| Rycaut |
In particular for a 10th level character with 4 rogue levels?
For my first Rogue Talent I punted and took Combat Trick (Greater Dirty Trick since I qualified).
If for my 10th level I take my 4th level of rogue, what rogue talents should I consider?
- Combat Swipe to add a third combat maneuver to my options (Trip and Dirty Trick currently)?
- Minor Magic (Acid Splash - for ranged sneak attacks?) If I went this route seems almost easier and better to just take a level as a Diviner (Foresight) Wizard - I'd get 3 orisons a day (unlimited usage), 4 1st level spells a day (1 for level, 1 for school and 2 for my 20 INT), Alertness and a boost likely to WILL saves from a familiar (or Arcane Bond and another spell a day) etc.
- Weapon Training (Unarmed Strike?) - already have Weapon Focus for my rapier - this would allow me to take Weapon Specialization (Unarmed Strike) with my 11th level feat (probably as a 5th level rogue for the extra sneak attack but potentially as a 6th level fighter for the BAB boost and another bonus feat)
- Ninja Trick (Pressure Points?) - sure just a point of ability damage each sneak attack I deal damage but debuffing is already kinda my character's main thing... and as a two weapon fighter he could potentially deal up to 4 points of DEX damage a turn.... which could really start to add up
- Ninja Trick (Wall Climber) - movement speeds are always good to have as they offer all kinds of fun opportunities, especially in PFS play where terrain features can make or break many encounters
Are there other rogue talents (or ninja tricks) that might be worthwhile considering?
Uncanny Dodge is nice but the rogue talent sure seems weaker than most feats or gaining actual spell casting... tempted to just take a level of an arcane class for this character even though it would hurt his skills...
| Piccolo |
Well, most Rogues tend to have a really high Dex and low Strength (though not all, since this IS a skill monkey class) so they take Finesse Rogue to get Weapon Finesse for a rapier.
Do NOT take Minor Magic just for Acid Splash! That is so a waste. Take Detect Magic, so you can see magical traps.
Also, take Trap Spotter. Whenever you get close to a trap, the DM rolls your Perception check, succeed and you automatically find it. This is MUCH more powerful than you would think! You don't have to constantly be saying you are looking for traps. Think of it as the DM being forced to watch your back.
Combat Trick is basically only really useful for Weapon Focus. Maybe Dodge, so you can get Mobility and therefore maneuver in for a flanking backstab. So is Outflank, if you can convince the warrior in your group to take it as well.
Dude, Uncanny Dodge is more useful than you think. If most of your AC comes from your Dex (like having a 20 or 22 Dex), and you go dungeon crawling, lots of nasty monsters can get close, some of which WILL surprise and kill you outright. Do you have any idea how easy it is to pone a bunch of adventurers with nothing more than a few 1st level Rogues and stealth/flanking?!
| Rycaut |
I already have Detect Magic at will (from a magic item - Cloak of the Hedge Wizard - 3x day for Detect Magic wouldn't be a lot)
This character's perception isn't high enough to warrant relying on Trap Spotter - he is very effective at removing traps (Disable Device of +22 already w/masterwork thieves tools) but his perception even for traps isn't very high
I took Combat Trick for Greater Dirty Trick - this character has 5 levels of fighter already, so taking the greater version of one of his primary combat maneuvers was far better than Weapon Focus. Besides taking Combat Trick for Weapon Focus is a waste as you can take the rogue talent - Weapon Training for a Weapon Focus - why waste a far more flexible talent?
Yes Uncanny Dodge is good - but at high levels (10+) AC matters relatively little against many opponents (which is why I tend to open with Blinding for my first dirty trick - for the 50% miss chance).
Bleeding attack is nice but at high levels 2 points of Bleed won't make a huge difference in most battles (good against spellcasters or enemies with DR perhaps but only to a limited degree)
Offensive Defense is nice but weakened by apparently being the exception to the usual rule about Dodge bonuses stacking - so even if I hit with 4 sneak attacks in one turn I would only gain my sneak attack dice in AC bonuses - so +2 at the moment. Not back but not huge either (weapon focus unarmed strike to a +1 to my second attacks would probably be more useful)
Slow Reactions is indeed useful - depends a lot on the rest of my party (which in PFS play will vary a great deal) to make full effect of it - though even casters may be able to reposition / get past an enemy as a result. But not infrequently I've already blinded, deafened and tripped the enemy limiting their AoO's already (if not mechanically then at least imposing a miss chance plus lots of attack penalties.
| Piccolo |
This character's perception isn't high enough to warrant relying on Trap Spotter - he is very effective at removing traps (Disable Device of +22 already w/masterwork thieves tools) but his perception even for traps isn't very highBesides taking Combat Trick for Weapon Focus is a waste as you can take the rogue talent - Weapon Training for a Weapon Focus - why waste a far more flexible talent?
Yes Uncanny Dodge is good - but at high levels (10+) AC matters relatively little against many opponents (which is why I tend to open with Blinding for my first dirty trick - for the 50% miss chance).
