Level 12 Rogue Build


Advice

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Hey all,

I'm attempting to map out my first ever Pathfinder character and I'm looking for suggestions. Speak slow and use small words; I haven't played D&D since 2nd edition, I'm very out of the loop.

We're running a Pathfinder Society campaign (GM believes we'll cap out around 12th level) with all the requisite Organized Play build limitations. No dipping into 3.5 or anything. Despite hearing nothing good about Rogues, I'm dead set on playing one. It's my lot in life to play a Rogue in every RPG ever, who am I to argue? I realize I won't be outputting the most damage per round and I'm okay with that, but I also don't want to be TOTALLY useless when the fighting starts.

I will likely end up being the face of the group, the Swiss army knife everyone turns to when the problem doesn't involve hacking/smashing/frying something to bits/a pulp/cinders. Y'know: Rogue stuff. Skill monkey.

As for combat, I'm liking the Knife Master and/or Scout archetypes. Barring that, I'm considering something ranged (bow). I want to base the combat around mobility and maximizing sneak attack. I've thought about dipping into Fighter for a few levels, if only for the extra feats, the BAB and the martial proficiencies.

Any thoughts (besides "Don't play a Rogue!" ;))? Thanks!


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Being mobile and maximizing sneak attack aren't compatible. At all. Nor is being a ranged rogue. The only reliable method of gaining sneak attack is to Flank. And as a 3/4ths BAB class with light armor and no defensive spells, you simply can't stay in flanking all that often, unless your GM ignores you.

It's an unfortunate fact that rogues are basically...just above useless in combat, unless the conditions are absolutely right.

I won't say that you shouldn't play a rogue. I will say that you should look into Archaeologist bard and sandman bard for all your rogue-y goodness. Arch gets everything a rogue does but sneak attack, and Sandman gets Sneak Attack. These classes are better takes on the rogue, and they are useful both in and out of combat. They get almost as many skills as a rogue too, woot. And, they get 6 level of awesome, awesome spells.

But let's say that you're super stubborn and want to be a rogue.

First thing to do to make your rogue not absolutely useless in combat is to get medium armor. Then heavy armor. You only loose Evasion, I think. Do you plan on making reflex saves more often than having critters attack your AC? No? Of course you don't. So dip into fighter, get those awesome armor proficiencies, and use them.

Second thing to do is make Dexterity 12, and pump Strength and Constitution. You'll be using heavy armor, so a high dex isn't necessary. Grab Power Attack once you can, and use a 2 handed weapon.

Third thing is to grab Toughness ASAP.

You are now halfway towards being somewhat decent in combat. You still have the problem of being a 3/4th BAB class that can't boost your to-hit like every other 3/4ths BAB class.

And requiring a buddy to do any amount of damage more than a scratch.

But! You're a rogue who can possibly stay a bit longer in combat. Yay!

By the way, those bard classes I linked to above can pull off the dextrous light armor fighter well, thanks to spells like Blur, Dance of a Hundred Cuts, and Mirror Image.


Welp, that's all very depressing. If I wanted to stomp around in heavy armor bashing people with a 2h weapon, I'd just play a Fighter. I like the *idea* of the Rogue class, the concept appeals to me (always has), though the reality appears to be a far cry from my expectations ... and I was going in with low expectations.

I've actually been looking into various Bard archetypes as well. Both Sandman and Archaeologist have crossed my radar, as has Daredevil. I'm not a big fan of singing and dancing to get things done, but I keep coming back to it, especially Archaeologist (no bardic performance).

I am nothing if not stubborn, however.

Thanks for your input, Cheapy.


I'm something of a fanatic about bards. And a bit zealous against rogues. So...just FYI. I like to say that a rogue is a personality, not a class. I'm also very interested in helping people find effective characters that they'll enjoy (not optimized, just effective).

The cool thing about Bardic Performance is that it doesn't have to be musical. It could be you shouting orders, gracefully moving about the battlefield, or smashing the bones of your enemies (that would technically be Perform (Percussion) :p )

And RAW, it doesn't even need to use a Perform skill. If nothing else, you can inspire your allies with Perform (Stab Bad Guys In Kidneys).

In 3.5, they were froofy musical people. Not anymore. In fact, none of the archetypes even focus on the musical aspects. Some focus on sound, yes. But none music.

If you do end up choosing to go with a bard, make a post and I'll help further. I've already said enough about them! (Ok, one last thing. The Archaeologist is my favorite archetype of any class in the game. I love that guy.)

Back to rogues.

Conventional wisdom is TWF. More attacks, more stabs, more sneak attack. This feat from Ultimate Combat helps out a lot for this. It makes it so you don't need a separate action to feint. You give up your best attack though, so it does have its (huge) drawbacks. However, TWF needs you to stay put to do much of any damage, since it relies on the Full Attack Action. That's at odds with mobility, unfortunately.

