Artemis Entreri

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Organized Play Member. 21 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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Shadow Lodge

Well, this seems unusual.

On top of it all, a Drow with the greater Drow nobility feat which grants Deeper Darkness at will, does not give Darkness at will.

so in areas of dim light he is forced to blind himself bc he is not allowed to use a lesser version of a spell he is able to cast at will as a SLA.

Shadow Lodge

I see.

In that case, is there anyway for a Drow noble to get the ability to see in supernatural darkness through a feat or alternate racial trait or something?

Shadow Lodge

If a Drow with the Drow Noble, Greater feat casts Deeper Darkness SLA in an area of dim light making the light level drop to Supernatural Darkness, is the Drow able to see?

I am only asking because it seems as though the feat would be hindrance in many situations, because it replaces the Drow's Darkness SLA.

Shadow Lodge

You should take at a Thug Archetype Rouge based on using a sap and is focused on intimidation.

Traits:
Blade of Mercy

Feats:
Enforcer
Dazzling Display -> Shatter Defenses
Sap Adept -> Sap Master

Rogue Talents:
Weapon Focus (Sap)
Strong Impression

Shadow Lodge

Sorry, could someone give me a link for these "impact daggers." I can't seem to find them anywhere.

Shadow Lodge

Great, thanks!

Shadow Lodge

I know that tieflings have become a playable race in pfs, but a GM was telling me that they don't get there Tiefling Resistances. Is that true?

Shadow Lodge

Lore Warden sounded really good, but then I found out that moonlight stalker requires 13 Int anyway, which sadly, makes Lore Warden only alright.

Shadow Lodge

I am trying to have a character that uses darkness to achieve sneak attacks, and general badassery. Before this turns into a debate on weather you can sneak attack from concealment, my GM is allowing it.

I am trying to get the build up and running as soon as possible because our campaigns usually don't make it past level 8.

Rogue (swashbuckler) (need the double combat trick)

High Strength build - I know the Ability Scores are a little weird, but it seems to be the only way it works with a vanilla teifling, and keeps my rogue viable outside of dim light and darkness.

Str 18, Dex 12 +2, Con 12, Int 13, Wis 10 +2, Cha 7 -2

Tiefling:
Darkvision 60ft
Darkness Spell-Like Ability (1/day)

LEVEL 1: Fiendish Darkness - Darkness 3/day

LEVEL 2: Blind Fight - reroll miss chance, no bonuses against you from concealed enemy.

LEVEL 3: Two-Weapon Fighting, standard rogue feat and I thought it would be nice since moonlight stalker cancels out the -2 penalty.

LEVEL 4: Combat Expertise - I really hate having to take this as a pre-req, but whatever.

LEVEL 5: Moonlight Stalker

LEVEL 6: Resiliency Rogue Talent

LEVEL 7: Blinding Sneak Attack - benefit of being a tiefling

My question is am I missing someway to get this going even faster? or is there someway I could clearly improve this build. I was thinking maybe dipping fighter for the bonus feat, but it may not be worth it.

Combat Expertise is really bothering me, by forcing me to give up a feat slot and screwing up by ability scores by forcing me to have 13 Int. I don't know of anyway to get combat expertise for free, or bypassing the Int requirement.

Shadow Lodge

I have been trying to refine this character for my first PFS session.

He is a rogue based on the idea of using shatter defenses to gain sneak attack without the need for flanking. I was also considering trading DOUBLE SLICE for SKILL FOCUS (INTIMIDATE).

I'm looking for any opinions on how to make this character better, and if everything is PFS legal.

