Ladies and Gentlemen: It's time we made the rogue work.


Advice

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Agile Weapon enhancement? If you are running a classic 18 Dex (before any other buffs) the extra +4 damage can massage your base damage up so you aren't plinking away at things. Blinkback belt can help save money(Just need 2 daggers instead of looking like a Mersisel clone)

Shadow Lodge

wraithstrike wrote:
Sir Thugsalot wrote:

Side-note: I'm surprised by how so many critics of rogues tend to be unaware of the gravy that is Advanced Rogue Talents.

Did you fail your reflex-save on the ice and fall prone next to the Hasted I-TWF halfling who then declared Hunter's Surprise? ...steel yourself to be on the receiving end of over thirty dice inbound.

That is assuming all of those attacks hit, which is another rogue problem.

A rogue who's NOT Power-Attacking has the same attack-bonus as a d10 class that is. A min/maxed DEX halfling is going to have a higher stat+size attack bonus than probably anyone except a raging barbarian.

And the rogue has a lot of ways to bollox up your defenses (you fell down, didn't you?), as well as buff himself ("Hello, sweet wand of Heroism!").

...I won't even get into Improved Dirty Trick.


2 people marked this as a favorite.
TarkXT wrote:
Grimmy wrote:
Holy reading comprehension 0_0

I have only myself to blame.

I think it's proving your point, though. The fact that a bunch of people jumped forward to say "well just add this rule / change this rule / ignore the rules" is pretty strong support for the thesis that it's hard to build a powerful rogue within the rules-as-written.

This is in part a legacy problem from 3.0/3.5; rogues have been weakish since 1999. But you could argue with a straight face that Paizo made it worse by giving other classes all sorts of new goodies -- rage powers, bloodlines, what have you -- while giving the rogue nothing but a rather underwhelming collection of rogue talents. -- Yes, some rogue talents are cool! But with a few exceptions, they tend to be isolated benefits that don't synergize well with feats or with each other.

Anyway: the rogue is underpowered, and your challenge is a good one.

Doug M.


Sir Thugsalot wrote:
wraithstrike wrote:
Sir Thugsalot wrote:


A rogue who's NOT Power-Attacking has the same attack-bonus as a d10 class that is. A min/maxed DEX halfling is going to have a higher stat+size attack bonus than probably anyone except a raging barbarian.

And the rogue has a lot of ways to bollox up your defenses (you fell down, didn't you?), as well as buff himself ("Hello, sweet wand of Heroism!").

...I won't even get into Improved Dirty Trick.

its amazing how many of us are saying in our own way how many different ways we can make the rogue hit and hit often.


TarkXT wrote:
wraithstrike wrote:
TarkXT wrote:
wraithstrike wrote:
Are we supposed to suggest house rules or make builds under the current rules?<---skipped a lot of post.
Make builds. Suggest tactics and strategies that work. House rules don't really help other people but working within the rules will help more often than not.
Is multiclassing ok? If you say yes I am assuming the majority of the levels have to actually be in the rogue class. None of the rogue 1/class Y 15, and still calling it a rogue.
As I said above dipping is okay. If the rogue has to dip to get where we want than so be it.

ok..I will try to get a level 11 build up today using 20 point buy.

The focus will be on disabling traps, at least secondary combatant,

skills: perception, disable device, knowledge(3 monster knowledges), sense motive, stealth, maybe disguise anything else is extra.

The concept will be a ninja. TWF fighting style.

Shadow Lodge

Wanding and dirty-tricking is actually Little League rogue stuff.

-- What were really waiting for is hitting automatic 30+ UMD checks for emulating class, race and alignment.

<long slow laugh building to a maniacal, evil cackle>

Mwahahahahaha...


Sir Thugsalot wrote:
wraithstrike wrote:
Sir Thugsalot wrote:

Side-note: I'm surprised by how so many critics of rogues tend to be unaware of the gravy that is Advanced Rogue Talents.

Did you fail your reflex-save on the ice and fall prone next to the Hasted I-TWF halfling who then declared Hunter's Surprise? ...steel yourself to be on the receiving end of over thirty dice inbound.

That is assuming all of those attacks hit, which is another rogue problem.

A rogue who's NOT Power-Attacking has the same attack-bonus as a d10 class that is. A min/maxed DEX halfling is going to have a higher stat+size attack bonus than probably anyone except a raging barbarian.

And the rogue has a lot of ways to bollox up your defenses (you fell down, didn't you?), as well as buff himself ("Hello, sweet wand of Heroism!").

...I won't even get into Improved Dirty Trick.

A rogue that is not power-attacking does not have the same attack bonus as D10 class that is. Maybe if you only look at BAB, but for an actual build the D10 class still does more damage, and hits more often.

Also anyone can take UMD. I had a barbarian with UMD before. That is not something only rogues do. I just took skill focus(UMD)to make up for the lack of charisma, which I did not dump.

Shadow Lodge

wraithstrike wrote:

ok..I will try to get a level 11 build up today using 20 point buy.

The focus will be on disabling traps, at least secondary combatant,

skills: perception, disable device, knowledge(3 monster knowledges), sense motive, stealth, maybe disguise anything else is extra.

The concept will be a ninja. TWF fighting style.

STR-05 ...halfling 20pt

DEX+17 (all bumps)
CON:14
INT:14
WIS:12
CHA+16


Sir Thugsalot wrote:

Wanding and dirty-tricking is actually Little League rogue stuff.

-- What were really waiting for is hitting automatic 30+ UMD checks for emulating class, race and alignment.

<long slow laugh building to a maniacal, evil cackle>

Mwahahahahaha...

You seem overly defensive. I never said the rogue sucked. I am only pointing out common problems. Now if you have a build that can bypass these problems then present it to the board with advice on how to play it, and most of us already know about sapmaster, so no need to go into that.