Also, that feat requires 4 feats to really work: combat expertise, improved feint, TWF, and TWFeint. That's...level 3? at the earliest, assuming you're Human. Also, the penalty to hit hurts a lot for rogues, due to the aforementioned issue of not being able to raise their to-hit (Archaeologists can!)

I don't know how willing your GM is to use non-PFS rules (he might just be using the rules, and not actually doing PFS stuff), but if you are deadset on a rogue, you should ask to use this. It's something I made a while ago to help rogues out, by taking away sneak attack, but replacing it with something that you can use far more often. They do somewhere between 7-27% less damage than a sneak attacking rogue, but they can do the ability so much more often. It finally lets mobility based rogues work somewhat, as well as ranged rogues.


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Bard IS better than rogue in basically every way, archeologist and dervish are good, sandman can be an awesome sneak.

IMO, the best way to play a rogue is:
Scout archetype
Ninja trick: pressure points
Advanced talent: crippling strike

Grabbing shoot on the run and/or sniper goggles is good for ranged builds
Spring attack for melee

This grabs you 3 strength damage per sneak attack, for one normal and one advanced talent. Leaving plenty of room to prepare for the inevitable sneak attack immune enemies.


Damnit, I always forget the scout.

So yes, mobile and sneak attack can work. But not for maximizing sneaks :)

RPG Superstar 2015 Top 8

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The bandit archetype from advanced combat is also cool. You can move into sneak attack range and attack during your surprise round. You should also consider rogue vs. ninja. Do you want to find traps and evade, or do you want to use poison and turn invisible as a swift action? If all you want to do is sneak around and kill, a ninja is a better class for you. But if you want to steal gold from ancient vaults, and survive red dragons, rogue is better.

Half orc rogues can be tough, since they are proficient with falchion. For 20pts, go Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7. You won't be mister social, but your a half orc rogue! What do you expect?!?

The other big damage option for rogues is two weapon fighting. This has been the case since 3.0. If you are invisible/flanking/etc. then the extra attacks get sneak attack damage. Dust of invisibility is your friend.

In my pathfinder game, the halfling rogue's bleeding attack talent has turned out to be awesome. Many, many monsters don't heal themselves, so bleeding attack is basically a death sentence.


I'm pickin' up what you're puttin' down. All good stuff, thanks y'all.

So this is where I'm at:

I want a character that tickles my itch to play the "traditional" rogue-ish light armor scrapper, but without all the gimp that comes from a pure Rogue build.

As stated in my OP, I really dig the Rogue class with the Scout archetype. I'm also trying to convince myself that Knife Master is a good idea. The idea of mobility with a +xd8 sneak attack is very appealing, and fits very well with the theme I'm going for.

I've also been wrestling with the notion of several Bard archetypes to multi-class alongside said Rogue, with Archaeologist topping the list next to Sandman. I like that the Archaeologist will effectively replace both of the key features I lose from Rogue by taking the archetypes: trapfinding and uncanny dodge. With the addition of Sandman, I'm not completely sacrificing additional sneak attack when leveling the bard. I can also opt to take Archaeologist's Luck and forgo all the singing and dancing I'm so allergic to from a thematic perspective (though I do appreciate that not all bards are tight-wearing lute players, these days).

Milking the most from the Rogue Scout would require 8 levels, granting Skirmisher. If the rest is pure Bard, is it viable?

Ninja crossd my mind, but I definitely prefer the thief/red dragon/toolbox aspect of the Rogue. ;) I'm also intrigued by the Daredevil Bard and the Bandit Rogue, but I really do like the potential of the Scout/Knife Rouge, Arch/Sand Bard build.

Of course, I don't know my arse from a hole in the ground when is comes to fundamental game play, and I'm clueless trying to choose feats intelligently (thanks for the tips Lepermachaun).

Am I out to lunch on this?


Suppose I should also mention:

I'm basically settled on Human. TWF seems like a no-brainer, but I could be wrong. Feint is cool, but all related feat chains seem like a steep investment, plus the fact that it's application can be narrow dependent on the enemies one facing. How does trip stack up? I'm definitely interested in ways to flat-foot potential targets, negate AoOs and/or safely remove myself from combat (Spring Attack and Fast Getaway, etc).

Cool homebrew, Cheapy, but my GM has made it clear that strict adherence to the Guide to Organized Play is mandatory.


Dave Leach wrote:

Suppose I should also mention:

I'm basically settled on Human. TWF seems like a no-brainer, but I could be wrong. Feint is cool, but all related feat chains seem like a steep investment, plus the fact that it's application can be narrow dependent on the enemies one facing. How does trip stack up? I'm definitely interested in ways to flat-foot potential targets, negate AoOs and/or safely remove myself from combat (Spring Attack and Fast Getaway, etc).

Cool homebrew, Cheapy, but my GM has made it clear that strict adherence to the Guide to Organized Play is mandatory.

