Help me out. Throw your best Unchained Rogues at me. I don't understand the class, need to see builds.


Advice


I'm feeling very overwhelmed by all the changes and subsystems in the Pathfinder Unchained book. I believe that I could love the new rogue, but I don't understand the clever synergies you guys use with various feats to get an extra edge. I just saw in the general forum some people posting about a rogue that could make an enemy cower and then do coup de grace as a swift action. I don't have enough rules mastery to even conceive of such things.

So, I'm turning to you guys. You are masters. Would you please post sample builds? I don't need perfection, but I do want to see feats/talents, whatever is making the rogue awesome. Preferably at level 1 and then level 10 or 11, and tell me WHY that rogue is good at level 1 and why it got better at level 10/11.

There are PFS games available to me on Monday and Thursday, so my intention would be to try one of the more fun-looking builds this week and see how it goes. I think by doing I will have more success in understanding the value of this new class.

EDIT: I also just saw a discussion about the Elven Branched Spear, and how it has a synergy with the new rogue? Can anyone explain why?


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Str 15, Dex 18+, the rest as you like.
Scout Underground Chemist Thug Rogue+
Take Enforcer, max Intimidate.
You charge. You deal sneak attack and get a free intimidate to shake them, Thug makes them sickened as well, and Debilitating Injury stacks on top of both. The enemy is now staring at -6 to hit,-4 to saves, skills, ability checks, -2 to damage rolls, and an extra -2 or more to hit you. Splash in a level of any arcane casting class and grab Arcane Strike and Riving Strike for an extra -2 to saving throws against spells and spell like abilities for your friendly mages. All this on top of a pretty icky sneak attack. Next round, switch your Debilitating Injury to AC to give your iterative attacks increased chance to hit, or just charge again. Consider dipping a level of Snakebite Striker Brawler for enhanced sneak attack progression and stronger unarmed strikes as well as qualification for Dragon Style for your Scout charges. Full build might look SSB1, SUCTR4, <arcane>1, SUCTR til end of lifespan.

At one: you run up and hit them in their face with an unarmed strike for 1d6+str, maybe sneak attack, and intimidate for shaken.

At three: you run up and hit them in their face with an unarmed strike for 1d6+str, maybe sneak attack, and intimidate for shaken. You can also draw alchemical weapons like weapons and can charge through difficult terrain and allies.

At five: you charge for an unarmed sneak attack running entirely off your Dex, intimidate for shaken, sickened, and debilitated. If that attack encountered DR you can't get through, switch to hybridized alchemical weaponry that you get sneak attack on.

At 10/11: I dunno. Go nuts. Set up massive save debuffs for your allied casters to drop SoD/SoS effects. Dump their to hit by 6 to keep your big hitters alive better. Do skills. Be perpetually unseen with Hide in Plain Sight. Once you have 4 levels of Thug Rogue and the Enforcer feat, you're pretty much golden.

Elven Branched Spear is a finesse reach weapon. The only of its kind. This means a Rog+ gets to use Dex for hit and damage starting at level 3. With reach. This is... very nice for not dying.

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Just rebuilt my Lvl 6 character into an Unchained Rogue. It's a bit off from the plan, which was to go Rogue 4/Witch 3/Arcane Trickster X -- so my stats are a little off from what they'd have been if I'd planned uniclass Unchained Rogue from the get go.

Half-elf Unchained Rogue (Sniper) 6
Str 10 Dex 16 Con 12 Int 16 Wis 11 Cha 14

Feats:
Skill Focus (Knowledge Nature) (Racial)
Point Blank Shot
Precise Shot
Deadly Aim

Talents:
Minor Magic (Ray of Frost)
Major Magic (Blend)
Ninja Trick: Wall Crawler

Skill Unlock: Stealth

Notable Skill Mods:
Acrobatics 12, Bluff 12/14 Feint, Diplomacy 11/13 Gather Info, Disable 12, Disguise 11, Stealth 17, several other 10s

Very basic gear at the moment (+1 weapons/armor/RoP/Elven Cloak) -- on the wishlist is Ring of Chameleon Power, a Returning Weapon, and everything else going into the Bow.

Future possible Feats are Vital Strike, Eldritch Heritage(Stormborn)
Future Talents are Trap Spotter, Quick Shot & Dispelling Strike

So this is a build for someone who scouts and snipes, along with quite a bit of social engineering.


^I just might steal this.


