Hayato Ken |
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Whats all this meh here about rogues?
Meze don´t worry, you can build a perfectly fine rogue and have a lot of fun with it.
I played rogues since the beginning and seldomly had a problem.
Also i outdid an inquisitor, an alchemist and a paladin in damage and survival. It depends on your playstyle and the group, as well as the GM.
Now if you have a GM like some on the boards here that obviously don´t like a class and punish players for taking it or sometimes just don´t understand the rules and concort them, then you should adapt.
The clever one gives in you know.
Now back to topic:
Ranged rogues are somewhat difficult, because you will either be sniping all day or hunting for conditions that give you SA.
For a ninja after level 10 with taking invisible blade that is all solved.
Get moonlight stalker master and sniper goggles, then shoot the crap out of them.
Melee rogues are just fine.
There are many nice feats and oportunities for them.
Also weapon finesse is fine. Your damage comes from SA, not from normal hits.
Many people think every character has to be like a super optimized barbarian, being nearly invincible and dealing a ton of damage with one hit, but that is nonsense.
Just think for yourself which style you like and what your character should be able to do, then pick the class and feats accordingly.
Roleplaying and having fun is the most important.
Also this is a group play game and you should play together in a team, not outbid each other with damage. So the rogue is a teamwork character and needs flanking. Others profit from this too.
But you can also do without flanking.
A rogue can wear medium armor, gets evasion and some other nice stuff.
To have a better AC, you can take "offensive defense" rogue trick.
Combine that with sap adept and sap master, bludgeoner, and you have a sky rocket AC against all you hit with SA.
For TWF you can then take a quarterstaff, TWF and some special quarterstaff feats.
Or for real teamwork take gang up and maybe lunge.
There are so many possiblities ... don´t get restricted by singleminded rogue hating number crunchers.
WRoy |
Mergy, here's an example of a near-pure PFS rogue that can hold his own against an archaeologist, bard or urban ranger. It's un-playtested, but I'm going to be trying it out in the near future.
Rogue imho is nowhere near as suboptimal as you think, but is one of those classes where you really need to put a good amount of forethought into build planning or risk falling way behind the power curve of the group.
human
S 10, D 16, C 12, I 7, W 18, CH 12
traits: reactionary, Absalom hotspur
Favored: rogue (lvs 2-7 spent on bonus talent, 8-12 on +hp)
1) gunslinger 1 - deeds, grit 4, gunsmith, Dodge, (B) Mobility
2) rogue (poisoner, scout) 1 - poison use, sneak attack +1d6
3) rog 2 - evasion, rogue talent (ki pool 4), Extra Rogue Talent (ninja trick, vanishing trick)
4) rog 3 - +1 Dex, master poisoner, sneak attack +2d6
5) rog 4 - rogue talent (bleeding attack), scout's charge, Deft Shootist Deed
6) rog 5 - sneak attack +3d6
7) rog 6 - rogue talent (stand up), (B) rogue talent (sniper's eye), Quick Draw (or Master Alchemist)
8) rog 7 - +1 Dex, sneak attack +4d6
9) rog 8 -rogue talent (combat trick, (B)Two-Weapon Fighting), skirmisher, Leaping Shot Deed
10) rog 9 - sneak attack +5d6
11) rog 10 - advanced rogue talent (deadly cocktail), Improved Critical (pepper-box)
12) rog 11 - +1 Int, sneak attack +6d6
The goal is to upgrade to a pepper-box when able. Act as a ranged skirmisher that uses multiple methods to apply both ranged sneak attacks and debuffs on enemies. At 5th level, judiciously use scout's charge to augment your primary ranged, hitting softer targets with auto-sneaking armor spikes or other weapon that keeps a hand free. At 9th level, a gun buckler lets you move and fire both guns at max BAB as sneak attacks while keeping a hand free to clear jams and do reloads if necessary.
Gear shouldn't be too bad... focus on getting a gun, Dex and armor boosts (Wis sitting at 18 is plenty for grit and ki pool). Consumables round out the gear needs.
I've never run a poisoner in PFS so don't know how the resource drain is on them. Master Alchemist is potentially a swap-in for Quick Draw if purchasing poisons for certain targets gets too expensive and I need to make them.
I don't know, maybe it will suck. :P I'm optimistic he'll hold his own.