Hopefully nobody expects for you to do everything with your rogue, but you should still say I expect my rogue to do X, Y, and Z.


I agree with comments that you have to look at Rogues in the whole not just in combat.

Rogues are really good skill monkeys, and some of those skills are very good in combat as well as out. These are skills that the Rogue is likely to be focusing on as well, rather than the more out of combat skills that the other 3/4 BAB classes look at.

Take acrobatics. Very useful for getting into flanking positions, moving over tactical obsticles like difficult terrain and then if things go really wrong and you are left in a difficult position gives you a bonus to AC on the fighting defensively and total defense options.

Escape Artist. Gets you out of any number of problems. Grapples are the obvious, but you can also use this for entangling problems like nets and the entangle spell. Again good uses both in and out of combat.

Handle Animal. Easy to pick up as a class skill using a trait. You can train your own flanking buddies. Train things to attack. To defend. You can use it to drive a chariot. Again lots of out of combat uses. Unlimited Equipement gives you plenty of good options

Intimidate. Useful out of combat, and also an option to give a minor de-buff in combat.

Perception. Don't really need to go into lengths about this, the benefits are clear.

Use Magic Device. Again if you really need to you can pull tricks in and out of combat with this. Wands for instance, don't provoke, so you can use these in combat to great effect.

I haven't really had time to think this through, so I'm sure that there are other skill uses in combat to give an edge without using feats or talents, but the point I'm making is that the things I'm reading on this thread, seem to be trying to hedge against the rogues weaknesses, instead of playing to their strengths. You wouldn't expect a Wizard to play the role of a Cleric as main party healer, so why expect a Rogue to take over from a fighter as a main source of combat power?


Getting 30+ on a skill check is not that difficult either if you really want to focus on it.

Most of them allow you to take 10

10 ranks +3(class)+(masterwork item(+2)+skill focus(+6)+
Circlet of persuasion(+3)+item to boost skill by +5, charisma as a secondary stat(+2)=31

Now even without the magic item to boost it by +5 you are sitting on a 26. A trait would make it a 27, and that is without looking through any books or using any races that give another +2 charisma and therefore a +1 bonus to the skill bringing the total to 28. That means 1 off from an automatic 30. I am sure if I actually picked up some books I would find that plus 1. There is probably an ioun stone that gives some type of bonus. I know about the luck stone, but I dont want to use that at level 10.


4 people marked this as a favorite.
Sir Thugsalot wrote:
wraithstrike wrote:
Sir Thugsalot wrote:

Side-note: I'm surprised by how so many critics of rogues tend to be unaware of the gravy that is Advanced Rogue Talents.

Did you fail your reflex-save on the ice and fall prone next to the Hasted I-TWF halfling who then declared Hunter's Surprise? ...steel yourself to be on the receiving end of over thirty dice inbound.

That is assuming all of those attacks hit, which is another rogue problem.

A rogue who's NOT Power-Attacking has the same attack-bonus as a d10 class that is. A min/maxed DEX halfling is going to have a higher stat+size attack bonus than probably anyone except a raging barbarian.

And the rogue has a lot of ways to bollox up your defenses (you fell down, didn't you?), as well as buff himself ("Hello, sweet wand of Heroism!").

...I won't even get into Improved Dirty Trick.

problem is, your examples (trip, UMD, dirty trick) can all be used by other classes (even if 3 points lower for no-class skill) and said others would remain on top of the rogue via higher BAB netting them better accuracy (on the maneuvers, anyway).

the loss of the damage from the lack of PA/piranha strike only has them fall behind as well.

the main problems i find with the rogue are:
-it has nothing to call it's own anymore (sneak attack, trapfinding, uncanny dodge/evasion, rogue talents, etc. are passed around like a cheap hooker when the navy makes port)

-it's hard-pressed to compete with other skillmonkeys or combat classes on either front
----the bard is it's main competitor due to JoaT, bardic knowledge, and versatile performance,
----the alchemist is a surprising contender with possible SA (vivisectionist), 4+int skill points/level, and having int as it's "casting" stat, which folks tend to invest quite heavily in (the rogue doesn't necessarily have this advantage, since they usually invest in str or dex for combat, con to not die, and possibly cha for demoralize/feint if thats their shtick, or UMD bonuses, though this can be int instead if they want).
----the ninja straight-up outclasses the rogue in combat (even if only by the simple virtue of easier sneak attacking), and is on even fields for the skill sections, minus the trap bonuses--which admittedly can be important.
----the ranger and inquisitor have 6+int skills/level and are relatively free to throw them around (the latter also has the nice SAD-aiding mechanic via stern glare and monster lore)
----the various other int-casting classes (wizard, magus, witch) can also make decent use of their skill points in the same manner as the alchemist--via their high investment in int (though this isn't quite as dramatic due to them having spellcraft as a skill-tax for the class, and their low 2+int skill points/level)
----special note also goes to the cloistered cleric AT and lore oracle, who can work as semi-'pokedex' characters; the cleric via the skill/level changes for the AT and their breadth of knowledge ability, the oracle via the lore master revelation and the peripheral revelations that boost knowledge checks (and the keen intellect revelation for more skill points down the road).

-and the ninja class exists as a sort of isaiah mustafa-slash-giant-middle-finger.

"hello players. look at your rogue, now back to me, now back at your rogue--now back to me.

sadly, he isn't me. but if you take the ninja trick and/or ki pool/master's teachings talent(s) (with enough wis investment) he could pretend like he's me.

look down--back up. where are you? you're in a dungeon with the ninja your rogue could play like.

what's in his hand--back at me--I have it. it's a dagger that's actually managing to sneak attack with regularity. look again--his invisibility is now perfect.

anything is possible when your character is a ninja and not a rogue--i'm superior."

