Kurthnaga
|
As it currently stands in experiences playing PFS at my FLGS, I have not seen one effective Rogue. Even in their supposed role of scout/spotter I have seen them outclassed many a time. I'm going to post my build, which I will be testing out as my next level 1 character, but beyond getting critique on the build, wanted to know what I could do to advise my players about helping their rogue builds. I've seen a few people who enjoy the class thematically but just die way too easily or don't feel like they contribute to combat, especially when they miss a lot.
Sothe
CN Male Half-Orc Rogue(Thug) 1
HP: 11(1d8+2+1[FCB])
Str: 16->18
Dex: 13
Con: 14
Int: 10
Wis: 12
Cha: 10
Racial Traits: Swapped Orc Ferocity for Sacred Tattoo from the ARG
Traits: Blade of Mercy/Reactionary(Unless I find something better)
Feat:Enforcer
Skills:
Acrobatics:+5
Climb:+8
Diplomacy:+4
Disable Device:+5
Intimidate:+6
Perception:+5
Sense Motive:+5
Swim:+8
Gear: Falchion, Leather Lamellar, ~Stuff(alchemist's fire, potion CLW, rope, etc.)
That build doesn't address all the problems, not the least of it being that although I have a general idea of where I want it to go, it's not entirely mapped out yet.
I've also tried out making a rogue that's a better scout/spotter than a ranger/monk while also being comparable in combat. I don't necessarily want this to turn into another huge thread about rogues, but for PFS purposes and the good of my players and my own system mastery I'd love to see some great Rogue builds as well as critique on my own.
| Cap. Darling |
Sacred tattoo goes well with the Lucks favored trait.
I assume yoy will be going the shatter defense route, along with the stuff that encances nonlethal sneek, yes? consider the scout AT on top of the thug also you loose uncanny dodge but get to sneek on the charge. Combined with your other stuff you are only gonna be on the brown river with a few baddies (like undead). But that is why you are on a team, yes?
But to sum up get scout AT, and Lucks favored Trait.
| BigNorseWolf |
Play a ninja, you'll be happier. They have a lot better combat capability, and this season seems to be going for a lot of diplomacy and they get more out of charisma.
If you don't like the feetie black pajamas, file off "ki" write in "penache" and wear bright orange. Loudly proclaim that you are a ninja. No one will believe you, and your deception will be complete.
Kurthnaga
|
After looking through it, realized accommodating the intimidate stuff and Scout archetype and fitting it into my build seems to work well. I get everything up and running by 7. Also Lucks Favored is really powerful, I should pick it up.
So I'm currently looking at~
1: Enforcer
2: Rogue Talent(Weapon Focus:Falchion)
3: Power Attack
4: Rogue Talent (Intimidating Prowess)
5: Dazzling Display
6: Rogue Talent(Cornugon Smash)
7: Shatter Defenses
8: Rogue Talent(Assault Leader? Offensive Defense? Bleeding Attack?)
9: Gory Finish?
10: Rogue Talent(Crippling Strike seems strong)
11: ?
I haven't played much high level stuff yet, so that seems to be more lacking that what comes before.
EDIT: Like I said this is less about me being optimized than it is about stepping into some of my players shoes and trying to find a way to help their concepts work without stomping on them. I have recommended ninjas as an alternative before, quite a few didn't know they existed, and a few took the option, but there are people out there who like the flavor of rogues and I'd rather not just dismiss the issue. I want ideas on how to make players who want to play rogues feel better about their chosen class. I plan to work with someone in my shop on his monk for the very same reason, although I've got that issue more under reins. But I can't really help my players with rogues as much as I'd like to and it sort of bothers me. I'd appreciate any help the boards could give me in this respect.
| BigNorseWolf |
I knew shattered defenses was on there too early for a reason.
Shatter Defenses (Combat)
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
That makes it pretty untenable for a strait rogue in pfs... you're done by the time you get it.
Kurthnaga
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9 isn't quite done, but it is close. I think that means for now the build swaps Gory Finish and Shatter Defenses. That does make the build a bit worse, but for 1-5 you function as a larger damage, lower ac fighter build. As another build mentioned here on the advice forums recently, 2d4+9 isn't anything to scoff at early, and you have a slightly better time hitting than a normal rogue I think, particularly later into the game. At 4 your build is pretty strong for the level I think. Most combats will start off with you charging at something for a +9 to hit on their flatfooted, and you get 2d4+2d6+9. Besides, once you get past 6 in PFS tactics play a bit more into how combat effective you are. I'm aware there are problems, but I'm more interested in trying to solve them than I am in the other side of it.