Mergy |
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There are some problems with that build. For one, I don't think a class should have to wait until level 8 to not suck. Furthermore, skirmisher applies only to your first attack each round, so that's not going to allow you to two-weapon fight with guns and get 6d6 extra damage per shot. Finally, sneak attack is just disappointing most of the time. 1d6 is 3.5 extra damage that doesn't multiply on a crit and requires you to position yourself in so and so a manner.
Now then, if I took your character and just advanced him as a gunslinger, pretty soon he'd be adding his dexterity to damage for every hit, and he wouldn't have to worry about whether the enemy saw him do it or not. Your character at 9th level can move and fire for 1d8+4d6, an average of 18.5 damage. A gunslinger with those stats and a pepperbox fires three times for 1d8+3, an average of 7.5 damage per shot. Except he hasn't had to worry about all the rogue tricks your character needs to pick up, so he can grab deadly aim as well, doing 1d8+9, an average of 13.5 per shot. If we go crazy he has enough feats for two-weapon fighting and improved two-weapon fighting. With weapon cords he can fire 5 times a round.
Sneak attack is not high damage. It's probably the worst damage ability in the game right now. As for poison, it's pretty expensive for a single-use item. It's generally best for a GM to use against his players so the NPCs can consume some of their loot.
Here's an archaeologist archer:
Str 12, Dex 18, Con 14, Int 10, Wis 8, Cha 14
Traits: reactionary, indomitable faith
1 Point-Blank Shot, Precise Shot
2
3 Rapid Shot
4
5 Lingering Performance
6
7 Arcane Strike
8
9 Manyshot
10
11 Clustered Shots
Starting from level one this character can fire a shortbow from point-blank range for 1d6+2 using luck; a composite shortbow and level three turn that into two arrows at 1d6+3, an average of 6.5 damage per arrow. At this point your rogue is doing 1d8+1d6 damage once per round, an average of 7 damage. He can only fire once per round, and he's only getting that ranged sneak attack 4 times because that's how much ki he has. At fifth level the archaeologist's amount of luck triples; he can also haste himself with the spell allegro, although that will get expensive as far as rounds of luck go. At 7th level this build lifts off the ground, because he can cast haste to help his entire party; at 9th level he's a damage machine of his own. Five arrows while hasted, the first round affected only by luck's +2, the second time with another +2 from arcane strike. A rogue can't compete.
Beebs |
Maybe not totally optimal but Scout + sap adept/master gets 6d6 + 12 non lethal sneak attack damage every time you charge at level 5. At level 8 you get 8d6 +16 every time you move 10' and attack. Sure it's a one trick pony. But it's a pretty fun trick! I'm not 100% sure Scout's Charge activates the sap feats due to the "as if flat-footed" wording (as opposed to be actually flat footed) but i think it works.
Mike Schneider |
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Mike, weapon finesse 'done right' (I'm assuming you mean with two-weapon fighting and agile weapons?) takes a long time to succeed, and while your AC may be a few points higher, your damage will not, on average, be comparable.My PFS multiclass samurai (TWFs unarmed strikea and wakizashi) is probably the most damaging melee character at his level in our local group.
Full attacks are much more difficult to pull off than single power attacks,What matters is attrition. My AC is considerably higher than the party barbarian (who's famous for dying five time as a PFS character under 7th level); he does more damage than me on a single hit...but that's not what counts in the long run.
and the fact that a character will likely only get his first agile weapon after level 5 means you've got a lot of sucking to look forward to.The level of fighter [unarmed] & picking up Dragon Style was fun (and a 5,000gp Agile Amulet of Mighty Fists comes much earlier than the 8000gp +2 weapon; in PFS, money generally isn't the issue -- it's having the prestige).
Dervish dance will almost equal your 'all-strength power attacking lunkhead in damage', but it costs an extra two feats.
(It costs no feats if you're a dawnflower bard.)
Feat costs for primary abilities do not bother me -- most feats don't get used that often; therefore, the only ones that really matter are those that are used constantly, and these are relatively easily obtained early no matter what build you make.
Sure: it's easy to make a power-attacking heavy armor fighter with a STR of 18 and an INT and/or CHA of 7. ....nothing wrong with that, provided it's what you actually want to play.
Last word: I'd much rather be TWFing light primary weapons after being swallowed whole rather than be a 2hPA-based concept futility flailing with a MW spiked gauntlet or other lame one-handed backup.
undrhil |
This seems like as good a thread to post this in as any... :)
I am thinking about making a Dwarf Rogue (Thug) who is going to focus on being mean and crass. I know the Dwarf has a negative to CHA so his Intimidate won't be too good, but with Skill Focus and a Trait (and possibly a feat?) giving bonuses to it, it looks to be quite high for level 1.
moon glum RPG Superstar 2015 Top 8 |
Weapon Finesse is a trap feat because you're spending a feat to do less damage. Agile weapons are also a trap in my opinion, because you're spending a +1 just to do the same damage as a strength weapon.
