
strayshift |
No I haven't just swore.
I'm looking at a (human) Sap Master type Rogue, specifically a Scout that uses Bolas. Obviously this is a feat/trick intensive build and I don't want to use the Thug archetype as I will also be expected to deal with traps and don't want to compromise this.
The first two feats will obviously be:
Exotic Weapon Proficiency (Bolas);
Sap Adept;
with development being something like:
2: Rogue Feat – Weapon Training: Weapon Focus (Bolas);
3: Enforcer;
4: Rogue Talent Combat Trick: Dazzling Display; Scout Charge Ability;
5: Sap Master;
6: Point Blank Shot;
7: Rapid Shot;
8: Shatter Defenses, Scout Skimisher Ability;
9: Precise Shot, Snap Shot;
and then develop from there possibly developing the trip feats later.
Any thoughts?

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Not sure what exactly you want your character to be, but I would take Point Blank + Improved Initiative first. Exotic Weapon Proficiency requires +1 BaB and having Point Blank early gives you small advantage with any ranged weapons.
2: Rogue talent - Combat trick: Exotic Weapon Proficiency (Bola)
3: Precise Shot - Your penalties to hit enemies in combat go up to -8 (soft cover and hitting an enemy while engaged with your friendly ally). this feat reduces them to -4.
4: Rogue talent - Snap Shot -> Get early sneak attack in every suprise round with bolas on your enemies.
5: - whatever else you wish.
Your build will go slow honestly and this is just me thinking a bit outloud what would I do maybe.
I would go with fighter tho if doing this build. Trip build won't synergize too good with your rogue and I believe you will get disappointed at higher levels.
Food for thought is also that triped opponents gain +4 on AC against ranged attacks further on, negating your chance to further hit them if they stay on ground.

strayshift |
Cheers folks - thank you for pointing the BAB for Exotic Weapon Prof (will take point blank) and yes I did realise that people on the ground get an AC bonus - the aim was to do a load of non-lethal sneak damage (Bolas already do non-lethal do no need for Bludgeoner).
The Scout's Charge and Skrmisher abilities allow sneak attack damage as if flat footed, the intimidate abilities ultimately also make folk flat footed - thus allowing the character at 7th level to do d4+str+8d6 non-lethal sneak attack damage after moving 10' or intimidation. In addition it essentially means +2d6 n.l. sneak attack damage every 2 levels(albeit with a short range). So I'd like to focus as much as I can on Rogue.
The trip is a much later afterthought to be honest for when non-lethal and sneak attack are not viable. In our group we always try to ensure there is a fighter who hopefully would be hitting said enemy on the ground. So the party role is to suppliment the main fighter with n.l. sneak attack and occassional trips.
Food for thought - thanks
g