
The link is here:
Tattooed Mystic.

Oliver Volland wrote:

You mentioned: 'Varisian Tattoo' gives you proficiency in the star knife.

I think you do refer towards 'Tattooed Mystic', which is also good against charms and compulsions.


If you can, please add a quick 1-12 sample build and Ill add it to the guide.

GM Arkwright wrote:
Doesn't require thug, but fair point.


New Bravo's Guide to the Knife Master Scout

View here.


New Bravo's Guide to the Knife Master Scout

View here.

Theinexplicablefuzz wrote:

So, I posted on this a bit ago, but wasn't very clear as to what I was looking for. Below, I have a build for a knife master/scout.

** spoiler omitted **

How does this look? Is there anything that I may have overlooked? Maybe someone knows a way I can optimize.


Bravo's guide to the Knife Master Scout

View here.

Nicos wrote:
It is a shame rogues do not have more guides, but i supposeis a big endeavor.


1 person marked this as a favorite.

I have, it's an awesome build, but this is a guide to Knifemaster Scouts.

GM Arkwright wrote:
Have you considered the Thug Rogue Enforcer -> Dazzling Display -> Shatter Defences + Sap Adept + Sap Master combination? Quite nicely ups your damage and ability to get a sneak attack.


Sorry use this link:

View it here on google docs

Mata Vaha wrote:

Bravo's guide to a Knife Master Scout.

Discussion thread on Paizo

View it here on google docs


UPDATED to include Heirloom weapon trait.

Mata Vaha wrote:

Bravo's guide to a Knife Master Scout.

Discussion thread on Paizo

View it here on google docs


I have changed Adopted to Heirloom weapon.
Also the builds detail the use of feats.
That is the advice on feats.
There are one or two lines on tactics for each build on how to get the best sneak.

KutuluKultist wrote:

The Adopted trait does not allow you to select a racial trait from the race descriptions. Instead, it gives you access to a trait (in the sense that Adopted is a trait) which could only be selected by a certain race.

This renders your strategy for getting proficiency with the kukri invalid.

The guide also lacks advice on feats and strategy advice.


Cheers , I will redo it then.

KutuluKultist wrote:

The Adopted trait does not allow you to select a racial trait from the race descriptions. Instead, it gives you access to a trait (in the sense that Adopted is a trait) which could only be selected by a certain race.

This renders your strategy for getting proficiency with the kukri invalid.

The guide also lacks advice on feats and strategy advice.


Bravo's guide to a Knife Master Scout.

Discussion thread on Paizo

View it here on google docs


1 person marked this as FAQ candidate. 3 people marked this as a favorite.

Here is the discussion thread to "Bravo's guide to a Knife Master Scout".
Please make any comments you like as well as submit your own variation builds, experiences, suggestions and improvements.
This guide is not definitive, rather it is a base for everyone to share ideas on how to best build a Knife Master Scout.

View the PDF here in Google Docs.

Updated to use the Heirloom trait.


I am making a scout knife master guide. Watch this space.


Rogue: Varisian Scout Knifemaster Level 15
Human
Alternate racial trait: focused study = bonus skill focus feats
Favored class: rogue = 1/6 bonus talent

STR: 13 DEX: 20 CON: 16 INT: 10 WIS: 10 CHA: 10

Trait: Varisian Tattoo: grants proficiency in starknives, ranged 20ft
Trait: reactionary +2 initiative

Feats and Talents:
1. Focused study bonus feat: skill focus (Acrobatics)
1. Feat: two weapon fighting
2. Rogue talent: finesse rogue
3. Feat: distance thrower
4. Rogue talent: *offensive defense
5. Feat: point blank shot
6. Rogue talent: combat trick - charging hurler
6. Bonus rogue talent: weapon training (starknife)
7. Feat: precise shot
8. Rogue talent: snipers eye
8. Focused study bonus feat: skill focus (sleight of hand)
9. Feat: dodge
10. Advanced talent: feat: opening volley
11. Feat: mobility
12. Advanced talent: *crippling strike
12. Bonus advanced rogue talent: weapon snatcher
13. Feat: shot on the run
14. Advanced talent: fast tumble
15. Feat: spring attack

EQUIPMENT:
Sniper goggles
Boots of speed
Celestial armor
Lots of returning starknives
Lots of wands, max out UMD
Belt of dexterity


Get the Varisian tattoo trait so that you are proficient in Starknives, as they range 20ft.
Have strength 13 so that you can get distance thrower.
Make sure you get sniper goggles and boots of speed.
UMD is vital at higher levels.