Consider taking a two level dip into Ninja and picking up the vanish trick (or the Forgotten trick if you have high cha or feats to spend). It'll let you escape from tricky situations easier, pop into invis for an opportune sneak attack and stack with your overall sneak attack damage in the long run. It will also give you poison use, which can be useful.

Dark Archive

I'm going to echo Cheapy in saying that you should find a rogue alternative. Have you seen Urban Ranger? It's true that you'll miss out on sneak attack, but often enough favoured enemy (human) is a far better investment. You'll also benefit from the occasional nifty spell, and you can pick favoured communities, which are the ones where your 'rogue' has friends in low places.

On top of that you get longbow proficiency and full BAB, and some extra combat feats. Not quite as many skills, but 6 + int is still not shabby. You still get disable device for the dedicated trapmonkey job, and with a wand of longstrider you're actually more mobile than a rogue.

Hrmm... the only thing you're missing is Acrobatics as a class skill. That said, a 1-2 level dip into rogue isn't an awful idea.

Shadow Lodge

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I hate to disagree with most of the above posts. Really though in my opinion their is one ranger archetype that is useful it is the one for making traps.

Since this is a PFS character build for a rogue.

Agility weapon enchancement in the pathfinder society field guide, Is simply put the most powerful enchantment in game. The only reason to have Str FOR any class is for encumberance and Two handed weapon builds.

Secondly scout archetype at level 8 is a game changer. Auto single sneak attack once a round. Add say 22 dex + 6 to hit finesse and agility with bab 6 and a plus +1 generic weapon your at plus 13 plus 2 more for scout abitlity for an attack at +15 deals 4d6 +7 plus weapon damage.

Is a simple simple build using one feat and zero rogue talents.

I would also advice against two weapon fighting, math dpr show a higher dpr, but PFS wealth by level hurts compared to a home campaign where you can have a dagger as a magic weapon that no one wanted without purchasing.

In higher teirs classes like shadow dancer rocks.

Rogues have their strengths but saves are generally their weakness. In a 5-9 mod I have seen traps that are area save or die in damage.

I have a PFS rogue at level 7 that is a scout. He is two weapon str build (can't reverse build him for agility enchant). He hasn't died yet and when he hits it is allot. I hit pretty often though I would like to hit all the time.

I usually am moving 60ft (expeditous retreat)base as well as acrobatics skill around 20.
I tumble as well as have decent cmb and cmd. My ac is in the low twenties. I have a admantium shortsword and a mithiril both enchanted and weapon focus shortsword.

Charisma is a good stat for you face skills and UmD

Good luck hope you go rogue.

There is also a PFS forum if you want advice for a legal build.


Dave Leach wrote:


Milking the most from the Rogue Scout would require 8 levels, granting Skirmisher. If the rest is pure Bard, is it viable?

Viable, but any bard casting will be utility use only (nothing will pass saves or spell resist), and you will be surpassed by full BAB classes and mages in combat by a long shot.

As Mergy said, urban ranger has made rogues obsolete. d6 sneak attacks my seem big, but remember that it adds up to 1.75 bonus damage / level average. d8s from knife master makes that a whole 2.25. Because rogues get nothing to boost their hit chance, have a middle BAB, and sneak attack is incredibly situational, their damage is almost never as good as an urban ranger playing like a rogue.

On top of that, the ranger can track, glide, burrow, breathe underwater, train an animal companion, qualify for feats early, stealth better than a rogue, heal, tree stride.... where as rogue talents generally range from mediocre to crap.

Dark Archive

Red Assassin wrote:

Agility weapon enchancement in the pathfinder society field guide, Is simply put the most powerful enchantment in game. The only reason to have Str FOR any class is for encumberance and Two handed weapon builds.

I'm going to have to disagree with you here. While the agile enhancement certainly makes finesse better, it in no way makes it superior to strength. A strength-based character doesn't need to take a feat to use his main stat for his attack roll and doesn't have to spend a +1 equivalent bonus to use his main stat for damage.

A finesse character is constantly behind a strength character in both feats and wealth, and what they have to show for it is +10 feet movement (not very useful given spells like expeditious retreat) and a higher reflex save (while saves are important, I could also just spend a feat on lightning reflexes since I have a spare one, and spend my didn't-buy-an-agile-weapon cash on a cloak of resistance).

Also if you're not a ninja, don't do charisma. Save it for the classes that get more benefit from it.


Plus, relying on a specific weapon for your entire build to be somewhat effective isn't so smart :-)

Liberty's Edge

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I haven't read the whole thread so my apologies if any of this is a repeat.

Avoid TWF / high dex like the plague. Its a trap. Go high strength and use a big chunk o'steel. (Yes, sneak around with a battle axe or a great sword. (Yes, make sure you're proficient with said weapon.))

Anything rogue can do, ninja can do better, play a ninja, call yourself a rogue.