*catchy tune*


And On the topic :
Along with the gyre at scout :
Knife master vs thug ?
Knife master is rolling d8 .... It's like a dream come true with 2 weapon fighting, but hat is your world.

A thug - with enforcer - auto freight it's foe... And even when not - he still can shake and sicken - making opponent suffer a big -4 to many things .

Shadow Lodge

wraithstrike wrote:
A rogue that is not power-attacking does not have the same attack bonus as D10 class that is.
4th level ...the d10 Power Attacker is -2 to hit. The rogue not Power Attacking is actually +1 to hit relative. (At 5th, they'll be even again. 25% of levels the rogue who doesn't PA is actually ahead as far as BAB+PA is concerned.)
Quote:
Maybe if you only look at BAB, but for an actual build the D10 class still does more damage, and hits more often.

I don't see the point of an extended discussion into fighter bonuses versus a competent rogue's "you suck now!"

Stipulated: the rogue loses (usually) in any dumb DPR-type contest where both characters have their feet nailed to the floor 5' apart in the middle of an empty, brightly-lit room, and the only equipment both of them have is a melee weapon and armor.

Quote:
Also anyone can take UMD. I had a barbarian with UMD before. That is not something only rogues do. I just took skill focus(UMD)to make up for the lack of charisma, which I did not dump.

What level was he when he could pop a scroll in combat on a 2? (Somebody has to do Breath of Life on the fool battle-cleric after he gets his face ripped off.)


wraithstrike wrote:

Getting 30+ on a skill check is not that difficult either if you really want to focus on it.

Most of them allow you to take 10

10 ranks +3(class)+(masterwork item(+2)+skill focus(+6)+
Circlet of persuasion(+3)+item to boost skill by +5, charisma as a secondary stat(+2)=31

Now even without the magic item to boost it by +5 you are sitting on a 26. A trait would make it a 27, and that is without looking through any books or using any races that give another +2 charisma and therefore a +1 bonus to the skill bringing the total to 28. That means 1 off from an automatic 30. I am sure if I actually picked up some books I would find that plus 1. There is probably an ioun stone that gives some type of bonus. I know about the luck stone, but I dont want to use that at level 10.

Take advanced talent Skill Mastery at level 10 with at least Acrobatics and Escape Artist, so that I can take 10 under stress, and you'd be hard pressed stopping a rogue from going anywhere on the battlefield.


Sir Thugsalot wrote:
wraithstrike wrote:
A rogue that is not power-attacking does not have the same attack bonus as D10 class that is.
4th level ...the d10 Power Attacker is -2 to hit. The rogue not Power Attacking is actually +1 to hit relative. (At 5th, they'll be even again. 25% of levels the rogue who doesn't PA is actually ahead as far as BAB+PA is concerned.)
Quote:
Maybe if you only look at BAB, but for an actual build the D10 class still does more damage, and hits more often.

I don't see the point of an extended discussion into fighter bonuses versus a competent rogue's "you suck now!"

Stipulated: the rogue loses (usually) in any dumb DPR-type contest where both characters have their feet nailed to the floor 5' apart in the middle of an empty, brightly-lit room, and the only equipment both of them have is a melee weapon and armor.

Quote:
Also anyone can take UMD. I had a barbarian with UMD before. That is not something only rogues do. I just took skill focus(UMD)to make up for the lack of charisma, which I did not dump.
When level was he when he could pop a scroll in combat on a 2? (Somebody has to do Breath of Life on the fool battle-cleric after he gets his face ripped off.)

actually, you raise an interesting point--in what combat situation would a rogue beat a fighter where both characters DONT have their feet nailed to the floor 5' apart in the middle of an empty, brightly-lit room, and the only equipment both of them have is a melee weapon and armor.

in darkness he's under the same penalties to hit the fighter as the reverse (and cant sneak attack someone with concealment), at range he'd still hit less often/powerfully than the fighter, and using UMD, the fighter can simply return the favor, albeit 3 points shorter since it isn't a class skill (unless they have dangerously curious).


just to end the side notes of BAB class comparisons...

Comparing rogues to full BAB classes is like comparing a ninja to a Spartan. The Spartan in direct combat is going to kill the ninja more often than not, yes we admit it. But guess what, the ninja isn't going to fight face to face if he has any say n the matter whatsoever. Instead the ninja is going to go kill the Spartan in his sleep or just sneak around him and the pala-dunce or other guy will be none the wiser at least as often as the Spartan would beat the ninja in that fight. Does anyone deny that ninjas and Spartans were effective?
The rogue has a part to play and he does it well if you think it through and work with ur group.

Again I say that I think the rogue looks bad because his archetypes don't do much for him and those that offer something usually cost him his signature magic trap disarm. By contrast, his peers can be adapted to most any role you want em to play. Like someone said above, "the problem isn't the rogue its the other classes".

If you really want a "build" I could post one but I doubt ill change any minds.


Sir Thugsalot wrote:
wraithstrike wrote:
A rogue that is not power-attacking does not have the same attack bonus as D10 class that is.
4th level ...the d10 Power Attacker is -2 to hit. The rogue not Power Attacking is actually +1 to hit relative. (At 5th, they'll be even again. 25% of levels the rogue who doesn't PA is actually ahead as far as BAB+PA is concerned.)
Quote:
Maybe if you only look at BAB, but for an actual build the D10 class still does more damage, and hits more often.

I don't see the point of an extended discussion into fighter bonuses versus a competent rogue's "you suck now!"

Stipulated: the rogue loses (usually) in any dumb DPR-type contest where both characters have their feet nailed to the floor 5' apart in the middle of an empty, brightly-lit room, and the only equipment both of them have is a melee weapon and armor.

Quote:
Also anyone can take UMD. I had a barbarian with UMD before. That is not something only rogues do. I just took skill focus(UMD)to make up for the lack of charisma, which I did not dump.
What level was he when he could pop a scroll in combat on a 2? (Somebody has to do Breath of Life on the fool battle-cleric after he gets his face ripped off.)