Dude, even the off chance of accidentally spotting a trap is useful. Too many characters have been wiped out by a nasty one. But, I tend to play the paranoid sorts, as it's saved my hide far too many times.
Sorry, misworded the combat trick thingy, i recalled that there was a fancy rogue talent specifically for that AFTER I posted.
I'm of the opinion that there is no such thing as too high a AC. If the enemy has to roll a nat 20 just to hit, that means it takes a horde of baddies just to get a ballpark chance of getting a piece of you. Also, the Dodge feat (necessary for Mobility and flanking/backstab) stacks onto Uncanny Dodge very well.
Also, if you can get someone to cast Blur on you, that's a lot better than Displacement (lasts many times longer).
Personally, I think Wizard/Rogue is a great class combo. Especially for sneaking and defense.
| Valandil Ancalime |
Bleeding attack is surprisingly useful, even 2 points. Those few points are often the difference between the opponent getting 1 more turn and going down. Creatures who run away will often be unable to stop the bleeding. Not many creatures have the heal skill and even if they do try to use it untrained, that costs them an action. Sure, it's no save-or-die spell that finishes the fight before it begins, but it will make a difference more often than you think it will.
| Rycaut |
Indeed - bleed is good and a likely direction I'll probably go. I likely won't be going the Dodge/Mobility route with this character as for PFS play I really only have a few more levels before likely retirement (or at least only module/adventure path play). He's already level 10, he will get a level 11 feat and that's about it - a few more feats if I take another level of Fighter or if I take the right rogue talent(s).
In terms of AC - I can boost AC more via spending GP than limited feats - still have room to boost his armor and ring of protection a bit further. He already has AC 25 and that's with only a +1 (brawling) armor. When I boost his Dex a bit further and enhance his armor and later his ring of protection he will quickly hit AC 27 or higher - and he can hit a lot higher if necessary via combat expertise and total defense if really needed. But at higher levels a lot of monsters have more than +20 to hit at times - which is why blur type defenses are often better than mere boosts to AC.
| lemeres |
Minor magic does have a bizarre advantage beyond staying mono class for a spell. It is an SLA, which means it lacks verbal or somatic components (which basically makes it a silent and still spell, a 2nd level slot for a regular wizard) With that, you could pull off the spell without anyone noticing. Admittably though you could get the same result as the minor magic rogue talent by taking the additional traits feat and get the trifler trait and have another trait left over.
For a level 0 spell, I find prestidigitation might be an excellent choice. It has 1 hour per use, so the 3 times a day might be more than enough most of the time. I also find that since it is the spell to take care of all the small details, it covers many of the aspects of life that are most important for stealthy murders. Coloring items allows you to color your clothes and maybe a wig for a quick disguise on the fly. Changing taste could be used to mask the taste of a poison in food or drink. Cleaning could obviously be used to clean up blood both from you and the crime scene, confusing investigators on where the murder occurred. The spell says that you can soil objects, so maybe store the blood to incriminate someone else by staining their clothes and weapon.
I know I am possibly skewing this description towards assassinations, but it still demonstrates the wide utility of a spell covering all the odds and ends utility. It really depends on your GM whether you would prefer many small noncombat abilities over a combat boost, but creativity is always appreciated I believe. I will admit that bleed is always a nice little bonus to damage. It can completely decimate unintelligent creatures like animals since they are unlikely to use heal, and as such you can just hang back at a safe distance while they bleed out.
| Rycaut |
Yes, my character uses Prestidigitation fairly often already - just via a magic item not a spell-like ability. He is, however, also LG, so not likely going to be assassinating anyone anytime soon. He tends more towards the cripple someone so quickly they surrender/are rendered unconscious quickly w/o much collateral damage.
If I took the minor magic talent it would be for acid splash for a ranged means of dealing sneak attacks (that also bypass SR) - though truthfully I'm currently leaning towards taking my 10th level as an arcane class - probably Wizard (either Void for the saves boost or Diviner (foresight) for the acting in the surprise round and the knowing rolls before I need them...) If I do take a level of Wizard it will be better than a full couple of rogue talents (minor and major magic) with a lot more flexibility - 3 cantrips a day plus with my INT 4 1st level spells a day). Not to mention not needing to use UMD for many items.
On the downside the level of an arcane class - either Wizard or possibly Magus would be a loss of a BAB, slow down my sneak attack progression (or feats if I went for more fighter instead) and actually cost me skill ranks vs rogue or lore warden. On the other hand it would address my weakest area (Will save - assuming I went Wizard w/hedgehog familiar my will save would be boosted by +4, +2 more vs spells or spell-like effects if I went Void school) and it would free up a bunch of magic item slots (one ring slot - currently occupied by my ring of feather falling) and my cloak slot - currently often occupied by my cloak of the hedge wizard - freeing that slot for a cloak of resistance - or something else).
| StreamOfTheSky |
You have little SA damage, I would avoid anything that is based on SA dice, like Offensive Defense and Bleeding Attack, just my opinion.
