Rogue Build Critique


Advice

Shadow Lodge

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

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

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

LEVEL 1:

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

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

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

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

LEVEL 2:

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

LEVEL 3:

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

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

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

LEVEL 4: +1 Dex, +1 Con

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

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

LEVEL 5:

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

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

LEVEL 6:

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

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

LEVEL 7:

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

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

LEVEL 8: +Dex +Con

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

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

LEVEL 9:

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

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


xXAbyssusXx wrote:

How does this look?

TWF Rogue (Scout, Sniper)

You don't qualify for combat expertise at level 1.

-James

Shadow Lodge

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

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


You have low stats and need to boost your Dex as soon as you can. Take improved initiative sooner and that will almost guarantee you going first every time! The low wisdom and charisma is going to kill you, unless you stick to the shadows and back stab.

One thing you might want to do is take a level or two in fighter and that will give you acesss to every weapon (just about) and an extra feat or two.


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

Shadow Lodge

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

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


xXAbyssusXx wrote:

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

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

Mea culpa, for some reason I thought it required a +1 BAB like deadly aim and power attack.

That said if you are looking to do TWF rogue without trapfinding, then go with ninja.

-James

Shadow Lodge

Looks like you have something like this going on. It's a shame that your GM won't let you switch out archetypes, especially at this low a level. However, Scout is really an awesome archetype.

Dark Archive

Your trait combination is illegal. You have two traits from the same group.

Also, Iron Will ASAP. Your will save is really dangerous.


I agree with iron will, however for rogue talents if you want to still use sniper and scout you might want to look to a pistol for long range sniping -- you can take the talents to get the training and amateur gunslinger(take quick clear) and gunsmith as well as proficiency.

You can delay getting the gunpowder talents until later in the build since it won't really fully work until you have the 8th level ability from scout as well as rapid reload and alchemical cartridges.

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