You can replace the rogue with any other medium BAB class and I would have said the same thing. What matters is the total bonuses, not just BAB-penalties.

The reason why it matters is because in an actual game you will not just be using BAB alone. If BAB alone is all that is used then Power attacking may stop giving positive results, and even the full BAB classes might be in trouble.

I never got to use UMD, and other than skill focus and a trait I did not really invest much in it. My only goal was to really be able to pick up the cleric's wand in combat, if needed. Luckily that day never came.

And please stop putting words in my mouth. I said in exact time I am NOT saying the rogue sucks. I am saying it is a lesser choice, but some class will always be the lesser choice. That is not an insult to that class. It just is what it is.

Maybe if the rogue had been improved more the fighter or barbarian would be the one people wanted to make better.

PS:ok so people already complain about the fighter, but you get my point. :)


Renegadeshepherd wrote:

just to end the side notes of BAB class comparisons...

Comparing rogues to full BAB classes is like comparing a ninja to a Spartan. The Spartan in direct combat is going to kill the ninja more often than not, yes we admit it. But guess what, the ninja isn't going to fight face to face if he has any say n the matter whatsoever. Instead the ninja is going to go kill the Spartan in his sleep or just sneak around him and the pala-dunce or other guy will be none the wiser at least as often as the Spartan would beat the ninja in that fight.
The rogue has a part to play and he does it well if you think it through and work with ur group.

Again I say that I think the rogue looks bad because his archetypes don't do much for him and those that offer something usually cost him his signature magic trap disarm. By contrast, his peers can be adapted to most any role you want em to play. Like someone said above, "the problem isn't the rogue its the other classes".

If you really want a "build" I could post one but I doubt ill change any minds.

This is not supposed to be a pvp thing. My point was that since you would never use BAB as the only way to determine bonuses in a game, that it does not really matter what the BAB alone does here.

As for a DPR contest they would fight the same opponent not each other, not that I think DPR proves the rogue's worth since it is a secondary combatant, much like the bard is.


wraithstrike wrote:
Renegadeshepherd wrote:

just to end the side notes of BAB class comparisons...

Comparing rogues to full BAB classes is like comparing a ninja to a Spartan. The Spartan in direct combat is going to kill the ninja more often than not, yes we admit it. But guess what, the ninja isn't going to fight face to face if he has any say n the matter whatsoever. Instead the ninja is going to go kill the Spartan in his sleep or just sneak around him and the pala-dunce or other guy will be none the wiser at least as often as the Spartan would beat the ninja in that fight.
The rogue has a part to play and he does it well if you think it through and work with ur group.

Again I say that I think the rogue looks bad because his archetypes don't do much for him and those that offer something usually cost him his signature magic trap disarm. By contrast, his peers can be adapted to most any role you want em to play. Like someone said above, "the problem isn't the rogue its the other classes".

If you really want a "build" I could post one but I doubt ill change any minds.

This is not supposed to be a pvp thing. My point was that since you would never use BAB as the only way to determine bonuses in a game, that it does not really matter what the BAB alone does here.

As for a DPR contest they would fight the same opponent not each other, not that I think DPR proves the rogue's worth since it is a secondary combatant, much like the bard is.

forgive me I do not wish to sound like im trying to make it a pvp and If I did then I chose my words poorly.


Renegadeshepherd wrote:
wraithstrike wrote:
Renegadeshepherd wrote:

just to end the side notes of BAB class comparisons...

Comparing rogues to full BAB classes is like comparing a ninja to a Spartan. The Spartan in direct combat is going to kill the ninja more often than not, yes we admit it. But guess what, the ninja isn't going to fight face to face if he has any say n the matter whatsoever. Instead the ninja is going to go kill the Spartan in his sleep or just sneak around him and the pala-dunce or other guy will be none the wiser at least as often as the Spartan would beat the ninja in that fight.
The rogue has a part to play and he does it well if you think it through and work with ur group.

Again I say that I think the rogue looks bad because his archetypes don't do much for him and those that offer something usually cost him his signature magic trap disarm. By contrast, his peers can be adapted to most any role you want em to play. Like someone said above, "the problem isn't the rogue its the other classes".

If you really want a "build" I could post one but I doubt ill change any minds.

This is not supposed to be a pvp thing. My point was that since you would never use BAB as the only way to determine bonuses in a game, that it does not really matter what the BAB alone does here.

As for a DPR contest they would fight the same opponent not each other, not that I think DPR proves the rogue's worth since it is a secondary combatant, much like the bard is.
forgive me I do not wish to sound like im trying to make it a pvp and If I did then I chose my words poorly.

It is fine, just a misunderstanding. :)


+1 to the gentleman who pointed out the superiority of the ninja. Same hit dice, saves, BAB, sneak attack, uncanny dodge, and rogue talents -- sorry, "ninja tricks", except they're better than rogue talents; you can take any rogue talent as a ninja trick, but not vice versa -- but also poison use and the incredibly flexible and handy ki pool.

If you want to play a roguelike character, there is no reason other than flavor to not play a ninja. The ninja is what the rogue should have been.

Doug M.

Shadow Lodge

AndIMustMask wrote:
Sir Thugsalot wrote:
Stipulated: the rogue loses (usually) in any dumb DPR-type contest where both characters have their feet nailed to the floor 5' apart in the middle of an empty, brightly-lit room, and the only equipment both of them have is a melee weapon and armor.
actually, you raise an interesting point--in what combat situation would a rogue beat a fighter where both characters DONT have their feet nailed to the floor 5' apart in the middle of an empty, brightly-lit room, and the only equipment both of them have is a melee weapon and armor.