Rogue (Thug, Scout)

20 POINT BUY:
Str 16 +2, Dex 15, Con 12, Int 8, Wis 12, Cha 10

TRAITS:
REACTIONARY
CAREFULLY HIDDEN

LEVEL 1:
Frightening: (Thug Archetype)
Two-Weapon Fighting: (1st Level Feat)
Double Slice: (Human Bonus Feat)

LEVEL 2:
Evasion: (Rogue Class)
Offensive Defense: (Rogue Talent)

LEVEL 3:
Brutal Beating: (Thug Archetype)
Power Attack: (3rd Level Feat)

LEVEL 4: +1 Dex
Scout's Charge: (Scout Archetype)
Weapon Focus(Weapon Training): (Rogue Talent)

LEVEL 5:
Dazzling Display: (5th Level Feat)

LEVEL 6:
Intimidating Prowess (Strong Impression): (Rogue Talent)

LEVEL 7:
Cornugon Smash: (7th Level Feat)

LEVEL 8: +1 Dex
Skirmisher: (Scout Archetype)
Shatter Defenses(Combat Trick): (Rogue Talent)

LEVEL 9:
Improved Two-Weapon Fighting: (9th Level Feat)

I would really like to hear from someone who has some experience using a shatter defenses build about if it is even viable.
Or if it turns out to be a situation where everything that you CAN intimidate is so WEAK, that is doesn't matter, and everything that you REALLY NEED to intimidate, you CAN'T because the DC is just way TOO HIGH.

Shadow Lodge

Actually I have been looking around for an answer for this for awhile, and haven't been given a straight answer.

So... Does the penalty apply to demoralize? Does The DC only go up if you fail or does it go up with every try, regardless if the previous attempt failed or succeeded?

Has this ever been addressed by errata/FAQ/official board post?

Shadow Lodge

Is the Thug still better even with the -5 to each additional intimidate check on the same enemy?

It seems that without that massive bonus to intimidate checks from the Rake ability, you will only get 2 or 3 successful intimidate checks off before it becomes almost impossible, considering that after just two intimidate checks you are looking as a -10 to any future dice rolls.

Shadow Lodge

Wow, I'm surprised I only got one response... I should have named this thread something like "don't post your opinion on this thread," haha.

Shadow Lodge

Great! I guess my only other question would be how common is fear immune monsters in pathfinder? Am I more likely able to demoralize an opponent than I am to feint an opponent?

Shadow Lodge

Hey, I have been wrestling this for awhile now, and I can't seem to decide on which rogue archetype is better for shatter defenses.

The Rake has:
Bravado's Blade (Ex): When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check. This ability replaces trapfinding.

The Thug has:
Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.

I was also planing on taking Cornugon Smash on this build to give me a free intimidate check whenever I power attack.

It really comes down to how hard it is to demoralize opponents in Pathfinder. If it is rather easy, then Thug is definitely the way to go, because he gets to add one more round of shaken when the check succeeds. Not to mention the ability to also sicken an opponent for the price of one sneak attack die.

If the checks are difficult, or become very difficult at higher levels then the Rake is the better choice, do to the fact, that you can trade sneak attack die to get MASSIVE bonuses on your intimidate check.

So what are your thoughts?

Shadow Lodge

This is a Rake and Scout Archetype Rogue build meant to gain sneak attack almost every round. Suggestions? Comments?

20 POINT BUY:
Str 16 +2, Dex 15, Con 12, Int 8, Wis 12, Cha 10

TRAITS:
1st REACTIONARY: +2 to Initiative checks.
2nd CAREFULLY HIDDEN: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

LEVEL 1:
SNEAK ATTACK:
+1d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
BRAVADO’S BLADE: (Rake Archetype)
When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check.
TWO-WEAPON FIGHTING: (1st Level Feat)
Your penalties on attack rolls for fighting with two weapons are now -2 on both hands while using a light weapon.
DOUBLE SLICE: (Human Bonus Feat)
Add your Strength bonus to damage rolls made with your off-hand weapon.

LEVEL 2:
EVASION: (Rogue Class)
After a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead take no damage.
OFFENSIVE DEFENSE: (Rogue Talent)
When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

LEVEL 3:
SNEAK ATTACK:
+2d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
RAKE’S SMILE: (Rake Archetype)
At 3rd level, a rake gains a +1 morale bonus on Bluff and Diplomacy checks. This bonus increases by +1 for every 3 levels beyond 3rd.
POWER ATTACK: (3rd Level Feat)
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

LEVEL 4: +1 Dex
SCOUT’S CHARGE: (Scout Archetype)
Whenever the rogue makes a charge, his attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
WEAPON FOCUS (WEAPON TRAINING): (Rogue Talent)
(Rapier) You gain a +1 bonus on all attack rolls you make using the selected weapon.