A dip into a full BAB class (barbarian is probably the best for your purposes followed by fighter) will not hurt you.

Don't neglect constitution.


Vivisectionist alchemist will also sate your nigh-insatiable hunger for rogue. Lotsa skills (more than the rogue, since they are int based), and full sneak attack! Just no trapfinding.

Also, you get some awesome toys.


Okay, hang on. Rogue isn't that bad. Scout and Knife master do synergize well, Especially since you can throw Daggers as well.

Snap Shot, Underhanded, and a spring loaded wrist sheath and/or Quickdraw are a fun combo for the surprise round, if you can get someone else to take the Lookout Feat.

Nimble moves, Acrobatic Steps, and Fast Getaway are great for going in, hitting them hard, and getting back away in the next round. Ideally, they come after you, and you can continue to move around without provoking attacks of opportunity. Investing in Acrobatics as a skill is also useful for this.

One thing people neglect to tell you about Ninja, is there is no Extra Ninja Trick feat. There is an extra Rogue Talent feat, and you can take ninja tricks as a rogue without too much difficulty. You just have a Rogue Talent Tax for a Ki pool before you can do stuff like Vanishing Trick. Pressure points is actually a good Ninja Trick that doesn't require a Ki Pool, and you can get it as a Rogue without any trouble.

As long as you play intelligently you should be fine. Are there more powerful classes? Yes. But it doesn't mean you can't have fun with a rogue.

Liberty's Edge

Cheapy wrote:

Vivisectionist alchemist will also sate your nigh-insatiable hunger for rogue. Lotsa skills (more than the rogue, since they are int based), and full sneak attack! Just no trapfinding.

Also, you get some awesome toys.

+1


Oterisk: I think there could be an argument made that by taking Rogue Talent ninja trick, you have the class feature, and can then take Extra Rogue Talent to pick up extra ninja tricks.

At least, there are examples of alchemist feats requiring discoveries.

The problem with Fast Getaway and the scout archetype is that you:
1) charge in, a full round action for one attack. you're then stuck there.
2) get hit with a full attack by some nasty critter (or weak critter)
3) make a single attack, then Withdraw.

So, you get 2 attacks, and they get a full attack. I'm not sure how long you can keep that up.

...although I think I just found an interesting combination for rogues...


Cheapy wrote:

The problem with Fast Getaway and the scout archetype is that you:

1) charge in, a full round action for one attack. you're then stuck there.
2) get hit with a full attack by some nasty critter (or weak critter)
3) make a single attack, then Withdraw.

So, you get 2 attacks, and they get a full attack. I'm not sure how long you can keep that up.

NOTE: I'm a total noob and this concept is/was a romantic notion based on zero actual game play experience:

Indeed. That was my thought process. Once a Scout hits level 8, he can use Spring Attack to get in, hit for big sneak, and escape without provoking AoO. Scout appears to be the only way a player can really dictate the use of sneak attack without relying on other factors.

I had the notion of creating a surgical striker, which was also my justification for Knife Master. Move in 10"+, stab in spleen for d8 sneak, hopefully apply a useful crit feat (feat to double crit threat) and a sneak attack feat/talent (maybe stack some bleeds with feat/talent) + as much bonus damage as possible (like Vital Strike, but something that can be used with Spring Attack), get out without provoking AoO. Or use repositions/feints to remove myself, or move the enemy out of reach to at least avoid a full round attack to the face.

But yeah, this works at level 8. What happens during levels 1-7? Rogue throws knives? I was hoping to integrate knife throwing into the mix, because melee would be a dangerous proposition. The Scout has to charge, attack, then stares death in the face for a round before he can escape. Not ideal. Also, the amount of damage done from a single sneak would pale compared to any front line character simply getting stuck in with a TWF full round with Power Attack or whatever.

I originally thought of doing this with 6 or so levels of the Duelist PrC ... but it seems that every class I'm attracted to is universally reviled. ;) Though some of the features are nice, the extra damage from Precise is hardly worth the multi-class hassle. If I'm gonna multi-class, I need to do it with something that will allow the Rogue to mitigate that full round attack. Get in, stab +xd8 (+ sneak attack talent effect, +possible crit feat), survive, stab (+ different sneak talent effect, +possible different crit feat), escape.

Offensive Defense talent isn't bad, if I maximize the sneak dice. +1 AC per sneak attack die, stuff like that. Or Befuddling Strike. I can see a charge, hit for sneak w/ Offensive Defense, survive, hit for bleed, Fast Getaway. Maybe some crit bleed on top before I leave.

Being able to hold ground for a single turn, winning initiative to launch a flurry of sneak attacks with Sneaking Precision, stack Befuddling and Offensive Defense, Blind them with the crit or something.

Meh. Becoming clear it's a silly idea, but I really do dig the notion.