Dim environment full of cover (such as an ally warren in a shantytown). Halfling rogue employs snipe-and-run tactics while enjoying superior low-light visibility. Human fighter never sees him, or if does, can't reach him before he darts around a corner out of sight again. If the fighter doesn't leave, he eventually runs out of hitpoints and dies.

Rogue's equipment: 0gp sling and a pocketful of rocks.

-- I learned this the hard way playing a APL-1 Intro-level Shieldlands (Living Greyhawk) module, which featured a broken encounter with four halfling rogue assassins in a cave full of stalagmites. The GM flat out told us that it was a badly-designed combat in which there was no way that any party had any chance in hell of avoiding a TPK unless the rogues were stupid and marched up into melee and let us maul them.

Which is then exactly what he had them do, the kind-hearted soul.


Anyway. A thought on the rogue's role as skill monkey. The rogue gets more skill points than anyone, yeah? Wizards and bards come close, but not quite. (The bard's Skilled Performance does give her a pile of free skill ranks, but only if she neglects those skills for part of her career.)

So, has anyone tried designing a pure skill monkey rogue? Someone who spends feats and talents on skills rather than combat?

Doug M.


Hi guys, instead of not posting a build like some people here are, I will post one!

I use this amazing dpr calculator, use it yourself to find out facts!

Cayden Rogue:

Rogue Man
Human Rogue (Sanctified Rogue, Swashbuckler) 10
CG Medium humanoid (human)
Init +8; Senses Perception +15
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+6 armor, +6 Dex, +1 natural, +1 deflection)
hp 103 (10d8+50)
Fort +11, Ref +15, Will +11; +3 morale bonus vs. fear
Defensive Abilities rogue talents (combat trick, combat trick, defensive roll [1/day], finesse rogue, improved evasion), evasion, improved evasion; Resist daring
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile sap +13/+8 (1d6+7) and
+1 agile sap +13/+8 (1d6+4)
Ranged +1 adaptive composite longbow +14/+9 (1d8+2/x3)
Special Attacks sneak attack +5d6
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 16, Int 10, Wis 14, Cha 10
Base Atk +7; CMB +8; CMD 25
Feats Great Fortitude, Improved Two-weapon Fighting, Iron Will, Sap Adept, Sap Master, Toughness, Two-weapon Fighting, Weapon Finesse, Weapon Focus (sap)
Traits indomitable faith, reactionary
Skills Acrobatics +22, Bluff +13, Climb +5, Diplomacy +8, Disable Device +17, Escape Artist +19, Knowledge (dungeoneering) +10, Knowledge (local) +9, Perception +15, Stealth +19, Swim +5, Use Magic Device +13
Languages Common
SQ divine epiphany
Other Gear +1 Mithral Kikko armor, +1 Adaptive Composite longbow (Str +0), +1 Agile Sap, +1 Agile Sap, Amulet of natural armor +1, Belt of physical might (Dex & Con +2), Cloak of resistance +2, Decoy ring, Headband of inspired wisdom +2, Ring of protection +1, 2968 GP
--------------------
Special Abilities
--------------------
Daring +3 (Ex) +3 save vs. fear.
Decoy ring If withdraw/helpless, invisible 3 rds and 4 illusory decoys run in opposite directions.
Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.
Divine Epiphany (CL 10) (1/day) (Su) Use augury once per day.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is

I went the sap master route, which means his dpr when not flanking is an amazing: 14.18.

That is pretty bad! BUT all is not lost here! The swashbuckler archetype gives a morale bonus to acrobatics checks, which is pretty nice. The monster creation guide does not list an average cmd, so I am going to use the Fire Giant. It's cmd I beat on a 3, so I can flank pretty well!

When Rogue Man is flanking, his dpr jumps to: 124.36 (!!!) This is actually comparable to a paladin smiting and full attacking an evil outsider, and almost enough to incapacitate the giant in one round.

Note: The dpr comes from the 10d6 sneak attack and the flat +20 damage from sap adept and sap master.

Not only that damage, but Rogue Man has ok saves and a variety of useful face skills! While he is anaemic on his own, he shines with aid. His single attack dpr when flanking is pretty good, at 46.92.

The main drawback here is that it is nonlethal damage, which I actually don't find to be a drawback, as in my games I often want enemies alive for multiple reasons. It doesn't work against constructs an undead, but then you are just equal to a regular rogue in terms of sneak attack damage, so it ends up not being an issue.

DPR without being able to do non lethal: 51.21 while flanking, not bad

EDIT: At douglas muir: Bards get more skills total due to being able to use one skill to do two things, AND having all knowledges all the time, even without points

Quote:

Dim environment full of cover (such as an ally warren in a shantytown). Halfling rogue employs snipe-and-run tactics while enjoying superior low-light visibility, taking a crossbow shot every third round or so. Human fighter never sees him, or if does, can't reach him before he darts around a corner out of sight again. If the fighter doesn't leave, he eventually runs out of hitpoints and dies.

Rogue's equipment: 0gp sling and a pocketful of rocks.

How do you shoot a crossbow with a sling and rocks


I've been thinking for a while now the rogue needs some mechanical advantage built into the class for feinting.

So, just spitballing here, one or more of these:

1) Bake in Improved Feint as a free mechanic early, with a +1 to feint checks that increases maybe every 4 levels. At higher levels, bake in the ability to feint as a swift action a very limited number of times per day.

2) There are several critters that aren't immune to precision damage but cannot be flanked due to their senses or some other ability. Allow rogues, the master flankers and sneak attackers, some form of feint check to get past this and treat them as flanked for the round.

3) Set up a sneak attack focus/specialization tree similar to fighters' weapon focus/specialization. Create the following (non-bonus) talents: Sneak Attack Focus, Sneak Attack Specialization (requires ~4th level rogue), Greater Sneak Attack Focus (requires ~8th level rogue), and Greater Sneak Attack Specialization (requires ~12th level rogue). Require rogue levels, not just sneak attack die, to take all but the first talent to keep these rogue exclusive.