LEVEL 5:
SNEAK ATTACK:
+3d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
DAZZLING DISPLAY: (5th Level Feat)
While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

LEVEL 6:
INTIMIDATING PROWESS (STRONG IMPRESSION): (Rogue Talent)
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

LEVEL 7:
SNEAK ATTACK:
+4d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
CORNUGON SMASH: (7th Level Feat)
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

LEVEL 8: +Dex
SKIRMISHER: (Scout Archetype)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.
SHATTER DEFENSES (COMBAT TRICK): (Rogue Talent)
Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

LEVEL 9:
SNEAK ATTACK:
+5d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
IMPROVED TWO-WEAPON FIGHTIN: (9th Level Feat)
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

Shadow Lodge

I thought I would take a crack at a DPS Rogue now that the dual talent alternate human race trait has been released. Opinions?

20 POINT BUY:
Str 16 +2, Dex 14 +2, Con 14, Int 8, Wis 12, Cha 10

TRAITS:
1st REACTIONARY: +2 to Initiative checks.
2nd CAREFULLY HIDDEN: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

LEVEL 1:
SNEAK ATTACK:
+1d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
TWO-WEAPON FIGHTING: (1st Level Feat)
Your penalties on attack rolls for fighting with two weapons are now -2 on both hands while using a light weapon.
FRIGHTENING: (Thug Archetype)
Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.

LEVEL 2:
EVASION: (Rogue Class)
After a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead take no damage.
OFFENSIVE DEFENSE: (Rogue Talent)
When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

LEVEL 3:
SNEAK ATTACK:
+2d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
BRUTAL BEATING: (Thug Archetype)
At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense.
DOUBLE SLICE: (3th Level Feat)
Add your Strength bonus to damage rolls made with your off-hand weapon.

LEVEL 4: +1 Dex
SCOUT’S CHARGE: (Scout Archetype)
Whenever the rogue makes a charge, his attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
RESILIENCY: (Rogue Talent)
Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute (10 rounds). If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

LEVEL 5:
SNEAK ATTACK:
+3d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
POWER ATTACK: (5th Level Feat)
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

LEVEL 6:
INTIMIDATING PROWESS (STRONG IMPRESSION): (Rogue Talent)
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
RESILIENCY: (Rogue Talent)
Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute (10 rounds). If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

LEVEL 7:
SNEAK ATTACK:
+4d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
CORNUGON SMASH: (5th Level Feat)
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

LEVEL 8: +Dex
SKIRMISHER: (Scout Archetype)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.
VITAL STRIKE (COMBAT TRICK): (Rogue Talent)
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

LEVEL 9:
SNEAK ATTACK:
+5d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
IMPROVED TWO-WEAPON FIGHTIN: (9th Level Feat)
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

Shadow Lodge

I thought I would take a crack at a DPS Rogue now that the dual talent alternate human race trait has been released. Opinions?

20 POINT BUY:
Str 16 +2, Dex 14 +2, Con 14, Int 8, Wis 12, Cha 10

TRAITS:
1st REACTIONARY: +2 to Initiative checks.
2nd CAREFULLY HIDDEN: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

LEVEL 1:
SNEAK ATTACK:
+1d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
TWO-WEAPON FIGHTING: (1st Level Feat)
Your penalties on attack rolls for fighting with two weapons are now -2 on both hands while using a light weapon.
FRIGHTENING: (Thug Archetype)
Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.

LEVEL 2:
EVASION: (Rogue Class)
After a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead take no damage.
OFFENSIVE DEFENSE: (Rogue Talent)
When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

LEVEL 3:
SNEAK ATTACK:
+2d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
BRUTAL BEATING: (Thug Archetype)
At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense.
DOUBLE SLICE: (3th Level Feat)
Add your Strength bonus to damage rolls made with your off-hand weapon.