These are great. I'm still not 100% clear on why these builds are better than a normal rogue, or what they "do" better than normal, but it's no big deal -- I will just play one of them on Monday or Thursday, and see for myself. :)

Thanks guys! Keep 'em coming!


Just take a previously OK rogue build, and us the Unchained Rogue instead of CRB Rogue. Now its better. It has Dex to hit and level 1 and dex to damage at 3rd with any finesse weapon. You also have penalties you can place on enemies for free with any SA yiu make, requires no feat or talent investment to do. You can also SA anything with less than total concealment.


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Oh, I agree Eigengrau. It IS that easy to build/play a new Unchained rogue. However, reading some other threads, it's clear that the new rogue talents and other abilities can synergize in interesting ways, opening up new avenues of skill that the original rogue couldn't achieve easily. I was just impressed enough by those people putting together things like the "cower & coup de grace" combo that I wanted to ask players here to post some official builds that are that clever.

We haven't quite got there in this thread, but I'm very appreciative of the 2 builds so far, and I'll keep my eyes open for more. Thanks guys!


For mine, the reason it's better than an old rogue because of feat allocation. New rogue requires one feat for the debuff build to come online (along with the Thug archetype) with Dex to hit and damage. Old version required 3 minimum (locked to scimitar.) This meant either being locked into human or coming fully online at level 5 (which my build does anyway, but only because I dipped Brawler for easy Dragon Style and unarmed striking. One could easily pick up a sap instead and come online at 4.) Further, Debilitating Injury is an extra debuff the old rogue simply didn't have.

It's also worth noting, as long as the Thug archetype is compatible with it and you can afford a single feat, the core of the debuff build fits into any other trick you want to use. Just because I went with unarmed striking charge attacks with alchemical weapons for flexibility doesn't mean it's the only way to go, after all!

The Exchange RPG Superstar 2010 Top 16, Contributor

Nice to see Underground Chemist still gets some love even after the reboot.

Liberty's Edge

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Basic TWF Build:

Human Rogue (Scout, Knife Master) 10
CG Medium humanoid
Init +7; Senses Perception +14

DEFENSE
AC 31, touch 19, flat-footed 25 (+7 armor, +6 Dex, +1 natural armor, +1 deflection, +1 luck, +1 insight, +4 shield)
hp 73 (10d8+20)
Fort +6, Ref +16, Will +9
Defensive Abilities evasion,

OFFENSE
Speed 30 ft.
Melee +1 kukri +16 (1d4+8/18-20) and two +1 kukris +14/+14/+9/+9 (1d4+8/18-20)
Ranged dagger +14 (1d4-1/19-20)
Special Attacks sneak attack +5d8 (5d4 with non-knives), debilitating injury (-6 penalty, can inflict two options), scout's charge, skirmisher,

STATISTICS
Str 8, Dex 24*, Con 12, Int 13, Wis 12, Cha 16*
Base Atk +7; CMB +6 (+14 to trip or disarm); CMD 26
Feats Combat Expertise, Double Slice, Improved Two-Weapon Fighting, Iron Will, Twist Away, Two-Weapon Feint, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (kukri),
Traits Reactionary, Indomitable Faith,
Skills Acrobatics +20, Bluff +19, Climb +3, Diplomacy +19, Disable Device +15, Escape Artist +11, Intimidate +19, Knowledge (Dungeoneering) +5, Knowledge (Local) +14, Perception +14, Sense Motive +14, Sleight of Hand +11 (+16 to conceal knives), Stealth +20, Swim +3, Use Magic Device +19,
Languages Common, Elven, Dwarven,
SQ rogue talents (combat trick, weapon training, minor magic - detect magic, major magic - shield, double debilitation), rogue's edge (acrobatics, perception),
Combat Gear potion of cure moderate wounds (1),
Gear +2 mithral kikko, 2 +1 kukris, masterwork thieve’s tools, 4 daggers, cloak of resistance +2, ring of protection +1, amulet of natural armor +1, jingasa of the fortunate soldier, belt of incredible dexterity +4, circlet of persuasion, ring of ferocious action, headband of alluring charisma +2, dusty rose prism ioun stone,

So, he charges into melee, sneak attacks at +18 (via scout and the charge bonus), applies penalties and then either gets flanking or uses Two-Weapon Feint to unload full actions of sneak attack (which are effectively at +20/+15 to hit once the penalties kick in). His Bluff is a tad low, but he can grab Skill Focus next level to help with that.

