Advice on a Half-orc Fighter / Rogue


Advice

Liberty's Edge

Pathfinder Rulebook Subscriber

Greetings fair followers of the advice forums. I'm making up a new character for a friend's game and I'm fairly certain I'm missing something. Can you look over my idea and give me suggestions on if anything needs to be changed, added, etc??

First of all;

Background:
The party consists of 4 current players at 7th level. A Human Wizard (evocation spec), an Elven Druid (specializing in control spells), a Dwarven Cleric (buffed himself out as a combat cleric and is usually on the front line), and Gnome Bard (specializing in buffs). Now while the group isn't completely optimized, they're far from inefficient so I'm not too interested in being uber powerful omgwtfbbq. I'm going fighter and frogue because the party has said they could use another front line fighter and the DM is starting to throw more traps at them so they could use someone to disarm them. The DM is allowing rolls and also has a house rule with Hit Points (if you roll less than your con mod when rolling HP, you can opt to roll again once, but have to take the second roll even if lower).
.

Now that we have that out out the way,one of my concepts is to go with a warrior who can use combat maneuvers to help vary up his attacks and lock down the enemy. As such I liked the idea behind the Dirty Fighter archetype as it gives some interesting options for using the dirty trick maneuver in combat. Looking further into the rogue I see the Skulking Slayer rogue archetype for half-orcs and it seems like these are made to go together. Now I know multiclassing isn't always optimal, but I think my build can get these to work. Below is my build, let me know what you think of it so far.

build:

Gratharc
Half-orc 4th Fighter (dirty fighter)/ 3rd Rogue (Skulking Slayer)
Favored Class: Rogue (+1 hp)
Racial Abilities;
Chain Fighter
Sacred Tattoo
All others are standard

Traits:
Nimble Fingers, Keen Mind
Convincing Liar

Stats
Str = 18 (16 base)
Dex = 16 (14 base)
Con = 18 (14 base, Race bonus)
Int = 16 (14 base)
Wis = 10
Cha = 14

Skills:
Acrobatics =3 ranks = 9
Bluff = 7 ranks = 12
Climb = 2 ranks = 9
Disguise = 7 ranks = 12(see magic items)
Disable Device = 7 ranks = 13
Intimidate = 7 ranks = 13
Perception = 5 ranks = 8
Sense Motive = 3 ranks = 6
Stealth = 3 ranks = 9
Use Magic Device = 3 ranks = 8

Feats =
Power Attack
Cleave (fighter)
Combat Expertise (to open up improved trip)
Improved Dirty Trick (fighter)
Weapon Focus: Spiked Chain ( from the rogue talent)
Furious Focus
Surprise Follow Through
Cornugan Smash (fighter)

Equipment:
+1 Spiked Chain
+1 Mithral Breastplate
Belt of Physical Might +2
Headband of Vast Intelligence +2 (Disguise)
Cloak of Resistance + 1
Masterwork Composite Shortbow (+4)

With this I should be able to engage the enemies and use cleave to continue to do either sneak attack (using d8s for damage) or the dirty trick maneuver. Plus as long as I keep using power attack and hit my enemies I get to make intimidation checks thanks to Cornugan Smash.

My hope is to go the full 20 levels half fighter/half rogue so I can use feint before charging to enable me to continue to apply sneak attack/dirty tricks plus take improved trip, bull rush, and overrun (and eventually charge through) to enable me to extend my options on the battlefield.

So there it is. Any thoughts on if it's viable or not or if I should add or change anything? Thanks in advance.

Lantern Lodge

Dirty trick is pretty bad because you're using a standard action and not putting out any DPR. From an optimization standpoint, you want to put out as much DPR as possible. Why do a fancy trick when you can just kill the enemy?

The dirty fighter archetype is awkward. +1 against AoO provoked from Combat manuevers!? This ability is pointless because if you're building a combat manuever character you will have the feat for it.

I would suggest a Fighter (Weapon Master) 4 / Rogue (Scout/Thug) X. Four fighter levels gives you everything you need (Weapon Training, Weapon Spec., and access to full-plate mail). Everything else can be placed in Thug which frightens demoralized creatures. Pair this with Dazzling Display and enemies will flee your very presence! Scout lets you SA on a charge or 10ft. movement but because you will be a two-handed fighter build SA is not a necessity (you will deal great DPR even without it). So if you can help it never sacrifice a full-attack for a single sneak attack.

Starting at 7th level, you could even try lvl 5 Fighter (non-archetype)/ Rogue (Scout/Thug) 2. With a 16 Dex, you could wear Mithril Full-Plate for +12 AC and move at 30 ft.

With 18 Con, have you considered a 1 level dip in Barbarian? Because you are a two-handed build you will have feats to spend and can pick up a few Extra Rage. Using the build mentioned above, you could move at 40 ft. while wearing Mithril Full-Plate!

Liberty's Edge

Pathfinder Rulebook Subscriber

Good points, but the ballywick with this is that dirty trick wouldn't cost a standard action. At low levels I can use it in place of sneak attack damage(thanks to skulking slayer) and at higher levels I can use it as an attack action (thanks to dirty fighter). I'm not a big fan of the bonus against AoOs, but I can work around that.