Rogue: Varisian Scout Knifemaster level 15
Human - focused study, rogue

STR: 13
DEX: 24 +7
CON: 16 +3
INT: 10
WIS: 10
CHA: 10

Initiative + 9
Sneak 8d8+16

Trait: Varisian tattoo proficient in starknives
Trait: reactionary

Feats and Talents:
1. Focused study bonus feat: skill focus (Acrobatics)
1. Feat: two weapon fighting
2. Rogue talent: finesse rogue
3. Feat: distance thrower
4. Rogue talent: *offensive defense
5. Feat: point blank shot
6. Rogue talent: combat trick - charging hurler
6. Bonus rogue talent: weapon training (starknife)
7. Feat: precise shot
8. Rogue talent: snipers eye
8. Focused study bonus feat: skill focus - sleight of hand
9. Feat: dodge
10. Advanced talent: feat: opening volley
11. Feat: mobility
12. Advanced talent: *crippling strike
12. Bonus advanced rogue talent: weapon snatcher
13. Feat: shot on the run
14. Advanced talent: fast tumble
15. Feat: spring attack

WANDS
Mirror image
Ghostbane dhirge
Align weapon
Find traps
Versatile weapon
Greater invisibility
Spear of purity

WONDROUS
Boots of speed
Cloak of resistance +3
Belt of incredible dexterity +4
Ring of protection +2
Amulet of natural armor
Efficient quiver (for wands)
Sniper goggles
Bag of holding

WEAPONS
Starknife
Dispelling +1
Returning +1
Enhancement +1
Distance +1

Starknife
Spell storing +1
Enhancement +1
Returning +1
Distance +1

ARMOR
Catskin leather

ITEMS
Masterwork thieves tools
2 spring loaded wrist sheathes (for wands)


1 person marked this as a favorite.

Hi Kaisc006.
I agree that a falchion does more damage.

The reason I like this build is that:

1. I plan to play this to 20th level so I need many attack options to keep the character interesting, rather than just being a flanker.
2. I can stand and fight full attacks while locking enemies down.
3. If injured I can retreat and throw daggers.
4. I can fight on my own without flanking.
5. I can collect cool daggers and wands.
6. The DM always alters the monsters depending on the strength of the party so focusing on maximizing damage output is a waste of time.
7. The thematic of stabbing and throwing daggers is fun. Nothing beats throwing a dagger across a room to kill someone and have the dagger fly back into your hands, or back flipping over an enemy and stabbing them in the back while doing so. It's cool.

Imagine your two daggers spring load from your wrists into your hands. You throw them across the room killing an enemy and they return to your hands. You charge another plunging your dagger into his back. Flip over them and stab them again killing them. Charge 10ft and throw another dagger to kill another enemy across the room. Then flank another enemy with the fighter and repeatedly stab him to death...Fun.


all fixed!!


16 people marked this as a favorite.

HUMAN KNIFE MASTER SCOUT
Rogue favored class alternative

NAME: Aedan (ay-den) Aelirin

ABILITIES: 20 points  
STR: 10, DEX: 19 +4, CON: 12 +1, INT: 14 +2, WIS: 12 +1, CHA: 8

ALIGNMENT: Lawful neutral
ROLE: Striker and scout. Local guide. Using wands.
INITIATIVE: +6
SKILL POINTS: 10 per level

TRAIT OPTIONS: Select 1 or 2 depending on your DM.
1. Reactionary (+2 initiative)
2. Deft dodger (+1 reflex save)
3. River rat (+1 dagger damage)
4. Dirty fighter (+1 flank damage)

