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I already have vanish 3 times per day with major magic. Between that and hellcat stealth i should be good for both combat and out of combat situation.

I checked a bit for the ki pool but without ninja or the monk dip its quite expensive to get any ability and have enough use out of them.

I will definitely grab scrolls to UMD here and there. Casting is very powerful but i dont want to make it the focus of the character since i always play caster usually.

Ill look up the snake style later once i get home. If its not too expensive to get it might be fun to have.

Ill keep river whip in mind. I have no guarantee of getting a wizard buddy but if i can more power to me.


Cant skip the healers kit since its needed to not get the -4 penalty when treating deadly wounds.

Im pretty sure i can skip the haversack so i can put it on the wishlist.

Cloack of resistance and the robe of needles are nice and cheap. Ill add them to he shopping cart.

Ill check with he DM if a cracked ioun stone works with the Wayfinder. Its within my budget and would give protection from evil.


Multiclassing is fine but only Magus, sorcerer and barbarian have been suggested. 2 are caster which are out since it's not what I'm looking for while barbarian(urban or not) doesn't bring anything rogue to the table.

Your build looks really good in combat but that's the extent of it. It's all number to achieve combat supremacy with nothing left around it. You're giving up trapfinding, 1 sneak attack dice, 2 rogue talent, rogue's edge and 8 skill points and relegate everything utility oriented to UMD.

It's not the kind of character needed since those are short adventure with characters going in and out as player rotate. I don't need to squeeze every last bit of combat efficiency as possible.

I did forgot to add the scout archetype to my revised build. I'll take weapon focus instead of bleeding attack. If I see that i'm not missing often and could get by without the increased accuracy I can always retrain it.

Equipment so far:
elven curved blade +1, darkleaf studded leather +1, MW thieve's tool, healer's kit, wand of CLW.

That leaves me with about 5245gp. The robe of needles was suggested which is 1000gp. I saw the wayfinder + clear spindle combo somewhere but it is quite expensive on my budget at 4500gp. Would a cracked stone do the same and cut the price down to 1500gp? Also the ever trusty handy haversack is nice but I have so few things right now is it worth it to buy right away?


That would give me more accuracy only which isn't bad considering I only have the one attack per round until haste gets into play.


Indeed i'll be keeping to pure unchained rogue for now. here's the revised build I have for now

CN Half-elf Unchained Rogue 6

25-pts buy
STR 10
DEX 20 (17 base + lvl.4 + 2 racial)
CON 14
INT 10
WIS 14
CHA 12

FCB +1/6 rogue talent, Ancestral Arms (Elven Curved Blade) alternative racial
Trait: Caretaker, Resilient

Feats/abilities:
1. Skill Focus (stealth), Improved Initiative Hellcat Stealth, Iron Will
2. Rogue Talent (Fast Stealth)
3. Twist Away
4. Rogue Talent (Bleeding Attack??)
5. Rogue's Edge (Heal), Extra Rogue Talent (Trap Spotter)
6. Rogue Talent (Minor Magic - Mage Hand), Rogue Talent (Major Magic - Vanish)

It's mostly the same but improved initiative serve as filler for retraining to hellcat stealth which the DM approved. half-drow is right out as it would create more problem in the day to day life in his world. Adjusted the stats a bit too since I no longer need that much INT.

I'm still on the fence about bleeding attack. It feels alright and fitting considering it's a flat 3 bleed renewed every sneak attack until they either heal, die or negate my ability to sneak them but I wonder if there's anything else either giving similar damage output or just a whole new trick to add to my list of things I can do.


Both the darkleaf Leather and quilted cloth seems to fit the character more than UMD mage armor while also benefiting from getting shadow enchant on it.

I haven't checked for advanced talent and feat to acquire later down the line. I`ll wait and see where the game takes me and if there's some regular player at the table. All your suggestion are noted thought.

I must be missing something on River Whip though. apart from being a touch attack and some small irrelevant bonus vs fire elemental, what makes it amazing for a rogue?


Thanks for the advice. I'll be sure to ask him about it. This does seem like a better alternative to improved feint while also giving me more option for when we're out of combat.

Any advice for the equipment? Weapon +1 is 8k our of the 16k I start with. Is the mithral chain shirt really the best there is for lightly armored character? Is there a new alternative I haven't seen since I last played about 2 years ago or just something better suited for this rogue?


