| Cesare |
One of my players' characters is a 14th level rogue who uses a Varisian bladed scarf.
She is built using a 25 point buy.
I would like for her to be as combat effective as possible given the difficulty of the encounters her party will be facing in the near future. Any builds/strategies/advice?
Thanks.
| Christopher Dudley RPG Superstar 2013 Top 32 |
One of my players' characters is a 14th level rogue who uses a Varisian bladed scarf.
She is built using a 25 point buy.
I would like for her to be as combat effective as possible given the difficulty of the encounters her party will be facing in the near future. Any builds/strategies/advice?
Thanks.
This is the most obvious build I could come up with without going into the MtG mentality of finding obscure powers that work in odd ways when combined.
If you're just building for combat, I recommend a human for the floating +2 and no minuses.
For stats, I'd put them this way:
STAT/VALUE/COST
STR/ 15/ 7
DEX/ 17/ 13
CON/ 14/ 5
INT/ 10/ 0
WIS/ 10/ 0
CHA/ 10/ 0
Put the +2 for human in Dex, so you start with a 19. You don't see a lot of people starting with odd numbers, but with a stat boost at 4, 8, and 12, you can raise both those odds to evens (and bump dex up again) and have at 14th level:
STR 16
DEX 21
CON 14
INT 10
WIS 10
CHA 10
That's how I'd build it. BUt your player's concept might make more sense to put that 16 in Charisma, or split it between Strength and Charisma (12/14), and take Perform (Dance) and Bluff to do things like feint, disguise the weapon, and stuff like that. That's a flavor option. I'm deliberately min/maxing here.
I'd stick with a human for the extra feat, since your build choice has 3 preselected already, and at 14th level, you'd only have 7. You want to get a lot of movement out of this character, so you really need to pile on usages of the Fleet feat. My recommendation:
B Dodge
1 Mobility
3 Exotic Weapon (Scarf)
5 Weapon Finesse
7 Weapon Focus
9 Spring Attack
11 Fleet
13 Fleet
That'll give you a movement rate of 40 barring any spells and magic items. That's enough to get you in and out of most monsters' reach to deliver your one hit. Now, on that one hit, you really need to make it count. So that's why you should take Weapon Finesse and Weapon Focus. If you think you can get enough mobility from other means, replace Fleet with Power Attack and Cleave. It's nice to sneak attack two people on a single attack action.
Talents: You get 7 talents, 3 of which can be advanced.
TALENTS
2: Bleeding Attack: To make your hits count, maximize the effect of each one.
4: Fast Stealth: If you can't get sneak attack from flanking, being stealthed is the next best way, so this will let you keep all your mobility and still deliver a sneak attack.
6: Resiliency: Sometimes you get hit. If your target is next to another creature and that creature can reach you, you'll want to still be able to get out of range after your spring attack. This will keep you up.
8: Combat Trick (Vital Strike): You get to hit once per round. Might as well do tthe weapon damage twice.
ADVANCED TALENTS
10: Improved Evasion: Because.
12: Crippling Strike (I'm not really sure if this can be used in conjunction with Bleeding Attack)
14: There are still a number of useful talents you could take here, but I'd go with Defensive Roll, because to win, you have to stay alive.
| Valshade |
I was just playing with a similar build Idea. with the new revision of the Cleave Feat chain it makes them perfect feats for a Skirmish build. With the reach weapon your the area you threaten increases the chance of being able to use cleave or great Cleave. If your aim is pure combat i'd use your rogue talents to help you grab some combat feats. Since your making a mobile character anyhow i'd also consider 1 level of Cleric to improve your will and fort saves, The travel domain adds a +10 to your movement speed and also allows you to ignore difficult terrain a certain number of times per day. so i'd go for something like this.
1st (cleric) Aura, channel energy 1d6, Domains: (Travel) (Chaos or luck), (Feats: exotic weapon Proficiency: Varisian Blade scarf,
Power attack)
2nd (Rogue) Sneak attack +1d6, trapfinding
3rd (Rogue)Evasion, rogue talent (Cleave, Dodge)
4th (Rogue)+2 +1 +3 +1 Sneak attack +2d6, trap sense +1
5th (Rogue)+3 +1 +4 +1 Rogue talent, uncanny dodge (Mobility,
Spring attack)
6th (Rogue)+3 +1 +4 +1 Sneak attack +3d6
7th (Rogue)+4 +2 +5 +2 Rogue talent, trap sense +2 (Great Cleave)
8th (Rogue)+5 +2 +5 +2 Sneak attack +4d6
9th (Rogue)+6/+1 +2 +6 +2 Improved uncanny dodge, (Lunge)
This build gives you increased mobility using the domain powers of the travel domain but also makes your fort and will saves not so crappy. also gives you a bit of a boost early levels by allowing you to heal a bit using channel energy. Power attack feat should be used sparringly since your BAB is a little least to be desired (weapon focus and combat reflexes might also be a good idea to take at some point) Essentially since you moving a lot using spring attack to negate aoo's the cleave feats provide multiple attacks even on your move (cleave is a standard action to use) because you threaten 10ft this should increase cleaves effectiveness and also provide you with more chances to flank. Lunge helps a great deal also but requires a BAB of +6 which means you don't qualify till 9th level. Its also important to note that the Travel domains bonus spell is longstrider which can be used to increase your movement by another 10ft for 1 hour (be nice if there was an easy to to boost your caster level but i cant think of any that would be worth the resources)
| Pinky's Brain |
Spring attack or combat effective ... pick one.