It's been said more than once that going Dex is a trap. While I'd definitely prefer to use Dex with Finesse and Piranha Strike, etc., I suppose I could abandon my (much loved) notion of a Knife Master and go for something beefier to augment the sneak damage.

There's no way this works with pure Rogue, if it works at all. It's obvious that my romantic, traditional notion of the Rogue play style doesn't hold up when dice start flying. Sad panda.

The Vivisectionist is on my radar, if only because of the sneak attack. I need to give the class another look as I dismissed it without really giving it the attention it deserves. I've basically examined at every class that offers sneak attack opportunities, hoping to make the "surgical strike" build work. 8 levels of Scout + whatever.

Ninja looks like a thing ... but I'm confused. Is it an archetype? Or a different class entirely? It doesn't seem to function as an archetype, replacing base class features. I would have to abandon Scout if it's a different class.

I'm not allergic to the notion of a Ranger. Urban Ranger is not something I dismiss out of hand. I have played Rangers in the past, and while I feel many of their "favored" abilities are super situational, I do enjoy the play style.

Thanks so much for all the input, thus far. Very helpful. Food for thought is delicious.


Urban ranger is technically compatible with guide. Guide lets you "spike" when you want, with the swift action Ranger's Focus.

Note that the interaction between Terrain Bond of the guide and Favored Community of the Urban Ranger is a bit weird. You'll need your GM to decide if Terrain Bond works on Favored Community or not, since by RAW it does not.

Note that there's a precedent set in the FAQ for adapting an archetype so that it works with abilities that require Favored Terrain.


You may want to check out the PFS forums and ask advice for a build. Not everything in every book is legal.

High dex is not a trap build. Agile enchant is the way to go.
Dex gives you touch ac. Reg ac. Init. Bonus to hit with ranged weapons. Ref saves.

20 point buy goes fast.
Con is a great stat.

PFS is fun. Allot of the encounters may be easy for an optimized group.


Thanks Cheapy, I'll look into it.

Red-Assassin wrote:

You may want to check out the PFS forums and ask advice for a build. Not everything in every book is legal.

High dex is not a trap build. Agile enchant is the way to go.
Dex gives you touch ac. Reg ac. Init. Bonus to hit with ranged weapons. Ref saves.

20 point buy goes fast.
Con is a great stat.

PFS is fun. Allot of the encounters may be easy for an optimized group.

True. I'll probably move the discussion over the the PFS forum. I have been diligent, checking the lists under "Additional Resources" on the PFS page, but I should probably consult the experts.

I had no idea the Agile enhancement existed until Red Assassin mentioned it. If we're talking pure optimization, Dex is still a losing proposition next to Str (instantly behind the curve, requires more feats), but I think it's pretty clear I'm not about squeezing every point of DPR from a given build. ;)

Thanks again, everyone.

Dark Archive

Red-Assassin wrote:

You may want to check out the PFS forums and ask advice for a build. Not everything in every book is legal.

High dex is not a trap build. Agile enchant is the way to go.
Dex gives you touch ac. Reg ac. Init. Bonus to hit with ranged weapons. Ref saves.

20 point buy goes fast.
Con is a great stat.

PFS is fun. Allot of the encounters may be easy for an optimized group.

There is no situation where a finesse build is more optimal than a strength build. You're correct though that it's possible to overtune yourself for PFS by worrying about optimization.

If I were going to use finesse I would look at the ninja anyway. It's a better class with more stuff to do, and you can take advantage of the fact that you're not plugging strength by plugging your charisma instead.


Scout + Knife Master + Merciful daggers w/ Sap Expert could be funny. Grants +d6, double sneak damage. Jump around, beating people unconscious. ;)

I'm silly.

On a realistic note, I wonder if I could somehow make use of Dazzling Display and Shattered Defenses ...


Dave Leach wrote:

Scout + Knife Master + Merciful daggers w/ Sap Expert could be funny. Grants +d6, double sneak damage. Jump around, beating people unconscious. ;)

I'm silly.

There's actually quite a bit of debate over that combination.

Scout's Charge wrote:
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed.
Sap Master wrote:
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.

The issue is that Scout's Charge lets you deal sneak attack as if they were flat-footed. It doesn't actually make them flat-footed against your attack. Just that you get sneak attack as if they were.

So...the debate about is whether they are flat-footed against your attack, meaning they don't get their dex bonus to AC, or if that's just mentioning what way to treat the source of the sneak attack from (say for Uncanny Dodge).

edit: I'm just going to take my personal opinion out, so that it doesn't derail the thread.

