Hezzilreen the Cunning

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The Magus Variant Multiclass option can be really good for Rogues. You can get Prescient Attack to be able to treat foes as flat-footed for the entire round.


Alternatively, for a more magical, dextrous Rogue

Garrethyn Bladestorm:

Level 9 Tiefling Knife Master Rogue, VMC'ed with Magus

1- TWF, River Rat trait
2- Minor Majic(Detect Magic)
3- Arcane Pool, Finess Training (Daggers)
4- Major Magic(Chill Touch)
5- Deific Obedience (Pharasma)
6- Bleeding Attack
7- Magus Arcana(Prescient Offense)
8- Combat Trick (ITWF)
9- Flensing Strike

No need for strength, just dex and int. Can take Flamboyant Arcana and Arcane Deed for access to Swashbuckler deeds. Alternatively take the Familiar arcana and Improved Familiar to get a Faerie Dragon, and therefore easy wand use for buffs, like Reduce Person.Focus on using Debilitating Injury (Bewildered) to make sure your subsequent Sneak Attacks hit. Chill Touch is useful later on when you gain Spellstrike from the Magus VMC due to your many attacks and it's multiple touches per use. First Advanced Talent would be Double Debilitation to decrease your enemy's chance to hit at the same time as AC, to give yourself some more survivability.


Just as another option, would it be worth Variant Multiclassing into Magus to pick up a Faerie Dragon familiar, as well as maybe Prescient Offence for more sneak attack opportunities?


Oh wow, Reduce Person is pretty much purely beneficial, I hadn't though of that. Possibly a candidate for Major Magic or permanency?


I thought it was just +2 to hit?


From the original Rogue:

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

From the Unchained Rogue:

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

The inclusion of the word total in the new description led me to believe that you can sneak attack creatures with only partial concealment.


Concealment should be helped by the new SA defined in Pathfinder Unchained, as it works against foes with partial concealment by default. The rest seems fairly easy.

Now thinking of being an Azata-Blooded Aasimar, with stats alon the lines of 8,19,12,14,10,14. Also using the Knife Master archetype to increase the SA damage with daggers.


Daggers are definitely better with that combination then. What should I do to try and expand my options in combat, in case a creature that's immune to sneak attack turns up?


Milo v3 said wrote:
This isn't really a restriction or weakness, since the telekinetist can use nearly anything with this. They could launch leaves that are blowing nearby, gravel, forks, barrels, etc. They could quickdraw cards, drop them as a free action, and launch them the second you let go. You could spit, then turn it into a bullet. You're never really without an object to launch.

There are Captain America builds out there, now we can have a Gambit build.


Also, the race isn't fixed if I don't need to get weapon proficiency for anything


I was planning to use the combination of the hobgoblin's alternate favoured class option for the rogue and the tiefling Arms Master trait (acquired via the Adopted trait) to snag myself proficiency with any weapon I particularly want in the first few levels.

Claxon I can't find the +2 to hit with daggers anywhere, does anyone have a source? Despite this I think daggers are actually a much better way to go, if I go for TWF

Hayato Ken that combo seems pretty damn good, would definitely go that way for TH


I'm looking to play a Hobgoblin Unchained Rogue in an upcoming game, and would like advice on rogue talents and feats. I'm currently undecided as to what combat style to use, either TWF with wakizashis or TH with an elven branched spear. Any advice would be appreciated.

The game won't be particularly optimised, so that's not a huge issue.

The game is a 20 point buy.


The game is a 20 point buy, so I was thinking of going for stats of around 8 Str, 19 Dex, 12 Con, 12 Int , 10 Wis and 15 Cha (with racial mods)


Okay, cool, thanks for the tips. Just to give some more information I'm thinking of doing a TWF wakizashi using rogue, as it's not going to be a hugely min/maxed game. I was also considering mixing in a little gunplay, but I haven't seriously thought about it.


So I'm going out of my comfort zone and playing a Hobgoblin Unchained Rogue. I was just wondering of there are any particularly good rogue talents or ninja tricks that I should be going for?


I didn't realise that there was a subracial heritage prerequisite, but I should be able to work with that.


So I want to play as an Unchained Rogue, and am leaning towards TWF with wakizashis, but don't want to spend a feat on the proficiency. If I'm a hobgoblin, using the alternate class bonus for the rogue allows you to reduce the nonproficiency penalty for weapons by 1 per level, until it's 0, at which point you are proficient in that weapon.

If I combine this with the Adopted trait, and use that to get the Tiefling Arms Master trait, does this mean I get a new weapon proficiency every 2 levels?


Ok, I've got the Advanced Player's guide now. In what book is the Multiattack feat?


Ah, haha, sorry about that, genuinely thought I'd put DD7 :P


So a Sorc12/DD8/MoMSmonk1 is ideal?


So I'm only losing out on one spell level? That's not as bad as I originally thought, definitely a negative but not as much. For optimisation for a DD caster sorc12/DD8 seems better still, but you do miss out on the final two levels of DD.