LEVEL 4: +1 Dex
SCOUT’S CHARGE: (Scout Archetype)
Whenever the rogue makes a charge, his attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
RESILIENCY: (Rogue Talent)
Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute (10 rounds). If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

LEVEL 5:
SNEAK ATTACK:
+3d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
POWER ATTACK: (5th Level Feat)
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

LEVEL 6:
INTIMIDATING PROWESS (STRONG IMPRESSION): (Rogue Talent)
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
RESILIENCY: (Rogue Talent)
Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute (10 rounds). If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

LEVEL 7:
SNEAK ATTACK:
+4d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
CORNUGON SMASH: (5th Level Feat)
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

LEVEL 8: +Dex
SKIRMISHER: (Scout Archetype)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.
VITAL STRIKE (COMBAT TRICK): (Rogue Talent)
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

LEVEL 9:
SNEAK ATTACK:
+5d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
IMPROVED TWO-WEAPON FIGHTIN: (9th Level Feat)
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

Shadow Lodge

Whirling Dervish wrote:
I'm not seeing the point of the sniper archetype mixed in with your TWF style. Am I missing something?

What I should have made clear was that I actually have been playing this build and am at level 3. I initially wanted wanted to build around the idea of using skirmisher to move 10ft then shoot arrows from a distance, all with sneak attack. I then started to move away from that, but it was too late, I had already picked the Sniper archetype, and my GM wouldn't let me change... so I'm stuck with it.

Shadow Lodge

What do you mean? I have 13 Int...

http://www.d20pfsrd.com/feats/combat-feats/combat-expertise-combat

Shadow Lodge

How does this look?
TWF Rogue (Scout, Sniper)
Rapier and short sword (switch out the short sword for a Adamantine swordbreaker at level 7)

15 POINT BUY:
Str 10, Dex 16 +2, Con 14, Int 13, Wis 7, Cha 10

TRAITS:
Reactionary: +2 to Initiative Checks
Armor Expert: Reduce all armor check penalties by 1

LEVEL 1:

Sneak Attack:
+1d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.

Combat Expertise: (1st Level Feat)
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1.The effects of this feat last until your next turn.

Two-Weapon Fighting: (Human Feat)
Your penalties on attack rolls for fighting with two weapons are now -2 on both hands while using a light weapon.

Accuracy: (Sniper Archetype)
All range increment penalties when making ranged attacks with a bow or crossbow are halved.

LEVEL 2:

Finesse Rogue (Weapon Finesse): (Rogue Talent)
With a light weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.

LEVEL 3:

Sneak Attack:
+2d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.

Two-Weapon Feint: (3rd Level Feat)
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.

Deadly Range: (Sniper Archetype)
At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd. This ability replaces trap sense. (40ft)

LEVEL 4: +1 Dex, +1 Con

Scout’s Charge: (Scout Archetype)
Whenever the rogue makes a charge, his attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.

Positioning Attack: (Rogue Talent)
Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.

LEVEL 5:

Sneak Attack:
+3d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.

Improved Initiative: (5th Level Feat)
You receive a +4 bonus on initiative checks.

LEVEL 6:

Deadly Range: (Sniper Archetype)
At 6rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd. This ability replaces trap sense. (50 feet)

Weapon Training (Weapon Focus): (Rogue Talent)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

LEVEL 7:

Sneak Attack:
+4d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.

Exotic Weapon Proficiency (Sword Breaker): (7th Level Feat)
You make attack rolls with the weapon without proficiency penalty.

LEVEL 8: +Dex +Con

Skirmisher: (Scout Archetype)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.

Combat Trick (Improved Two-Weapon Fighting): (Rogue Talent)
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

LEVEL 9:

Sneak Attack:
+5d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.

Improved Two-Weapon Feint: (9th Level Feat)
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent. If you successfully feint, that opponent is denied his Dexterity bonus to AC until the end of your turn.