Ladies and Gentlemen: It's time we made the rogue work.


Advice

451 to 500 of 2,211 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Silver Crusade

Pathfinder Adventure Path Subscriber
Ashiel wrote:
Scavion wrote:
Lamontius wrote:

Is there something specific about Goblin that is essential to your build? It just seems a bit counter-productive to take a -CHA race when you then have to buy your way back out of the deficit...

My apologies Lamontius, I missed this post.

Goblins are effectively a +10 to my Stealth check alone. That buys my Hellcat Stealth penalty immediately.

If you know a better method, by all means let me know oh my god I forgot Skill Focus (Stealth).

I debated long and hard whether I wanted him to be a halfling. I really like Goblins heh.

This is one of the reasons goblins scare the pants off of me at low levels. The generic goblin warriors with no ranks in Stealth at all have +10 to Stealth and shortbows. Taking 10 on their Stealth checks means they can pepper you from 60 ft (+1 / 10 ft.) means you'd need to hit a DC 26-27 Perception DC to notice them ambushing you before you're ready to get shot at without penalties. And if they all focus fire on you, those little 1d4 shortbows actually hurt at low.

If we assume that Goblins are intellectually capable of something as advanced and attention-heavy as taking 10 on any check apart from eating and picking your nose, and I'm not sure about the last one.


2 people marked this as a favorite.
Ashiel wrote:
Scavion wrote:

Made room for the Luckstone, took a hit to my AC. Forgot to add size modifiers. Saves are 2 higher along with all ability and skill checks.

** spoiler omitted **

I have to admit these stealth-centric builds are really terrible to behold. It's really, really hard to stop them when they aren't relying on tricks like invisibility. Give 'em cover or concealment and watch them murder stuff like the predator.

Hellcat Stealth is just gross, and goblin is essentially the perfect race for this on top of it all (+4 size, +4 racial, +2 dex modifier; though much respect for the fact you don't have to be a goblin to make it work).

Adding an elixir of hiding against particularly difficult foes is probably a great idea.

The biggest pain about this build is how difficult it is to stop. Given the ability to remain very mobile you basically need glitterdust or faerie fire specifically, readied to shoot, when the stealth-guy makes an appearance for offense (assuming the stealth-guy doesn't snipe you and milk range incremental bonuses on top of it).

While I think the Stealthing thing could be done better by a Bard or perhaps even a Ranger, the sneak attack helps to take fairly solid pot-shots at enemies with relative impunity. It would be pretty solid for pestering spellcasters with as well.

My only concern is what happens when the trick is foiled (and it can be foiled, it's just really difficult to do since things like see invisibility, true seeing, and so forth do bubkis to stop it).

When the Trick gets foiled, thats when you run away with Benny Hill playing in the background. Or buy a ring of Invisibility and just overwrite the penalty. Booya countered! Super Stealth for the win!

This is slightly better with a ranged weapon too just in case.

I'd also like a Wand of Scorching Ray and one of Elemental Touch.


Gorbacz wrote:
If we assume that Goblins are intellectually capable of something as advanced and attention-heavy as taking 10 on any check apart from eating and picking your nose, and I'm not sure about the last one.

Taking 10 doesn't take anything special. Also, while Golarion goblins are made out to be rather handicapped little jokes their statistics don't really back that up.

When we look at goblins we see this.

Quote:

Goblin warrior 1

NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception –1
Defense
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1
Offense
Speed 30 ft.
Melee short sword +2 (1d4/19–20)
Ranged short bow +4 (1d4/×3)
Statistics
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
Ecology
Environment temperate forest and plains (usually coastal regions)
Organization gang (4–9), warband (10–16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th–8th level; and 10–40 goblin dogs, wolves, or worgs)

Treasure NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure)

These guys are dangerous and worth every experience point when compared to their rivals like orcs.


2 people marked this as a favorite.

We be Goblins, You be food.

Silver Crusade

Pathfinder Adventure Path Subscriber
Ashiel wrote:
Gorbacz wrote:
If we assume that Goblins are intellectually capable of something as advanced and attention-heavy as taking 10 on any check apart from eating and picking your nose, and I'm not sure about the last one.

Taking 10 doesn't take anything special. Also, while Golarion goblins are made out to be rather handicapped little jokes their statistics don't really back that up.

When we look at goblins we see this.

Quote:

Goblin warrior 1

NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception –1
Defense
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1
Offense
Speed 30 ft.
Melee short sword +2 (1d4/19–20)
Ranged short bow +4 (1d4/×3)
Statistics
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
Ecology
Environment temperate forest and plains (usually coastal regions)
Organization gang (4–9), warband (10–16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th–8th level; and 10–40 goblin dogs, wolves, or worgs)

Treasure NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure)

These guys are dangerous and worth every experience point when compared to their rivals like orcs.

That's your old problem there, Ash. All you see is stats.


1 person marked this as a favorite.
Gorbacz wrote:
That's your old problem there, Ash. All you see is stats.

That's like telling a physicist that his problem is he sees math. Nothing about goblins actually fits the Golarion-based fluff. In fact, them being stupid isn't even mentioned in the bestiary.

Quote:

Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.

Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).

Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.

Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—except, perhaps, vegetables.

When you have creatures wielding shortbows, with warrior levels, wearing and using armor, with high Stealth scores, and nothing suggesting that they should be dumb, I'm going to look at them and see armed dudes that are going to ambush somebody. Especially when they're no dumber than dwarfs by all accounts.

I see much more than stats. I just won't see what facts tell me is false.

Dark Archive

3 people marked this as a favorite.
TarkXT wrote:

...I'm going to make our goal here as clear as possible. We wish to make a rogue (PURE rogue) that can perform roguish functions while dealing enough damage in combat to be on par with his spellcasting peers (bards, aclehmists, etc.). We do not want to surpass them as that may prove more difficult than it's worth...

TarkXT, this is an excellent thread, but I believe at least 50% of the people went off the beaten path or provided an incomplete build. I want to prove that you can build a rogue that is roguelike and deadly and does not feel like a 5th wheel. Now this character does not have trapfinding...this is a party support striker through and through.

This character focuses on sneak attack as much as possible, does NOT rely on stealth as a primary vehicle and is also a very defensively-minded character when needed. She gains both Another Day and Improved Evasion by 12th level, and by 8th is using use magic device for wands and scrolls as a smart rogue with good efficacy.

She will be able to sneak attack people with 20% concealment as well, and can use see invisibility when needed. Surprise!

How does this rogue sneak attack?
Opponent is flat-footed
Rogue flanks opponent with ally (Two-Weapon fighting increases the number of attacks)
Rogue charges opponent (from level 4)
Rogue feints as a move action (from level 5)
Rogue feints as part of full attack with Two-Weapon Feint (from level 7)
Rogue moves 10+ feet before attacking (from level 8)
Rogue declares a quarry once per day, sneak attacks for two rounds (from level 12)

Sneak attack effects
d8 dagger (d4 all others) every odd level
does 1 point of bleed damage with every die of sneak attack (from level 6)
If 2 sneak attacks hit the same opponent in one round, the opponent automatically takes 2d6 bleed in addition to the 1 bleed for every die of sneak attack (in this case, 8) (from 16th)
Total bleed on a sneak attack crit at 16th level is 2d6+8 bleed
Critical Effects
Crit on a 19-20/x2 with daggers
+4 to confirm crits (from level 13)
Opponent takes 2d6 additional bleed (from level 15)

The build:

Choose Human, starting scores (20 point buy):
Str 12, Dex 18, Con 14, Int 13, Wis 10, Cha 10

The +2 from Human went into Dex, obviously.