Silver Crusade

A few things to think of when building a Rogue. Building as a fighter then making a rogue is a good way to look at rogues. That means you need to fist look at Str,Dex,Con then the other stats. And you can dump Cha, even Int if you really need to. If your going to multi class make sure the other class helps your build over all. That means it needs to expand on what you can do. The more it allows you to expand what you can do the better off you are when you take it. (Example: Fighter: +1 feet, martial weapons, -2 skill ranks per level. Barbarian: +Fast move, martial weapons, rage, - none. Ranger: +Martial Weapons, Favored Enemy, 6 skill ranks per level, cure wands - none.) Rogue can be a very good class if made right. The problem is most people don't under stand how to do it. The #1 most common mistake made with rogues are a lack of Con. This is something I wish was not true but all to often something I run in to. I ran in to a player one time that stayed out of every fight. I asked them what there problem was. My character only has 43 HP I don't want him to die. (My response) Your level 10 and only have 43 HP? Whats your Con? And remake your character there is no saving it. (Later) Come to find out they started with a Con 8 and did not get a item yet.

My personal suggestion: Ranger6/Rogue(Bandit)6
Str>Dex>Con>Int>Wis>Cha for ability's when building the character.
And even when your leveling the Ranger you do not lose many skill ranks per level.
You end up with a BAB 10, Sneak Attack 3D6, Fort 7, Ref 10, Will 4, Trap finding, Evasion, Trap Sense +2, 3 Rogue Talents, Ambush, Favored Enemy(+4,+2), Track, 2 Combat Style Feat's, No umd check for most cure wands.


Another amusing combination is Thug / Scout. Grab Cornugan Smash (or whatever the one that lets you Intimidate those you whack with power attack), and the Shatter Defenses line of feats.

Before you are able to get all ~4 feats for shatter defenses, you can at least frighten enemies, making them flee from combat.

Get a merciful falchion (as a half-orc) and go to town :)

This has the advantages of it working from level 1, which is a problem rogues have IMO. It takes too long for them to "click", as you found out. In general, they need a lot of feats to click, more so than most.


Yeah Cheapy, even if it WERE viable, I likely wouldn't do it. I'm pretty sure my GM would have a black dragon swoop down and chew my head off just for bringing that to the table ... and I really wouldn't blame him.

Thanks for the tips, calagnar. I definitely consider Con to be super important, I want that +HP each level. I'm also looking into various Fighter archetypes to dip into, something that will improve what I'm doing (or make it viable, at least). I'm currently eyeballing Rangers and Bards as well, for multi-class purposes.


No problem!

So, just to make it clear, you want a mobile fighter who can do big "spike" damage, right?

And also have lots of skills to play with.


Sounds about right. Skill monkey with the ability to spike in combat where he's most needed, laying down crit feats and bleed talents, etc. Surgical knife bomb to the kidney.

I wonder about Ninja:

If it's not an archetype, can it be multi-classed with Rogue? Or, it's an alternate class for Rogue, can it take the Scout archetype?

If I could score Scout with Ninja, I think I'd be on the right path.


The reason the high dex TWF rogue can often be a trap is because Rogues have such low HP and AC that standing next to a bad guy long enough to get off a full round attack is often asking for death the next round.

You can still play it, you just have to be extra careful and really only close in when the guy is one hit away from being killed. Which might make you feel like your combat contributions arent pulling their weight.

That said, there are still ways to play that style of character, especially around level 12.

The conventional wisdom is that playing a rogue archer is simply sub-optimal. And generally that is true. 3/4 bab and no feat help. BUT, remember that at level 8 the scout archetype gets to sneak attack every time they move, which you can combine with a vital strike (at 9) to do a decent amount of damage while still remaining mobile. You wont be winning any DPR competitions, but you'll be contributing. And when the time comes, you can still drop the bow and do your thing with the knives.

Food for thought at least!

Liberty's Edge

The ninja is an alternate class for rogue. Its kind of like an archetype, but they switch so much out that its more than just an archetype.

As to the legality of using archetypes with an alternate class, I have no idea. The ninja still gets uncanny dodge and improved uncanny dodge, so I'd allow it in a house game, but for PFS? I just have no clue.


I just made a ninja for an upcoming AP, after partying with a couple Rogues who seem lackluster I decided on halfling ninja (I like the +1 hit/AC)

20 point buy build:

stats:

STR: 14
Dex: 17
CON: 12
Int: 10
Wis: 7
CHA 16

Feat: TWF
Trait: Helpful (+4 Aid Another)

Decided that he's going to mostly be wielding a katana 2HD, and TWF when facing an easy to hit target, and use aid another with helpful trait if I can't hit at all.

Tricks are mostly going in to defensive stuff and poison use stuff. And nuclear shuriken stuff.

Oh and as an alternative class I do not believe you can multiclass with its other (Ninja/Rogue, Samurai/Cavalier..etc..)


It's an alternate class for rogue...but I still think you can take rogue archetypes that you qualify for.

I think RAW is silent though. Although I do recall some paizo person saying the only difference between an archetype and an alternate class is that Alternate Classes get a full level progression chart and artwork.

So it should be cool to be a scout ninja.

And a ninja/rogue multiclass is not possible.


Thanks Broken. I'm still trying to figure out a way to tie Knife Master into a ranged build, high init for sneak attacks. Likely a fool's errand, but fun.