FEATS, TALENTS AND CLASS FEATURES:
1 feat: two weapon fighting
1 human-bonus feat: dodge
2 rogue talent: finesse rogue
3 feat: weapon focus dagger
4 rogue talent: slow reactions
4 scout: scout’s charge
5 feat: disorienting maneuver 
6 rogue talent: offensive defense
6 favored class bonus talent: befuddling strike
7 feat: point blank shot
8 rogue talent: combat trick precise shot
8 scout: skirmisher
9 feat: skill focus(use magic device)
10 rogue talent: entanglement of blades
11 feat: charging hurler
12 rogue talent: crippling strike
12 favored class bonus talent: skill mastery
13 feat: far shot
14 rogue talent: magical aptitude

SKILLS: level 14
acrobatics = 17
acrobatics = 42 [with Boots of Elvenkind (+5), acrobatics exlir (+10), and skill mastery (take 10)] Skippy the Kangaroo.
appraise = 17
disable device = 17
escape artist = 17
knowledge (dungeoneering)= 17
knowledge (local) = 17
linguistics = 17
perception = 17
stealth = 17
use magical device = 27

WEAPONS OF CHOICE:
Two daggers
Throwing & Returning daggers
Short bow

SNEAK ATTACK OPTIONS:
1d8 with knives
1. Flank for SA (+2 hit)
2. Charge for SA (+2 hit). Charge again for SA with no OA.
3. Move through enemies square and SA (+2 hit)
4. Move 10ft and throw a knife for SA (+1 hit)
5. Move 10ft and melee attack for SA
6. Win initiative and throw two knifes for SA (+1 hit)
7. Charge 10ft throw for SA (+2 hit)

This build allows you to get ranged or melee SA every round using 1d8s, and max out your defenses, plus add debilitating effects.
Make sure you have max acrobatics to make use of disorientating maneuvers and use Acrobatic exlirs for +10 acrobatics, as well as Boots of Elvenkind for +5.
Charge spam for SA, with no AoO against you.
Throw daggers for SA that instantly return to your hand.
Somersault over enemies while stabbing them in the back for SA.
Use spring loaded wrist braces to hold wands or daggers of spell holding.
The thematics are awesome.

SUGGESTED EQUIPMENT:
Boots of Elvenkind +5 Acrobatics
Exlirs of acrobatics +10 Acrobatics
Belt of incredible dexterity
Efficient Quiver
Glove of storing
Wrist braces, spring loaded
A +1 alchemical silver light mace
cold-iron daggers
wooden stake
adamantine daggers 
Holy water, alchemist's fire, thunderstones, smokesticks, sunrods 
Mithral Chain Shirt 

SUGGESTED WANDS:
align weapon
protect from evil
shield
obscuring mist
silent image
reduce person
resist energy
mirror image
blindness
cats grace
alter self
knock
darkvision
invisibility

USEFUL DAGGERS:
Cold Iron
Spell storing
Menacing
Ghost touch
Throwing
Returning
Disruption
Speed
Transformative
Vorpal
Merciful (for non lethal)

Sneak freak...stab first, ask questions later!!


HUMAN KNIFE MASTER SCOUT = The ultimate pathfinder rogue!!
Rogue favored class alternative

Name: Aedan (ay-den) Aelirin

Abilities: 20 point build. 
STR: 10, DEX: 19 +4, CON: 12 +1, INT: 14 +2, WIS: 12 +1, CHA: 8

Alignment: Lawful neutral
Role: Striker and scout. Local guide. Using wands.
Initiative: +6
Skill points: 10 per level

Trait choices:
1. Reactionary (+2 initiative)
You were bullied often as a child, but never quite developed an offensive response. 
Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. 
2. Deft dodger (+1 reflex save)
Growing up in a rough neighborhood or a dangerous environment has honed your senses.
3. River rat (+1 dagger damage)
You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. 
4. Dirty fighter (+1 flank damage)
You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal.