This is a level where the casters are SoD'ing people, where melee should be pumping out 100+ damage on a full attack. Throwing out piddling damage each round, meh.
Can you stand a little cheese? APG has some excellent new options for the rogue ... it provides some ways to see through fog. So the idea is to attack from the fog while your opponent can't see you (works best with ranged weapons). The same can be done with illusion spells (you create an illusionary fog, you automatically save and can see through it ... but to others you are invisible) but that's a little cheasier still.
sieylianna
|
The key to getting good damage with a rogue is sneak attack. In most cases, this is done through two weapon fighting. Spring attack is going to limit you to a single attack.
If you want her to be effective, you need to find a way to get her a full round attack despite movement. I'd recommend looking at the 3.5 Dervish and find something similar in a Pathfinder book or allow that prestige class despite it being from 3.5.
| Abraham spalding |
If you can get a mount and keep it level worthy the Qadira book has a feat called Mounted blade, which allows you to take a second attack (against an adjacent opponent) when using ride by attack. Probably feat heavy but with a good mount could be a means to get around and still deal damage.
Figuring the use of a lance and power attack (possibly two handed) with spirited charge you'll get decent damage plus the possibility of sneak attack as well. The key will be charge lines into flanking which can be very difficult to keep clear -- which means your mount will be of utmost importance. Further thought suggest you might want to get some of the last wall region feats too if you decide to try for a mounted rogue.
| kenmckinney |
A quickened scorching ray is a 7th level spell. At 14th level, wizards and sorcerers have many ways (greater invisibility, fly, etc) to avoid being a target.
Plus, if you are using a reach weapon you interdict an area 25ft across. You ought to be able to position yourself in many cases so that the enemy can't get to the sorcerer without taking an attack of opportunity from you.
But yeah, at 14th level a sorcerer is a way bigger threat than a rogue, that's for sure.
Ken
Why exactly would they close with you? Wizards/Sorcs can throw out quickened scorching rays to do as much damage as you with just their swift action. You're not a threat.
| Pinky's Brain |
A quickened scorching ray is a 7th level spell.
6th ... also lesser metamagic rods of quicken spell are affordable at this level.
The fact that there is no similarly priced item to get extra attacks with a swift action just goes to show, only casters can have nice things ... Paizo really missed the boat by not taking the best lessons from books like MiC too heart and going back to core magic item design from a decade ago.
But yeah, at 14th level a sorcerer is a way bigger threat than a rogue, that's for sure.
A full attack with sneak attack on each attack will put the hurt on ... this is what you design a combat effective rogue to do.
| Shadowlord |
| 1 person marked this as FAQ candidate. |
You might consider taking a level or two in Shadowdancer. You will get HiPS so as long as you are within 10' of an area of dim light, which can be made easy enough, you can make every one of those attacks a Sneak Attack. Also I would go with a two handed weapon and Vital Strike. (Note: It is arguable as to whether VS can be used with Spring Attack. Some think it can, others think it can't, check with your DM. I don't think there has been official input or FAQ on the matter.) If not VS then probably Power Attack. High Strenght is a good thing for this build.
sieylianna
|
If you can get a mount and keep it level worthy the Qadira book has a feat called Mounted blade, which allows you to take a second attack (against an adjacent opponent) when using ride by attack. Probably feat heavy but with a good mount could be a means to get around and still deal damage.
This has the same problem as Cleave, the second opponent must either be flatfooted or flanked to get sneak attack damage. So the first round of combat you're good. Otherwise, you need greater invisibility and at that point, you'll be getting about the same sneak attack damage using a ranged weapon with much less risk.
And if you aren't maximizing sneak attack damage, you'd be better off with a differnt class.
| Quandary |
And if you aren't maximizing sneak attack damage, you'd be better off with a differnt class.
Exactly.
