Building a rogue for Age of Worms


Advice


Hello,
I am going to be playing the 'Age of Worms' campaign setting (no spoilers please) and have some questions concerning the character I will be building. I have been given the role of playing a rogue, but I am not particularly interested in a two-weapon fighting build.
My question is if there are any other viable builds to the rogue; will I (or my party) suffer greatly if I am not contributing the extra damage that two-weapon fighting will give me? Arcane Trickster and Spring-attack are two builds that I am considering but I am not sure how viable they are.

Any advice or suggestions would be helpful,
Thank you.

Note: I have access to all official pathfinder material.

Current party composition: Cleric, shapeshifter ranger and a melee abyssal sorcerer


Do you have to play a rogue, or can you play a different class with trapfinding/disarming abilities? For that matter, if you play a rogue, are you required to play with traps?

Grand Lodge

I did a build with a rouge that focus on fienting and sneak attack. I took powerful sneak and deadly sneak. Which allowed my sneak attacks to be minimum average damage. Took Vital Strike so I get an extra die of damage on those turns when I'm not flanking and need to feint. It's slightly above average damage but it worked. The rogue was finesse based and used an aldori dueling blade. I took pirana strike which is the dex equivalent of power attack. When I had enough gold added the agile quality to my weapon. Not amazing damage but it worked. I hit things well enough and did good damage. Had fun with the character too.


Blueluck wrote:
Do you have to play a rogue, or can you play a different class with trapfinding/disarming abilities? For that matter, if you play a rogue, are you required to play with traps?

I do not believe that I have to play a rogue, but I need to fulfil the basic roles that it accomplishes (sneaking, disarming traps, etc.), and from what I have heard, traps are something that will come up.


A Ninja is generally all around better than a Rogue for straight Roguein'.

An Alchemist can make a very good Rogue if you put ranks in Disable Device and then get Discoveries like Smoke Bomb and stuff to make you a thiefy Alchemist.

Wizards, despite the lack of Disable Device, can replicate many Rogueish things with spells like Knock and all around be thieving dickweeds if they want to be as well, and Invisibility is great for sneaking.

Grand Lodge

Ninja is better rogue, but keep in mind you'll need to take the ninja trick trap finding or else you won't be able to disarm magical traps. That's really the only thing that rogue has going for it these days.


You can build a rogue like a barbarian, with a high strength and a greatsword.

Spring attack plus hide in plain sight works

Archery works.

But yes, straight rogue is probably the worst way to do this.


Is Age of Worms one of the undead heavy ones? If so this alchemist will do well.

Archaeologists are far better at skills than rogues, but will suffer a little from nonscaling performance duration. Using a race with a favored class bonus to performance rounds will help, as will the lingering performance feat.

If having to spend time looking for traps is acceptable seeker sorcerer or oracle will do that job as well, as will urban or trapper rangers.


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To sum those up in a list, you have seven classes to choose from and fulfill your groups request!


So, what's your preference?


Honestly, the rogue itself still appeals to me the most. I do find all of the options very interesting though. If building a rogue doesn't work out and I had to choose, oracle/sorcerer would be a close second but the only issue with that is I'd feel like I might be stepping into the sorcerer's territory.

Thank you all for your suggestions/ideas, I appreciate every bit of it.


In that case, I'd suggest a Rogue with the Scout archetype.

You may even want to consider an early dip into Ranger(Trapper) or Fighter(Lore Warden), or the feat Martial Weapon Proficiency(Scimitar), so that you can use Dervish Dance.

A powerful defensive technique for a one-hander rogue is Crane Wing, which you can either plan ahead for level 7, or get early with a dip into Monk(Master of Many Styles).


A class that has not been mentioned is a summoner. Take a serpent eidolon make him small give him arms and a couple skill evolution with a skill focus as your first feat. Continue giving him evolutions that improve his senses and relevant skills. He will be the ultimate scout who can be safely unsommoned at a whim and replaced with summons. The only short coming I am aware of is the inability to disarm magic traps.

Finally, if your sorc buddy is focused on melee you can also fill the roll of party buffer (Haste at level 4 is pretty cool).

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