Douglas Muir 406 wrote:

Anyway. A thought on the rogue's role as skill monkey. The rogue gets more skill points than anyone, yeah? Wizards and bards come close, but not quite. (The bard's Skilled Performance does give her a pile of free skill ranks, but only if she neglects those skills for part of her career.)

So, has anyone tried designing a pure skill monkey rogue? Someone who spends feats and talents on skills rather than combat?

Doug M.

yes I have. Its actually not as bad as its reputation. It was in a 4 person party where in character I was a person being guarded by the other 3 for various reasons. I took the role of skill monkey and face with only a little bit of combat focus. Was fun with that group because I could talk smack about how ignorant or uneducated they were and they tell me how man ways they kill me (and then resurrect me to pursue all of em).

I went human, got 14 skill points a level, was good mouth piece. did not fail skills much. rogue talents based on skills were almost useless so I made those my combat boosters.

Shadow Lodge

Ambrosia Slaad wrote:

I've been thinking for a while now the rogue needs some mechanical advantage built into the class for feinting.

So, just spitballing here, one or more of these:

1) Bake in Improved Feint as a free mechanic early, with a +1 to feint checks that increases maybe every 4 levels. At higher levels, bake in the ability to feint as a swift action a very limited number of times per day.

2) There are several critters that aren't immune to precision damage but cannot be flanked due to their senses or some other ability. Allow rogues, the master flankers and sneak attackers, some form of feint check to get past this and treat them as flanked for the round.

3) Set up a sneak attack focus/specialization tree similar to fighters' weapon focus/specialization. Create the following (non-bonus) talents: Sneak Attack Focus, Sneak Attack Specialization (requires ~4th level rogue), Greater Sneak Attack Focus (requires ~8th level rogue), and Greater Sneak Attack Specialization (requires ~12th level rogue). Require rogue levels, not just sneak attack die, to take all but the first talent to keep these rogue exclusive.

Why should the rogue get this?

I just provided an example of how a rogue without a penny to his name could kill a tank fighter and not take a scratch.

Granted, it's situational; but it's a situation the rogue controls. In the right environment, he's the boss.


CWheezy wrote:

Hi guys, instead of not posting a build like some people here are, I will post one!

I use this amazing dpr calculator, use it yourself to find out facts!

** spoiler omitted **...

How are you getting the sap bonus ?

You got no way to make opponent. Flat footed


Add Half the sneak attack dices as precision damage.

Ex.: Rogue lv 3 = +1d6 SA + 1d6 precision damage instead of +2d6 SA

While the rogue can´t SA he can maintain some bonus damage.


Sir Thugsalot wrote:

I just provided an example of how a rogue without a penny to his name could kill a tank fighter and not take a scratch.

Granted, it's situational; but it's a situation the rogue controls. In the right environment, he's the boss.

Unfortunately that environment exists only in your mind.

The rogue has no accuracy advantage. The availability of concealment and cover hurts the rogue at least as much as the fighter.

The rogue has no mobility advantage.

Any competent fighter can exchange readied action attacks for your spring attacks or thrown weapons until you do something stupid like try to stay in one place and full attack with thrown knives. Then he walks over to you and trips your sorry 3/4 BAB arse and doesn't even need the feats because your CMD is that much worse than his CMB. Then he full attacks you to death. If you happen to have rogue crawl (a rare talent to have) he grapples you instead the next round. Or he gets out a bow and full attacks you with that. Or starts sundering all the possible cover in a 35' radius and then sits in the middle.

The rogue only wins if the fighter plays stupid. You can beat an NPC if your GM wants to let you, but you can't beat someone played smart.


Sir Thugsalot, I can best this encounter with some very easily achievable actions on the fighters part. First - he is also a halfling because race has no bearing on class abilities. Second, he pulls his bow and readies his action to shoot the rogue when he appears. Third...loot rogues corpse. The fact remains that in a single shot battle this fighter will win 9 out of 10 times. This is of course assuming a fighter optimized towards the same circumstance (because why compare 2 things that aren't built to compete? You don't compare apples to dumptrucks do you?)

You and I could hypothetically argue rogue vs. fighter debates all day, but in all honesty I agree with you....somewhat. Rogues are awesome in CERTAIN circumstances, the problem is their not awesome in the most common circumstances. That is the point of this thread IMHO.

Anyways, aside from the previous 2 paragraphs I am currently trying to make a rogue for an upcoming RoTRL campaign. I've taken numerous stabs at it, and honestly I think the rogues biggest disadvantages really are just overcome with smart planned out playstyles.

To follow along this line - Rogues are great at LOTS of things. Any one class can do these better(dpr, skills, spells, mobility, traps, etc...)but having the ability to do all of them is what makes the rogue truly unique. The bard is obviously the closest comparison, but even that the bards specialty is very different. A bard usually has to focus on either making those enchantment DC's extremely high, or focus on making himself combat effective, whether through trips, nets, or just attacks. The rogue however is uniquely equipped to be good at all those things, while not being amazing at any.

So I guess, with all that preamble,I guess what I'm getting at is that the rogues shtick is that he doesn't have a shtick. Its his ability to do many different things, and be prepared for anything/everything that makes him so versatile. Need a scout? Sure. Need a trapfinder? Sure. Need a utility caster? Sure. Need a flanking buddy? Sure. Need a party face? Sure. Need some physical damage? Sure.

I think the rogue needs to focus less on any one thing and just prepare for as many situations as feasible. Get yourself a TON of 1st level scrolls/potions, many of these are AMAZINGLY useful. Take dirty trick for when you just can't sneak attack, and instead, blind the enemy for a round to help your fighter out or deafen that enemy spellcaster and jam his spell. Jump in their and flank with your fighter, help him hit and at the same time do some damage (Pro tip - do less damage then your fighter so that enemy doesn't smash you in the face, you roll d8s not d10s, let him get hit). Get yourself a good initiative and take your first round out on someone who rolled low! Be adaptable, I really do believe thats the key to being an awesome rogue.