Rogues themselves are indeed a trap, and for the last time I think you should play an archaeologist bard instead. :)
Neither weapon finesse, nor rogues are a trap. You are thinking only in terms of damage. For a rogue, it is better to have a high dex than a high strength for many reasons: good reflex save + evasion, AC (and touch AC), boosts to your best skills (acrobatics, disable device, stealth, escape artist), and a bonus to initiative. Strength will give you a few more points of damage, which will rarely better than a 3 sneak attack dice. So, for a rogue in particular, weapon finesse is great. You get a giant bonus to hit, and can concentrate on keeping your dexterity high.
Mike Schneider |
1 person marked this as a favorite. |
I am thinking about making a Dwarf Rogue (Thug) who is going to focus on being mean and crass. I know the Dwarf has a negative to CHA so his Intimidate won't be too good, but with Skill Focus and a Trait (and possibly a feat?) giving bonuses to it, it looks to be quite high for level 1.
If you are going to make a strength-based rogue, this is one way to do it (half-orc with Intimidating Prowess works best).
Mergy |
Mergy wrote:Weapon Finesse is a trap feat because you're spending a feat to do less damage. Agile weapons are also a trap in my opinion, because you're spending a +1 just to do the same damage as a strength weapon.
Rogues themselves are indeed a trap, and for the last time I think you should play an archaeologist bard instead. :)
Neither weapon finesse, nor rogues are a trap. You are thinking only in terms of damage. For a rogue, it is better to have a high dex than a high strength for many reasons: good reflex save + evasion, AC (and touch AC), boosts to your best skills (acrobatics, disable device, stealth, escape artist), and a bonus to initiative. Strength will give you a few more points of damage, which will rarely better than a 3 sneak attack dice. So, for a rogue in particular, weapon finesse is great. You get a giant bonus to hit, and can concentrate on keeping your dexterity high.
I respectfully disagree. You're right, I'm thinking in terms of damage, of which sneak attack sadly does not provide enough. A rogue will always have a good reflex save, and a rogue gets excellent skills no matter what.
Hayato Ken |
I'm sorry Hayato, but if you were out-damaging an alchemist, inquisitor and paladin, it is the other players not pulling their weight. If you would provide some more information as to how you achieved this, I would appreciate it.
Halfling ninja10/monk2 with invisible blade and halfling slingstick,
sap master & adept + bludgeoner, bling-fight, combat expertise, moonlight stalker, weapon focus halfling slingstick (ninja trick), racial trait warslinger, some other stuff along skill focus stealth and real high stealth. It was 3 attacks per round with 2d6+10d6+(24+4+1+2)nonlethal damage (with subtle weapon enhancement on slingstaff, like subtle blade).Also real high stats because of 4d6 keep best 3 method. The character still died at the end due to effect of area attacks.
Mergy |
So he suffered a lot against enemies who had fast healing or were immune to non-lethal damage, right? It just seems a little too one-trick pony. Invisible blade is a definitely a great ability; you did say you were outdamaging your allies with a rogue, however. A ninja is a different beast, and a much better class.
I would still take a feral mutagened alchemist though. ;)
Hayato Ken |
Moonlight stalker is a real nice feat for rogues/ninjas.
Rogues just need a wand of blur or later lesser cloak of displacement.
Anyway, the damage of my ninja could have been further boosted by taking the trait that gives +1 on each SA dice and by sniper goggles.
I use forgotten trick for weapon finesse if ever in melee.
Also, because of halfling and monk levels my saves were real good.
I put some into WIS and got a decent AC of 25 too with bracers of armor and all the stuff. Touch AC 21.
Since Rogue Eidolons guide on rogues a lot has changed and there are so many possibilities now. Also crossclassing 2 levels is quite often a good combination. The alchemist/summoner/whatever hype excluded. I´m more with Fighter/monk/gunslinger/samurai there.
Maybe i should write a guide extention.
Beebs |
This seems like as good a thread to post this in as any... :)
I am thinking about making a Dwarf Rogue (Thug) who is going to focus on being mean and crass. I know the Dwarf has a negative to CHA so his Intimidate won't be too good, but with Skill Focus and a Trait (and possibly a feat?) giving bonuses to it, it looks to be quite high for level 1.
