Whakapapa's page

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While I prefer the wizards (simply due to the flavor of them), I find their versatility in able to know more spells than the sorcerer a gimmick at best. Its rare that you need those spells you don't normally pick up, and in those scenarios, you usually have a different workaround than an arcane spell. Adding on to that the human sorcerer class level - 1 extra spell known per level (1 spell lower than the highest you can cast) - gives a tonne of flexibility to the sorcerer and in practice makes them almost as versatile, or even more so, than a wizard since they don't need to prepare those special spells ahead of time.

Finally once you rack up enough gold, you can try and purchase some scrolls, wands and staffs that have those unique/rare spells and most people will never even know you're not a wizard - they might actually prefer you not to be a wizard since you are now way more flexible than most spell casters (and better looking/smelling).


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I dont see how an UNNAMED bonus to damage for a swift action is not worth a feat? It works incredibly well on bard archers/archers in general, its also worth it on melee arcane characters.


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What is your party setup? A rogue is very dependent on someone flanking with him, making people flatfooted or being able to turn invisible. If you have a reliable way of getting someone to help you get sneak attacks, I'd definately go with Mergy's build.

If you are uncertain whether or not you can get reliable sneak attacks, this rogue build is a good alternative (one of my fav rogue builds actually :)):

1 (1 barbarian) feat (human): Power Attack, feat: Furious Focus
2 (1 rogue)
3 (2 rogue) feat: Dodge, talent (Weapon training: Bardiche)
4 (3 rogue) (daring: +1 acrobatics and +1 save vs fear every 3 levels) (+1 str)
5 (4 rogue) feat: Mobility, talent (Combat: Spring Attack), Scout's Charge (opponents can be sneak attacked as if flat footed after a charge)
6 (5 rogue)
7 (6 rogue) feat: Combat Reflexes, talent (Slow Reactions), human bonus talent (Follow Clues/something else/just go for hp/skills every level)
8 (7 rogue) (+1 str)
9 (8 rogue) feat: Lunge, talent (Combat: Cleave), (Skirmisher: moving more than 10 feet in a round, targets can be sneak attacked as if flat-footed)
10 (9 rogue)
11 (10 rogue) feat: Stand still, talent (Entanglement of Blades)
12 (11 rogue) (+1 str)
13 (12 rogue) feat: Combat Expertise, talent (Feat: Whirlwind Attack), Bonus talent (Opportunist)

Stat prioritation should be: str > dex (up to 14-16) > con (try to get at least 12-14) > int > wis > cha

The advantage of this build is you are not reliable on your group to provide sneak attack options as long as you can charge someone (at lvl 5) or move 10+ feat (at lvl 9). Your chance of hitting is much better than a TWF rogue, but the potential single target damage is lower. However, you get bigger reach which means safer melee, you can be mobile and do quite a bit of movement control as you get higher level: move 10 feat, cleave sneak attack people, then proceed to AoO them to stand still.
If you can get improved invisible, he is really amazing at stopping people in their tracks. Alternatively, you may want to move some feats around and get combat expertise + whirlwind attack much earlier for higher multi-target damage (15 ft. reach with sneak attack on all targets? yes please! Get enlarged for 20 ft. reach instead, even better ;))