Traits for a Two-Weapon Fighting Tengu Rogue


Advice

RPG Superstar 2012 Top 32

I'm going to be playing a Two-Weapon Fighting Rogue (Swordmaster archetype) in a PbP. I plan on wielding twin wakazashi and eventually going for Butterfly Sting. 20 point buy.

1. Two-Weapon Fighting
2. Rogue Talent: Weapon Finesse
3. Combat Expertise
4. Rogue Talent: Butterfly Sting
5. Improved Initiative???
6. Rogue Talent: Weapon Focus wakazashi

Anyways, any idea what traits I should take?
I'm leaning towards Reactionary and/or the one that helps you confirm criticals.


Reactionary and Adopted: Carefully Hidden

Grand Lodge

Is this for an AP?

Sczarni

Having played a Tengu Rogue to 12th, I'd suggest something that raises your Fortitude save. Either the Trait that gives you a flat +1, or something that gives you +2 vs Poison. Fortitude saves are rough for a race with a negative Constitution modifier.

Shadow Lodge

Reactionary is a great trait to take if you don't have another trait to take. Also, as Nefreet mentioned, there is the +1 fort save trait which is nice. Threatening Defender is a trait that reduces the penalty for combat expertising by one, which is nice for a 3/4 BAB character.


You can go reactionary and Adopted: Forlorn

As aswordmaster you will probably have 15-17 wis but only 12-14 con so raising you fortitude save could be more improtant than raising you will save.


Armor expert. This trait reduces Armor check penalty by 1.

The fun part of this is that ACP is the penalty for nonproficient use of an armor, and it is applied to attack rolls. But if you reduced ACP down to 0, then no penalties. This means that you could wear a mithral breast plate with no problems.


lemeres wrote:

Armor expert. This trait reduces Armor check penalty by 1.

The fun part of this is that ACP is the penalty for nonproficient use of an armor, and it is applied to attack rolls. But if you reduced ACP down to 0, then no penalties. This means that you could wear a mithral breast plate with no problems.

Mithral Breastplates are 0 Armor Check Penalty at the get go brother. All Mithral equipment is Masterwork, which stacks with the Mithral ACP reductions.


Are you sure? I thought it would be something like how the price of masterwork where it is included in the numbers given, with the -3 to armor check penalty being in part due to being masterwork. The fact that there CANNOT unmasterwork mithral items seemed to support that.

But if that is true, then it would be feasible to wear mithral fieldplate or hellknight plate with that trick.


lemeres wrote:

Are you sure? I thought it would be something like how the price of masterwork where it is included in the numbers given, with the -3 to armor check penalty being in part due to being masterwork. The fact that there CANNOT unmasterwork mithral items seemed to support that.

But if that is true, then it would be feasible to wear mithral fieldplate or hellknight plate with that trick.

Mithral:
Mithral is a rare, silvery metal that is lighter than steel but just as hard. When worked like steel, it can be used to create amazing armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty on all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon's size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Weapons and armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.

The second bolded sentence is saying they're Masterwork as well as Mithral items, makin Masterwork an additional property on top a Mithral. He'd be takin the ACP for non proficiency . . . but that ACP is zero.


To the OP; I'd hella consider adding the Scout Archetype to your build.

Scout, Advanced Players Guide:

Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.

Rogue Talents: The following rogue talents complement the scout archetype: assault leader, camouflage, cunning trigger, survivalist, and trap spotter*.

Advanced Talents: The following advanced rogue talents complement the scout archetype: hunter's surprise, skill mastery*, and stealthy sniper.

Scouts Charge, when combined with Tigers Trance, makes for a hella nasty charger. Getttin off that full attack, with two weapons and sneak attackin with each one . . . devastatin. Additionally, think bout takin Weapon Finesse at first level, then usin Rogue Talent; Combat Trick to get Two Weapon Fighting. Unless that screws up Butterfly sting . . . Also . . . what's butterfly sting/What books can I find it in?