5 times a day he can use Shield for the +4 AC for 10 minutes. Also, 5 times a day, he can use his Reflex Save instead of his Fortitude Save at no penalty (Twist Away + Ring of Ferocious Action is a very good combination).


Deadmanwalking wrote:
Also, 5 times a day, he can use his Reflex Save instead of his Fortitude Save at no penalty (Twist Away + Ring of Ferocious Action is a very good combination).

0_o

Wow, yeah. That's the cleverness I was thinking of, although it doesn't appear to be something exclusive to the new rogue. Love it anyway, though.


I need to cheat a bit and have this one pop up at level 3, but dming hath its privileges.

1st: Urban Barbarian 1 Feat: Feat: Pirhana strike (retrained)
2nd: Mouser swashbuckler 1
3rd: Unchained rogue (vexing dodger) 1 Feat: Foxshape. Start play.
4th: Urban barbarian 2 Lesser beat totem
5th: UC Rogue 2: Rogue talent replaced by archetype. Combat expertise
6th: UC rogue 3:
7th: UC rogue 4: Feat: Improved trip. Rogue talent:Uncanny dodge. Rogues edge: Climb.
8th: UC rogue 5
9th: UC Rogue 6 Feat Extra rage Rogue talent ninja trick wall climber
10th:UC Rogue 7
11th: UC rogue 8 Feat?? Rogue talent??

Str 7
Dex:17 (22 in fox form)
Con 14
Int 13
wis 14
Chr 13

Gear Priorities : agile amulet. Wand of mage armor.

Basically its a tiny fox in your square, climbing on you, with either a -4 or a -8 (or more) to hit him, flanking with anyone in melee range to sneak attack. And you can't just move away from him to avoid the full attacks because he's pretty much attached to you.

Liberty's Edge

aboyd wrote:
Deadmanwalking wrote:
Also, 5 times a day, he can use his Reflex Save instead of his Fortitude Save at no penalty (Twist Away + Ring of Ferocious Action is a very good combination).

0_o

Wow, yeah. That's the cleverness I was thinking of, although it doesn't appear to be something exclusive to the new rogue. Love it anyway, though.

It's exclusive to people with Evasion. And probably only worth it on low-Fort Save Classes. So it's primarily useful to Rogues, Archaeoogist Bards, and maybe high level Swashbucklers (assuming you let them count for prerequisites).

Also, and for the record, I didn't come up with that, I just found it on this Forum. It's pretty amazing, though.

And the Unchained Rogue is what makes the build I just listed have an AC equivalent of 37, and a +20/+20/+15/+15 attack routine once he gets going (the later gives him a DPR a bit north of 100 when he's Sneak Attacking on all four attacks, and goes up over 130 with Haste).


Pathfinder Rulebook Subscriber
Deadmanwalking wrote:

Basic TWF Build:

Human Rogue (Scout, Knife Master) 10
...

I'm very intrigued by this build, but I have a couple questions (probably dumb ones).

As a lvl 10 pure rogue, how did you get all those feats? Also, I don't see anything that gives you weapon proficiency with Kukris. Maybe there was a 1 level dip into Fighter that makes this feasible?


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Ewal wrote:
Deadmanwalking wrote:

Basic TWF Build:

Human Rogue (Scout, Knife Master) 10
...

I'm very intrigued by this build, but I have a couple questions (probably dumb ones).

As a lvl 10 pure rogue, how did you get all those feats? Also, I don't see anything that gives you weapon proficiency with Kukris. Maybe there was a 1 level dip into Fighter that makes this feasible?

Weapon Training talent most likely.


Pathfinder Rulebook Subscriber
Turin the Mad wrote:
Ewal wrote:
Deadmanwalking wrote:

Basic TWF Build:

Human Rogue (Scout, Knife Master) 10
...

I'm very intrigued by this build, but I have a couple questions (probably dumb ones).

As a lvl 10 pure rogue, how did you get all those feats? Also, I don't see anything that gives you weapon proficiency with Kukris. Maybe there was a 1 level dip into Fighter that makes this feasible?

Weapon Training talent most likely.

Weapon Training only gives you Weapon Focus as a bonus feat, right? Weapon Focus doesn't give you proficiency. It just gives you a +1 attack bonus.


Ewal wrote:
Deadmanwalking wrote:

Basic TWF Build:

Human Rogue (Scout, Knife Master) 10
...

I'm very intrigued by this build, but I have a couple questions (probably dumb ones).

