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DocShock wrote:

Although this is a Knife Master build, consider that a catfolk with claw blades gets the d8 sneak attack dice as well. This can open up a number of options for a rogue who doesn't want to have to invest his archetype choice in knife master.

So I'm assuming you have the cat's claws racial ability, which causes you to lose a +2 to Perception, Stealth, and Survival checks (2 of those being core to rogues). Then you would have to take the Catfolk Exemplar feat and the Improved Natural Attacks to bring up a Catfolk to 1d8 with claws. So losing nice skill modifiers and two feats to create the same 1d8.


MalekQuickfingers wrote:

Just found this guide and has given me some good ideas on how to build a knife master.

Thou I have found an issue with "The backstabber" build, to take the Disorienting Maneuver it requires a the dodge feat as a pre-requisite. Have I got this wrong?

Seems as though you're right. Would probably take Dodge instead of Disorienting maneuver at lvl 5. Then would remove Acrobatic and shift the feats up to fill the gap.


I'm currently building a knife master scout rogue, but instead of human, I'm a tiefling. I'm coming into the campaign a little late so I get to start at lvl 12. This character likes to disguise as human has 30,000 gp to buy with. The Shanker and The Backstabber are basically what I'm looking for. Thoughts on the racial parts of the build?