Arliss' Rogue Knife Master/Scout Levels 1-16

Alternate Racial Traits (note this is for a cold-based campaign)
Focused Study (gain skill focus at 1, 8 and 16th but lose starting bonus feat)
Heart of the Snows (Heart of the Snows Humans born in chilly climes treat cold climates as one category less severe.
They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling,
and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.)

Traits
Defensive Strategist (Religion-Torag) You are not flat-footed when you are an unaware combatant, including surprise rounds
River Rat (+1 trait damage to daggers, +1 trait bonus to swim, swim is always a class skill)
*Carefully Hidden (+1 to will saves, +2 vs. divination spells)

*if your DM supports Drawbacks, take a drawback to qualify for a this third trait.

Feats:

LVL Feat and/or Talent
1 Two-Weapon Fighting
<Skill Focus: Bluff>
2 Rogue Talent: Finesse Rogue
3 Combat Expertise
4 Weapon Training (Dagger)
5 Improved Feint
6 Bleeding attack
Rogue Talent (Offensive Defense)
7 Improved Two-Weapon Feint
8 Combat Trick: Greater Feint
<Skill Focus: Use Magic Device>
9 Improved Two-Weapon Fighting
10 Rogue Talent (Another Day)
11 Quick Draw
12 Rogue Talent (Hunter's Surprise)
Rogue Talent (Improved Evasion)
13 Critical Focus
14 Skill Mastery (Bluff, Acrobatics, Stealth, Sleight of Hand)
15 Bleeding Critical
16 Greater Talent: Sneaking Precision
<Skill Focus: Sleight of Hand>

From magic items you will have most of the Shadow Strike feat and will effectively have Improved Initiative and the Rogue Talent Resiliency. From a trait you effectively have Uncanny Dodge, which this rogue lost.

Magic items in the high teens:

Circlet of Persuasion
Headband of the Ninjitsu
Sniper Goggles
+5 Cloak of Resistance
Celestial Armor
Vest of the Cockroach.
Belt of incredible dexterity +6
Bracelet of Bargaining
Gloves of Larceny
+5 Necklace of Natural Armor
+5 Ring of Protection
Ring of Freedom of Movement
Boots of Speed
+5 Dueling Dagger
+5 Keen Dagger
+2 Cold Iron Daggers
Various wands, staves, and scrolls
Handy Haversack et. al.

At about 16th level, this character will have roughly an AC of 37 without going into defensive mode. She will have a base 42 AC against anyone with light blades and gain a +1 dodge bonus per sneak attack die for anyone she sneak attacks. She can sneak attack about anything. With boots of speed enabled, at 16th she would effectively be attacking at +30 for her highest bab (+28 dual wielding), without resulting to use other wands such as divine power, etc. to gain even more bonuses. Many of these attacks will be against flat-footed ACs, to boot. In addition, she has magical touch and ranged touch spells as needed, and remember, bleed from multiple sources stack. So, if she hits someone with scorching ray (sneak), that would be 5 bleed (fire) at 9th level, which stacks with the bleeding attack of her dagger. The critical effects stack and are nice because they do not offer a saving through. Later on, if she sneak attacks twice against the same target they effectively take 2d6+8 bleed. Remember the magic items here offer +2 insight bonus to sneak attacks as well as 2 additional points of damage per sneak die if thrown. Perhaps a belt of blades is a worthwhile option here, or returning daggers.

Also note that while hasted, you can feint with the first thrown attack and do an offhand, mainhand-5, offhand-5, mainhand-10, mainhand full bab thrown dagger combo. All of which are sneak attacks mind you, and if you can have the magic item above, all the daggers appear on your belt (if you skip the mainhand -10 or merely use a throwaway dagger for that throw because it will likely miss anyway).

Average damage with a dagger at 16th is (d4+8d8+1Str+1Trait+5Enhancement)is 42 damage +8 bleed, crits give additional 2d6 stackable bleed, or if more than one sneak hit in the same round. If the dagger was thrown, the average damage jumps to 58+8bleed+potentially 2d6 more bleed.

If you have a crafter in the party with Craft Wondrous, add a Blink Back Belt to your belt of dexterity for maximum joy!

This rogue is effectively automatic with wands at 10th level and the bluff check should be +24 at 10th level with the +5 bluff magic item. From 7th level on, she can give up her primary attack and use that to bluff, and at 8th the bluff carries a lot more weight. This character truly starts to sing at 8th and above.

Focus on some key spells to bolster this character, and this character is extremely flexible in many situations.

I hope you enjoy it as much as I think I am going to in this next campaign where I am determined to prove that rogues rock!


Arliss, can we get a stat block at 10-12th level? High Level builds generally have the GP to make any builds work.


Ashiel wrote:
TarkXT wrote:
Ashiel wrote:
TarkXT wrote:

Alignment DR screws everyone who doesn't straight

The only other thing that concerned me about your build (which again, I really do like) is that the sneak attack damage is only applied once after you've moved (I was reading the skirmisher class), so the damage that's getting done is actually really low at about 46 damage on a charge / movement + attack.

With the charge action the sneak attack would be applied to all her attacks at the end of the charge. Skirmisher only applies to the attack action. Granted that might require an FAQ to confirm.

Like I said it's something that could be improved. One level of monk and we're in dragon style territory meaning a strength based build might turn out much stronger.

Oh and one other thing. Feral Combat Training allows those things you mentioned to be applied to claws. :)

I'm a little confused. I was looking over your sheet and I'm not seeing how you get multiple attacks at the end of your charge, since you don't have pounce. I see that you could take Claw pounce at 14th level, but by that time it's exceedingly underwhelming. The best you're able to do if you go by Paizo's interpretation of speed weapons is 3 claw attacks or a little over 100 points of damage if all three claw attacks hit and you don't have to worry about DR.

That seems a little late to become viable. You also need to burn a feat for Shadow Strike or else your entire build is worthless against anything with a brain, because concealment effects prevent you from sneak attacking the foe, which means anything from 10 gp smokesticks and obscuring mist to cloud spells to blur and displacement and blink through invisibility / greater invisibility and so...

Miss chances mess up everyone. It just messes up rogues more than others. And yes while it's easy to screw a rogue not many are going to do it specifically because of them. And doesn't the heartseeker weapon enhancement negate concealment on most foes? That's a thought.

As for feral combat training I pointed it out because it allowed me to apply the aforementioned buffs like align weapon to my claws.

Ultimately though I would not look at it like a cahrge build. That's jsut a method of continuing to dole out the pain. In a flank we can mix in unarmed strikes with claw attacks to get more sneak attacks in with a similiar attack bonus and damage to some twf builds. Same can be done to blinded opponents or while invisible. I think the trick right now is making this build function more consistently at lower levels before getting to this point.

