| Ratguard |
After spending far too long playing Darkest Dungeon I decided to bring one of the characters to the Pathfinder Universe http://www.myth-weavers.com/sheet.html#id=316453
This character is based off of the Grave Robber from Darkest Dungeon, being resourceful and helpful in a diverse mix of situations. She wields a Pick, preferably heavy. And has a brace of daggers for use in various situations, she will also have access too poison darts, as well as buffing potions to make her more effective either in the back or the front. Most variations of this design require a fair amount of feats for combat, so you may find yourself dipping into fighter to satiate your needs. Most Grave Robber Variations will not put many levels into fighter, so a good choice if you can use it would be Mutation Fighter to emulate Toxin Trickery. Allowing you the ability to boost the stat that seems most valuable at the moment, you will also be avoiding heavy armor to get the most out of your Rogue/equivalent class levels.
Variation 1. Back line Knife Thrower. The Grave Robber depends upon several tricks to be useful in many situation. Chief among these are her daggers. This build takes advantage of her natural propensity for ranged attacks, whilst mixing it with a decent amount of combat versatility. For a 20 PB. Pathfinder Society Standard. You should have as a human a 14 Str 17 Dex 12 Con. 12 Int 12 Wis. and 10CHA. With a 15 point buy you have less points to throw around. a good 15 point buy would be 14 Str 16 Dex 12 Con 10 Int 13 Wis 10 Cha
It is usually best for first level to pick Mutation fighter. This allows you access to Point Blank Shot and Quick Draw early on, if you are human go ahead and pick up Rapid Shot or Shattering Weapon. Point blank will help you with dagger damage, and Rapid Shot will allow you to double your damage power, the penalty to this is your to hit chance, only throw 2 dagger early on if you are relatively sure you can hit with them. Quick Draw will allow you too rapid shot with your dagger. Shattering weapon can help bleed enemies dry with stacking damage.
A good mutagen to prepare would be either STR or DEX. Dex if the enemy seems well armored and are foiling your attacks, and strength if you are hitting them, but could use some extra oomph to make them go down a round earlier.
Currently you are doing pretty well on the raw damage, You should have, without mutagens, A +4 to hit for 1d4+3 damage, which is not shabby at all. This gives you a good ability to deal decent damage against a variety of foes, Using mutagens you can get a +6 to hit. or a +5 to damage. Not shabby for such small blades.
For your second level you can pick from Slayer and Rogue, and their included archetypes. Going along with the slayer, Cutthroat is a good archetype for it's free action study target when you ambush enemies, which if you are a good Grave Robber, you should be doing. Allowing you to boost your damage even more. Stab and Grab can allow you to snatch important magical items in the midst of combat, potions, amulets of fireball. Etc... Though it is a circumstantial bonus at best. Especially considering you will not be getting that many crits, unless you are using your daggers in melee, (Hint you should not be unless you are a knife master) Grave warden is a good choice, since you will already have quick draw for reasons. However it's bonuses are circumstantial Unless you are in a undead campaign, and fits a little less into the Grave Robber theme. Going back to default slayer. Slowing strike is good, though scaling off of intelligence is less than ideal since this is not a skill monkey variant. Ranger fighting style however is good allowing you to get Far shot and Precise shot.
If you decide to go rogue for this variant a good choice would be Knife master. This will allow you even greater damage with your knives, though you will take a hit to melee effectiveness. And later on will replace trap sense, while it is a circumstantial bonus it does fit the flavor of the grave robber. Though being better with knives does as well. Poisoner allows you to go down the path of the Poison darts skill, however to be truly effective with poison you need to spend a fair penny, and make sure you hit. However poison is a boon against mages and the like with low fort saves, or simply throwing out a large amount of cheap poisons and hoping that some of it sticks.
Scout is a good archetype, however it does not help you until much much later on, it is better suited for the build of Variant 2 The Switcher. And you will be losing uncanny dodge. And finally, though the bandit archetype takes a while to get going. You can combine it with knife master so at level 4 rogue you can take a move standard and swift. Combining this with underhanded and quick draw can lead to a very large amount of damage being dealt in surprise rounds. Good rogue talents include Snap Shot for being able to throw your dagger at a large choice of target. Surprise attack, to take advantage of the Underhanded Quick Draw Bandit Archetype, though it does not synergies well with Snap Shot by my understanding of the rules. Bleeding attack is great for getting damage out early that keeps adding up.
As for 3rd level feats. Splintering weapon can be nice since you will be throwing out so many dagger. And that bleed damage should stack, allowing a fair amount of damage over time, combined with bleeding attack and underhanded with the bandit archetype with rapid shot you can deal a lot of damage. If you like critical hits Disposable weapon can help you turn out good damage. The penalty for these 2 feats is you need non magical fragile primitive material using weapons, making them a weapon for the earlier levels. If you went for splintering weapon instead of rapid shot, now would be the time to grab rapid shot. Precise shot can help if your teammates have the curious problem of standing in front of the person whose only want in the world is to throw things. Deadly aim can help now that your to hit is a little higher, though keep in mind, use it against low AC targets.
This is variant 1 As you continue leveling up this character it may be time to start grabbing a few feats here and there for your pick, or you could focus solely on the fun of hurling daggers into foes from the back lines.