I appreciate this thread, I'm going to come up with a build for my rogue and post him here. Perhaps I can give data from the upcoming campaign as well.


666bender wrote:
CWheezy wrote:

Hi guys, instead of not posting a build like some people here are, I will post one!

I use this amazing dpr calculator, use it yourself to find out facts!

** spoiler omitted **...

How are you getting the sap bonus ?

You got no way to make opponent. Flat footed

You are correct!

This changes my rogue's dpr when flanking to 71.16, which is still pretty good!

If you get rid of toughness, iron will, and improved two weapon fighting you can fit in dazzling display, shatter defences, and enforcer, puts it back up to 102 dpr. Losing the crappy last offhand attack isn't that bad, actually, so the newer build works out:

Spoiler:

Rogue Man
Human Rogue (Sanctified Rogue, Swashbuckler) 10
CG Medium humanoid (human)
Init +8; Senses Perception +15
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+6 armor, +6 Dex, +1 natural, +1 deflection)
hp 93 (10d8+40)
Fort +9, Ref +15, Will +9; +3 morale bonus vs. fear
Defensive Abilities rogue talents (combat trick, combat trick, defensive roll [1/day], finesse rogue, improved evasion), evasion, improved evasion; Resist daring
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile sap +13/+8 (1d6+7) and
+1 agile sap +13 (1d6+4)
Ranged +1 adaptive composite longbow +14/+9 (1d8+2/x3)
Special Attacks sneak attack +5d6
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 16, Int 10, Wis 14, Cha 10
Base Atk +7; CMB +8; CMD 25
Feats Dazzling Display, Enforcer, Sap Adept, Sap Master, Shatter Defenses, Skill Focus (Acrobatics), Two-weapon Fighting, Weapon Finesse, Weapon Focus (sap)
Traits indomitable faith, reactionary
Skills Acrobatics +28, Bluff +8, Climb +5, Diplomacy +8, Disable Device +21, Escape Artist +19, Intimidate +13, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +15, Stealth +19, Swim +5, Use Magic Device +13
Languages Common
SQ divine epiphany
Other Gear +1 Mithral Kikko armor, +1 Adaptive Composite longbow (Str +0), +1 Agile Sap, +1 Agile Sap, Amulet of natural armor +1, Belt of physical might (Dex & Con +2), Cloak of resistance +2, Decoy ring, Headband of inspired wisdom +2, Ring of protection +1, Thieves' tools, masterwork, 2868 GP
--------------------
Special Abilities
--------------------
Daring +3 (Ex) +3 save vs. fear.
Dazzling Display (Sap) Intimidate check to demoralize can affect those within 30' who see you.
Decoy ring If withdraw/helpless, invisible 3 rds and 4 illusory decoys run in opposite directions.
Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.
Divine Epiphany (CL 10) (1/day) (Su) Use augury once per day.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.

The dc to intimidate a fire giant is pretty low, only 19, so a +13 intimidate will do the job.


awp832 wrote:

kay, here's a build made by flamethrower49, a friend of mine.

Quote:


Fridthjofr
CN Male Human Vargr 7 (Swashbuckler/Scout)
Medium Size

Strength 20
Dexterity 16
Constitution 14
Intelligence 7
Wisdom 12
Charisma 10

Attack – Unarmed Strike +11 (+5 BAB, +5 Str, +1 Magic) for 1d3+6 (+5 Str, +1 Magic)
Or Cold Iron Battleaxe +11 for 1d8+6 or +10 for 1d8+8 (two-hand grip)
Or Sling +9 for 1d6+6
Hit Points 7d8+14+4 = 56
Initiative +5 (+3 Dex, +2 Trait)
Speed 30 Feet
AC 22 (+5 Armor, +3 Dex, +1 Shield, +1 Natural, +1 Deflection, +1 Dodge)
Fortitude +6 (+2 Base, +2 Con, +2 Resistance)
Reflex +10 (+5 Base, +3 Dex, +2 Resistance)
Will +5 (+2 Base, +1 Wis, +2 Resistance) (+2 Morale vs Fear)
CMB +11 (+5 BAB, +5 Str, +1 Magic)
CMD 25 (+5 BAB, +5 Str, +3 Dex, +1 Deflection, +1 Dodge)

Traits:
Chance Savior (+2 Initiative)
Armor Expert (-1 to Armor Check Penalty)

Feat and Talent scheme:
1: Sap Adept (+2 damage per sneak attack die if nonlethal and bludgeoning.)
H1: Dodge (+1 AC)
2: Talent: Ninja Trick (Unarmed Combat Training) (Improved Unarmed Strike)
3: Knockout Artist (+1 damage per sneak attack die if unarmed nonlethal to someone denied their dexterity bonus.)
4: Talent: Ninja Trick (Style Master - Crane Style) (-2 Attack, +4 AC if fighting defensively.)
5: Sap Master (Double sneak attack dice if nonlethal bludgeoning to someone flat-footed.)
6: Talent: Combat Trick (Outflank) (+4 to flank with someone else with this feat. Free attack on a crit!)
H2: Talent: Offensive Defense (+AC equal to sneak attack dice after a sneak attack.)
7: Crane Wing (Block a melee attack 1/round while using Crane Style)

Class Features
Sneak Attack 4d6
Martial Training – May take the Combat Trick twice. Proficient with battleaxe.
Evasion – No damage on a successful reflex save.
Daring - +2 to Acrobatics checks and Will saves against fear.
Scout’s Charge – Opponents are treated as flat-footed on a charge.

So basically, high init to attack while flat footed, or scouts charge...