In any case this is just a starting build to lay the groundwork for more refinement. I do want to go back and work it into a more strength based build possibly dipping a level or three of monk.

Right now I'm focusing on a carnivalist with three familiars.


@Arliss

You can't get Improved Two Weapon Feint without Improved Two Weapon Fighting. You'll need to reorder things.

Also I can't figure out how you're getting +30 to hit before two weapon fighting.

Also if you've got a massive dex, why not an Agile enchant.

Also you've got Sniper's Goggles listed, but I don't think you factored the bonus damage into the actual equation.

EDIT: Is there a Melee equivalent of Sniper's Goggles? I was just complaining about how little feats/magic items/etc have an effect on Sneak Attack.


Ashiel wrote:
TarkXT wrote:
Bigdaddyjug wrote:
TarkXT wrote:
Scavion wrote:


The problem with the stealth beyond stealth build by BBT is that it was better suited to Rangers.

How so?
A Dex-based ranger can do stealth just as good as a Dex-based rogue, and they full BAB and more options for doing damage.
Okayyy, how about some math to verify rangers being objectively better than rogues between these two? Rangers and Rogues both have stealth as a thing. Unless you can throw two builds up for a side by side comparison this is only an opinion.

I think Bigdaddjug may be referring to the fact rangers get more love concerning things that help them Stealth. For example, rogues may pick a single terrain and hide in plain sight like a ranger. Meanwhile the ranger does it in every favored terrain. Rangers also have in-class access to things like hide from animals, negate aroma, pass without trace, risidual tracking, acute senses, chameleon stride, etc. Several of which can negate common foils vs Stealth (such as scent).

Likewise woodland stride makes using Stealth much easier since most natural locations of cover / concealment probably also count as difficult terrain (IE bushes, brambles, thickets, etc) or are in difficult terrain (trying to stealth through an overgrown marsh is a pain in the butt).

Compounded with the fact all rangers can take item creation feats and make their own elixirs of hiding, rangers are pretty amazing at stealth. Better than rogues IMHO. Rogues get...fast Stealth.

See this? This is an answer that actually answers the question. Thank you.

Dark Archive

ChainsawSam wrote:

@Arliss

You can't get Improved Two Weapon Feint without Improved Two Weapon Fighting. You'll need to reorder things.

Thanks! I've gone through about 10 major revisions of this character--was seeing stars! I swapped QD and ITWF at 7 and 11 to fix.

ChainsawSam wrote:


Also I can't figure out how you're getting +30 to hit before two weapon fighting.

Actual magic items will vary a little because there are some interesting little things out there, but I was generally thinking:

+12 BAB + 9 Dex + 1 Weapon Focus + 5 enhancement (dagger) + 2 insight (Headband of the Ninjisu) + 1 haste (boots) = +30 before TWF.

You could easily squeeze another +1 to +3 if you could get a wand of divine favor (pretty cheaply really).

ChainsawSam wrote:


Also if you've got a massive dex, why not an Agile enchant.

Also you've got Sniper's Goggles listed, but I don't think you factored the bonus damage into the actual equation.

EDIT: Is there a Melee equivalent of Sniper's Goggles? I was just complaining about how little feats/magic items/etc have an effect on Sneak Attack.

Excellent feedback, thank you.

I agree, in this build the agile enchant is really worth it for the main hand but not the offhand (because it would be halved). Focus on accuracy and different forms of sneak attack to get the bleeds in.

Sniper's Goggles provide a damage bonus for short range throws, but the Headband of the Ninjitsu provides a +2 insight (INSIGHT?) bonus on all sneak attacks as well as most of the Shadow Strike Feat and a 1/day swift action feint. It is a must have at mid level if you have a crafter in the party, especially.

Don't worry about the mention of ki. It has already been confirmed it was poor wording and works for rogues without ki.

A normal non-crit hit for a thrown dagger with an agile +5 dagger at 16th would be:

d4 + 8str + 1trait + 8d8sneak + 16SniperGoggle + 5 enhancement =
39 to 98 points of damage (avg 68.5) with a single hit PLUS 8 bleed.
*If there was a 2nd sneak attack that round to the same creature, add another 2d6 bleed stack on the 8.
*If the hit was a crit, add the same 2d6 bleed stack.
*Bleeds occur at the beginning of the opponent's turn, so that one hit is basically averaging 76.5 points of damage for 1 hit without a crit...just by moving 10' if you wanted to derive sneak attack that way via scout.

Dark Archive

Scavion wrote:
Arliss, can we get a stat block at 10-12th level? High Level builds generally have the GP to make any builds work.

True. This build really sings if you have a friendly crafter in the party that takes at least Craft Wondrous and Craft Arms & Armor.

Let's look at this character at 12th level. I slapped on some gear without trying to really optimize--I ended up in the ballpark of 12th level...really i might have +2 daggers instead of dueling and I'd have some smaller magic items like cracked ioun stones, wands, maybe eyes of the eagle, etc. In reality you'd have a small trove of wands and a few scrolls by this time:

12th Level Arliss Rogue
Female Human Rogue (Knife Master, Scout) 12
CG Medium humanoid (human)
Init +11; Senses Perception +15
--------------------
Defense
--------------------
AC 25, touch 18, flat-footed 19 (+6 armor, +6 Dex, +1 natural, +2 deflection)
hp 87 (12d8+24)
Fort +9, Ref +18, Will +8; +2 trait bonus vs. divinaton effects, +2 vs. cold climates or slipping
Defensive Abilities blade sense, evasion, improved evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron dagger +16/+11 (1d4+2/19-20) and
. . +1 dueling adamantine dagger +16/+11 (1d4+3/19-20) and
. . unarmed strike +16/+11 (1d3+1)
Special Attacks scout's charge, skirmisher, sneak attack +6d8 dagger/+6d4 other
--------------------
Statistics
--------------------
Str 12, Dex 25, Con 14, Int 13, Wis 10, Cha 10
Base Atk +9; CMB +10 (+12 disarm, +12 reposition); CMD 28 (30 vs. disarm, 30 vs. trip)
Feats Combat Expertise, Greater Feint, Improved Feint, Improved Two-Weapon Feint, Improved Two-weapon Fighting, Quick Draw, Skill Focus (Bluff), Skill Focus (Use Magic Device), Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits carefully hidden, defensive strategist, river rat (marsh or river)
Skills Acrobatics +22, Bluff +21 (+23 to Feint, +23 competence to Feint), Climb +5, Diplomacy +15, Disguise +4, Knowledge (local) +12, Linguistics +5, Perception +15, Sense Motive +15, Sleight of Hand +27 (+33 to conceal a light blade, +31 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +27, Swim +6, Use Magic Device +21
Languages Common, Skald
SQ heart of the snows, hidden blade, rogue talents (another day [1/day], bleeding attack +6, combat trick, finesse rogue, hunter's surprise [1/day], improved evasion, offensive defense, weapon training), unlearned
Combat Gear Sniper goggles, Oil (3); Other Gear +2 Shadow Mithral Chain shirt, +1 Cold Iron Dagger, +1 Dueling Adamantine Dagger, Amulet of natural armor +1, Belt of incredible dexterity +4, Boots of speed (10 rounds/day), Cloak of resistance +3, Gloves of larceny, Headband of ninjitsu (1/day), Ring of protection +2, Backpack, masterwork (8 @ 6 lbs), Belt pouch (1 @ 1 lbs), Blanket, Canteen, Chalk (5), Flint and steel, Lamp, Pocketed scarf, Powder (2), Soldier's uniform, Whetstone, Wrist sheath, spring loaded (empty), Wrist sheath, spring loaded (empty), 22 GP, 10 SP, 1 CP

