Eric Mason 37 |
New Build Need some Pointers
Stats would be (unless the gm changes them)
18,17,16,15,14,141st level Rogue
Race: thinking human but its open if someone comes up a better opinion
What do you mean by "teamwork feats"?
What books are you using?
Do you have any themes in mind for your character?
Do you know what sort of characters will be making up the rest of your party?
I think the reason no one else has weighed in is because your question is way too broad at the moment :)
Benicio Del Espada |
Yes, too broad. Who else is in the party? The rogue can do a lot of things. I'm presuming you want to build a rogue that complements your party.
Human is good. Elf is a great choice, too. You've got GREAT stats, so the -2 con won't hurt you as much as a "regular" elf. I'd go elf, with those stats. Longbow proficiency is a nice perk, too.
Your guy will be great to pretty good at just about everything a rogue will do.
elf rogue 1:
S 14
D 18 (20)
C 16 (14)
I 17 (19)
W 14
C 14
Put your 15 on any of the 14s. I'd probably put it in wisdom, and maybe raise it later to help your will saves. Raise your int at 4th level, and get that extra skill point. A rogue never has enough of those.
Feat: toughness. Start with 13 hit points, cancel out the hp loss from con penalty. Survive long enough to take improved initiative and either weapon finesse or point blank shot at the next levels. That will hold you for a while!
Zerumm |
Zerumm wrote:New Build Need some Pointers
Stats would be (unless the gm changes them)
18,17,16,15,14,141st level Rogue
Race: thinking human but its open if someone comes up a better opinion
What do you mean by "teamwork feats"?
What books are you using?
Do you have any themes in mind for your character?
Do you know what sort of characters will be making up the rest of your party?
I think the reason no one else has weighed in is because your question is way too broad at the moment :)
It would be the Teamwork Feats on the Advanced players guide that recently came out on pdf.
As for the other people in the group I'm not completely sure yet I think there will be a druid 2 rogues and or fighters not sure yet and the other few haven't chimed in yet.
On to books, it will be a straight pathfiner game meaning no use of anything non pathfinder i.e dnd or Iron Kingdoms
Grey Lensman |
Pathfinder isn't very clear on whether or not ability increases are retroactive. In 3.5, most were, with the exception of intelligence. If your Int modifier went up, you did get the additional skill point upon leveling, but it didn't add any for the levels you already earned.
If this is still the case, perhaps you should consider placing the 18 into intelligence and the 17 into dexterity instead. But then, perhaps I have just been using a poor interpretation of the rules all along.
Guennarr |
It would be the Teamwork Feats on the Advanced players guide that recently came out on pdf.
As for the other people in the group I'm not completely sure yet I think there will be a druid 2 rogues and or fighters not sure yet and the other few haven't chimed in yet.
On to books, it will be a straight pathfiner game meaning no use of anything non pathfinder i.e dnd or Iron Kingdoms
Do you mean Green Ronin's Advanced Player's Manual?
That book contains the feats Coordinated Melee Attack (+2 on attack roles when attacking the same opponent and all attackers using the same feat) and Improved Coordinated Melee Attack (aoo after one feat user scores a hit and other feat user is close enough).Did you mean these feats?
Kr,
Günther
Mosaic |
Pathfinder isn't very clear on whether or not ability increases are retroactive.
? As far as I know, ALL ability increases are retroactive in Pathfinder, including Intelligence, including those granted by magic items (after 24 hours and while the item is worn).
Tikael |
One of my friends and I built up a pair of rogues using those teamwork feats, we call the pair "Will it blend?" as they had the tendency to deal out stupid amounts of damage (I think we got the damage over 2k a round at 20th level) if I could find that build I would post it for you.
If your GM allows it I would look at the feats Vexing Flanker and Adaptable flanker (players handbook 2), those have to be my favorite rogue feats.