As a lvl 10 pure rogue, how did you get all those feats? Also, I don't see anything that gives you weapon proficiency with Kukris. Maybe there was a 1 level dip into Fighter that makes this feasible?

1st, 1st (human), 3rd, 5th, 7th, 9th, Combat Trick, Finesse Training, Weapon Training. Nine feats.

You're right about the kukris though. Knife master does not give you you proficiency with those.

Liberty's Edge

Yeah, that's totally my bad, I simply forgot Rogues didn't get proficiency with kukris. That'll teach me not to look at the weapon proficiencies of a Class when I create a character build. He also has one more language than he should, which is the legacy of an iteration with Int 14.

But ass Narquelion notes, aside from that the rest is legal. Replace kukris with daggers and it all works as advertised. The extra critical range isn't a meaningful part of the build anyway.


If you really want, there's an Ioun Stone for 1000 or 1500 that gives you prof in a weapon, so you could easily do that at 10th level if you need the crit range that much.

Grand Lodge

TGMaxMaxer wrote:

If you really want, there's an Ioun Stone for 1000 or 1500 that gives you prof in a weapon, so you could easily do that at 10th level if you need the crit range that much.

You are thinking of the Opalescent White Pyramid Cracked Ioun Stone, which is 1500gp. It only gives you weapon familiarity with one weapon, not straight proficiency.

If you want straight proficiency, you will need the uncracked Opalescent White Pyramid Ioun Stone, which will cost you 10000gp.


Pathfinder Rulebook Subscriber

Got it now. I misread the feats list and thought Improved Two Weapon Feint was in there as well which is why I thought there were too many.

Grand Lodge

The cool thing about the Opalescent White Pyramid Ioun Stone is, if you nab a Wayfinder, for 500gp, stick the stone in it, the Resonance Power gives you Weapon Focus with the Ioun Stone's keyed weapon.

So, basically, 10500gp gives you two feats.


Given the new ruling, Elven branched spear (+2 to attack rolls for aoo moving) , heirloom weapon for another +1 to aoos, and pump dex through the roof.

Grand Lodge

Heirloom Weapon only works for a simple or martial weapon.

Silver Crusade

BigNorseWolf wrote:

I need to cheat a bit and have this one pop up at level 3, but dming hath its privileges.

1st: Urban Barbarian 1 Feat: Feat: Pirhana strike (retrained)
2nd: Mouser swashbuckler 1
3rd: Unchained rogue (vexing dodger) 1 Feat: Foxshape. Start play.
4th: Urban barbarian 2 Lesser beat totem
5th: UC Rogue 2: Rogue talent replaced by archetype. Combat expertise
6th: UC rogue 3:
7th: UC rogue 4: Feat: Improved trip. Rogue talent:Uncanny dodge. Rogues edge: Climb.
8th: UC rogue 5
9th: UC Rogue 6 Feat Extra rage Rogue talent ninja trick wall climber
10th:UC Rogue 7
11th: UC rogue 8 Feat?? Rogue talent??

Str 7
Dex:17 (22 in fox form)
Con 14
Int 13
wis 14
Chr 13

Gear Priorities : agile amulet. Wand of mage armor.

Basically its a tiny fox in your square, climbing on you, with either a -4 or a -8 (or more) to hit him, flanking with anyone in melee range to sneak attack. And you can't just move away from him to avoid the full attacks because he's pretty much attached to you.

You need to cheat one more time; Fox Shape Base Attack bonus +3 Required. You can't pick this feat up at level 3 with the classes you've chosen.


I just need to swap the second level of barbarian with the first level of unchained rogue. Three full bab classes to start

May need to put level 3 and an extra xp on it for good measure to have the agile amulet, and start with weapon finesse and retrain it to pirhana later.


Deadmanwalking wrote:
aboyd wrote:
Deadmanwalking wrote:
Also, 5 times a day, he can use his Reflex Save instead of his Fortitude Save at no penalty (Twist Away + Ring of Ferocious Action is a very good combination).

0_o

Wow, yeah. That's the cleverness I was thinking of, although it doesn't appear to be something exclusive to the new rogue. Love it anyway, though.

It's exclusive to people with Evasion. And probably only worth it on low-Fort Save Classes. So it's primarily useful to Rogues, Archaeoogist Bards, and maybe high level Swashbucklers (assuming you let them count for prerequisites).

Also, and for the record, I didn't come up with that, I just found it on this Forum. It's pretty amazing, though.