--------------------
Special Abilities
--------------------
Another Day (1/day) (Ex) If attack reduces below 1 hp, move 5 ft. If out of reach take 0 dam, but staggered next rd.
Blade Sense +4 (Ex) +4 dodge bonus to AC vs. attacks made against you with light blades
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage/round.
Boots of speed (10 rounds/day) Affected by haste
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Headband of ninjitsu (1/day) +2 to hit on sneak att, can sneak att concealed. Activate to feint/reposition as swift.
Heart of the Snows +2 to save vs. cold climates and to avoid slipping or falling.
Hidden Blade +6 +6 bonus on Slight of Hand checks to conceal a light blade.
Hunter's Surprise (1/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Two-Weapon Feint Make a Bluff check instead of your first attack
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Sneak Attack +6d8 +6d8 damage if you flank your target or your target is flat-footed while wielding a dagger or dagger-like weapon.
Sniper goggles The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.

Construction
Requirements Craft Wondrous Item, true strike; Cost 10,000 gp
Unlearned (Knowledge [local]) You cannot attempt untrained checks with knowledge skills other than the one selected.

Other notes
A wand of shield would go a long way for this character.
This character out of the gate against an enemy wielding a light blade while using combat expertise would be at AC32, 36 with a shield spell.

Final note: get rid of dueling, have dual +2 daggers and hasted = +20/+15/+20/+15 (without flanking) sneak attacks against an opponent within 5' if your +23 Feint check works. Each hit would do d4+6d8+10+ 6 bleed (does not stack) for an average of ~35 points of damage with 6 bleed. Thus if you hit 3 out of 4 times against a roughly AC25 opponent, then you would have averaged 105 points of damage before the bleed sets in. Don't forget your extra 12 damage per throw on thrown daggers :)


1 person marked this as a favorite.

Slight derail on goblins. I never cared much for the Golarion goblins because they are so chaotic and stupid, and their stats don't match it. I would rather use kobold for that, but have them be tricky and focused when needed.

I play them as Eberron goblins with some measure of common sense, well except for the campaign I am currently running. :)

Now back to our rogue conversation. :)


2 people marked this as a favorite.
wraithstrike wrote:

Slight derail on goblins. I never cared much for the Golarion goblins because they are so chaotic and stupid, and their stats don't match it. I would rather use kobold for that, but have them be tricky and focused when needed.

I play them as Eberron goblins with some measure of common sense, well except for the campaign I am currently running. :)

Now back to our rogue conversation. :)

I've been through the Golorion Goblin material and I've never really been given the impression of "stupid." In fact, they're usually described as cunning.

The issue with Golorion goblins isn't "Chaotic" or "stupid." It's age.

They're like, 13.

To toot my own horn a bit, when I was 13 I was brilliant. I was in gifted programs, tested extremely well, retained information easily, picked up new tasks quickly, and was very good at reasoning my way through complicated concepts.

But I was also 13. I was self absorbed, hyperactive, lazy, and destructive. I wanted to do whatever I wanted to do and didn't much care for the long term consequences. Playing with fire, shooting guns, and fireworks were easily at the top of my list of things to do.

Goblins can go ahead and be plenty intelligent, and most of them probably are, however their culture is destructive and doesn't employ means of easily passing information from one generation to the next (writing). Their tribes are essentially Lord of the Flies and since they keel over dead at 40, the amount of wisdom the elder generations can impart is practically nothing.

So their culture seems to shun knowledge, but that doesn't say much of anything about intelligence. There's no reason the crafty little bastards shouldn't be able to pull off an effective ambush, and they're certainly capable of performing raids. Those activities suit Goblin culture and they hold Goblin attention spans.


Just a thought on the Carnivalist. Taking a valet familiar and picking up the precise strike teamwork feat would help to offset the slowed Sneak Attack progression.
Also Outflank would be nice here especially come level 10 when you can take the Opportunist Advanced Rogue Talent and pair that with keen weponry.Broken Wing Gambit might also be worth considering.

No idea what kind of familiar to use. Prolly one that flies so that it can flank easily and one that has multiple natural attacks. Any ideas?


Alex Mack wrote:

Just a thought on the Carnivalist. Taking a valet familiar and picking up the precise strike teamwork feat would help to offset the slowed Sneak Attack progression.

Also Outflank would be nice here especially come level 10 when you can take the Opportunist Advanced Rogue Talent and pair that with keen weponry.Broken Wing Gambit might also be worth considering.

No idea what kind of familiar to use. Prolly one that flies so that it can flank easily and one that has multiple natural attacks. Any ideas?

Hawks?

Shadow Lodge

Quote:

I think Bigdaddjug may be referring to the fact rangers get more love concerning things that help them Stealth. For example, rogues may pick a single terrain and hide in plain sight like a ranger. Meanwhile the ranger does it in every favored terrain. Rangers also have in-class access to things like hide from animals, negate aroma, pass without trace, risidual tracking, acute senses, chameleon stride, etc. Several of which can negate common foils vs Stealth (such as scent).

Likewise woodland stride makes using Stealth much easier since most natural locations of cover / concealment probably also count as difficult terrain (IE bushes, brambles, thickets, etc) or are in difficult terrain (trying to stealth through an overgrown marsh is a pain in the butt).

The rogue buys some cheap wands of Ranger spells and UMDs them. (A wand of Longstrider was the very first magic item my last PFS character purchased.)
Quote:
Compounded with the fact all rangers can take item creation feats and make their own elixirs of hiding, rangers are pretty amazing at stealth. Better than rogues IMHO. Rogues get...fast Stealth.

And Sap Master and Underhanded, meaning they can actually exploit that sneakiness.


Could probably work in Sap use with my Goblin build by dropping Weapon Focus and Slow Reactions.


Scavion wrote:
Alex Mack wrote:

Just a thought on the Carnivalist. Taking a valet familiar and picking up the precise strike teamwork feat would help to offset the slowed Sneak Attack progression.

Also Outflank would be nice here especially come level 10 when you can take the Opportunist Advanced Rogue Talent and pair that with keen weponry.Broken Wing Gambit might also be worth considering.

No idea what kind of familiar to use. Prolly one that flies so that it can flank easily and one that has multiple natural attacks. Any ideas?

Hawks?

Hawks are tiny and can't flank. Best I've been able to find for flanking purposes is the Donkey rat.

Shadow Lodge

ok so a slight digression on this thread...

with the stealth working the way it does, would the stealth beyond stealth character be able to sneak attack a target once per round without flanking or feinting?


Just thinking. what about a scout rogue halfling with the swift as shadows archetype and sap line of feats?