*edit* just saw the bit about pathfinder only, that takes the vexing flanker, adaptable flanker, and backstab out of it. The build will still certainly work though and it frees up feats for you to use, I would say double slice should definately be one of them. Improved critical might be a good choice if you can't pick up a couple of keen kukri*edit*
outflank + Two weapon fighting + kukri = great source of attacks of opportunity for your fighter or other melee teammate.
paired opportunists - pair this with backstab (Dragon magazine 340 p86) or the opportunist rogue talent later on to make your AoOs more accurate and plentiful.
The teamwork feats are only as useful as you want to make them, the best build I have found for them is to maximize your attacks of opportunity (I cannot find anything in pathfinder that says sneak attack damage is not applied to an AoO but Dragon magazine 340 p87 has the sneak attack of opportunity feat you could take if it turns out you cannot normally.)
I personally would not want to play a build like this if it were optimized because you would likely be making 2-3 attacks of opportunity a round, this would slow down gameplay and likely just make things frustrating for the GM and other players but if your group is cool with a little power gaming here is how I would build it.
(I have not double checked this entire build to ensure it all works together so there may be some pre-req or stacking issues but I think I got everything right the first time I pieced it together.)
Rogue 1
Human
Str: 17 (increase to 18 later)
Dex: 18 (increase as you see fit)
Con: 15 (increase to 16 later)
Int: 16
Wis: 14
Cha: 14
Feats:
Two weapon fighting (human)
Combat reflexes (1st level)
Weapon Focus – kukri (Weapon training talent, 2nd level)
Vexing flanker (3rd level)
Paired opportunist (Rogue talent to take a combat feat, 4th)
Adaptable flanker (5th level)
Outflank (7th level)
Improved TWF (9th level)
Backstab (11th level)
The rest of the feats would be up to you, greater TWF at 15th level would be a good pick. Double slice would up the damage by your off hand kukri by 2 but the bulk of your damage would be from sneak attack so precise strike would be the better choice (if your ally would be willing to pick it up). If you can get the fighter to soak some of his feats in to these or another rogue with a similar build the damage output goes way too high, between vexing flanker and paired opportunist would make your attacks of opportunity at a +8 to hit (+2 flanking, +2 vexing flanker, +4 paired opportunist). Adaptable flanker increases your chances for flanking. Lookout is also a great choice.
Crystal keep has (or had last time I checked) details on the dragon magazine feats if you cannot get access to that magazine.
This is only if your DM is ok with a kind of cheesy character and allowing some feats from dragon magazines and 3.5 books. If you want to go with some teamwork feats I think they provide for great roel playing opportunities between players (brothers or best friends who fight together sort of thing). Since these feats require your ally to have them as well make sure to find someone else in the group who wants to give them a try as well. extra cheesy would be to take leadership and have your cohort take all the feats you need.
Scipion del Ferro RPG Superstar 2011 Top 4 |
Here's the feat selection I used for a halfling rogue paired up with a similar friend using the Teamwork feats.
1 TWF
2 Talent; Combat Trick (Combat Reflexes)
3 Paired Opportunist
4 Talent:Finesse Rogue (Weapon Finesse)
5 Adaptable Flanker
6 Talent: Wpn Training (Weapon Focus)
7 Vexing Flanker
8 Talent: Fast Stealth
9 I:TWF
10 Talent: Feat (Outflank)
I'm becoming more and more convinced that a 2Hander Rogue is superior so this might need to be revised with that in mind...
Zerumm |
Zerumm wrote:
It would be the Teamwork Feats on the Advanced players guide that recently came out on pdf.
As for the other people in the group I'm not completely sure yet I think there will be a druid 2 rogues and or fighters not sure yet and the other few haven't chimed in yet.
On to books, it will be a straight pathfiner game meaning no use of anything non pathfinder i.e dnd or Iron Kingdoms
Do you mean Green Ronin's Advanced Player's Manual?
That book contains the feats Coordinated Melee Attack (+2 on attack roles when attacking the same opponent and all attackers using the same feat) and Improved Coordinated Melee Attack (aoo after one feat user scores a hit and other feat user is close enough).Did you mean these feats?
Kr,
Günther
the teamwork feats on here: http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8daf