Variant 2 Pick and Blade. This variant combines Both knife throwing and and the immeasurable enjoyment of the pick. There are multiple ways to go for this Variant, you can alternatively go for Primarily Fighter levels, or you can go down pretty much the same path as the Back Line Knife Thrower. For the sake of this example we will be taking our first level in Mutation Fighter. For a 20 Point Buy you should look like this. 16 Str 16 Dex 14 Con 10 Int 10 Wis 10 Cha. Alternatively if you wish to capture the Grave Robber more accurately you can do 15 STR 16 Dex 14 Con 11 Int 10 Wis 10 Cha
Good Mutagens for Pick and blade run the Gamut from Str Dex and Con. Depending upon the situation. A good solid choice at all times is Str, though in cases where a meatier character is not around you should go for Con or Dex. And when the front Line is full Dex is a good choice to help you hit foes, especially if you do not have precise shot.
Lets get cracking at the feats now. Power attack is a good choice, it allows you to effectively deal large amounts of damage with your two handed pick, with mutagens up you can be hitting for +6 to hit for 1d6+7 points of damage, if you dump power attack on top of that you have +5 to hit for 1d6+10. Don't roll a 1 brave warrior. Combat Reflexes can help you swing your pick more times in a turn, helping protect the people in the back, combined with stand still you are making a road block, but be prepared to take a beating. Dodge and mobility can help you keep enemies occupied making AOOs at you whilst your friends can run blithely past, or you could be smart and use it to maneuver to flanking positions. Improved initiative can help insure that you are the first into the fray, and the first out if things take a turn for the worse. Point blank shot can help you with the dagger situation, you may notice that you are dealing less damage with them now, let's fix that problem right up. Quick draw is helpful if you think you will have to switch between throwing dagger at enemies just out of reach, and swinging a pick at the ones in reach, dagger in one hand, Pick in the other. Speaking of Pick and Blade, Two weapon fighting can allow you to wield a knife in one hand, and a pick in the other. However the one lost benefit is the you will be dealing a little less damage with the pick, and a slightly lower chance to hit. The dagger can help offset this slightly though as can double slice. Alternatively you can depart a little from flavor and carry a light pick in your other hand. I know some people love massive crits. Which brings us to disposable weaponry, This is a great feat for weapons like picks, you have a small chance to crits, but when you do everyone around takes note. Once again though you have the problem of the weapons having to be fragile, it is certainly a boon early in the levels though. Splintering weapon is less ideal for this build, though it still has a place with your throwing dagger. Allowing you to bleed an enemy for a while before moving in. Cleave is useful, the more attacks you get the more crits you can do. Weapon focus can help offset power attack and Two weapon fighting penalties.
Overall just make sure you are competent with ranged weapons and good with melee.
Now at this point you are probably asking, why would I depart from the glory that is the fighter, and avoid this massive well of feats, most of them just from the core, just to get some sneak attack dice! you are right, the benefits of keeping fighter are strong, you are just going to get better and better at killing things, but let us not forget something, you are not a warrior, you are a grave robber! Plus you can get some nice things from being a rogue (Wait, where are all those pitchforks coming from, it was a joke a jo.... Aiiiiieeeeeeehhhh) The basic rogue does not have much to give you, sure it has uncanny dodge evasion and the like, but you can benefit from other abilities let us jump right to rogue talents.
Assault Leader! Once a day when you miss with a melee attack you can designate an ally that is flanking the enemy to have a free swing, nice when you have a beautiful hulking I smash barbarian, Beautiful when you have another Pick and Blade, or just plain Pick and Pick rogue along for the ride. Positioning attack can help you get into a good flanking position, or just get the hell out of dodge if you are caught in a flank. Offensive defense can help a decent amount, the problem is you will not always be flanking. And better to kill an enemy quickly than survive an extra attack, still pretty nice.
Skill point wise you will be looking for things that fit thematically. Things that would assist a Grave Robber in their "task" The most important skills would be. Perception for locating traps. Disable Device for circumventing them. Knowledge Local can assist one in discretely learning the location of a tomb, and stealth can help evade any unruly guardians left behind, and lastly Appraise to find out how much that doo-dad will sell for. Secondary skills include Acrobatics, Climb, Escape Artist, Knowledge Dungeoneering and Engineering, Sleight of Hand, and heal.
Good equipment for both variants is usually constant, though there is some variation, for the first variant your first priority is to acquire several daggers, especially if you use splintering weapon. Then you need a moderately protective armor, something like studded leather or chain shirt. A couple of masterwork daggers is something to aim for later on. A belt of Dex is a good purchase to assist you in hitting your mark and avoiding attacks, and later on enchanted daggers are a must,
For the second variant your first priority is a good heavy pick, MWK will do for now, then you want a chain shirt, for protection, then some daggers, a Belt of Strength or Constitution can be a great help, later on you want to get a magic pick, keen is a decent choice, and if you notice yourself fighting alot of the same foe it may be worth it to invest in some sort of bane weapon.
For both variants you wish to be a prepared and alive adventurer, so don't be afraid to splurge on magic and alchemy. 2 2nd level potions of vanish are a good purchase, rich parents can give you extra money to throw around if you want these at the start. After that you want the whole gamut of alchemical remedies from Ultimate equipment, I have a list in the character sheet, some things may be a little outside of your price range, and that is find, just make sure anything major is dealt with, Anti plague, antitoxin, Cure light wounds, smelling salts, soothe syrup, wismouth salix, the whole list of alchemical remedies and what has a fair chance of coming in useful, obviously you may have to put your collection together across a few sessions, but a prepared adventurer is a live one. Healing kit, thieves tools, rations, and torches finish up the list
These are the two variants that I have made, by all means this is not a optimization build (I am using rogue levels for god's sake) But it is an interesting build based on a rather interesting game, I look forward to using it in the future for more than just theory craft.