GrenMeera wrote:

In my opinion ranger is not right for you, but I am no expert. It's a lot more focused on melee combat with no real synergy with your casting. You can always take those same feats if you desire without being a ranger.

I feel like Paladin synergies with the casting stats nicely because of the focus on Charisma, and Barbarian not only is good for natural attacking, but rage/pounce is a good mix for a lengthy full attack (Form of the Dragon) with the additional strength being great for your bite.

Optimizing natural attacks can be tricky, but the most interesting thing is that Dragon Disciple is already one of the best ways to optimize natural attacks.

You get a 1d6 claw and a bite that uses 1 1/2 strength modifier as a primary natural attack. There's ways to make these better, but I think you'll get more out of optimizing your generic prowess in combat (Smite, Rage) than focusing entirely on your natural attacks which are already pretty good.

Also, if you take Magical Knack, a Sorcerer 12/Dragon Disciple 8 will be at a caster level 20 able to cast 9th level spells as spells per day of an 18th level Sorcerer.

Ok, so for a more focussed melee class go for ranger, but if I want more versatility and casting synergy I go for paladin.

And thank you, that last bit is exactly what I wanted to know. Out of curiosity, what would I be able to cast as a sorc10/DD10?


Ok, so I've got the build for melee pretty down then, though is ranger still worth it as I've already got permanent class through house rules? And earlier I meant sorc12/DD8 for a caster. What spell levels would I miss out on using that build?


Ok, so I'm thinking of going for either a Sorc10/DD8 for a caster or dipping into either paladin, ranger or barbarian for a more melee class. Which of those would let me optimise my natural weapons?


DeathlessOne wrote:

If you REALLY want high strength ...

Human
Crossblooded Sorcerer (Draconic and Orc)
Dragon Disciple adds its level to your sorcerer level to determine bloodline powers but you must have Draconic to qualify.

+2 Str (racial)
+5 levels (level advancement)
+4 Rage (morale bonus)
+4 DD (as level advancement, specifies stacks)
+4 FoTD (size bonus)
+4 mutagen (alchemical bonus)
+4 Orc Bloodline (inherent)
+6 Eldritch Heritage:Abyssal (inherent)
+6 Item (Enhancement)
+5 Book (inherent)

Starting with 18 Str (before racial), you can end up with 62 Str at level 20.

2 Sorcerer
2 Alchemist
2 Barbarian
10 Dragon Disciple
1 Sorcerer
3 Something Else (Eldritch Knight)

Take all the Orc Bloodline powers, Dragon Disiciple gives them all back anyway (except claws, that's what Eldritch heritage is for). Trade your human bonus feat for Focused study (3 skill focuses over time, rather than just wasting one feat). Take Knowledge planes, use magic device and fly in that order.

I'd trade away bombs for sneak attack with the alchemist and pick up the tumor familiar to get a +2 to will save (hedgehog) to offset the will save penalty for crossblooded. You could take Ragechemist is you want to squeeze out another +2 to Str if you want.

Urban Barbarian could be a good choice if you want a focused rage.

You end up with caster level 12 (6th level spells/spell slots) for the sorcerer. Effective sorcerer level of 13 for your powers (enough to get the +4 str from Orc). Effective sorcerer level 18 due to eldritch heritage (or higher if you want another heritage feat).

...Just wow, that's ridiculous. That would be amazing, I'll definitely have to consider it once I've got the APG


RuyanVe wrote:

Taloskane, you might want to go here to learn more about DDs.

To get easy access to more PF rule books just visit the PRD--it's free, too.

Ruyan.

Thanks Ruyan, I did take a look at that to start with, but it was a bit over my head before, now I've done a lot more reading I understand it much better. The PRD does look very useful, I'll use it until I buy the books, I prefer to have the hard copy with me, it just feels a lot more enjoyable to me when I have a real book


Looks like I'll be getting the Advanced Player's Guide next then. Touch spells using natural attacks sounds great, as does the Magical Knack trait. Once again thanks to everyone who has contributed to this, it's great to know a new player can get this much help form the community


What do I need to get to have access to these archetypes? We've only got the core book at the moment, but we're definitely looking to get more


Eirwulf wrote:
What's the make up of the rest of the party?

Due to other commitments and activities it's normally only a few of us on each adventure, but in total we've go a Fighter, Barbarian, Monk, Paladin, Cleric, Druid and a Ranger, so to bring some more balance I should probably got for a caster set


XMorsX wrote:
One lvl of Barbarian will suffice, go Invurnerable Rager / Urban Barbarian. Bear in mind though that when you finally have access to high lvl transmutation spells like FoTD and Transformation the barb lvl will not do much, and that the sooner you get there the stronger you will be. With that in mind, a straight Sorcerer 12 / DD 8 can be an excellent build, as long as you are comfortable playing as a primary blaster caster and only enter melee when the battle has already be decided, at least until you get your mentioned high lvl spells.