You'd have all the basic feats you need by level 8:
1. bludgeoner
2. sap adept
3. point blank shot
4. precise shot
5. sap master
6. weapon focus
7. deadly aim
8. snipers eye

assuming a 20 point buy

str 14 (16 prior racial)
dex 18 (16 prior racial)
con 12
int 8
wis 12
char 9 (7 prior to racial)

Now at level 8 your attack would look like:

1d4 (composite short bow) + 4d6 (sneak attack) + 4d6 (sap master) + 8 (sap adept) + 4 (deadly aim)+ 2 (strength)+ 1 (point blank shot)= 45 damage per shot not including magical items.

Obviously this doesn't make it a top tier damage dealer, but you'd be almost impossible to target, and could reliably get decent sneak attacks in. later you could pick up bracers of archery, and use a longbow.

Seems like this would also be a great way to frustrate enemies while waiting for your party to back you up.


1 person marked this as a favorite.

For a strait Rogue (Scout Archetype) with no house rules this is what I came up with.

Skilled Scout:

Nightflower
Female Elf Rogue (Scout) 10
CG Medium Humanoid

Init: +6
Senses: Perception +20; Low-Light Vision

DEFENSE
AC: 23 (10, +6 armor, +6 Dex, +1 deflection) (+3 vs. traps)
Touch: 18
Flat-footed: 18
HP: 63 (10d8+10)
Fort: +8 (3 base, +0 Con, +2 feat, +3 resistance)
Ref: +16 (7 base, +6 Dex, +3 resistance) (+3 vs. traps)
Will: +7 (3 base, +1 Wis, +3 resistance) (+2 vs. enchantment)
Defensive Abilities: Evasion, Immune sleep

OFFENSE
Speed: 30 ft.
Melee:
Dagger +7/+2 (1d4/19-20x2)
Ranged:
+3 Longbow +17/+12 (1d8+3/x3)
+3 Longbow w/ PBS and Sneak Attack +18 (1d8+4/x3 +5d6+5 bleed)
Special Attacks: Scout’s Charge, Skirmisher, Sneak Attack +5d6

STATISTICS
Str: 10 +0 (10 base)
Dex: 22 +6 (15 base, +2 racial, +1 level, +4 enhancement)
Con: 10 +0 (12 base, -2 racial)
Int: 18 +4 (15 base, +2 racial, +1 level)
Wis: 12 +1 (12 base)
Cha: 12 +1 (12 base)

BAB: +7/+2; CMB: +7; CMD: 24
Feats: Alertness, Great Fortitude, Point Blank Shot, Precise Shot, Skill Focus: Acrobatics, Weapon Focus: Longbow
Skills: Acrobatics +25(10r), Bluff +14(10r), Climb +13(10r), Disable Device +19(10r), Disguise +14(10r), Knowledge (dungeoneering) +17(10r), Knowledge (local) +17(10r), Perception +20(10r), Sense Motive +18(10r), Sleight of Hand +19(10r), Stealth +24(10r), Use Magic Device +14(10r)
Languages: Common, Elven +4
Special Qualities: +2 to Dex, +2 Int, -2 Con, Elven Immunities (+2 vs. enchantment, immune to sleep), Keen Senses (+2 perception), Low-Light Vision, Silent Hunter (reduce stealth penalty when moving by 5), Weapon Familiarity (proficient with longbows, longswords, rapiers, and shortbows, and treat any weapon with the word “elven” in its name as a martial weapon)
Class Abilities: Evasion, Rogue Talent (Bleeding Attack, Fast Tumble, Sniper’s Eye, Trap Spotter, Weapon Training), Scout’s Charge, Skirmisher, Sneak Attack +5d6, Trapfinding, Trap Sense +3

Equipment:
+2 Shadow Mithril Chain Shirt (8,850gp)
Belt of Incredible Dexterity +4 (16,000)
Cloak of Resistance +3 (9,000gp)
Ring of Protection +1 (2,000gp)
3 Daggers (6 gp)
+3 Longbow (18,400gp)
40 Arrows (2gp)
20 Adamant Arrows (1,201gp)
Explorer's Outfit (0gp)
Handy Haversack (2,000gp)
Efficient Quiver (1,800gp)
Bedroll (0.1gp)
Waterskin (1gp)
Wand of Cure Light Wounds, 50ch (750gp)
Potion of Cure Moderate Wounds (300gp)
5 Alchemist Fire (100gp)
5 Acid Flask (50gp)
5 Smokestick (100gp)
5 Tanglefoot Bag (250gp)
60,810.1

Money: 1,189.9gp

62,000gp

Being an Elf hurts her Con and thus Fort save, but helps Dex, Int, Perception (with low-light vision), Will vs. Enchantments and gets proficiency with longbow.

She has 12 skills, all maxed, some enhanced by race, feats, talents or magic.

In combat this character will need to get within 30' and stay there in order to get her Sneak Attack. When she can get Sniper's Goggles she can stay farther away. The general strategy is to Snap Shot in the surprise round then move and fire every round with Sneak Attack damage. She makes no attempt at full attacking.

She will never be a huge damage dealer, but will annoy enemies with bleed damage and can ignore most DR with the right arrows. Use Magic Device and alchemical items give her some options. She should probably get some scroll for more flexibility.


TheSideKick wrote:

ok so a slight digression on this thread...

with the stealth working the way it does, would the stealth beyond stealth character be able to sneak attack a target once per round without flanking or feinting?

yes it does.

"Breaking Stealth: When you start your turn using Stealth,
you can leave cover or concealment and remain unobserved
as long as you succeed at a Stealth check and end your turn
in cover or concealment. Your Stealth immediately ends
after you make an attack roll, whether or not the attack is
successful (except when sniping as noted below)"


1 person marked this as a favorite.
Lord Twig wrote:

For a strait Rogue (Scout Archetype) with no house rules this is what I came up with.

** spoiler omitted **...

The only problem here which you alluded to were the saves. The character has less than a 50% chance of making a save against a CR 10 creature. Personally I think rogues should a good will save progression, but that is another topic for another thread.


Here is a build inspired by skinsawman's chill touch elf rogue. It has no magic items yet, but does over 100 points of damage a round (with a haste) while piling on strength damage and sickened debuffs.

Barfolomew McFeeley
ELF ROGUE(SCOUT/THUG) 12
Adjusted Elf Traits:
Elven Darkvision: 60 ft darkvision but dazzled in sunlight. Darkvision is good for a rogue and this build doesn't care about a situational penalty.

STATS (20 point buy)
STR 8
DEX 22 (+2 race, +3 levels)
CON 12
INT 11
WIS 14
CHA 10

TRAITS
Warrior of Old
Armor Expert

FEATS
1. ERT: Minor Magic (Acid Splash)
2. Finesse Rogue
3. Two Weapon Fighting
4. Major Magic (Chill Touch)
5. Dodge
6. Offensive Defense*
7. Mobility
8. Combat Trick (Spring Attack)
9. Improved Two Weapon Fighting
10. Crippling Strike*
11. Quicken Spell-Like Ability [Chill Touch]
12. Entanglement of Blades*

FAVORED CLASS BONUS
1. +1 minor magic
2. +1 minor magic
3. +1 minor magic
4. +1 major magic
5. +1 major magic
6. +1 major magic
7. +1 minor magic
8. +1 major magic
9. +1 minor magic
10. +1 major magic
11. +1 minor magic
12. +1 major magic

SPECIAL ABILITIES
1. Frightening
2. Evasion
3. Brutal Beating
4. Scout's Charge
8. Skirmisher

SLAs
1st -- Chill touch (5/day), Quickened Chill Touch (3/day)
0th -- Acid Splash (9/day)

Next on this build I would probably add weapon focus (touch) and dazzling display to throw on a shaken debuff. You could take this earlier and delay or forgo the spring attack chain.