You should definately take the scout archetype in combination with Swordmaster. Any particular reason you want Butterfly sting? You can do much better.


Threatening Defender Trait
http://www.d20pfsrd.com/traits/combat-traits/threatening-defender

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I just want to combo with the axe-wielding switch-hitting ranger.

No AP. Forgotten Realms w/ Golarion deities. Theme: Redemption.

I like the Scout & Swordmaster combo! Beak + 2 swords = 3 sneak attacks!

Shadow Lodge

Dirty Fighter trait is a +1 on damage roles when flanking an opponent, and it does multiply on a crit. Could be nice for any rogue. Also, yeah, scout is an archetype that, IMO, every rogue should try to get.


Threatening Defender is a must if you are going to use Combat Expertise, but I don't see why you should. Another interesting trait is Adopted -> Propitiation (+2 Bluff) if you are interested for the feat two weapon feint. This, in combination with Scout's sneak attack on charge and swordmaster's tiger transe will give you lots of sneak attack and solid DPR. You could go like this:

Tengu Swordmaster/Scout

Stats: Str (10), Dex (15+2), Con (14-2), Int 13, Wis 14+2, Cha 10

Traits: Reactionary +2 initiative
Adopted -> Propitiation (Any Dwarven deity) +2 bluff

1. Feat: Two weapon fighting

2. Rogue talent: Finesse rogue

3. Feat: Weapon focus (wakazashi)

4. Rogue Talent: Combat trick: Combat expertise

4. Scout: Charge and SA

5. Feat: Two weapon feint

6. Rogue talent: Resiliency

7. Feat: Improved two weapon fighting

8. Rogue talent: Offensive defense

8. Scout: Move more than 10ft and SA

9. Feat: Improved two weapon feint

10. Advanced talent: Crippling Strike

11. Feat: Extra advanced talent: Opportunist

12. Advanced talent: Hunter’s Surprise

Take Tengu favored class bonus every time.


SmiloDan wrote:

I just want to combo with the axe-wielding switch-hitting ranger.

No AP. Forgotten Realms w/ Golarion deities. Theme: Redemption.

I like the Scout & Swordmaster combo! Beak + 2 swords = 3 sneak attacks!

Even then you have better things to take than butterfly's sting. Anyway you can take this feat at 5 lvl with the above setup and delay the other feats by two lvls, ditching Hunter's Surprise.

Grand Lodge

Butterfly's sting is nice when you specifically team with a melee using a heavy x3 or x4 weapon. I'm not so sure it's as good when you only have a switch hitter on your team.

I agree wtih all the stuff about con though. you're a melee character who gets a negative con hit. That's gonna hurt a lot, and you should work to mitigate with fort save boosts and hp boosts. Definitely put FC bonus into HP.


Tengu have a very nice favored class bonus for rogues using weapons. It is a shame to waste it for some added life. There is alsos with butterfly's sting. Resiliency and offensive defence will increase his survivability a great deal. Axes have good crit modifiers so butterfly's sting can be decent.


Honestly, I'd skip out on Weapon Finesse, Combat Expertise and Improved Feint. Instead, breakdown your points like this; Subtract 2 from your Charisma to add to your Constitution. Spend 10 on strength, 5 on dexterity and 5 on wisdom. After racials, you'll get 16 Str, 10 Con, 16 Dex, 16 Wis, 10 Int and 8 Cha. Your skills will make up for your charisma. Grab the Offensive Defense Talent from Advanced Players guide as your 2nd level Rogue Talent, as a two weapon fighter gets particular use outta it, an' it'll offset your chargin penalties. Pick up Double Slice at lvl 3 to get full str to damage on both your attacks. If you use the Tengu Exotic Weapon Training trait, you can pick up shuriken, which you can two-weapon fight with from concealment, lettin ya sneak attack. As thrown weapons, they'd even be able to use Double Slice.