And the Unchained Rogue is what makes the build I just listed have an AC equivalent of 37, and a +20/+20/+15/+15 attack routine once he gets going (the later gives him a DPR a bit north of 100 when he's Sneak Attacking on all four attacks, and goes up over 130 with Haste).

Twist Away + Ring of Ferocious combo doesn't actually work.

Twist Away says in the description "nor can you ignore the staggered condition from Twist Away or remove it early"

And the wording for Ring of Ferocious is, "he may spend a charge to activate the ring and ignore the staggered condition until his next turn."

So, Twist says you cant ignore the staggered condition, and the Ring says that you spend a charge to ignore the staggered condition.

Good idea though. The wording is just too spot on. I'd imagine if it said something like "and delays the staggered condition until his next turn" an argument could be made, since its not removing or ignoring, it would just be postponing the condition.


blackbloodtroll wrote:
Heirloom Weapon only works for a simple or martial weapon.

Wouldn't an elf be allowed to take Heirloom weapon with a "treated as martial" elf weapon?


gen13x wrote:
Deadmanwalking wrote:
aboyd wrote:
Deadmanwalking wrote:
Also, 5 times a day, he can use his Reflex Save instead of his Fortitude Save at no penalty (Twist Away + Ring of Ferocious Action is a very good combination).

0_o

Wow, yeah. That's the cleverness I was thinking of, although it doesn't appear to be something exclusive to the new rogue. Love it anyway, though.

It's exclusive to people with Evasion. And probably only worth it on low-Fort Save Classes. So it's primarily useful to Rogues, Archaeoogist Bards, and maybe high level Swashbucklers (assuming you let them count for prerequisites).

Also, and for the record, I didn't come up with that, I just found it on this Forum. It's pretty amazing, though.

And the Unchained Rogue is what makes the build I just listed have an AC equivalent of 37, and a +20/+20/+15/+15 attack routine once he gets going (the later gives him a DPR a bit north of 100 when he's Sneak Attacking on all four attacks, and goes up over 130 with Haste).

Twist Away + Ring of Ferocious combo doesn't actually work.

Twist Away says in the description "nor can you ignore the staggered condition from Twist Away or remove it early"

And the wording for Ring of Ferocious is, "he may spend a charge to activate the ring and ignore the staggered condition until his next turn."

So, Twist says you cant ignore the staggered condition, and the Ring says that you spend a charge to ignore the staggered condition.

Good idea though. The wording is just too spot on. I'd imagine if it said something like "and delays the staggered condition until his next turn" an argument could be made, since its not removing or ignoring, it would just be postponing the condition.

Yeah it got hit with an errata. It worked before that.

Grand Lodge

aboyd wrote:
Deadmanwalking wrote:
Also, 5 times a day, he can use his Reflex Save instead of his Fortitude Save at no penalty (Twist Away + Ring of Ferocious Action is a very good combination).

0_o

Wow, yeah. That's the cleverness I was thinking of, although it doesn't appear to be something exclusive to the new rogue. Love it anyway, though.

Its also illegal. The wording of "Twist Away" very specifically says that you cannot use anything to either cancel the staggered condition you get from using it, or remove it early. If you are immune to the staggered condition, you may not use Twist Away at all.


Guys, I'm so disappointed in all of you for not posting the Circling Mongoose + Canny Tumble master build and sticking with feint and multiclassing and all that janky stuff

Scarab Sages

Circling Mongoose + Canny Tumble is just as "janky" as improved two-weapon feint and has the same difficulties as feinting has. It's a long feat chain with taxes that are wasted in the build, it has to deal with very high CMDs for tumbling against monsters, and is limited with your speed, and may place you into a flank.

It's a very useful trick to have as a rogue, but it is in no way the one true build.


Whaaaaat

Acrobatics checks are trivial. You are looking at a +40 mod with free take 10s at level 12.

And you are not even doing those either most of the time. Just the first time to get Canny Tumble off, then you enjoy Slowed Reactions/Entanglement of Blades.

