Crossbow rogue


Advice

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Wow... Crossbow Rogue... That's what I call playing on hard mode. Like... Playing Ghouls n' Ghosts in the hardest difficulty with a broken controller hard.


I have recently used a TWF crossbow rogue as an NPC and it's tough to make a legal one. With the change to weapon cords I had to rewrite him a bit from original and he wound up as a human with 3 levels of vivisectionist and 2 levels of fighter, then switched to sniper rogue, the early build ran like this -

LVL 1 fighter: Point Blank Shot, Rapid Shot, Rapid Reload (light xbow), BAB +1
LVL 2 alchemist: sneak attack 1d6, BAB +1
LVL 3 alchemist: Two Weapon Fighting, tentacle discovery, BAB +2
LVL 4 alchemist: sneak attack 2d6, BAB +3
LVL 5 fighter: Precise Shot, Weapon Focus (light xbow), BAB +4
LVL 6 rogue: sneak attack 3d6, BAB +4


TWF with XBows for a class without a bonus to hit is an excersie in futility.


Alexandros Satorum wrote:
TWF with XBows for a class without a bonus to hit is an excersie in futility.

Crossbows are an exercise in futility all by themselves. TWF and Rogues are just the icing in the cake of sucky mechanics.


Alexandros Satorum wrote:
TWF with XBows for a class without a bonus to hit is an excersie in futility.

Any pure rogue is an exercise in futility. NPCs can get away with more than PCs, and this guy managed to put some decent hurt on in the first round of combat when the PCs were flatfooted since PCs tend to have a lower flat-footed AC than monsters.

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Removed some posts. Please don't derail an advice thread like this, thanks!

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