The whole Spring Attack concept is about taking you out of the highest threat zone, i.e. where you want a higher AC from a higher DEX. Having a `decent` DEX score is still a good idea (starting at 12-14, buffing when economical) just to help AC (and Init) a little bit more, but you don`t realistically need a `huge` DEX... Even with Combat Reflexes you are very very unlikely to ever takew more than 4 or 5 AoO`s in one round.Taking several Rogue levels is perfectly fine, grabbing class skills and skill ranks, but I think a better Spring Attack build would continue with more Fighter levels, and possibly Barbarian mixed in (continue to think of and play your character as a Rogue or whatever you want). The things those classes excel at are going to be more effective when Spring Attacking then Sneak Attack progression. Personally, I think Spring Attack just isn`t all that amazing at anything, and focusing on drawing AoO`s is alot more effective strategy (in a defensive fighting sort of way). Reach/ Reach Weapons, Unexpected Strike and the new Come and Get Me ability can definitely result in even fewer counter-attacks against you than Spring Attack, while keeping you in combat where you are most useful (on various levels, from Full Attacking to inhibiting enemy action, etc.) Check the DPR thread, and look at the ¨additional attack DPR¨ numbers for the better optimized melee builds (Curvy Camilla for one) - Getting just ONE AoO on top of a single attack generally outpaces a Full Attack statistically, so you can imagine a build designed around multiple AoO`s.
| Abraham spalding |
Abraham spalding wrote:If you can get a mount and keep it level worthy the Qadira book has a feat called Mounted blade, which allows you to take a second attack (against an adjacent opponent) when using ride by attack. Probably feat heavy but with a good mount could be a means to get around and still deal damage.This has the same problem as Cleave, the second opponent must either be flatfooted or flanked to get sneak attack damage. So the first round of combat you're good. Otherwise, you need greater invisibility and at that point, you'll be getting about the same sneak attack damage using a ranged weapon with much less risk.
And if you aren't maximizing sneak attack damage, you'd be better off with a differnt class.
I agree for the most part honestly. However for something different or a challenge it's a possibility.
| Pinky's Brain |
Any way, here is what I would do. Get APG when it comes out, dip horizon walker for vision through fog. Get either the rogue talent or the feat which lets you sneak attack against critters with concealment. Get an advanced homonculus and a horn of fog. Play a TWF mounted thrower.
The homonculus sits on your shoulder playing the horn of fog, you hide in the cloud and throw shurikens.
Hmmm, Limburger.
Works as well with the reach melee weapons, harder to TWF with though.
Andrew Besso
|
I have found that using Acrobatics and flanking enemies is just as effective as spring attack. That way the rogue at 14th level can make multiple attacks with the benefit of the sneak attack bonus. In any case, you will probably have higher dexterity than strength, so use a weapon with the "finesse" ability and the Weapon Finesse feat.
Besides, you don't need the Dodge/Mobility/Spring Attack feat chain, although Dodge is good.
En tout cas, c'est mon avis.
| Cartigan |
Fred Ohm wrote:There's been "official" input.
http://www.d20pfsrd.com/extras/pathfinder-faq#TOC-Vital-Strike-3-7-10-Thanks for pointing that out to me. I had not seen the official answer.
So basically they make making single attacks in a round viable, but still make Spring Attack a stupid end to a stupid feat tree.
| james maissen |
So basically they make making single attacks in a round viable, but still make Spring Attack a stupid end to a stupid feat tree.
The problem is that people try to make 'spring attack builds' rather than builds that at times will spring attack.
Spring attack is nice for say tripping one enemy on the way to another enemy. Or retreating with a polearm, etc.
But if the plan is to be a rogue that springs in and out to stab once a round.. well then you're better as an archer (which isn't all that great).
-James
| Cartigan |
Cartigan wrote:
So basically they make making single attacks in a round viable, but still make Spring Attack a stupid end to a stupid feat tree.The problem is that people try to make 'spring attack builds' rather than builds that at times will spring attack.
Spring attack is nice for say tripping one enemy on the way to another enemy. Or retreating with a polearm, etc.
No one is going to invest in a feat tree to only use the end result "occasionally"
| DM_Blake |
One of my players' characters is a 14th level rogue who uses a Varisian bladed scarf.
She is built using a 25 point buy.
I would like for her to be as combat effective as possible given the difficulty of the encounters her party will be facing in the near future. Any builds/strategies/advice?
Thanks.
As has been said by others in this thread, the best advice to give this player is to forget Spring Attack. It's just a trap that will make her less "combat effective".
Go with TWF and Weapon Finesse and lots of ranks in Acrobatics, then get into flanking and chop those bad guys to little pieces. Alternatively, lower the DEX and raise the STR and go with a 2H weapon and Power Attack (and still rely heavily on flanking). Both "builds" are effective, but the TWF feels more like a rogue and is more intuitive to most players.
| james maissen |
No one is going to invest in a feat tree to only use the end result "occasionally"
I disagree. I think you can invest in 3 feats and not use them each and every round.
If your PC is to be a fighter that say has reach and trips, then spring attack and mobility can be used to get into positions to set up your combat reflexes powered AOOs and whirlwind attacks.
Against hard to hit opponents, you use it to avoid trading full attacks with them.. rather you get your single attack and then your AOO for them closing.
But regardless it is not something for a rogue that is looking to reasonably contribute in combat.
-James