Abandoning Knife Master, I'm considering Scout/Bandit combo. Take Ambush at 4th and Skirmish at 8th, retain trapfinding and trap sense. Not bad.


Hmm. It's hard to say. I googled it and there's no clear answer. Some say yes, others no. Some say you can't multi but you also can't take associated archetypes. Nothing official either way.

Silver Crusade

Dave Leach wrote:

Yeah Cheapy, even if it WERE viable, I likely wouldn't do it. I'm pretty sure my GM would have a black dragon swoop down and chew my head off just for bringing that to the table ... and I really wouldn't blame him.

Thanks for the tips, calagnar. I definitely consider Con to be super important, I want that +HP each level. I'm also looking into various Fighter archetypes to dip into, something that will improve what I'm doing (or make it viable, at least). I'm currently eyeballing Rangers and Bards as well, for multi-class purposes.

Take bards off that list. It will hurt the charater more then help. Unless your making a bard that can do the rogues job. That is something that is easy to work.


Keltoi wrote:

I just made a ninja for an upcoming AP, after partying with a couple Rogues who seem lackluster I decided on halfling ninja (I like the +1 hit/AC)

20 point buy build:

** spoiler omitted **

Decided that he's going to mostly be wielding a katana 2HD, and TWF when facing an easy to hit target, and use aid another with helpful trait if I can't hit at all.

Tricks are mostly going in to defensive stuff and poison use stuff. And nuclear shuriken stuff.

Oh and as an alternative class I do not believe you can multiclass with its other (Ninja/Rogue, Samurai/Cavalier..etc..)

Thanks for that, Keltoi.

I've spoken to several of the folks taking part in the campaign and I can say with no hyperbole that this will likely be the most UNoptimized group of asshats and goodballs ever to roam the face of wherever we end up.

Methinks I'll roll up a Rogue Bandit/Scout with a dip into a Fighter or Ranger archetype (undecided) and see where it takes me. For many of the players, this is their first ever pen-and-paper experience. I suppose if I'm going to experiment with gimpy builds, now's the time!

If I die a horrible death, maybe I roll a Bard next time ... or a Ninja.


D'oh. So Bandit/Scout is a no-go. I forgot, you can't take two archetypes that replace the same base feature. BUT! I've stumbled across the possibility of a Scout/Rake. In terms of spiking damage, I prefer this to Scout/Knife Master by a wide margin.

Quote:

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.

Rake's Smile (Ex): 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. This ability replaces trap sense.

So I charge in (4th level Scout), hit for sneak attack, roll to intimidate. If it works, they become demoralized, shaken. This nets me a little protection, -2 to their attacks. Maybe I stack a Befuddling Strike on there (talent), another -2. Now they're at -4. OR Offensive Defense, +1 AC for each sneak attack die. The second option gets sweeter as my sneak attack improves. I suppose I could dump both on there if multiple sneak attacks are in the cards (TWF).

Adding more Intimidate shenanigans with Dazzling Display/Shattered Defenses could net several rounds of flat-footed foes @ -4 to hit and a fat AC bonus for me, and that's before I slap a crit feat on there.

It's extremely feat heavy, of course. Would likely require a dip into Fighter just to support it, and it wouldn't be fully realized until quite late in the build, but it could be fun, if maybe a bit gimmicky and one-trick pony-ish.

Of course, I could be totally off base. Thoughts?

Liberty's Edge

We are playing the Legacy of Fire campaign and the Roge in our team is now coming into is own.

The Scout Archtype I think is one of the best choices for Rogue. Theability to charge and Sneak Attack allows him to start most fights with an SA. Then at 8th he gained the ability to SA after moving 10ft (which according to the details is not limited to melee, so one combat the sling actually made an appearance to save the day!).
Add this guaranteed sneak attack with Befuddling Strike Rogue talent to reduce the mobs chance to hit and you are in for a good combat.

So the scout allows for reliable sneak attacks, all that's left is to get full attacks for TWF. Flanking can be ricky to do and get full attacks, especially against smart monsters.

The best option is to get Dazzling Display and Shatter Defenses. This means when an opponent is shaken, after your first attack they are flat footed until the END of your next round. Now, the issue here is you do not want to waste a round intimidating (especially if Cha is not high).
The best combination with shatter Defenses is to have a Bard in the team -- at lvl 8 they get Dirge of Doom (or at least the Arcane Duelist does) this is a song with no resist (I think) that causes all monsters in range to become shaken and allows the Rogue to go to town.
The alternative is to have another player kind enough to use a round inimidating foes for you (I play a Paladin with 18 Cha and can Intimidate a single opponent for 1 round without even rolling, so my roll allows for additional rounds).

So, there are ways to make the Rogue useful but it takes teamwork. Scout allows the Rogue to do decent damage regardless, teamwork allows the Rogue to regularly pull off Full attacks. Also, as mentioned above, befuddling plus shaken helps reduce the chance of being hit.