The interaction between the Thug's Frightening ability and the Enforcer feat (take Bludgeoner if you don't want to have to use a sap) seems pretty powerful!
As I read it, all you have to do is 3 damage and make an intimidate check to get 3 rounds of shaken from Enforcer + 1 from the Thug's Frightening ability = 4 rounds of shaken, which you can trade in for a round of your opponent being frightened!
Mike Schneider |
Mergy wrote:I'm sorry Hayato, but if you were out-damaging an alchemist, inquisitor and paladin, it is the other players not pulling their weight. If you would provide some more information as to how you achieved this, I would appreciate it.Halfling ninja10/monk2 with invisible blade and halfling slingstick,
sap master & adept + bludgeoner, bling-fight, combat expertise, moonlight stalker, weapon focus halfling slingstick (ninja trick), racial trait warslinger, some other stuff along skill focus stealth and real high stealth. It was 3 attacks per round with 2d6+10d6+(24+4+1+2)nonlethal damage (with subtle weapon enhancement on slingstaff, like subtle blade).
Also real high stats because of 4d6 keep best 3 method. The character still died at the end due to effect of area attacks.
He neglected to 1) have a decent CON, 2) take Evasion as a ninja trick, or 3) not forfeit Evasion via some weird monk archetype?
A halfling is about the last critter that ought to go down to AoE magic.
Detect Magic |
To lighten the feat intensity, I'd suggest you ask your DM if he or she would allow the following modification to TWF:
Two-Weapon Fighting (Combat)
You are adept at fighting with a weapon in each hand.
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. When your base attack bonus reaches +6 you get a second attack with your off-hand weapon, albeit at a –5 penalty. When your base attack reaches +11 you get a third attack with your off-hand, albeit at a –10 penalty.
Argus The Slayer |
To lighten the feat intensity, I'd suggest you ask your DM if he or she would allow the following modification to TWF:
Two-Weapon Fighting (Combat)
You are adept at fighting with a weapon in each hand.
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. When your base attack bonus reaches +6 you get a second attack with your off-hand weapon, albeit at a –5 penalty. When your base attack reaches +11 you get a third attack with your off-hand, albeit at a –10 penalty.
You are suggesting that the DM include both Improved and Greater TWF with the TWF feat?
Really?
Joyd |
Detect Magic wrote:To lighten the feat intensity, I'd suggest you ask your DM if he or she would allow the following modification to TWF:
Two-Weapon Fighting (Combat)
You are adept at fighting with a weapon in each hand.
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. When your base attack bonus reaches +6 you get a second attack with your off-hand weapon, albeit at a –5 penalty. When your base attack reaches +11 you get a third attack with your off-hand, albeit at a –10 penalty.You are suggesting that the DM include both Improved and Greater TWF with the TWF feat?
Really?
It's a really common suggestion because TWF is extremely feat (and item budget) taxy for something that generally ends up worse than using a two-hander to begin with, even after you get all the feats for it.
Argus The Slayer |
Getting all three feats for the cost of one feat - and especially if you only required a DEX of 15 to effectively get to Greater TWF - would (or SHOULD) entice just about every melee character in the game to move on over to TWF.
Effective TWF characters are tough to build, but it can be done and certainly doesn't require nerfing the core PF rules.
Mike Schneider |
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Argus The Slayer wrote:It's a really common suggestion because TWF is extremely feat (and item budget) taxy for something that generally ends up worse than using a two-hander to begin with, even after you get all the feats for it.You are suggesting that the DM include both Improved and Greater TWF with the TWF feat?
Really?
Don't believe it.
01 Fighter1 TWF, Quickdraw
02 rogue1 SA+1d6
03 rogue2 [Finesse Rogue], Point Blank Shot
04 rogue3 SA+2d6
05 fighter2 Precise Shot, Rapid Shot
06 rogue4 [Combat Trick: Deadly Aim]
07 rogue5 SA+3d6, FEAT...etc.
I'm not seeing much problem collecting feats here; and that's a plain-vanilla CRB non-human build that'll kick butt.
Mike Schneider |
Mike Schneider wrote:I'm not seeing much problem collecting feats here; and that's a plain-vanilla CRB non-human build that'll kick butt.Yet this build dips fighter. For what reason? Bonus feats.
Don't see the irony?
No, because I almost always dip melee when building a rogue anyway. For example, fighter2 grants Fort+3, all martial access, Survival as a class skill, heavy armor proficiency for MFP in you want that, etc.