How it works: On the opening round, use spring attack and skirmisher to get into a flank. If you can't flank this round, fire an acid splash if you win initiative and can get in a sneak attack, then start moving to flank. Swift cast chill touch (or blow a standard action if you've used all three). The first sneak attack should be a brutal beating to sicken the enemy and crippling strike to start the strength damage. The first melee sneak attack with chill touch should be offensive defense for the AC bonus. Once you're in flanking and full attack position, Touch away. Use Offensive Defense to keep the AC bonus up, Entanglement of blades to keep the enemy from tactical movement, and all remaining attacks are crippling strikes to do strength damage. Reapply a brutal beating as needed.

With a reasonable magic item spread, this build should expect something like +18/+18/+13/+13 for the attack bonus on a full attack against touch ACs. This means that most attacks always hit most creatures. Lets look at a sequence.

round 1: Spring attack into a flank and land offensive defense+brutal beating+ chill touch. AC +5, enemy debuff -2, 1d6 cold + 5d6 precision damage.

Scary time: between these two rounds, you may get full attacked. at least you have an effective +7 bonus to your ac with sicken and offensive defense.

round 2: Full touch attack and somebody has cast haste on you: 5 touches all hit, monster cant 5 ft step, monster is sickened (-2 debuff), your ac bonus is +6 vs him, and you crippling struck for 3 points of str damage (-3 debuff), 5d6 cold damage, and 30d6 of precision damage (122.5 average).

Full attack counter between rounds has the enemy needing to roll 11 higher than at the start of combat to hit you.

round 3: repeat round 2. Monster now has a total debuff on attack rolls of -8. I doubt there will be a round 4.


I won't have access to my books and free time until tonight, so all I could really do is sort of 'thought experiments' on my no-no-touch rogue.

Bfobar is right in his assessment that the sneak attack related debuff talents are most likely the best way to go. The build hits extremely easily so it can rack up a load of different effects every round.

I like his addition of acid splash. I was wary of the spell at first since you only get one attack with it rather than several like Chill Touch, but Acid Splash doesn't allow spell resistance and you'll only need it while closing the distance anyway.

I disagree with the spring attack line. I just don't feel they really add anything to the build. I'm unsure what else I would go with however. I might consider Combat Casting to overcome defensive casting checks with wands/scrolls since the character will never have a strong "casting stat."

Really though, the build is open to anything but doesn't need much. Which puts it in sort of a strange situation. Spell Pen to overcome SR? Meh, just use a wand for Elemental Touch. Maybe a solid line of feint feats for baddies with all around vision? Who knows.

Tomorrow I might have more time to go through things and maybe post some more thoughts about it. Really though, bfobar has supplied a solid build and I think I'd be hard pressed to come up with anything that was flat out "better."

I wish there were more options to directly affect sneak attack damage since that is really the only way to directly up the Build's output.

Edit: punched this out on my phone. Probaboy indecipherable. Sorry.

Silver Crusade

Sub-zero, it looks like you shorted yourself 2 points

Str: 16 (10 pts)
Dex: 16 (10 pts)
Con: 12 (2 pts)
Int: 8 (-2 pts)
Wis: 12 (2 pts)
Cha: 7 (-4 pts)

For me, that's only adding up to 18. Might I recommend an 8 in Cha pre-racial, or even better a 10 in Int.


Bigdaddyjug wrote:

Sub-zero, it looks like you shorted yourself 2 points

Str: 16 (10 pts)
Dex: 16 (10 pts)
Con: 12 (2 pts)
Int: 8 (-2 pts)
Wis: 12 (2 pts)
Cha: 7 (-4 pts)

For me, that's only adding up to 18. Might I recommend an 8 in Cha pre-racial, or even better a 10 in Int.

ah the danger of rushed typing and the simple oversights. Speaking of which I also really underrated my damage. It should be:

1d4 (composite short bow) + 4d6 (sneak attack) + 4d6 (sap master) + 16 (sap adept) + 4 (deadly aim)+ 2 (strength)+ 1 (point blank shot)= 53 damage per shot not including magical items.

Granted the point of this build is not to have the absolute best damage, but rather, deal a surprisingly large chunk of damage every round, while remaining completely stealthed, and therefore fairly safe.

An even modest investment in stealth items could easily see stealth boosted to obscene levels that counter the -10 sniping penalty.


slap merciful on the bow, man.


AndIMustMask wrote:
slap merciful on the bow, man.

merciful on the bow, and bracers of archery are kinda a given. That with a decent enchant bonus, and str/dex belt ought to up the damage a bit more.

It'll never be at the level of a full attack player, but the fact that you're practically untargetable make up for it.


I just want to throw out that bracers of falcons aim are a way better value than bracers of archery.


Couple things Bfobar, glad he inspired you as well! Its an amazing build and you came up with some excellent points!

1. Your feats don't work as written. Unfortunately Extra rogue talent can't be taken at level 1, as you don't have the "rogue talent" class feature yet. You need to take weapon finesse as your 1st level feat and leave the acid splash to 2nd level.

2. Spring attack is unfortunately a trap for this build. Spring attack is a full round action, this means we can't cast our spell, then move in, then attack. Which means round 1 of combat we either don't use chill touch, or we don't use spring attack. After round 1 of combat spring attack becomes even less useful as we will probably want to use our additional attacks (They're touch attacks! They always hit!) Normal rogues benefit much greater from spring attack because their iterative attacks tend to miss, so moving away afterwords is awesome. We can actually hit on ours, so we need to play to our multiple attack strengths.

3. Everything else looks awesome, your fort save is a tad on the low side and your hp as well, so I'd probably use those extra feats to shore up those weakness. Either that or think about the abberant bloodline I proposed. It's a good way for our bad touch rogues to get reach. Reach keeps us out of the fray, which means we don't need as much hp/ac, which frees up those feats/talents for other things :D

Just my 2 copper pieces, I really do enjoy your adaptation of the build and I hope my opinions have helped somewhat. Even if it's only to provoke thought! Would you mind taking a look at my build a couple pages back? I'm playing it in an upcoming game and could use some bad touch advice!


I agree about Spring Attack, I think it is mostly worthless.

However I did find Wand Dancer in the Inner Sea World Guide.

Functionally identical, same prerequisites, however it allows using a wand or spell completion item instead of a normal attack.

Seems like this is the exact kind of build that could make use of finicky wand maneuvering.

Though if your UMD and Acrobatics are high enough, it might be a moot point. Also it seems like taking Dodge, Mobility, and Wand Dancer instead of just giving up and taking Combat Casting to use this stuff without fear in the first place.

Still, I think the feat would see a lot more functional use than Spring Attack so long as you exercised judicious selection of wands and scrolls.