Minor magic is really weak for any rogue, I'd avoid it.
Pressure Points takes too long to have much effect, most foes will be dead by the time you land a bunch of attacks on them.
Slow Reactions, as mentioned, is awesome. A very uncommon ability, and it works the same regardless of SA dice.
If you play with a rogue / other sneak attacker, they will love you foever if you take Distracting Attack. Especially if they're using Sap Master.
Wall Climber is good if you don't expect to gain a means of flight.
Any talent that grants a feat you want (including the generic Combat Trick) is obviously useful.
| Hector Gwath |
I always take:
Surprise Attack (always get sneak attack in surprise round)
Fast Stealth
Offensive Defense (the more rogue levels the better)
Combat Trick (Good job)
Slow Reactions
For Rogues... I pretty much ALWAYS multiclass. Either into a more martial class (ranger, fighter, etc) or into a spellcasting class. Never fail UMD checks for nearly half of all spells...
Wizard: Great spells, versatile, familiar can be great (shore up FORT or WILL even more, or add to initiative, whatever). Arcane Bond can be okay too, no one ever hates on an extra spell/day. Arcane Spell Failure sucks when you REALLY need what few spells you have.
Cleric: Lots of support spells, Med. Armor, Domain powers can be pretty damn sweet, more so for a rogue even. Definitely potential for a bit of a combat boost. Not as versatile as a wizard when it comes to spells, wands, and scrolls, but med. armor, boost to WILL, and domain power makes it a wash in my opinion.
Either way, i recommend Weapon Focus to make up for loss of BAB, get flat + bonuses to your weapon, and spend most of your money on scrolls and wands. I would still snag Iron Will. remember, certain Domains get access to otherwise non divine spells, so take a good look at the spells, not just the powers.
I have never really dipped Oracle or Witch, but I imagine its similar.
I HIGHLY recommend you dip a spellcasting class at some point, IMHO. Especially as a rogue...
| Dilvias |
On this subject, I was wondering, what would you guys say are the best rogue talents for a Melee Warrior type character dipping two levels into Rogue for the Skill points and one Rogue Talent? Assume said character considers the occasional sneak attack a bonus they don't care about setting up.
Combat trick in most games, trapspotter in trap heavy games and you want to become the trap monkey, ninja trick - pressure points if you want to do ability damage, and Black Market connections in a game where it is hard but not impossible to get magic items from towns.
| Rycaut |
Distracting Attack is a once per day ability - which I generally try to avoid if possible. I'd far rather have abilities that I can use all the time.
The point of something like Pressure Points for this build would be that with Two-weapon fighting along with Dirty Trick I can fairly easily and reliably expect to be attacking with 4+ attacks, all with a very good chance of hitting (since hitting a blind, possibly also prone enemy is much easier) and all getting my sneak attacks. Sure just 2 or 3 die each attack - but with 4+ that may hit (more if I'm hasted) that's not horrible in the least. And stacking on -4 to DEX would make it all that much easier to keep landing iterative attacks (and technically I think it might also slow down the opponent since DEX damage should hurt initiative but many DM's won't adjust that in the midst of a battle)
This particular character won't be going a Divine caster (WIS as dump stat) so the appeal of going Wizard (or Magus or Witch) would indeed be the boost to his WILL saves. (Witch perhaps White Haired is a build idea I'm toying with - it would add a primary natural attack, which means a secondary natural attack when I make a full attack with my weapons - so another chance to deal sneak damage (which is nice) but as useful a free grapple w/o provoking - which would help hold pesky spellcasters next to me... sure giving up Hex is big but if I'm only taking one level of an arcane class Hex isn't as big a deal.
| StreamOfTheSky |
Distracting Attack is a once per day ability - which I generally try to avoid if possible. I'd far rather have abilities that I can use all the time.
I completely agree with you, the 1/day rogue talents are lame. However, I think you're mistaken...
Benefit: A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. The rogue cannot designate herself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.
| Rycaut |
yes I was thinking about the less exciting Assault Leader (which is similar - once per day if you miss while flanking you can let your flanking ally make a single attack as an immediate action). Yes nice action economy (more attacks always are good) but very specific situations that might not happen in a given day make for an ability I'd generally try to avoid - even if that extra attack might end a given combat from time to time.
Distracting has a similar issue - not infrequently if I'm hitting someone they will already be denied dex due to conditions I've imposed (blindness specifically and/or flanking). Though yes denied dex does make a sap master happier than just flanking - but in PFS playing with a Sap Master build is pretty rare. And I don't like giving up damage after I've already hit and could have dealt it... not infrequently even 2d6 extra damage might make the difference.
I'm more interested in things that will add to my effectiveness of which will impose damage or penalties that will help my allies (i.e. DEX damage helps everyone hit the opponent, STR damage weakens the opponents attacks against everyone). Blindness helps all of my allies etc.