Feats:
1 feat: two weapon fighting
1 bonus feat: weapon focus dagger
2 rogue talent: weapon finesse
3 feat: dodge
4 rogue talent: slow reactions
4 scout talent: charge and SA
5 feat: disorienting maneuver 
6 rogue talent: offensive defense
6 bonus rogue talent: befuddling strike
7 feat: point blank shot
8 rogue talent: combat trick precise shot
8 scout talent: move 10ft then SA
9 feat: skill focus (use magic device)
10 rogue talent: entanglement of blades
11 feat: spring attack
12 rogue talent: crippling strike
12 bonus rogue talent: skill mastery
13 feat: charging hurler
14 rogue talent: feat: magical aptitude

Skills:
acrobatics
appraise
disable device
escape artist
knowledge (dungeoneering)
knowledge (local)
linguistics
perception
stealth
use magical device

Weapons of choice:
Two daggers
Throwing daggers
Short bow

Sneak attack options:
1d8 with knifes
1. Flank for SA (+2 hit)
2. Charge for SA (+2 hit). Charge again for SA with no OA.
3. Move through enemies square and SA (+2 hit)
4. Move 10ft and throw a knife for SA (+1 hit)
5. Move 10ft and melee attack for SA
6. Win initiative and throw two knifes for SA (+1hit) - wrist sheathes
7. Move 10ft SA move 20ft (spring attack)
8. Charge 10ft throw for SA (+2 hit)

The benefit of playing this knife master rogue build is having a wide variety of options to get SA independently of everyone, whilst also staying out of melee combat!! (yay) A knife master uses 1d8 on SA dice so makes a single weapon attack a little more viable. Make sure you have maxed out acrobatics so you can get full use of disorientating maneuvers. This build allows many types of stylistic stabs. Nothing beats it for coolness.

Equipment:
Boots of Elvenkind +5 Acrobatics
Exlirs of acrobatics +10
Belt of incredible dexterity
Efficient Quiver
Glove of storing
Wrist braces, spring loaded
A +1 alchemical silver light mace* for bludgeoning, silver
cold-iron dagger
wooden stake
adamantine weapon  
Holy water, alchemist's fire, a thunderstone, smokesticks, sunrods 
Mithral Chain Shirt 
wrist sheaths, spring loaded.

Wands:
align weapon
protect from evil
shield
obscuring mist
silent image
reduce person
resist energy
mirror image
blindness
cats grace
alter self
knock
darkvision
invisibility

Daggers:
Spell storing
Menacing
Ghost touch
Throwing + Returning
Disruption
Speed
Transformative
Vorpal
Merciful (for non lethal)

He is a sneak freak....stab first, ask questions later!!


HUMAN KNIFE MASTER SCOUT - The ultimate pathfinder rogue!!
Rogue favored class alternative

Name: Aedan (ay-den) Aelirin
20 point buy abilities:
STR: 10, DEX: 19 +4, CON: 12 +1, INT: 14 +2, WIS: 12 +1, CHA: 8

Alignment: Lawful neutral
Role: Striker and scout. Local guide. Using wands.
Initiative: + 6
Skill points: 10 per level

Traits:
1. Reactionary (+2 int)
You were bullied often as a child, but never quite developed an offensive response.
Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
2. Deft dodger (+1 ref)
Growing up in a rough neighborhood or a dangerous environment has honed your senses.

Feats:
1 feat: two weapon fighting
1 bonus feat: weapon focus dagger
2 rogue talent: weapon finesse
3 feat: dodge
4 rogue talent: slow reactions
4 scout talent: charge and SA
5 feat: disorienting maneuver
6 rogue talent: offensive defense
6 bonus rogue talent: befuddling strike
7 feat: point blank shot
8 rogue talent: combat trick precise shot
8 Scout talent: move 10ft then SA
9 feat: skill focus (use magic device)
10 rogue talent: entanglement of blades
11 feat: spring attack
12 rogue talent: crippling strike
12 bonus rogue talent: skill mastery
13 feat: Charging hurler
14 rogue talent: feat - magical aptitude

Skills:
acrobatics
appraise
disable device
escape artist
knowledge (dungeoneering)
knowledge (local)
linguistics
perception
stealth
use magical device

Weapons of choice:
Two daggers
Throwing dagger
Short bow

Sneak attack options:
1d8 with knifes
1. Flank for SA (+2 hit)
2. Charge for SA (+2 hit). Charge again for SA with no OA.
3. Move through enemies square and SA, (+2 hit)
4. Move 10ft and throw a knife for SA (+1 hit)
5. Move 10ft and melee attack for SA
6. Win initiative and throw two knifes for SA (+1 hit)
7. Move 10ft SA move 20ft (spring attack)
8. Charge 10ft throw for SA (+2 hit)

Single SA's use d8 dice not d6 so they are a viable option.
Use returning daggers.
Collect a wide range of magical daggers, and wands.
Have two spring loaded wrist sheaths.
Buy boots of elvenkind, and use exlirs of acrobatics.