My thoughts on this are it gives me the option of either laying down the SA damage or I can inflict something like entangled to help prevent the targets from disengaging from me.

However I'll have to check out the synergy with the Weapon Master/Thug/Scout you mentioned earlier.

I did think about the Barbarian and am on the fence about it.. the 40 foot move is soooooo tempting though.

Lantern Lodge

Hmm I see how it becomes an attack action but you won't get that till level 9. That's half your career without your build's focus. If you're bent on using dirty trick (which could be nice blinding your opponent then smacking them with sneak attacks), then you might as well go straight fighter till level 9 then pick up rogue. But you're giving up weapon training which is huge (because you will want gloves of dueling further increasing your attack and damage by 2) and an attack that could be used to kill an enemy. It's just a difference in play styles as I prefer the KISS (Keep It Simple Stupid) method.

Here's a quick build idea:

BUILD:

lvl 5 Fighter/ 1 Barbarian/ 1 Rogue (Scout/Thug)
Favored Class (Rogue +1 hp)
Str: 18 (16 base)
Dex: 16 (14 base)
Con: 18 (16 base)
Int: 10
Wis: 14
Cha: 14

AC: 23 (+10 armor, +3 Dex)
HP: 80 (+32 Fighter, +7 Barb, +5 Rogue, +28 Con, +1 Favored, +7 Toughness)
Speed: 40 ft.
Rage Rounds: 14 (more than enough but one more Extra Rage will be perfect)

Skills: To compensate for lower INT drop Stealth, Disguise, Disable Device, and UMD (you are not a disable trap rogue. Just step on them)

Feats:
1st Fighter: Power Attack, Toughness or Dodge
2nd Barbarian:
3rd Fighter: Weapon Focus (Spiked Chain or for optimize falchion), Extra Rage
4th Fighter:
5th Fighter: Weapon Specialization, Skill Emphasis (Intimidate) or Furious Focus
6th Fighter: Weapon Training
7th Rogue: Cornugon Smash

Items: Cut out Headband of Vast Intellect and Mithril Breastplate +1 for Mithril Full-Plate +1

Later Progession: Start leveling up Rogue


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Seven levels of the cad fighter archetype gives "Deadly Surprise (Ex): At 7th level, when a cad hits an opponent that is denied its Dexterity bonus to AC against him with a weapon or unarmed attack, he may attempt a dirty trick combat maneuver as an immediate action as part of the attack. This ability replaces armor training 2."

You don't have to choose between damage (with sneak attack) or hindrance (with dirty trick). You can do both with the same attack. Skulking slayer 3/cad 7 can be a pretty versatile combatant.

Grand Lodge

Why not Trapper Ranger instead of Rogue?

Deal with traps, while having more feats and a full BAB.

Silver Crusade

I'll post my Thug/Fighter from PFS, when I get home from work.... he does crazy damage to living things and is very useful in that they aren't dead when he's done with them and they always spill the beans when they wake up... imagine never having to worry about losing Intel on an NPC.

Liberty's Edge

Pathfinder Rulebook Subscriber
kaisc006 wrote:

Hmm I see how it becomes an attack action but you won't get that till level 9. That's half your career without your build's focus. If you're bent on using dirty trick (which could be nice blinding your opponent then smacking them with sneak attacks), then you might as well go straight fighter till level 9 then pick up rogue. But you're giving up weapon training which is huge (because you will want gloves of dueling further increasing your attack and damage by 2) and an attack that could be used to kill an enemy. It's just a difference in play styles as I prefer the KISS (Keep It Simple Stupid) method.

Here's a quick build idea:
** spoiler omitted **

Hmmm.. the thug/scout does seem to fit better with less "investment". I'll have to crunch it and see how it works. Thanks for that suggestion.

@blackboodtroll - That's a really good idea.. I may work up both and see how they fit. Thanks.

Grand Lodge

Trapper Ranger will also take away the need to dance around to get sneak attack off.

You will still get decent skills, and hit more often, and have more hit points.

Silver Crusade

Here is my Thug Half-orc at level 2...

Thug:
Brutus
Male Half-Orc Fighter (Two-Handed Fighter) 1 Rogue (Thug) 1
CN Medium Humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 17 (1d10+1d8+3)
Fort +3, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee Chakram +4 (1d8+4/x2) and
Masterwork Heavy flail +6 (1d10+6/19-20/x2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 12, Int 7, Wis 10, Cha 16
Base Atk +1; CMB +5; CMD 16
Feats Bludgeoner, Intimidating Prowess
Traits Bad Reputation, Savannah Child (Handle Animal)
Skills Acrobatics -2 (-6 jump), Bluff +7, Climb +8, Escape Artist -2, Fly -2, Handle Animal +10, Intimidate +16, Knowledge (local) +2, Perception +4, Ride -2, Stealth -2, Swim +1; Racial Modifiers +2 Handle Animal, +2 Intimidate, frightening
Languages Common, Orc
Other Gear Masterwork Agile breastplate, Chakram (10), Masterwork Heavy flail, 971 GP, 5 SP
--------------------
Special Abilities
--------------------
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Caravan (empty) (Intimidate) Can use the chosen skill to make Day Job rolls.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

I can show you where he is headed... with the stats you have he could be VERY effective.

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