Further regarding the touchie-feelie-rogue, there is a pathetic lack of relevant feats.

A half dozen feats specifically set to be abused when applying nonlethal damage to Sneak Attacks. Not a damned one for those of us not intending to throw a damned tea party.

Feats for wand use? Just the one, Wand Dancer. Like Spring Attack only sillier.

Any information about fiddling with Caster Level of wands or using wands more effectively? Nope.

The only potential way I've found to increase damage output on this build is maybe a single level dip in Sorcerer to see if your DM would allow the extra point of damage per dice on to your Sneak Attacks from Draconic Bloodline or Primal Bloodline. It's a reach to say the least.

So being a debuff centric poker is likely the best avenue of approach. The build still does reasonable damage and does its damage pretty reliably so I'll take it.

I'd really like to finagle better access to Elemental Touch rather than just Chill Touch. Versatility and no Spell Resistance make it a significantly better spell, but being stuck with wands for 3 rounds a pop is pretty lousy when the first wand is blown on your single free touch attack from casting the spell.

Of course I suppose we would all rather be stuck thinking "What the hell feats do I take with all these extra slots" rather than "I just don't have the feats to pull this off in the first place." So perhaps this is a good thing.


I agree with almost everything, except for the need of combat casting. You can cast the chill touch before you move into your enemies for all intensive purposes. If your worried about your enemies going first then address that with improved initiative. We want to go first anyways for the easier sneak attack requirement on round 1.

The only way I've found around the elemental touch is still the gillman, other than that I think we'd have to dip for maximum optimization.

Sam, Shadow Striker should be added to the build. We wouldn't want a 1st level spell (obscuring mist) to stop us from ever sneak attacking would we? I'd go so far as to say that every damn MELEE rogue should have shadow striker.

Eldritch Heritage has lots of options it could potentially give us. The aberrant bloodlines reach for touch spells is the most apparent, however, I'm sure there is probably a gem or two in there as well that I haven't noticed.


Shadow Striker or Headband of the Ninjitsu. One or the other. That's pretty much in agreement for most involved in the thread. Neither of the naughty-touch builds have been complete (lacking items or feats, more templates than builds), but either the feat or item are practically necessary for any Rogue build.

So you cast chill touch before you go into melee. Grats. It doesn't last forever. Eventually you will need to recast Chill Touch, or cast something else. Remember it that at level 12 it only grants you 3 full attack actions with two weapon fighting. Less if you used some while positioning. You will need to cast it again. You will also inevitably get caught with your pants down, if your surprise action takes place in base-to-base contact due to ambush you're sucking on options.

Either you are able to do these things at melee range, or you do it inefficiently by moving away first. Both options suck, but you get at least one more attack out of doing it in melee range, perhaps one attack and another full attack (due to the time not spent moving out and back in again).

Some things are immune to frost damage or have super high Spell Resistance, for that you're going to need a wand. Combat Casting works on wands/scrolls as well as they require a concentration just as a spell does.

For most casters, I would agree that Combat Casting is a wasted feat. For the no-no-touch rogue, who will *never* have a good 'primary casting stat,' it is actually useful as it makes up for that gap. Especially early on when they need to recast Chill Touch the most and have few caster levels.

I'm still fiddling with Eldritch Heritage. There are some good options there, but weighing it against the hefty Charisma requirement makes it a tough call for this build.

Finally, I've been looking into the Gillmen option. I really want it to be a good option, but for my games it simply isn't.

Some tables can plan on only a couple encounters a day, like clockwork. Gillmen would work fine for that. Swimmingly in fact (hyuck hyuck). Other tables are far less predictable, in my case I think 7 castings of the inferior spell are what I'm stuck with.

Elemental Touch really is the better spell. Leaps and bounds. Full rounds granted instead of a stack of attacks, no spell resistance, tailoring the element to the encounter, it's brilliant.

Silver Crusade

Have you considered adding Lunge to the bad touch build so you can 5-ft step away from the target, cast your spell, and still be able to reach them for a full attack?


While the touch-build is great at hitting - are there ways to improve his ability to apply sneak attack?

Silver Crusade

Enjoying the thread so far. Wondering how much the desire (which I share) to "make the Rogue work" will abate once we have the Slayer in hand from the forthcoming ACG playtest, though. Tuesday!

***

Sarf wrote:
... for all intensive purposes ...

A friend recently told me how she used to make this same mistake until she saw the phrase written. I can see how it's easy to mistake the words when spoken. The phrase is for all intents and purposes.


1 person marked this as a favorite.

Intensify Purpose is a +1 spell level metamagic.


Bad Touch Rogue:

Combat casting isn't that big of a deal. Quicken SLA makes 3/day of the chill touches immune to attack of opportunities.

For spring attack, I wanted a way to get into flanks quickly, but I guess acrobatics only works too. If pulling that chain out, I would suggest going for weapon focus and dazzling display possibly for more debuffs.

What I am looking for for the build currently are any feats or magic items that give more debuffs besides sicken. I guess one could take power attack and cornugen smash and get the fear debuffs going. I'd have to raise the strength to 13 though. I'd also love a fatigue effect if I can find one.


bfobar wrote:

Bad Touch Rogue:

Combat casting isn't that big of a deal. Quicken SLA makes 3/day of the chill touches immune to attack of opportunities.

For spring attack, I wanted a way to get into flanks quickly, but I guess acrobatics only works too. If pulling that chain out, I would suggest going for weapon focus and dazzling display possibly for more debuffs.

What I am looking for for the build currently are any feats or magic items that give more debuffs besides sicken. I guess one could take power attack and cornugen smash and get the fear debuffs going. I'd have to raise the strength to 13 though. I'd also love a fatigue effect if I can find one.

The goal of the thread is to make rogues that are playable all the way up. You don't get quicken SLA until 11.

And again, while Chill Touch will work fine in most situations, it wont work in all of them. You'll inevitably need to fall back on a wand or scroll.

Dazzling Display might work out alright.

I'm not sure if Cornugen Smash works. Can you power attack on a touch attack?


Im just loving this thread, with all that awesome builds for my favorite class in the game. The build I like the most, though, is my unarmed rogue who can, at level 20, do 9 attacks dealing 20d6+60 nonlethal damage each, not to mention his ease access to sneak attacks. If someone is interested, I can post the build here.


You can post it taht is the point of the thread. Althought at level 20 comparisions are not particularty good, I, personally, woudl prefer a level 2-12 build.


As far as increasing Sneak Attack damage there isn't a lot. Apparently you only get cool ways to increase the output of your class feature if you're a Paladin or Fighter.

Debating the merits of Powerful Sneak and Deadly Sneak.

To be clear, they're terrible talents.

The average output of a Sneak Attack is 3.5 damage per dice.

If you take Powerful Sneak, that goes up to 3.66. If you take Deadly Sneak, that goes up to 4 damage per dice.

Investing two Feats/Talents to get a net return of only a half point of damage per dice is pretty lame. With 6d6 you're talking 3 more damage on average.

But then I started thinking about it a bit more, and I think I might have swayed myself.

It's real easy to get wrapped up in statistics and ignore practical issues in play. Statistically, the damage doesn't budge very much, but in practice it shores up the build's outliers.