The sneak freak....stab first, ask questions later!!


HUMAN KNIFE MASTER SCOUT
Rogue favored class alternative

Name: Aedan (ay-den) Aelirin
20 point buy abilities:
STR: 10, DEX: 19 +4, CON: 12 +1, INT: 14 +2, WIS: 12 +1, CHA: 8

Alignment: Lawful neutral
Role: Striker and scout. Local guide. Using wands.
Initiative: + 6
Skill points: 10 per level

Traits:
1. Reactionary (+2 int)
You were bullied often as a child, but never quite developed an offensive response.
Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
2. Deft dodger (+1 ref)
Growing up in a rough neighborhood or a dangerous environment has honed your senses.

Feats:
1 feat: two weapon fighting
1 BONUS HUMAN FEAT: weapon focus dagger
2 rogue talent: weapon finesse
3 feat: dodge
4 rogue talent: slow reactions
4 SCOUT TALENT: charge and SA
5 feat: disorienting maneuver
6 rogue talent: offensive defense
6 BONUS ROGUE TALENT: befuddling strike
7 feat: point blank shot
8 rogue talent: combat trick precise shot
8 SCOUT TALENT: move 10ft then SA
9 feat: skill focus (use magic device)
10 rogue talent: entanglement of blades
11 feat: spring attack
12 rogue talent: crippling strike
12 BONUS ROGUE TALENT: skill mastery
13 feat: magical aptitude

Skills:
acrobatics
appraise
disable device
escape artist
knowledge (dungeoneering)
knowledge (local)
linguistics
perception
stealth
use magical device

Weapons of choice:
Two daggers
Throwing dagger
Short bow

Sneak attack options:
1d8 with knifes
1. Flank for SA
2. Charge for SA. Charge again for SA with no OA.
3. Move through enemies square and SA, +2 hit
4. Move 10ft and throw a knife for SA
5. Move 10ft and melee attack for SA
6. Win initiative and throw two knifes for SA
7. Move 10ft SA Move 20ft. (spring attack)

Single SA's use d8 dice not d6 so they are a viable option.
Use returning+distance daggers for throwing.
Collect a wide range of magical daggers, and wands.
Have two spring loaded wrist sheaths.
Buy boots of elvenkind, and use exlirs of acrobatics.

Weapons of choice:
Two daggers
Throwing daggers
Short bow

Sneak attack:
1d8 with knifes

Equipment:
Boots of Elvenkind +5 Acrobatics
Many exlirs of acrobatics +10 Acrobatics
Belt of incredible dexterity
Efficient Quiver
Glove of storing
2 wrist braces, spring loaded
A +1 alchemical silver light mace* for bludgeoning, silver
cold-iron dagger
wooden stake
adamantine weapon
Holy water, alchemist's fire, a thunderstone, smokesticks, sunrods
Mithral Chain Shirt

Wands:
align weapon
protect from evil
shield
obscuring mist
silent image
reduce person
resist energy
mirror image
blindness
cats grace
alter self
knock
darkvision
invisibility

Daggers:
Spell storing
Menacing
Ghost touch
Throwing + Returning (essential)
Disruption
Speed
Transformative
Vorpal

This is the sneak freak....stab first, ask questions later!!


HUMAN KNIFE MASTER SCOUT - the sneak freak!!
Rogue favored class alternative

Abilities:
STR: 10, DEX: 19 +4, CON: 12 +1, INT: 14 +2, WIS: 12 +1, CHA: 8

Alignment: Lawful neutral
Role: Striker and scout. Local guide. Using wands.
Initiative: +6
Skill points: 10 per level

Traits:
1. Reactionary (+2 int)
You were bullied often as a child, but never quite developed an offensive response.
Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
2. Deft dodger (+1 ref)
Growing up in a rough neighborhood or a dangerous environment has honed your senses.