I didn't know about the elixir of hiding. I`ll add that to my shopping list as well as the shadow enchant. That would put me at +17 stealth (6 rank, 3 class skill, 3 skill focus, 5 dex) before any enchant or hellcat reduction. sounds like could be easily worth it with proper investment.

Not so sure what I would give up for those 2 feats. I could drop Combat expertise and imp. Feint I guess and rely more on the team for flank/summoned buddy sneak attack.


@Quandary: Thanks for pointing out the Scout archetype. I totally skipped it before. I believe we can even buy some of our class feature later down the road so I might even get to use the skirmisher ability eventually. Lunge though require BAB +6 which I can't get unless I don't play rogue or invest heavily into getting the +BAB feats made for E6. Offensive defence looks sexy for later too.

@Matt2VK: Would hellcat stealth be worth the investment without going Magus? it is a -10 penalty to use but maybe some magic items can help offset the penalty. E6 greatly limit the amount of skill points I can get on any particular skill.

@Sir Tugsalot: Good catch on the Combat expertise INT requirement. I can just switch 1 points from STR to INT with no additional cost. I'll check with the DM about Blended View and the Wakizashi. I'm not sure how Drow are viewed/accepted in the world and piranha strike looks delicious. Two-Weapon fighting is out though. It just feel bland to me at this point. I don't remember seeing a rogue without it in all the games i`ve played.

Thanks for all the suggestion so far. Anyone have any idea which magic items to purchase? I do have the standard 16k GP wealth for a 6th level character which i`m pretty sure the weapon will eat about half just so it's considered magic.


Didn't want to use any casting class this time around since that's what I usually play. sure it's a bit less optimal but DM is expecting new player from time to time on this type of collection of short adventure. I just want to make sure I can contribute to the party in some way whatever the party is made off. So UMD will have to do for the odd spellcasting side of thing here and there when needed.


Thanks for the feedback

Getting Butterly Sting instead of the bleed talent seems like a good idea but the bleed does bypass any DR too. Would giving up the consistent 3 damage per round(and the potential for having the enemy waste an action healing himself) for sharing a crit worth it?

I like the Heal choice for Rogue's edge. It's not only HP but also up to 4 ability damage at the same time. I'm not sure how much of an impact intimidate/acrobatics would have in combat given that the DC is increased to get the effect and I won't be able to pump as much point into the skill as a regular game since we start and stay at level 6. Diplomacy/gather information time was never an issue and neither was perception with proper preparation.

Is there any items/abilities that could really boost intimidate or acrobatics to make those a good choice for rogue's edge?


Hello all

I'm about to join a pathfinder E6 game and was looking for some advice on rounding up an Unchained Rogue. Here is what I have so far.

CN Half-elf Unchained Rogue 6

25-pts buy
STR 11
DEX 18 (15 base + lvl.4 + 2 racial)
CON 14
INT 12
WIS 14
CHA 14

FCB +1/6 rogue talent, Ancestral Arms (Elven Curved Blade) alternative racial
Trait: Fast-talker, Resilient

Feats/abilities:
1. Combat Expertise, Improved Feint, Iron Will
2. Rogue Talent (Fast Stealth)
3. Twist Away
4. Rogue Talent (Bleeding Attack)
5. Rogue's Edge (Heal), Extra Rogue Talent (Trap Spotter)
6. Rogue Talent (Minor Magic - Mage Hand), Rogue Talent (Major Magic - Vanish)

Yes, I know I have 3 feats at level 1 despite being half-elf. DM is giving everyone 2 extra feat at level 1 for reason unknown and i'm rolling with it but we are starting at level 6 and as per the E6 rules we won't be going higher though we will be able to purchase new ability eventually.

I have no info on the rest of the party since each session are short adventure so player will probably come and go depending on their schedule. I have no guarantee of having a balanced group on any session so I build the character more rounded. Since I won't be getting much iterative attack I went with the curved blade with improved feint/vanish if flanking is unavailable. trap spotter because I know the DM personnaly and he likes his traps. rogue's edge heal is for passive healing when needed. Resilient, twist away and iron will is to help with survivability.

Looks like a solid build to me but I haven't played in a while and i'm more of the caster type usually and most of my search on the unchained rogue found advice/builds going well into lvl 8-10+ which I won't really reach so any advice on attaining that lvl 6 power spike and equipment tips is appreciated.