Critique my PFS TWF Rogue


Advice


Right now I'm playing in a PFS game with my rogue(who actually only has one XP).

Here is my character build so far,and plans for the future:
STATS
Str 12 +1
Dex 18 +4
Con 14 +2
Int 12 +1
Wis 12 +1
Cha 9 -1

HP:11
AC:17
Touch:14
FF:13
Fort:+2
Ref:+6
Will:+1

Feats:
L1(Human):TWF
L1:Weapon Finesse

L2:Weapon Focus(Shortsword)
L4:Combat Reflexes?
L6:ITWF
L8:???
L10:???
L12:???

Traits:
Adopted(Gnome)
Animal Affinity

GEAR:
From this adventure(Part 1 of The Devil we Know,Tier 3-4),I have 1474 gp total,which I have spent on the following:
Mwk Studded Leather
2x Mwk Shortswords
Mwk Backpack(Carry more loot!)
Dagger
Raven(To see in the dark,he's trained with Handle Animal)
Mwk Thieves Tools
2X Spring-Loaded Wrist Sheaths(Draw as immediate action)
Silent Whistle(Call Raven)
Silk Rope
4X Drow Poison
204 GP

His level 1 DPR right now with a Full-Round Attack is:
Assumes Flanking
To-Hit:4(Dex)=+4
Average Monster Defense:14
Chance-to-Hit:1-.05(15-4-1)=0.50(.10 crit chance)
Damage:d6+d6+d6+d6+1=15(30 crit)
DPR1:(.50-.10)*(15)+(.10)*(30)
DPR2:(.40)*(15)+(.10)*(30)
DPR3:7.2+3=10.2

Any ideas on how to make him a more efficient killing machine?Right now the magic items I'm working toward getting are a Cloak of Elvenkind,Goggles of Night,and +1 Shortswords.I roleplay him as a shadowy killer that strikes from the darkness.

Liberty's Edge

I'd add a ranged weapon with various types of ammunition (silver, cold iron) as well as a way to do bludgeoning damage. I've also heard a way to deal with swarms is handy to have in PFS so maybe some acid flasks or alchemist fire.


I am a little tired now to take a good look at it but i have to offer you that

Silver Crusade

I know how to do it. It is not somthing you will like. How the character is now is fine. You are not going to get any more damage untill you start moveing up in rogue levels. You have to be level 9 befor you can take Improved Two Weapon fighting becous of the BAB required. The Step Up line can realy mess people up. Step Up Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. Following Step as step up but you can move 10ft. Step Up and Strike When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity. The Chain should be known as where do you think your going sucker. Example: Close with the caster. Caster: I take a 5ft steap and cast. So no AoO. Rogue:Immediate action close with caster. Hi there buddy your going to cast what after I shank you? And if you have Step Up and Strike you get two AoO. One as he moves and one when he casts.

Personly if I was going to make a shadowy killer that strikes fromt the darkness. With in PFS rules. I wold build Rogue6/Ranger6. Str base two weapon fighting.
Starting stats
Str 16+2Human=18
Dex 15
Con 14
Int 10
Wis 10
Cha 8
Combat Style: Two Weapon Fighting: Double Slice(2nd), Improved Two Weapon Fighting(6th)
rogue Talents: Fast Stealth, Suprise Attack, Bleeding Attack.
Traits: Reactionary, Birthmark
Feats: Two Weapon Fighting, Improved Initiative
Skills: 9 Per level Rogue 7 Per level Ranger: Needed: Disable Device, Handle Animal, Perception, Survival. 4 skills needed 5 to 3 exta skill points per level with out puting any points in to Int.

feat progression:
3rd: Combat Reflexes
5rd: Step Up
7th: Following Step
9th: Step Up and Strike
11th: Improved Critical:Kukri

The Exchange

sphar wrote:


STATS
Str 12 +1
Dex 18 +4
Con 14 +2
Int 12 +1
Wis 12 +1
Cha 9 -1

I would lower INT to 10 (Rogues already get plenty of skills but you don't want to be STOOOOPID), lower CHA to 8 (or 7, if you're a power gamer) and use those points to bump CON or WIS.

sphar wrote:


HP:11

I hope this includes the +1 from favored class. HP is important for a melee rogue.

sphar wrote:


Fort:+2
Ref:+6
Will:+1

Traits:
Adopted(Gnome)
Animal Affinity

The weakness here is the fort and will saves. I would pick another trait to give one of them a +1. Or I would pick something that bumps my init.

sphar wrote:


Feats:
L1(Human):TWF
L1:Weapon Finesse
L2:Weapon Focus(Shortsword)
L4:Combat Reflexes?
L6:ITWF
L8:???
L10:???
L12:???

I agree with the first three feats, but not combat reflexes. My recommendations:

Defense - dodge, TWD (or have a friend caste shield), mobility, defensive combat training, toughness, iron will, great fortitude

Offense - improved initiative, outflanked (with a friend)

sphar wrote:


GEAR:
Mwk Studded Leather
2x Mwk Shortswords
Mwk Backpack(Carry more loot!)
Dagger
Mwk Thieves Tools
2X Spring-Loaded Wrist Sheaths(Draw as immediate action)
Silk Rope
4X Drow Poison
204 GP

Yes to the items above. I thought the spring-loaded wrist sheaths + drow poison is a nice touch.

sphar wrote:


Right now the magic items I'm working toward getting are a Cloak of Elvenkind,Goggles of Night,and +1 Shortswords.I roleplay him as a shadowy killer that strikes from the darkness.

If shadowy killer if your theme, then cloak of elvenkind make sense, but I think adding the shadow (or whatever it's called) magic property to ur armor would be better. I would get a cloak of resistance for the shoulder.

Goggles of Night is a must have. I would get the best +X shortsword u can afford w/out adding other qualities to it (unless it's holy and u expect to fight all evil opponents). If u do end up with tons of gold, +1 shortswords of speed would be nice, but it's really easier to have ur wizard caste haste on you. I would eventually get the +4 belt to CON & DEX. Boots of Springing & Jumping (correct name?) is necessary since you move at 1/2 speed when acrobating.

To be a massive dmg dealing machine, look at the Scout and Swashbuckler archtypes, which allows u to deal SN in different ways and give you an extra feat. You can also multiclass into fighter for more sturdiness + feats, but that's another topic.

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