The build above has seven feats at 5th level (including the two from rogue talents) -- if you don't want fighter, pick the two least important to not have in exchange for pure rogue (which will grant you an additional talent and SA+1d6, so there's that compensation).
Neo2151 |
I'd say play whatever you think you'll have fun with OP.
As to whether Rogues can keep up with other classes in damage... They're skill-monkeys, not damage-monkeys! You get SA so you don't lag behind, not so you can pwn the battlefield! ;)
If you want to be a combat-heavy rogue with extra utility, I'd dip 2 levels of Fighter for the same reasons that Mike Schneider just suggested. If you're more interested in the utility and not as worried about combat, just go straight Rogue and have a blast!
Twigs |
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You're just mad that every build is improved by being a synthesist 2/alchemist 1. ;)
I... wh... Why would you think that? And why would you want to -play- that?
To the OP, I've always found that many posters here are inordinately hard on the rogue. I think rogues are one of the most fun classes to play, and a well built rogue is just as capable as his party members. You've gotten a lot of advice in this thread, so I'll try to keep my own short and to the point.
Finally, I'd pour through your Ultimate Combat book for feats. The Knockout Artist, Sap Adept and Sap Master feats mean the rogue can end fights in the first two rounds against many opponents, using either a pair of saps or unarmed strikes. If the same rogue has high strength, they could consider Improved Unarmed Strike, Grapple and the strangler feat for dealing with isolated opponents. Undead will be immune to non-lethal damage and larger opponents cant be grappled, so a rogue would be wise to carry around a dagger or shortsword on the side.
Hope this helps! I wasn't sure whether you'd made your decision yet, and I'm parroting one or two posts in this thread, but this seems pretty succinct.
Hayato Ken |
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I would skip improved and greater TWF with every non-full BAB class.
However, there is a fun build you could do:
Take a race with low-light or dark-vision.
Either take 2 levels lore warden or just wait untill you got all the feats together.
Take moonlight stalkerwith all the requirements and then TWF.
A wand of blur is only 750gp and with 50 uses should be enough untill you can get cloak of displacement. The lesser version is cheaper and a constant blur effect. Combined with moonlight stalker this provides you a constant +2 hit/damage, negating the -2 from TWF.
Moonlight stalker feint and moonlight stalker masterare both nice additions.The first is free feinting to get sneak attacks, the second improves your survivability greatly. 20% or 30% miss chance are nothing to underestimate. If you play a ninja and take invisible blade, the miss chance on you would be 60% then.
There is also a synergy with vanishing trick/invisible blade, stealth, hide in plain sight, etc. First you have concealment getting +2 hit/damage, second because of the new rules you get the hidden condition giving you another +2 hit. Third:
If an opponent misses you due to your concealment, you can spend an immediate action to move 5 feet, this movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Someone misses you and you can 5' step for free, going into stealth or changing place so they don´t know where you are again. Just unbelievable with skill focus stealth & hellcat stealth or hide in plain sight. A ring of chameleon power negates the -10 from hellcat stealth.
This is one of the best solutions for rogue/ninja types out there.
Improved and greater feint are only a step away and you can effectively solotactic, what so many guys want. Also gang-up for team tactics is fast aquired, because you have combat expertise.
If you have problems hitting foes with concealment, imrpoved and greater blindfight are there too. Or just take shadowstrike.
The greatest weapon for melee rogues/ninjas is then
sword of subtlety. +4 hit/damage are just big. Double wield them and take weapon focus short sword if possible.
This way you should almost always be able to land sneak attacks securely, because you cover all of the possibilities:
-flanking
-flatfooted
-feinting
-miss chances negated
Another great possibility is the ninja trick flurry of stars combined with the above. For rogues possible with ki pool and ninja trick talents. Makes +2 attacks per round with only 2 rogue talents or 1 ninja trick. Of course the typical ranged combat feats are complimentary. Also get a potion or wand of haste and you can have 3 more attacks in a round, with moonlight stalker all at your full BAB.
Now someone tell me again rogues can´t do!!!!!!!!!!
I admitt, crossclassing 2 levels in fighter lore warden or monk help them out greatly and this should not really be necessary, but still doesn´t really matter somehow. The fluff still fits the feats and classes are not professions.
*Edit: links and citation fixed. There seems to be a problem with putting URL´s in citation sources.
Mort the Cleverly Named |
Now someone tell me again rogues can´t do!!!!!!!!!!
