Need Advice on an Unchained Rogue


Advice


So I had this funny idea to have a goblin rogue. I think it's a great idea, but the campaign I might want the character for has a 4d6 roll for stats.

The idea I'm having is a goblin rogue that enjoys fighting at a distance. He'll stealth, find a nice spot, shoot and move, shoot and move. He'll keep moving to avoid being caught unless he knows he can kill someone with a full-round action, but this is the skulls & shackles campaign, so the idea might be a little lack luster for the situation.

I'm thinking of picking up the proper feats for any ranged fighter, Point-Blank Shot and Precise Shot. And Also grabbing expert leaper, fast stealth, nimbler climber, and ledge walker. Max out skills, such as stealth, acrobatics, climb, swim, escape artist, and whatever else I need. I'll definitely be saving up for Sniper Goggles, because sneak attacks without a range limit would be positively amazing.

My request for advice would be, does this idea seem feasible? Would I do better just to have a goblin that enjoys dropping down on people and running away after crippling them vicious strikes?

Sovereign Court

would only recommend one thing , if you want to climb around...might as well go monkey goblin.


Eltacolibre wrote:
would only recommend one thing , if you want to climb around...might as well go monkey goblin.

Well that would sorta fit the campaign theme.


As a solo PC this is an excellent concept. As a party player not so much; while you're sneaking around doing one attack per round or less you won't be seen as contributing much.


Then would the Spring Attack method work better? Kind of a Stab n' Grab technique, or something similar to how Kratos rode the Cyclops into hitting other enemies. Though I don't know if there are any rules for that kind of combat.

Edit: Now I'm thinking of a Goblin Druid with an Ape Companion. It rides the Ape and shoots arrows as the ape pounds into enemies.


For the record, a goblin is so good for a rogue class that it is almost broken. And for any build that doesn't require STR it should work. They are even more awesome for the Unchained Rogue because of the free DEX-to-damage.

So even if your build concept is suboptimal you should still do pretty good.


Eltacolibre wrote:
would only recommend one thing , if you want to climb around...might as well go monkey goblin.

Anything's better as a monkey goblin! Heck take three levels of unchained rogue, and you can switch to any melee weapon class with ease.


You need to do the Torch build.

Use the Makeshift Scrapper + Underground Chemist + Scout archetypes. You are basically a scavenger.

Get Fire Hand and Burn! Burn! Burn! for feats. That's a bonus to hit with torches and an extra 1d4 damage with them. Makeshift Scrapper gives you Throw Anything for free, so you can lob your torches whenever you want too.

Since you are using them as improvised weapons, remember to get Surprise Weapon as a trait for a large attack bonus.

If your GM is extra nice, get the Bomber rogue talent and use your Chemist powers combined with your Goblin feats to throw powered up fire bombs. Pick up Bombers Talent to improve them.


I'll ask my GM, though the archetypes together, seem to compromise a lot of what the rogue does. I lose out on Trapfinding, Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, and Evasion.


Pathfinder Adventure Path Subscriber

Actually, the Scout Archetype lets you fire at a flat-footed foe every round, provided you move 10 feet a turn. Doesn't kick in until 8th level. You lose Uncanny Dodge/Improved Uncanny Dodge. But that's all you lose.

It's workable because it's not a complex mechanic nor does it have unusual requirements. You just have to be willing to wait until 8th level.


Yeah, I was actually thinking about that. "Why not just go for the Scout Archetype by itself."

I've already had an idea to boost the effective tactics. Drill quarter-sized holes in a short sword, knot a strip of cotton sheet at one end, thread it through the holes, knot the other end, soak it with oil and boom extra fire damage before I can get an actual magical weapon that deals fire damage.

Edit: Here's an idea! (- = Feat)

1- Dodge
2 Fast Stealth
3- Mobility
4 Expert Leaper
5- Skill Focus: Acrobatics
6 Ledge Walker
7- Spring Attack
8 Nimble Climber
9- Shot on the Run

Basically work on moving around the battlefield getting as many attacks off with that SA damage, as I can, without getting hit. Basically swoop in and disable enemies as I sneak attack them. I'll always pick on the guys who my allies are focusing on.


Pathfinder Adventure Path Subscriber
BlingerBunny wrote:

Yeah, I was actually thinking about that. "Why not just go for the Scout Archetype by itself."

...
Edit: Here's an idea! (- = Feat)

1- Dodge
2 Fast Stealth
3- Mobility
4 Expert Leaper
5- Skill Focus: Acrobatics
6 Ledge Walker
7- Spring Attack
8 Nimble Climber
9- Shot on the Run

Basically work on moving around the battlefield getting as many attacks off with that SA damage, as I can, without getting hit. Basically swoop in and disable enemies as I sneak attack them. I'll always pick on the guys who my allies are focusing on.

Somewhere in there...preferably front end you'll want Point-Blank Shot and Precise Shot. If you plan to melee before picking up a bow, then retrain your feats into them when you go ranged.


I can't believe I missed that.

How about this?

1-Point-Blank Shot
3-Precise Shot
5-Dodge
7-Mobility
9-Shot on the Run
11-Spring Attack

I can't retrain Point-Blank Shot, Dodge, or Mobility because they are prereqs for other feats. Retraining prohibits that.

You may change one feat to another through retraining. Retraining a feat takes 5 days with a character who has the feat you want. The old feat can't be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability. If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature.

If I follow this build I won't feel useful in combat until at least 8th level and won't see frequent melee until 11th.

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