Plus it uses a ton of otherwise "dead" feats and is not restricted by minds like feint is.


there are some current threads about rogues as possible BBEG's which may be relevant. Unchained rogues have a bunch of nifty features vs regular core rogues:

- sneak attack works even with concealed targets (though not with total concealment)
- debilitating injury offers a bunch of nifty debutfs (penalty to AC or penalty to attacks or hampered restricting movement and preventing 5' steps)
- the rogue is really clearly a DEX focused class now (with free weapon finesse) and free Dex to Damage with one selected type of weapon (eventually with multiple weapons)
- skill unlocks at 5, 10, 15 and level 20 (for at least 4 with an ability to get two more via a rogue talent) offer some really amazing uses of skills with some relevant in combat and many relevant outside of combat

Sovereign Court

My GF gave her unchained rogue minor and major magic choosing acid splash and vanish. At 10th level she chose Dispelling Strike, and it's come in handy a few times now. Since it gets low level first it will often strip off mage armor and shield on bad guys.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
cheesedoodler wrote:
aboyd wrote:
Deadmanwalking wrote:
Also, 5 times a day, he can use his Reflex Save instead of his Fortitude Save at no penalty (Twist Away + Ring of Ferocious Action is a very good combination).

0_o

Wow, yeah. That's the cleverness I was thinking of, although it doesn't appear to be something exclusive to the new rogue. Love it anyway, though.

Its also illegal. The wording of "Twist Away" very specifically says that you cannot use anything to either cancel the staggered condition you get from using it, or remove it early. If you are immune to the staggered condition, you may not use Twist Away at all.

This is due to an errata. The original post was prior to that.


Deadmanwalking wrote:

TWF Human Rogue (Scout, Knife Master) 10:

Basic TWF Build:

Human Rogue (Scout, Knife Master) 10
CG Medium humanoid
Init +7; Senses Perception +14

DEFENSE
AC 31, touch 19, flat-footed 25 (+7 armor, +6 Dex, +1 natural armor, +1 deflection, +1 luck, +1 insight, +4 shield)
hp 73 (10d8+20)
Fort +6, Ref +16, Will +9
Defensive Abilities evasion,

OFFENSE
Speed 30 ft.
Melee +1 kukri +16 (1d4+8/18-20) and two +1 kukris +14/+14/+9/+9 (1d4+8/18-20)
Ranged dagger +14 (1d4-1/19-20)
Special Attacks sneak attack +5d8 (5d4 with non-knives), debilitating injury (-6 penalty, can inflict two options), scout's charge, skirmisher,

STATISTICS
Str 8, Dex 24*, Con 12, Int 13, Wis 12, Cha 16*
Base Atk +7; CMB +6 (+14 to trip or disarm); CMD 26
Feats Combat Expertise, Double Slice, Improved Two-Weapon Fighting, Iron Will, Twist Away, Two-Weapon Feint, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (kukri),
Traits Reactionary, Indomitable Faith,
Skills Acrobatics +20, Bluff +19, Climb +3, Diplomacy +19, Disable Device +15, Escape Artist +11, Intimidate +19, Knowledge (Dungeoneering) +5, Knowledge (Local) +14, Perception +14, Sense Motive +14, Sleight of Hand +11 (+16 to conceal knives), Stealth +20, Swim +3, Use Magic Device +19,
Languages Common, Elven, Dwarven,
SQ rogue talents (combat trick, weapon training, minor magic - detect magic, major magic - shield, double debilitation), rogue's edge (acrobatics, perception),
Combat Gear potion of cure moderate wounds (1),
Gear +2 mithral kikko, 2 +1 kukris, masterwork thieve’s tools, 4 daggers, cloak of resistance +2, ring of protection +1, amulet of natural armor +1, jingasa of the fortunate soldier, belt of incredible dexterity +4, circlet of persuasion, ring of ferocious action, headband of alluring charisma +2, dusty rose prism ioun stone,

So, he charges into melee, sneak attacks at +18 (via scout and the charge bonus), applies penalties and then either gets flanking or uses Two-Weapon Feint to unload full actions of sneak attack (which are effectively at +20/+15 to hit once the penalties kick in). His Bluff is a tad low, but he can grab Skill Focus next level to help with that.

5 times a day he can use Shield for the +4 AC for 10 minutes. Also, 5 times a day, he can use his Reflex Save instead of his Fortitude Save at no penalty (Twist Away + Ring of Ferocious Action is a very good combination).

Deadmanwalking wrote:
Yeah, that's totally my bad, I simply forgot Rogues didn't get proficiency with kukris.

Since you are using a Dex-focused rogue, if you wanted the kukris, you could instead go vishkanya instead of human. You'd get back a rogue talent (vishkanyas get kukri proficiency free) at the cost of one less starting feat and the human extra skill rank per level.

If your GM allows 3pp options, for the same trade-offs as the vishkanya, you could also instead go kitsune (or sal'awaan) and grab the Den Warden character trait.

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