Okay. "Rogues can't do."
I'm kidding, of course. That is a good Moonlight Stalker build. The only problem is that it suffers from the same issue most Moonlight Stalker builds do, which is that it takes a while to get the feats and equipment to do it up right, and then falls off dramatically at higher levels. Once enemies start regularly having tremorsense/blindsight/true seeing (even see invisibility if you are using vanishing trick), a good chunk of your feats become worthless.
A couple of notes, though. "Hidden" is not a condition. It was included in a playtest for stealth, but those rules haven't been added to the core game. Also, wand of blur is actually 4,500gp, not 750gp. Otherwise, this is all very good Ninja... er... "Rogue" advice.
Mort the Cleverly Named |
on the other hand, if you can play a tiefling you get darkness as a SLA.
I see this as a really great trick... for NPCs to use on the players. Darkvision is just ridiculously common on enemies. As a PC you are going to be annoying your own party unless they all have darkvision too, and if they do you will curse the fact you only get to pull this 1/day. Might as well pick a different race and leave the concealing to wizards.
Cheapy |
I can only think that blur was not intended to work like that, and it was meant just to give a 20% miss chance. Seems very silly otherwise.
But counting the feats...
Blind Fight, combat expertise, moonlight stalker, improved feint, greater feint, two-weapon fighting.
So we're looking at level 11 minimum before this really comes together. You need greater feint to make them denied their dex for the whole round.
So that's nice and all...but at that point, why not just use Invisible Blade and take feats that are much more useful for the previous 10 levels?
Detect Magic |
No, because I almost always dip melee when building a rogue anyway.
Alright. Different groups, different expectations. My group doesn't multi-class often, so when I hear 'rogue' I don't think multi-class. I think of a pure rogue.
A couple fighter levels will help the rogue with much needed feats. Though, my point was that it's sort of silly to expect a character to invest so many resources into a build that is at best comparable to a less feat-intensive build (i.e. TWF vs. Two-handed).
@Mezheven: My group plays with the modified TWF feat I posted. Works fine, though not for everyone. Could provide some wiggle room for other feats which may help your character/build concept.
Hayato Ken |
Sorry i looked into the wrong column for the blur wand, its 4500gp right.
Still since its a level 2 spell it could be easily accesible by party casters.
Two-handed doesn´t function good with rogues or ninjas because you need a STR build with many attacks. Rogues/ninjas want as many sneak attacks as possible to deal damage. Not really hard to understand isn´t it?
Hence two weapon fighting. Don´t forget that you don´t hit normal AC, but the flat-footed AC with sneak attacks from stealth/invisbility/feinting, except for flanking, but then you get +2 anyway. A very common mistake it seems.
If you take 2 levels fighter lore warden you can have moonlight stalker at level 2 only from the class feats. You have the level one feat left for i.e. weapon finesse. Then you go into rogue and get either a feat or rogue talent each level. *hint* Swashbuckler rogues can take combat trick twice. Also don´t forget dim light already grants concealment.
Darkvision is good for you because it negates miss chances and lets you apply your sneak attack in dim light and darkness.
In dire need a simple smokestick can also do the trick.
And of course ninjas take vanishing trick and later invisible blade. I just said that above.
Mezheven |
I didn't know this topic was still on fire ;)
I'm currently working on a pure Ninja, with a lot of tips from Mergy. I'll post it when it's ready. My current ended way faster than expected so I had to start working on a new character real fast.
On a side note, I'm not sure about my backstory. GM doesn't want some cheap paper so if anyone has some idea, go for it. Next aventure will be Curse of the Crimson Throne. Basic idea: my character is from Korsova. Might go with the Missing Parent backstory. Ends up being coached by an old master ninja (like old, been in the city for a while, kept to himself, ninja stuff is secret and s!+*). He gives me his Katana. So I have my personal reasons to go after the main villain in this story path. It explains my particular training + exotic weapons. Might start young too, maybe 20ish. Is it too cheese?
-Mez
Mergy |
A strength build with katana is pretty easy, although I know for a fact Mezheven rolled to an equivalent 39 point buy or something like that, so he's got a pretty easy time of making it work.
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
1 Iron Will, Toughness
2 Vanishing Trick
3 Power Attack
4 Combat Trick: Weapon Focus (Katana), Str +1
5 Extra Ki
6 Shadow Clone
7 Furious Focus
8 Forgotten Trick, Str +1
9 Improved Iron Will
10 Invisible Blade