Are Invulnerable Rager and Urban Barbarian archetypes? I've seen mention of them online, but haven't seen them in the core book, that might be my mistake though. Unfortunately all I've got at the moment is the core book. As you say though if I decide to go for a blaster caster I think I might go Sorc 12/ DD 8


Beopere wrote:

You can certainly rage while in dragon form (no casting while raging tho, always remember, moment of clarity is good for this).

As I said earlier I'd recommend 1 sorc/4barb/10DD, for melee heavy build. Magical knack would be very useful.

Barb level first would be better, for max hp. Have strange dreams at night of your future cantrips and spell choices, and eventually awaken your sorcerer potential.

Get an amulet of might fists, raging (you don't need +1 enhancement first for AoMF). You'll be at plus 2 while you rage. If your campaign centers around a certain enemy you can grab bane as well, and have a +4 +2d6 equivalent for only +2 price.

Once again though, this is a melee oriented character, who can use spells to identify things, protect himself, and enter combat advantageously. You'll be busting skulls with bites and claws, not fireballs.

Ok, excellent, thank you.This sounds like a very attractive option, and quite a lot of fun to play. I just need to decide whether to go mainly melee or mainly caster, getting my priorities right seems the most important thing.


Kolokotroni said wrote:
A couple things. First off in my home game we houseruled a feat to make draconic claws a permanent thing instead of 3+cha times per day. Mostly because in order to utilize the claws the sorceror has to invest resources he normally wouldnt unlike the other bloodline powers which act like spells or are automatic buffs (like elemental resistences).

Yeah we've house ruled them so I can use them permanently, it seemed a little underwhelming to only use them a few times per day.

Beopere said wrote:

Barb into DD is pretty cool. You are one of the STRONGEST characters in the game. I don't mean like optimized, I mean your str score can get stupid high.

start 18
+x from levels
+4 from rage
+4 from DD
+6 FotD II

add in belts and books and your way up there.

Like 48 Str.

You can get it higher, but that is very nice and directly applicable to raging dragon 6 attacks full attack.

Rawr

Ok that does sound pretty awesome, I didn't realise you could combine FotD and raging. What would you suggest my level in each class be?


LazarX said wrote:
It depends on what style of play you're going for. A Dragon Disciple emphasizes melee combat, but that's not the only way to play a dragon sorcerer. If you stay pure dragon sorcerer, you're going to be a character that focuses more on the magic. And there are a lot of ways to take that road.

If I did that I would definitely want the Form of the Dragon spells, mainly because I just think they sound like a lot of fun, so would that be another viable way to go?


Yeah I already have Shield and Mage armour for the AC increase, and I thought that defensive and utility spells would be very handy. Do the benefits of a pure Draconic Sorcerer completely outweigh being a DD?

I was thinking of going for a few levels of barbarian. but I'm reluctant to lose out on any levels of spellcasting, as I already know I lose out on that front. I want to use my natural weapons as my main melee tactic, so I don't need a dip for proficiency in martial weapons, but the extra bulk would definitely help.

I would like to think I can cope, but if it becomes too difficult then I will stick with a pure class


LazarX wrote:


There's a big spectrum between useless and absolute no compromise min-maxing. A full pure sorcerer is as viable as a sorcerer/dragon disciple mix. The first simply focuses more on casting, whereas the second is bigger on melee.

Yeah I understand, I just don't want to find far down the line that my character is far too fragile for melee for example


Beopere: Yeah I'm more interested in fun than optimization, but obviously I still want my character to be good

Zwordsman: Yeah sorry I haven't got the book with me, I thought I remembered a damage cap but obviously I'm wrong, sorry about that. My dragon type is golden so I do have the cone I believe. We all have pretty high stats as we're going for very tough adventures, and I got very lucky, I'm a human btw, so my stats are:
Str 18
Dex 16
Con 15
Int 12
Wis 8
Cha 18

Thanks very much to both of you, I'm a complete noob here and really appreciate the help

What is the maximum spell level that a Sorc10/DD10 can cast? This bit of the rulebook confused me slightly


Hi there, me and my friends are very new players to Pathfinder, in fact to roleplaying games in general. I was wondering if I could have some help deciding whether to go for a pure Draconic Sorcerer (unchangeable as I am already level 3) or a Dragon Disciple. I know Dragon Disciple is less powerful than Sorceror, but I love the idea of it, and I'm looking to be a melee caster. It's also unlikely that we'll get to level 20 before we leave for university, when I'll probably start again. I've read Oterisk's Guide, but it's all a bit over my head. I was hoping someone would be able to clarify some things for me, like how effective a Sorc10/DD10 will be at melee, what spell levels they will reach, if there are better mixes etc. We do have house rules that I can use my claws at all times, and that the breath weapon will scale all the way. Also, we only have the Core Rule Book and Bestiary to work from currently, so suggestions about other books to get are much appreciated. Thanks very much in advance! And sorry for the long post