The Rake

Nikolai Nine-Knives's page

4 posts. Alias of Scripps.


RSS


In keeping with Cheapy's request for comparisons though, I have to admit that my Ratfolk natural attacking vivisectionist eats the Dirty Trick build for lunch in pure DPR.


I won't bother posting the whole build because plenty of folks have done the knifemaster/scout route before -- including in this thread, but I think mine is fun to play without being gimped:

Lv.1 (R1): TWF/Weapon Finesse
Lv.2 (R2): Weapon Focus: Dagger
Lv.3 (R3): Shadow Strike
Lv.4 (R4): Offensive Defense
Lv.5 (F1): Combat Expertise/Gang Up
Lv.6 (F2): Agile Maneuvers
Lv.7 (R5): Improved Dirty Trick
Lv.8 (R6): Pressure Points/Underhanded
Lv.9 (R7): Greater Dirty Trick

The fighter dip is pretty obvious for keeping that BAB up, getting feats and helping with maneuvers. Weapon Finesse can be dropped too, for a brute build -- which actually helps circumvent the DR problem with daggers.

I thought of doing a Close Quarters Thrower/False Opening thing too, maybe someday.

Anyway, not terribly different than other builds, but the dirty tricks keep it fresh as long you're creative.

This is, of course, somewhat dependent on your GM to really be fun, but for a true dirty fighting scoundrel it can be super entertaining.


This profile has a build detailed that I plan on using in an ongoing game using these:

Rogue Archetypes: Knife Master/Scout
Alchemist Archetypes: Beastmorph/Vivisectionist

You basically take rogue to 4 for the charge, and then beastmorph/vivisectionist the rest of the way. At 14 (a level earlier than the example 15+, triple-attacking rogue) you can charge and pounce, make your attacks, 3 if TWF, or even 4 with Improved TWF (granted some of thsee will likely miss), all potentially sneak attacks. And with Crippling Strike no less!

Personally, at this point I may even dip into Shadowdancer to get my Uncanny Dodge back. Or you can go back to rogue to get another advanced talent.


This is a build I've been working on for a homebrewed campaign, low on civilized downtime and magic.

I've only planned it out to 16 and haven't bothered lining up magic items since this DM prefers to place specific things, rather than have us craft/buy whatever we want. That being said, I have some gear in mind, mainly a variety of daggers, the standard "Big Six" and Raven Bracers.

Anyway, take a look and let me know what you think, fairly new to Pathfinder and the advice is much appreciated!

P.S. Stats are rolled. 4d6, drop lowest.