Best use of AoO for Rogues


Advice

RPG Superstar 2013 Top 8

I have a character concept for a rogue with a cleric (of Tsukiyo) dip to get the ability to be invisible in shadow (Night domain). Thought it would be a fun lead-in to Shadowdancer prestige class. Shadowdancer requires Combat Reflexes which seems to need a reach weapon to be very useful, while rogues lend themselves more to 2-weapon fighting to get max use of sneak damage. Is there a good way to take advantage of AoO's while being able to use 2 weapons?


The two weapon fighting version of a rogue has greater potential damage, but usually suffers from an inability to hit and unless it can get sneak attack will deal no significant damage.

Go the opposite of your instincts. Try going for a Skulking Slayer rogue which focuses on using a two handed weapon and focus on your strength score with a moderate dex for AC. This allows you to put more into other abilitiy score. Besides which, Greater Two Weapon Fighting is usually a trap. An extra attack at a -10 penalty isn't any good. Better to focus on a single big weapon with a big strength score and power attack IMO. You can still do your cleric dip (and as a bonus Tsukiyo's favored weapons is a long spear, so you can have a two-handed reach weapon).

Do keep in mind that you will run into problems with area you threaten with reach weapons, so that may become a concern. I would still however recommend a two-handed weapon with a good strength score over two weapon fighting. For a rogue it tends to be much more consistent in terms of damage output and much less unsatisfying when you don't qualify for sneak attack.

Silver Crusade

I've observed many rogues in action, especially as a GM. The STR-based Rogues with a two handed reach weapon usually do a lot more damage than the two Weapon Fighting rogues, as Claxon says.


Magda Luckbender wrote:
I've observed many rogues in action, especially as a GM. The STR-based Rogues with a two handed reach weapon usually do a lot more damage than the two Weapon Fighting rogues, as Claxon says.

It's counter-intuitive bcause everyone wants to get the most out of sneak attack. And they think the twf rogue is the only way. But it usually performs worse than a two-handed weapon rogue.

RPG Superstar 2013 Top 8

Hmm, I may give it a try. Seems counterintuitive to hide with a giant longspear though.


the fact that he CAN hide it is what shows how good a rogue he is.... or he just uses "masterwork hiding tools" in the form of a jar of vasaline.


Wolfwaker wrote:
I have a character concept for a rogue with a cleric (of Tsukiyo) dip to get the ability to be invisible in shadow (Night domain). Thought it would be a fun lead-in to Shadowdancer prestige class. Shadowdancer requires Combat Reflexes which seems to need a reach weapon to be very useful, while rogues lend themselves more to 2-weapon fighting to get max use of sneak damage. Is there a good way to take advantage of AoO's while being able to use 2 weapons?

A level dip I cleric might be nice, and that ability is certainly nice, but if you are willing to entertain the idea of attaining a 15 Charisma there is another way to get actual HiPS without a level dip. It's feat intensive but comes with some another cool abilities.

Skill Focus (Stealth)
Eldritch Heritace (Shadow - Shadowstrike)
Improved Eldritch Heritage (Shadow - Shadow Well)

Eldritch Heritage feats are from Ultimate Magic. The Shadow sorcerer bloodline is from Advanced Player's Guide.

...

As for build, a Two-handed weapon build performs well. In my experience, DMing for, NPCing, and Playing Rogues, even a well built one handed Dex build will usually out perform a TWF Rogue.


Scout or Skulking Slayer Rogue with a reach weapon (longspear or whatever) two handing it with power attack and/or Arcane Strike. Cleric gives you Med. Armor, plus your deity's favored weapon. Rock the Mithril breastplate and the Armored Expert trait.


Talcrion wrote:
he just uses "masterwork hiding tools" in the form of a jar of vasaline.

Ew....


I always like putting surprise follow through in my feat chain to get extra SA off of a cleave. Works well with scouts charging SA ability. But the best AoO has got to trips, particularly greater trip, as it grants free attack for you and allies and inflicts prone condition.

RPG Superstar 2013 Top 8

My build idea is pretty esoteric. For race I was going to go dhampir with the obscuring mist spell-like ability. Then cleric with the alternate channeling option to make it darker (and the domain powers). So he would have a couple of ways to help with hiding. I like the Eldritch Heritage build but the prerequisites for shadowdancer pretty much take all of my feats.

Maybe I am trying to shoehorn too much into this, so I will take all your advice and not go for 2wf. What's the best way to get lots of AoO's? Just taking 5' steps to stay at 10' range?

Thanks for the feedback.


Feat wise, there are the teamwork feats of course. Also greater trip and overrun both generate AoOs. Trip is better as it also generates them when they stand. Cleave and cleaving finish simulate them too. A prepared action to strike with a reach weapon generates two attacks, one when they enter threatened square and one when they leave it. Disarming can genete AoO when tjey pick up the dropped item, but very circumstantial. Greater bull rush and step up against a ranged/casting opponent are likewise. The claw/claw/bite build with some of these feats can be quite devastating.

The bladed belt item can change to any piercing or slashing weapon, with quickdraw it is a handy item to swap between reach and melee to get AoOs on baddies leaving threat zone, then it can change back to belt for a disguisd weapon that is economical to enchant as your all in one weapon.

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