Highest possible DPR rogue build?


Advice


My available DMs run very combat-heavy games, with railroaded stories flimsily stringing together the fights. I like to call it Diablo-style DnD. There's nothing wrong with it, but I enjoy myself most when my character is as "useful" as it can be (allowing some slack for flavor and roleplaying), so you have to build your character with that in mind.

So I've been exploring ways to fill the skill jockey role for a game like that, while also hitting as hard as I can when the fighting starts. I don't expect to do THF-level damage, but if I can come close while flanking/sneak attacking, I'll be plenty happy.

I've looked at a TWF Knife Master, which seems pretty good. I lose Trapfinding but traps really aren't as scary in these games, and d8 sneak attacks sound really juicy. Not real sure there's a better option.

I've also looked into weird alternatives, like a Trapper Ranger with THW style and a wolf companion. Seems like pretty solid damage, at least on par with the highest level rogue DPR you'll find, with all the skills I'd ever need.

What's YOUR go-to option for trap/skill monkey plus contributory damage?


If your not fighting things immune to non-lethal damage and rogue using agile lt maces with piranha strike, twf/imp twf, sap adept, sap mastery, and knockout artist does a retarded amount of sneak attack damage and decent none sneak to boot.. get a set of sniper googles and some blunt arrows for ranged goodness.. Ud still have the standard trapfinding and skills.. What level are u making the guy? What race? Point buy? wealth?


Half elf Ranger 2/Rogue (Scout archetype) 8 Great Sword Wielder

20 point buy: Str 18 (16+2), Dex 16, Con 12, Int 10, Wis 12, Cha 7

1st level: Skill Focus (Perception), power attack
2nd level: THF Combat style: Furious Focus
3rd level: Weapon Focus: Greatsword
4th level: Rogue talent: Trap Spotter, +1 str
5th level: Skill Focus (Stealth)
6th level: Rogue Talent: Fast Stealth
7th level: Improved Initiative
8th level: Roue Talent: Canny Observer, +1 str
9th level: Vital Strike
10th level: Rogue Talent: Combat Trick (Improved Sunder)

At 10th level, with a lead blades wand, vital strike, power attack and sneak attack, You're going to be doing 10d6+16 before magic item bonuses. With a single attack. While moving around the battlefield. And have good skills too.


There is ninja.
Knife master is a good start for TWF, but the issue with rogues is their to hit. 3 levels of weapon master (fighter archetype) allow you to take weapon training and use gloves of dueling: that alone gives you a +3 to hit and damage which is very good of course.
In my game you can't multiclass rogue and ninja, but I've seen people propose getting 1 level of knife master and the rest of ninja: the level of both should stack for determining how many sneak attack dice you roll and they are all d8. If this work this is surely your best bet, since ninjas are better than rogues in all relevant aspects.
If agile property is allowed for weapons, buy two agile kukris and take the dexterity route (I'd take it for most games anyway, I'd go for STR only if you have exceptionally high starting stats).

Silver Crusade

Dwarf Ranger(Deep Walker) 6 / Rogue(Bandit) (6+) (20 point buy)
Str 17 (All level bumps here) Dex 16 Con 16 Int 8 Wis 10 Cha 5

Traits: +1 other
Glory of Old: +1 Trait bonus on saving throws against spells spell like ability's, an poison.

Feet's
1: Two Weapon Fighting
3: Improved Initiative
5: Toughness
7: Steal Soul
9: Combat Reflexes
11: Step Up
Ranger Combat Training
2: Double Slice
6: Improved Two Weapon Fighting
Rogue Talents
2: Surprise Attack
4: Fast Stealth
6: Trap Spotter


I'm starting on an alchemist/visectionist. They get disable device as a class skill and d6's for sneak attack. He's going au natural attack and should have 3 at 1st level (claw claw tail) [ratfolk]. I'm not sure how dpr he will do, but I think he'll do ok and I'll see how it pans out and where I go from there.

Scarab Sages

Consider taking the gang up feat. Flanking becomes much simpler.


Half Orc Skulking Slayer5/Lore Warden7

Str based, greatclub/greatsword with Surprise Follow through, Gr Dirty trick, and Felling Smash.

2d6+str+PA, anytime you can SA you can dirty trick, anytime you can PA you can trip, bonuses to both from Lorewarden and to dirty trick from sneak dice.

If you cleave, all secondary targets are flat footed to you. Dirty trick to blind, felling smash to trip.

Full knowledge skills, +2 attack/damage on anything you can identify, the whole ball of wax.

