Advice on my rogue build


Advice


We just started skulls and shackles and I wanted to try my hand at a rogue, which is a class I never seemed to click with. I've checked out the famous rogue guides and such, but I decided to try something similar but different and thought putting it up here for some advice and if it is good, to share the idea.

The idea is that you use a 1 handed weapon with 2 hands and when you get sneak attack, you quick-draw the a second light weapon and go to town. Swashbuckler achetype helps with the build big time, and fits the theme of the game! You need to have a decent strength to pull this off though, mainly to do decent damage and to ignore the weapon finesse feat. Here is the build at 1st level, and the planned build afterwards

Switching Rogue:

Medium-sized Humanoid (Human)
Rogue 1
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STATISTICS
Str 17 (+3); Dex 17 (+3); Con 14 (+2); Int 9 (-1); Wis 13 (+1); Cha 12 (+1) [+2 Dex Human, Stats generated randomly]
Initiative :+5
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FEATS
Dodge, Martial weapon proficiency [Scimitar (cutlass)], Two-weapon fighting
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TRAITS
Reactionary
Touched by the sea
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DEFENSE
HP: 11
AC: 17, touch 14, flat-footed 13 (base +10; armor +3; dex +3; +1 dodge)
CMD: 17 (base +10; str +3; dex +3; +1 dodge)
Saves: Fort +2, Ref +5, Will +1
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OFFENSE
Base Attack: +0; CMB +3
Melee: scimitar +3 (1d6+4 / 18-20/x2)
Melee: scimitar +1 (1d6+3 / 18-20/x2), dagger +1 (1d4+1 / 19-20/x2)
Ranged: dagger +3 (1d4+3 / 19-20/x2)
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SPECIAL ABILITIES
●Favored class benefit: +1 hit points
●Human Bonus Feat: Gain an extra feat
●Skilled: Gain an additional skill rank at 1st level and one additional rank whenever they gain a level
●Martial Training (Ex): Martial weapon proficiency scimitars. May take the combat trick rogue talent twice.

Planned build:

(Stats) +1 Str, Dex, Wis, Int; Most-likely but not necessarily in that order.
(2)RT: Combat Trick Quick Draw
(3)F: Power Attack
(4)RT: combat trick #2 Furious Focus
(5)F: Improved Initiative, Toughness, Combat Reflexes, or Double Slice*
(6)RT: Weapon Training Scimitar
(7)F: Improved Initiative, Toughness, Combat Reflexes, or Double Slice*
(8)RT: Hold Breath, Strong Stroke, Swift Poison, Combat Steal, Resiliancy, or Strong Impressions)*
(9)F:Improved two weapon fighting
(10)ART: Crippling Strike
(11)F: Improved Critical Scimitar or Vital Strike(Improved Initiative, Toughness, Combat Reflexes, or Double Slice)*
(12)ART:Opportunist
(8)STAT: +1 Dex or Wis
(13)F: Improved Critical Scimitar or Vital Strike(Improved Initiative, Toughness, Combat Reflexes, or Double Slice)*
(14)ART: Hunters Surprise, slippery mind, redirect attack, or feat
(15)F: Greater two weapon fighting (or Improved Critical Scimitar or Vital Strike(Improved Initiative, Toughness, Combat Reflexes, or Double Slice)*
(16)ART: Hunters Surprise, slippery mind, redirect attack, or feat*

*Indecisive on these feats at the moment. Any other ideas are welcome. Otherwise will take whichever feat seems more appropriate when the time comes.

Books that I'm allowed to use are Core, Advanced, Ultimate Combat, and Ultimate Magic.

Party consists of a me, a healing oracle, and a conjuration wizard. We have a forth player who is going to be most likely making a barbarian.

I don't need to be a powerhouse, just want to be useful in combat. Thoughts?

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