It is possible to roll your touch attack and come up with nothing but 1's or 2's and have a very disappointing round. The build doesn't have the static damage safety net that other classes get from, say, high strength and power attack.

Essentially, our build has a very low floor and one of the only ways we have to tinker with our damage output is to raise that floor a bit. While it isn't particularly impressive statistically, I think for practical purposes it gives the build more reliability since it has such a wide damage spread.

By default, the level 12 Rogue we have been tossing around does 1d6 + 6d6 on a touch. The average damage is acceptable, considering the build's accuracy. The maximum damage is 42, which is pretty solid, but the minimum damage is 7.

So while Powerful Sneak and Deadly Sneak are lackluster statistically, in practice it brings that floor from 7 to 19, thus aiding our worst case scenario.

It's the closest thing to Power Attack or a high Strength score the touch build has access too.

I'd kill for a version of Sniper's Goggles that worked on melee attacks.


Just a note thigns have made me a tad busy so if someoen could take over the task of consolidating builds I would greatly appreciate it.


Unarmed Rogue 2.0 (level 10):

Spoiler:

Human Unarmed Fighter 1 / Scout Rogue 9
Str 10, Dex 24, Con 13, Int 10, Wis 16, Cha 12
HP: 9d8+1d10 +10
AC: 23 (10 +5 armor +6 dex +2 deflect)
Touch: 18; FF: 17
Saves: Fortitude +9, Reflex +16, Will +9
BAB +7; CMB +7; CMD 24

Unarmed Strike +17/+17/+12 (1d3+4, 20/x2) [5d6+10 SA*]
*Against flat-footed opponents SA non-lethal damage will be 10d6+30, which will be constant thanks to the combination of scout archetype and enforcer/shatter defenses feats.

Feats: (H=human bonus, R=rogue talent, F=fighter bonus)
1- Two-Weapon Fighting
1F-Improved Unarmed Strike
1F-Dragon Style
1H-Enforcer
3R-Rogue Finesse
3- Sap Adept
5R-Weapon Training
5- Dazzling Display
7R-Offensive Defense
7- Sap Master
9R-Combat Trick (Shatter Defenses)

9- Knockout Artist
Traits:
Reactionary (+2 Init)
Eyes and Ears of The City (+1 Perception)

Skills (74 + 9 favored class bonus):
Perception +17 (10 ranks) [21 to find traps]
Disable Device +22 (10 ranks) [26 to disable traps]
Acrobatics +20 (10 ranks)
Stealth +20 (10 ranks)
Sleight of Hand +20 (10 ranks)
Bluff +14 (10 ranks)
Intimidate +14 (10 ranks)
Use Magic Device +14 (10 ranks)
Sense Motive +7 (1 rank)
Climb +4 (1 rank)
Swim +4 (1 rank)

Equipment: Belt of Dex +4, Headband of Wis +2, +1 Brawling Mithral Chain shirt, +2 Amulet of Mighty Fists, Cloak of Resistance +3, Ring of Protection +2, masterwork thieve tools


3 attacks, constantly getting SAs, 10d6+30 nonlethal damage per hit, offensive defence gets 10 dodge AC per turn if defense is needed.

Unarmed Rogue 2.0 (Level 20):

Spoiler:

Human Unarmed Fighter 1 / Scout Rogue 19
Str 10, Dex 32, Con 20, Int 10, Wis 24, Cha 18
HP: 19d8+1d10 +100
AC: 34 (10 +8 armor +11 dex +5 deflect)
Touch: 26; FF: 23
Saves: Fortitude +18, Reflex +27, Will +18
BAB +15; CMB +15; CMD +36

Unarmed Strike +30/+30/+30/+30/+30/+25/+25/+20/+20 (+2 Medusa’s Wrath, +1 Haste) (1d3+5, 20/x2) [10d6+20 SA*]
*Against flat-footed opponents SA non-lethal damage will be 20d6+60, which will be constant thanks to the combination of scout archetype and enforcer/shatter defenses feats.

Feats: (H=human bonus, R=rogue talent, F=fighter bonus)
1- Two-Weapon Fighting
1F- Improved Unarmed Strike
1F- Dragon Style
1H- Enforcer
3R- Rogue Finesse
3- Sap Adept
5R- Weapon Training
5- Dazzling Display
7R- Offensive Defense
7- Sap Master
9R- Combat Trick (Shatter Defenses)
9- Knockout Artist
11R- Crippling Strike
11- Improved Two-Weapon Fighting
13R- Opportunist
13- Scorpion Style
15- Gorgon’s Fist
15R- Feat (Medusa’s Wrath)
17- Greater Two-Weapon Fighting
17R- Improved Evasion
19-
19R-

Traits:
Reactionary (+2 Init)
Eyes and Ears of The City (+1 Perception)

Skills (154 + 19 favored class bonus):
Perception +31 (20 ranks) [40 to find traps]
Disable Device +36 (20 ranks) [45 to disable traps]
Acrobatics +34 (20 ranks)
Stealth +34 (20 ranks)
Sleight of Hand +34 (20 ranks)
Bluff +27 (20 ranks)
Intimidate +27 (20 ranks)
Use Magic Device +27 (20 ranks)
Sense Motive +21 (11 ranks)
Climb +4 (1 rank)
Swim +4 (1 rank)

Equipment: Belt of Physical Might +6 (Dex, Con), Headband of Mental Prowess +6 (Wis, Cha), Bracers of Armor +8, +5 Amulet of Mighty Fist, Cloak of Resistance +5, Ring of Protection +5, Boots of Speed, Manual of Quickness in Action +4, Tome of Understanding +4, Masterwork Thieves Tools


9 attacks, constantly getting SAs, 20d6+60 nonlethal per hit, offensive defense can get 20 dodge ac per turn, crippling strike can do up to -18 str penalty to a target.


ChainsawSam wrote:
bfobar wrote:

Bad Touch Rogue:

Combat casting isn't that big of a deal. Quicken SLA makes 3/day of the chill touches immune to attack of opportunities.

For spring attack, I wanted a way to get into flanks quickly, but I guess acrobatics only works too. If pulling that chain out, I would suggest going for weapon focus and dazzling display possibly for more debuffs.

What I am looking for for the build currently are any feats or magic items that give more debuffs besides sicken. I guess one could take power attack and cornugen smash and get the fear debuffs going. I'd have to raise the strength to 13 though. I'd also love a fatigue effect if I can find one.

The goal of the thread is to make rogues that are playable all the way up. You don't get quicken SLA until 11.

And again, while Chill Touch will work fine in most situations, it wont work in all of them. You'll inevitably need to fall back on a wand or scroll.

Dazzling Display might work out alright.

I'm not sure if Cornugen Smash works. Can you power attack on a touch attack?

Nope. No power attack on touch attack. I think Cornugen Smash is cheesy anyway though and didn't want to up the str.

I need to sit down and read through all the wonderous items and see if there is something there that will get more debuff options. I'd love to make the enemy blinded, sickened, shaken, fatigued, unable to move, str damaged, and staggered.

451 to 500 of 2,211 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Ladies and Gentlemen: It's time we made the rogue work. All Messageboards

Want to post a reply? Sign in.