In our fights my Paladin has the spell Paladins Sacrifice so if something goes very wrong for our Rogue in close combat I can take the hit, but alternatively I could also cast Shield Other on him to take half the damage for most the day. Meanwhile we set him up nicely for Sneak Attacks, afterall, me using a round to Intimidate is well worth the extra damage he does when compared to my non smiting damage


Dirge of Doom does not give shaken. It mimics it, but is not it.


Cheers, Asteldian. My thoughts exactly on the Scout. Paired with Rake, Dazzling Display is no longer a necessity. It *can* be used to apply shaken to numerous enemies, or one can choose to focus their effort with the Rake feature. The only issue there is you need to sneak attack once and sacrifice a d6 to impose shaken (at least it's guaranteed with Scout), then attack AGAIN (likely as part of a full attack, hopefully with initiative) to ensure continued flat-footed. I still prefer it to Dazzling since I get to at least inflict damage and a talent/crit feat for the same effect instead of "wasting" an action putting on an impressive (albiet harmless) martial prowess clinic. You can stack the two methods as well for multiple rounds of shaken, assuming high enough Charisma and Intimidate.

Either way, Shattered Defenses is the meat and potatoes, true enough.


I'm starting to wonder if I shouldn't be looking at the likes of STR 13, an Elven Curved Blade and feats like Power Attack and Cornugon Smash. I can still have a reasonably high Dex ...

With Cornugon Smash, I could drop Rake for Thug ...


I like thug better. Except for that non-lethal bit.

And you definitely should be looking at at least 13 Str :) 14 preferably, since if you take ability damage, you'd lose access to power attack until it's healed.


Dave Leach wrote:

Welp, that's all very depressing. If I wanted to stomp around in heavy armor bashing people with a 2h weapon, I'd just play a Fighter. I like the *idea* of the Rogue class, the concept appeals to me (always has), though the reality appears to be a far cry from my expectations ... and I was going in with low expectations.

I've actually been looking into various Bard archetypes as well. Both Sandman and Archaeologist have crossed my radar, as has Daredevil. I'm not a big fan of singing and dancing to get things done, but I keep coming back to it, especially Archaeologist (no bardic performance).

I am nothing if not stubborn, however.

Thanks for your input, Cheapy.

That *IS* just an opinion. In my party we have a rogue and he's doing just fine. He lays down the most damage of the group. The key is always being able to move into flank, so I must recommend the following:

Slippers of Spider Climb: Give you a climb speed, so you essentially walk on walls, now people can't really corner themselves out of your reach and it opens up a lot of lanes to move

Expertise & Gang Up: with slippers of spider climb there is no reason you shouldn't be able to get a flank off with these from even a terrible position.

Lunge: Another additional way to reach out and touch someone.

In addition, I recommend a level of fighter for the armor proficiencies and the shield, if you go TWF making it a rapier and small (bashing, spiked) shield. With shield bash it comes out excellent in the long run, you get a ton of armor (medium armor possibly + a shield) and you dont lose it while shield bashing.


Spoiler:
True, it's an opinion. But it's an opinion heavily influenced by the aggregate play experience of the forums, damage per round analysis, and understanding the interaction between abilities.

I do not doubt that the rogue can be the best damage dealer in a party, but that speaks more of the rest of the party than of the rogue. Even a character whose only levels are in warrior can be the best damage dealer in a party.

Dave, if you're going to be using a two-handed weapon, you should consider putting Str above Dex. Even just 16 / 14. It'll increase our damage a lot. Plus, a single instance of ability damage probably won't screw your entire build over, since you have a buffer of 3 points before you lose Power Attack :)

Of course, the elven curve blade is finessable.

Here's a build by SunsetPscyhosis that might be helpful. Half-orc thug scout rogue 4 / ranger 4 that focuses on basically the same stuff you're thinking of.

Is cornugan smash even PFS legal? Looks like it, if it's on page 26 or 27.


I'll definitely look into it, but my first instinct is to stick with Rake and go with Piranha Strike.

I know Thug/Cornugan would be better from a pure DPR perspective. That said, I like that Rake has the effect built in ... plus it suits the theme of the character 1000x better and offers a nice bonus to Diplomacy and Bluff for party face duties. I also like that you can sacrifice additional levels of sneak attack to add +5, to custom tailor the roll against high DR targets and guarantee multiple rounds of shaken. I realize the additional rounds are built into Thug, but not the ability to fudge the roll so high in my favor. This will also allow me to focus on my Dex/(Focus)Elven Curved Blade for Dazzling/Shattered Defenses and feel confident of it's application (barring immunities, of course).

Hmmmmmmmmmmmmmmm

I'll take a peek at Sunset's build ASAP, but for now I'm off to the food court for questionable Japanese cuisine. Thanks again!

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