|nate lange RPG Superstar 2012 Top 32|
we all know rogues usually aren't the greatest in combat. i myself have pointed out on more than one occasion the benefits of instead playing a ninja or vivisectionist, but is it possible that there is at least one decent combat build for rogues?
i have one possible idea, but i'm not sure how well it would really work out. it hinges on the gang-up feat. gang up makes you count as flanking regardless of your positioning (as long as two allies threaten the enemy)... flanking gives you +2 to hit on melee attacks, which is where things start to go down hill for the rogue, but what if you sacrifice that +2? if you attack at range the feat still (RAW, as far as i can tell) makes you count as flanking, so you miss out on the +2 to hit with melee attacks but astronomically increase your chance to be able to full attack with sneak attack damage! archery is (obviously) feat intensive but if you took the swashbuckler archetype you could add longbow proficiency and be able to take 'combat trick' twice (plus weapon training) to help with some of that.
the issue here is that you're still not able to address the rogue's attack bonus problems but if you're in a party where you can get a couple buffs fairly reliably it seems like it might be a pretty functional build, maybe? is there something i'm missing or would this possibly be a decent combat rogue build?