Sir Thugsalot
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Even in their supposed role of scout/spotter I have seen them outclassed many a time.
Well, there's a reason for that, and has to do with players taking tanks and putting them in the wrong class.
Observation: if you create a meathead with barbarian stats and make him a rogue; you're probably not going to be a happy camper when he starts taking damage and blowing will-saves.
But dump the 20pt 15,14,12,12,12,12 array into a halfling for...
STR-10
DEX+17
CON:12
INT:14 (the 14 could go anywhere, but this is Combat Expertise-friendly)
WIS:12
CHA+14
...and you'll have a winning rogue. Ten bloody skills a level; as many as the rest of the table put together. Work toward a touch-AC in the mid-20s with UMD'd wands. Cake-walk those Evasion reflex saves (while the ninja alter-ego is taking half-damage) -- and that's a big deal in the higher tiers.
| james maissen |
As it currently stands in experiences playing PFS at my FLGS, I have not seen one effective Rogue.
I've also tried out making a rogue that's a better scout/spotter than a ranger/monk while also being comparable in combat. I don't necessarily want this to turn into another huge thread about rogues, but for PFS purposes and the good of my players and my own system mastery I'd love to see some great Rogue builds as well as critique on my own.
Here is a thug enforcer build that I made up a while back:
Human Rogue4/Ranger3/Ftr1/Living Monolith1
Racials: Focused Study
Archetypes: Thug, Trapsmith, Trapper, Infiltrator, and Scout/Master Trapsmith if you'd like.
Favored enemy: dragons (or giants if you prefer)
Traits: Defender of the society, blade of mercy
Feats (including style, talents, etc):
Enforcer
Intimidating Prowess
Endurance
Iron Will
Racial Heritage: Dwarf
Power Attack
Cleave
Great Cleave
Goblin Cleaver
Orc Hewer
(Lunge* (3/day) )
(Skill Focus: Intimidate)
(Skill Focus: Perception)
Base stats:
STR 19 (17+2racial+bumps)
INT 07
WIS 14
DEX 14
CON 14
CHA 07
At 9th level you should be able to have maxed intimidate, stealth, perception, and disable, with about 7 ranks for single rank dips into skills beyond those required for the PrC. You could later go with surprise follow through feats if you wind up fighting rogues or barbarians to get that sicken effect and sneak on them.
This build will give you a nice mobility and the ability to scare as many opponents as you can.
It's a very mutt build, but it might handle what you are looking to achieve (though I admit that I didn't build it with stealth in mind, too many cleaving feats to afford ways to hide in plain sight).
-James
| XMorsX |
Check this build.
Half-Orc Scout Thug Rogue (can also take skulking slayer instead of thug, thug however is probably better)
Alternate racial Traits: Chain Fighter, Sacred Tattoo
Traits: Reactionary, Luck's Favored
Stats: Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7, raise Str every 4 lvls
1 Bludgeoner
2 Trick: Combat Trick: Sap Adept
3 Enforcer
4 Trick: Strong Impression: Intimidating Prowess
5 Sap Master
6 Trick: Weapon Training: (Weapon Focus: Heavy Flail)
7 Power Attack
8 Trick: Rogue Talent: Offensive Defense
9 Furious Focus
10 Trick: Advanced Talents: Opportunist
11 Iron Will
12 Trick: Advanced Talents: Crippling Attack
Use chain fighter alternative racial trait to become proficient with a heavy flail and take bludgeoner to make the damage non-leathal. Sap adept and sap master to double your sneak attack damage. Enforcer and intimidating prowess (str instead of cha for Intimidate checks) for massive debuff, cornugon smash is useless because of enforcer, no need to waste your actions for dazzling display. Offensive defence keeps your AC high, 14 con + 14 dex + 12 wis + sacred tatto + Luck's Favored + Iron Will keep your saves relatively high.
The basic combo of non-leathal + sap master feat tree + enforcer is what keeps Rogues relevant in combat. Just add another damage modifier (like high str and power attack) apart from sneak attack for more reliable damage.