Help with an Aasimar rogue build


Advice


I am currently working on an Aasimar rogue.

We are allowed to have stats of 8,10,12,14, and 16.

I've not played a rogue before but I wanted him to be at least mildly charismatic and intelligent. (Intelligent for the skills).

The character is planned to be mostly a thief with only minor fighting prowess at first (i was thinking rapier, shortbow and maybe a punching dagger)

We are starting at first level and get to use one trait. We can use core rules, advanced player guide, advanced race guide, ultimate magic and ultimate combat


If you're playing a rogue, you get lots of skills even with a 10 Intelligence, so I'd put the 10 there. The 8 can go in Wisdom if you don't mind playing an angelic being who totally missed out on his ancestors' wisdom and gravity.

I'd recommend other stats, but you gave me only 5 scores to work with, not 6, so I'd be missing one.

Also, check with your DM regarding your character concept vs. the type of campaign he has planned. Being a thief who doesn't fight well is an appealing archetype, but it really screws the rest of the party if you're in a hardball campaign with lots of fighting!

Lantern Lodge

hmm i made a rogue 1ce and my friends say I am no longer allowed ot play it because it out shined them in combat lol. Well what i did for my rogue if you want to copy it by all means is have it use a great sword. I picked up all the vital strike feats, power attack, and the typical two-handed fighting feats but i also got the feats improved and greater feint. this is what happened: Move action Feint, standard action Vital strike power attack Great sword swing plus sneak attack dmg. You can see how things went from there lol.


Kirth Gersen wrote:

If you're playing a rogue, you get lots of skills even with a 10 Intelligence, so I'd put the 10 there. The 8 can go in Wisdom if you don't mind playing an angelic being who totally missed out on his ancestors' wisdom and gravity.

I'd recommend other stats, but you gave me only 5 scores to work with, not 6, so I'd be missing one.

Also, check with your DM regarding your character concept vs. the type of campaign he has planned. Being a thief who doesn't fight well is an appealing archetype, but it really screws the rest of the party if you're in a hardball campaign with lots of fighting!

The other is 18, sorry for mistake. It shouldn't be much of a problem as it will mostly be an urban environment thing and I'll still be able to use my shortbow to attack from a distance or stab them in the back with sneak

Lantern Lodge RPG Superstar 2015 Top 16

I say if you're going to do that, go ninja to take advantage of your Charisma.

Stat up like this:

Str 10
Dex 18
Con 12
Int 16
Wis 8+2
Cha 14+2

Int and Cha should depend on your missing number. If the number is 12 or less, put that into your Cha (since that'll get boosted by your racial modifier) and put the 14 into Int. Otherwise, make the missing number Int and the 14+2 into Cha.

Use a Wakizashi for your primary weapon and do consider Weapon Finesse as your first feat, even if you want to go combat light in case you do go into melee.

Take the Scion of Humanity alternate racial trait if you're worried about trying to blend in. The Truespeaker alternate racial trait gives you two potentially useful skill boosts (Sense Motive & Linguistics) as well as extra languages when you put ranks into Linguistics. With a 16 Int and 1 rank in Linguistics, you'll speak 6 languages at level 1!

Have fun!

EDIT: For a trait, all depends on what your want your rogue/ninja to do. Given your list of resources, something to boost your favorite skill like Fast-Talker, Poverty-Stricken, or Child of the Streets. Otherwise, Reactionary (+2 to Initiative) or Armor Expert (reduce armor check penalty by 1 allowing you to wear better armor) will be nice. Resilient for the +1 to Fort save is a plausible option, too.


Wait... your stats are 8, 10, 12, 14, 16, 18?
Holy crap! That's a 32-point buy; 25 points is "Epic Fantasy" (standard is 15), so you're well into demigod territory right out of the gate.

Forget rogue -- at that power level, I'd avoid anything even resembling a mortal. If you play a caster, you start with a 20 in your casting stat and have no weaknesses -- that might be more what the DM is looking at.

Grand Lodge

Actually, I suggest the Angel-Blooded Aasimar, and go with the Thug archetype. Nab the Shoanti Tattoo trait, and the Enforcer trait.
Pick up an Earthbreaker.
Nab Enforcer feat at first level, Bludgeoner at second via Rogue talent, and Sap Adept at third.

Lantern Lodge

Hmm if you want to go combat light id suggest that your dex, wis, and cha are your highest stats. Reason to make wis and cha so high btw is because of the skills that entail with each stat. Having a great bluff and diplomacy helps in many role playing situations which are cha based. The wis will give you perception and sense motive which will help you pick up on certain things and aid you in discerning lies of others. Dex of course is just a staple point for rogue.

Grand Lodge

Angel-Blooded Aasimar will net you a +2 Str, and +2 Cha, along with the Alter Self ability.

Very key to the build.

Grand Lodge

You will want Weapon Focus 4th, via Rogue Talent, Dazzling Display at 5th. Sap Master at 7th, and Shatter Defenses at 9th.

With all the frightening, and nonlethal damage, you will basically be the Godd*mn Batman, wielding your giant gavel of justice.

Grand Lodge

Your stats should be:
Str 18(20)
Dex 14
Con 12
Int 8
Wis 10
Cha 16(18)

Note: You will have plenty of skill points, so the slightly lower intelligence does not hurt you. Also, your Alter Self ability is not just a disguise method, but can be an impromptu buff, giving you a +2 to Str, and access to natural attacks.


If you insist on rogue, I'd go Str 12, Dex 16, Con 14, Int 10, Wis 8+2=10, Cha 18+2=20. Max out Bluff and Diplomacy. Make sure you're in charge of all the group's social interactions. For feats, grab Weapon Finesse and you have a very good chance of hitting in melee when you must fight, and your sneak attack damage will count more than Strength in the long run. You'll have good hp (due to Con) and no real weaknesses except those inherent to picking rogue as a class (and from not playing a human).

Grand Lodge

Then again, you can go for the whole Rogue feel, do everything you want to, and just play an Inquisitor instead.

You can be a very versatile PC as an Inquisitor.


i recommend most of Kirth's options with the following exceptions

Go Ninja, Not Rogue. Swap Dex and Cha so you can have 18 in both. take weapon finesse at 1st level, Vanishing Trick at 2nd and Pirahna Strike at 3rd. get yourself an agile Wakazashi as soon as possible.

dual wielding is not worth the penalty. i might look good at first, but it requires you to flank and get a full attack. depending on your group, flanking might not be so easy.

take the scout archetype and go for a spring attack build if you want. since your first attack is the only one that will hit anyway.

Take Eldritch Heritage (Pit Touched) and Improved Eldritch Heritage and it will effectively equal taking toughness thrice.


Kirth Gersen wrote:

Wait... your stats are 8, 10, 12, 14, 16, 18?

Holy crap! That's a 32-point buy; 25 points is "Epic Fantasy" (standard is 15), so you're well into demigod territory right out of the gate.

Forget rogue -- at that power level, I'd avoid anything even resembling a mortal. If you play a caster, you start with a 20 in your casting stat and have no weaknesses -- that might be more what the DM is looking at.

the DM also adjusts the enemies as well


kirth and shuriken, i really like the ideas you guys have, ninja looks like the way to go and the high charisma needed makes it better. Thanks :)

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