Skirmisher, at lvl 8, allows you to deal sneak attack damage every time you move 10 feet. Every time you sneak attack, you activate Offensive Defense. Movement becomes your defense. Usin the right combo of Combat trick an normal Feats, you can get Spring Attack at 7th lvl, which adds versatility to this combo.

You'll now have the only table to ever think rogues are over powered.

Sczarni

Errant Inlad wrote:
The second bolded sentence is saying they're Masterwork as well as Mithral items, makin Masterwork an additional property on top a Mithral.

It doesn't work that way. A Mithral Breastplate still has an ACP of -1. Mithral is already masterwork. You don't get to apply the benefits of masterwork to Mithral again.

We can look towards Mithral Full Plate of Speed for evidence:

PRD wrote:

MITHRAL FULL PLATE OF SPEED

Aura faint transmutation; CL 5th
Slot armor; Price 26,500 gp; Weight 25 lbs.

As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.

The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor, except that you must be proficient in heavy armor to avoid taking nonproficiency penalties.

Regular Full Plate has an ACP of -6. Mithral Full Plate has an ACP of -3. If it worked the way you describe, the ACP would be -2.

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Offensive Defense is amazing! :-)


Nefreet wrote:
Errant Inlad wrote:
The second bolded sentence is saying they're Masterwork as well as Mithral items, makin Masterwork an additional property on top a Mithral.

It doesn't work that way. A Mithral Breastplate still has an ACP of -1. Mithral is already masterwork. You don't get to apply the benefits of masterwork to Mithral again.

We can look towards Mithral Full Plate of Speed for evidence:

PRD wrote:

MITHRAL FULL PLATE OF SPEED

Aura faint transmutation; CL 5th
Slot armor; Price 26,500 gp; Weight 25 lbs.

As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.

The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor, except that you must be proficient in heavy armor to avoid taking nonproficiency penalties.

Regular Full Plate has an ACP of -6. Mithral Full Plate has an ACP of -3. If it worked the way you describe, the ACP would be -2.

. . . Well son of a kobold. Yeah, that's hella compellin evidence brother. In that case, a Mithral Kikko becomes the best Medium armor available. Slightly less effective, slightly uglier armor . . . ugh.


....Unless you take armor expert, and then you can take any medium mithral armor with impunity.

Sczarni

I can't look for it now, but I also believe the Comfort armor enchantment lowers the ACP by 1.


lemeres wrote:
....Unless you take armor expert, and then you can take any medium mithral armor with impunity.

The traits hella more useful than I'd given it credit for, particularly for lightly armored characters. Armor Expert an a Masterwork Chain Shirt has a zero armor check penalty.

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I went with Exile (+2 init) and Threatening Defender (reduce CE atk pen by 1). Two Weapon Fighting, and 12, 17, 12, 13, 16, 8. Taking the tengu favored class bonus (+1/2 to confirm crits) since I plan on wielding 2 keen wakizashi at some point. The tank is wielding a greataxe, so that Butterfly Sting feat at 4th level will be useful. Plan on taking Tengu Wings at 5th. After 8th level, I can use my favored class for hitpoints. Or I might multiclass into inquisitor, for some Fort and Will boosting, Wisdom to init, and some spells.


Errant Inlad wrote:
lemeres wrote:
....Unless you take armor expert, and then you can take any medium mithral armor with impunity.
The traits hella more useful than I'd given it credit for, particularly for lightly armored characters. Armor Expert an a Masterwork Chain Shirt has a zero armor check penalty.

It is especially useful for MoMS monks, since they have only minimal reasons to go unarmored without flurry of blows. It is also nice if you want to be a wizard or sorcerer with arcane armor training.

Unrelated to the trait, but both could grab mithral shields without messing with their typical styles too much.


Just get claws. You three weapon fight with no feats.

RPG Superstar 2012 Top 32

BigNorseWolf wrote:
Just get claws. You three weapon fight with no feats.

I want high crit chances so I can eventually use Butterfly Sting to help the tank with the greataxe crit. :-)

I know it may not be optimal, but I think it would be fun.

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