At third level with a 17 str, I have +6 in all knowledge skills in game, all rogueish skills, and a +8 to trip/9 dirty trick. At 7 i will have a +14 trip and +16 dirty trick, doing 2d6+2d6+12 with PA. At 12 I have him set to need a 4+ to dirty trick, then a 2+ to trip, and 2d6+3d6+20.

Also can flip to Ranger Scout 4/Rogue Skulking Slayer9 to get 5d8 sneak dice on a charge with a 2 handed weapon, then get a free trip from Felling Smash, then use the rogue talent to take the one that lets you withdraw after any sneak/steal to have spring attack on the cheap. Its sick.


I also have a Halfling Knife master who at 12 auto-succeeds on disarms even on a 1, auto sneak attacks with tumblethru underfoot. The disarm on a 1 works because it becomes a skill check not a CMB so a 1 will even win per RAW provided it beats the CMD.

(altho i understand that most DMs will think thats cheezy and houserule it, myself included probably.)

Lantern Lodge

Dilvias wrote:
Half elf Ranger 2/Rogue (Scout archetype) 8 Great Sword Wielder

This build could sacrifice some feats, such as skill emphasis, to further add DPR. Deffinitely use a 2H weapon. DOn't fall into the TWF trap. TWF, especially on a 3/4 BAB class, is terrible compared to 2H. To further optimize I'd suggest using a falchion.


If you think of dipping monk (i.e. master of many styles), Kirin Style is a way of delivering damage (through INT modifier..my ninja rolled a very high int, low wisdom, which gives a lot of play and does some not so recommended acrobatic checks :P)


TGMaxMaxer wrote:

I also have a Halfling Knife master who at 12 auto-succeeds on disarms even on a 1, auto sneak attacks with tumblethru underfoot. The disarm on a 1 works because it becomes a skill check not a CMB so a 1 will even win per RAW provided it beats the CMD.

(altho i understand that most DMs will think thats cheezy and houserule it, myself included probably.)

This is a character I'd like to see..

Sczarni

Ed-Zero wrote:
TGMaxMaxer wrote:

I also have a Halfling Knife master who at 12 auto-succeeds on disarms even on a 1, auto sneak attacks with tumblethru underfoot. The disarm on a 1 works because it becomes a skill check not a CMB so a 1 will even win per RAW provided it beats the CMD.

(altho i understand that most DMs will think thats cheezy and houserule it, myself included probably.)

This is a character I'd like to see..

I'd like to see the feats and features that makes this happen too...and the rules because I can't piece it together.


halfling dex based TWF knife master/scout with

Risky Striker (Combat, Halfling)
You can make yourself a little more vulnerable to larger creatures in order to land a devastating blow.

Prerequisites: Base attack bonus +1, halfling.

Benefit: You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every four levels thereafter, the damage increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn.


Is DPR your only goal? Because a debuffing Rogue could also be a great addition to your party in a Diablo-style DnD.

Check this out:

Points : 15
Race : Half-Orc
FC: Rogue (Thug Archetype)

Str: 17 (one level up goes here)
Dex: 15 (one level up goes here)
Con: 14
Int: 8
Wis: 12
Cha: 7

Rogue 1: Intimidating Prowess
Rogue 2: Weapon Focus (falchion) (RT)
Rogue 3: Dazzling Display
Rogue 4: Shatter Defense (RT)
Rogue 5: Power Attack
Rogue 6: Befuddling Strike (RT)
Rogue 7: Furious Focus
Rogue 8: Bleeding Attack (RT)
Rogue 9: Toughness
Rogue 10: Crippling Strike (ART)
Rogue 11: Improved Critical (falchion)
Rogue 12: Opportunist (ART)
Rogue 13: Critical Focus
Rogue 14: Defensive Roll (ART)
Rogue 15: Dreadful Carnage

First, you make your opponents shaken with Dazzling Display, then you sicken them with your SA, thanks to the Thug Archetype, while using Befuddling Strike. A shaken, sickened opponent would have a -4 penalty on all attack rolls (-6 against you, tanks to Befuddling Strike).

You could also carry a net around to entangle opponents, makes it easier to hit them with your power sickening sneak attacks.

EDIT: As an alternative, you could be a Human instead of an Half-Orc. Take Weapon Focus (longspear) instead of Weapon Focus (falchion), take Toughness at level 1 (thanks to your human bonus feat) and Dancing Spear instead of Toughness at level 9. Congratulations, you'll do less damage per round, but now you can add the dazzled condition to opponents you hit with your longspear. Your opponents are now shaken, dazzled and sickened: that's a -5 penalty on all attack rolls.

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