Feats:
1 feat: two weapon fighting
1 bonus feat: weapon focus dagger
2 rogue talent: weapon finesse
3 feat: dodge
4 rogue talent: slow reactions
4 scout talent: charge and SA
5 feat: disorienting maneuver
6 rogue talent: offensive defense
6 bonus rogue talent: befuddling strike
7 feat: point blank shot
8 rogue talent: combat trick precise shot
8 scout talent: move 10ft then SA
9 feat: skill focus (use magic device)
10 rogue talent: entanglement of blades
11 feat: Spring attack
12 rogue talent: crippling strike
12 bonus rogue talent: skill mastery
13 feat: magical aptitude

Skills:
acrobatics
appraise
disable device
escape artist
knowledge (dungeoneering)
knowledge (local)
linguistics
perception
stealth
use magical device

Weapons of choice:
Two daggers
Throwing daggers
Short bow

Equipment:
Boots of Elvenkind +5 Acrobatics
Exlirs of acrobatics +10
Belt of incredible dexterity
Efficient Quiver
Glove of storing
Wrist braces, spring loaded
A +1 alchemical silver light mace* for bludgeoning, silver
cold-iron dagger
wooden stake
adamantine weapon
Holy water, alchemist's fire, a thunderstone, smokesticks, sunrods
Mithral Chain Shirt

Wands:
align weapon
protect from evil
shield
obscuring mist
silent image
reduce person
resist energy
mirror image
blindness
cats grace
alter self
knock
darkvision
invisibility

Daggers:
Spell storing - vampiric touch!!
Menacing
Ghost touch
Throwing + Returning
Disruption
Speed
Transformative
Vorpal

SNEAK ATTACK:
1d8 with daggers and -2 str dmg
No OA's
+1 dodge AC for each die of sneak
-2 to hit you back
no 5ft step

SNEAK FREAK:
1. Flank for two SA's
2. Charge SA then charge for SA
3. Move 10ft for SA
4. Move 10ft though enemy square for SA +2 hit, repeat.
5. Move 10ft and throw dagger for SA
6. Win initiative and throw two daggers for SA
7. Use wand to turn invisible then SA
8. Move SA move.

The d8 SA's makes getting only 1 SA viable, especially when you are throwing a dagger and can avoid melee.

Stab first, ask questions later.

Comments please.....


HUMAN KNIFE MASTER SCOUT
Rogue favored class alternative

Abilities: 20 point buy.
STR: 10, DEX: 19 +4, CON: 12 +1, INT: 14 +2, WIS: 12 +1, CHA: 8

Alignment: Lawful neutral
Role: Striker and scout. Local guide. Using wands.
Initiative: +6
10 skill points per level

Traits:
1. Reactionary (+2 int)
You were bullied often as a child, but never quite developed an offensive response.
Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
2. Deft dodger (+1 ref)
Growing up in a rough neighborhood or a dangerous environment has honed your senses.

Feats:
1 feat: two weapon fighting
1 bonus feat: weapon focus dagger
2 rogue talent: weapon finesse
3 feat: dodge
4 rogue talent: slow reactions
4 scout talent: charge and SA
5 feat: disorienting maneuver
6 rogue talent: offensive defense
6 bonus rogue talent: befuddling strike
7 feat: point blank shot
8 rogue talent: combat trick precise shot
8 Scout talent: move 10ft then SA
9 feat: skill focus (use magic device)
10 rogue talent: entanglement of blades
11 feat: spring attack
12 Rogue talent: crippling strike
12 Bonus rogue talent: skill mastery
13 feat: magical aptitude

Skills:
acrobatics
appraise
disable device
escape artist
knowledge (dungeoneering)
knowledge (local)
linguistics
perception
stealth
use magical device

Weapons of choice:
Two magical daggers
1x Throwing and returning dagger
Short bow
Lots of wands

Sneak attack:
1d8 with knifes

This is the sneak freak...stab first, ask questions later!!!