Again - a big theory build for sap masters - with not a single feat on how opponent is flat footed .

It's a whole build for round 1 ?


It's also notable that so far every example Sir Thugsalot has provided is from his experience in 3.0/3.5. Even if the basic chassis is similar, Pathfinder is a very different game from 3.0 D&D.


Sir Thugsalot wrote:
AndIMustMask wrote:
Sir Thugsalot wrote:
Stipulated: the rogue loses (usually) in any dumb DPR-type contest where both characters have their feet nailed to the floor 5' apart in the middle of an empty, brightly-lit room, and the only equipment both of them have is a melee weapon and armor.
actually, you raise an interesting point--in what combat situation would a rogue beat a fighter where both characters DONT have their feet nailed to the floor 5' apart in the middle of an empty, brightly-lit room, and the only equipment both of them have is a melee weapon and armor.

Dim environment full of cover (such as an ally warren in a shantytown). Halfling rogue employs snipe-and-run tactics while enjoying superior low-light visibility. Human fighter never sees him, or if does, can't reach him before he darts around a corner out of sight again. If the fighter doesn't leave, he eventually runs out of hitpoints and dies.

Rogue's equipment: 0gp sling and a pocketful of rocks.

-- I learned this the hard way playing a APL-1 Intro-level Shieldlands (Living Greyhawk) module, which featured a broken encounter with four halfling rogue assassins in a cave full of stalagmites. The GM flat out told us that it was a badly-designed combat in which there was no way that any party had any chance in hell of avoiding a TPK unless the rogues were stupid and marched up into melee and let us maul them.

Which is then exactly what he had them do, the kind-hearted soul.

And this proves nothing. The power is not in the rogue, but in the conditions and the races you chose. You could replace the rogue with any other class and get similar results. A bard could have done the same thing, assuming the rogue was never seen.

Now I will post my build. :)

Liberty's Edge

Here is my 2 cents on a working Rogue build. Granted I had to dip 2 levels into Fighter (Lore Master) to get the necessary feats early enough. I am only listing the feats by level so you can fill in race, stats, traits, etc as you see fit. The final four levels are open as well as few games ever get that far.

Rogue (Knife Master)
1 Two Weapon Fighting
2 Weapon Finesse (Finesse Rogue)
3 Improved Initiative

Fighter (Lore Master)
4 Quick Draw
5 Wave Strike, Combat Expertise, Improved Feint

Rogue (Knife Master)
6 Weapon Focus (Weapon Training)
7 Two Weapon Feint
8 Greater Feint (Combat Trick)
9 Improved Two Weapon Fighting
10 Befuddling Strike
11 Improved Disarm
12 Disarming Strike (Advanced Talent: Feat)
13 Critical Focus
14 Improved Evasion
15 Greater Two Weapon Fighting
16 Opportunist
17
18 (Advanced Talent)
19
20 (Advanced Talent)

The build assumes dual wielding Kukris to get the max crit range and bonus sneak attack damage from the Knife Master archetype. Agile and Keen weapon enchants are highly recommended asap.

Combat is centered around the feint, with Wave Strike allowing for a feint as a Swift action, and Greater Feint assuring the target is flat-footed until my next turn. Assuming the feint succeeds, each attack that hits will also deal Sneak Attack damage (if target type allows).

[edit]

Added Two Weapon Feint to allow for feints after the first round (I knew there was a reason for going TWF).


666bender wrote:
Round 1

I adjusted it, have a look!

Liberty's Edge

About rogues and any other class, the best way of finding their niche and be contributing is to optimize your strengths and find ways to escape against bad odds.

The rogues strengths are:
Massive skill selection + class skills
Sneak attack (highest additional damage/damage for most classes)
Rogue talents (additional feats, to get your character's concept up quicker)
Trapfinding + Trapspotter
HD d8 (you're a skilled rogue, not a fighting tank, you excell outside of the battling ground, be happy that you don't have a lower HD)

As a Dota/LoL/HoN/Dota2 player I know what a battle really comes down to. In simple terms: when the battle begins put your tank out front, carry out of disabling reach and supports within reach to save the day. Typicly the barbarian (with massive Hp) or a monk (with massive AC) should tank. Anyone with disrupting spells should keep behind their tank to either support your team or blast your foes/weaken them.

But the most important thing is: which team gangs who? That requires you to notice your foes first without them noticing you.
Unfortunately, clerics, wizards, barbarians etc aren't typically some stealthy ninjas, so they should stay back, not alerting any foes about their presence unless you already know where your opponent is and can strategize an effective assault.

- Finally - THE ROUGE is the scout which locates your opponents! Therefor, any spellcaster not casting blur/ invisibility on him havn't played their part as support (even a wizard can support!!). With invisibility + trapfinding + perception rocket high, stealth rocket high, can the rogue accomplish his task.
Your allies still need to be reported about your foes. Make a spell caster cast "message", and you got your own flight tower, ready to assist whenever shit strikes.
If shit strikes, light a lantern, close your eyes and let the caster strike with a readied pyrotechnics firework/smoke, from safe distance.
Once the battling begin, the rogue needs to find his combat role. (that's what we're all discussing).

Practical battle tips:
Melee:
Aware of your HDd8, anyone allowing themselves to take part in melee obviously have a death wish. If you still wanna be part of the melee slaughter, either use the charge + sneak attack ideas others before have mentioned or go two weapon fighting with a spell caster casting "floating disc". Jump on, delay/ready until after casters turn. He can move you into a flanking position (AoO might cause u some harm), anyway now it's your turn, full round sneak attack the enemy to death! (floating disc can be moved/directed by the caster with a move action (he'll spam spells with his/her standard and, possibly, swift action).
Ranged:
However I recommend sniping on safer distances than entering melee.
The reasons;
1. If you go with a point buy stat block you will find it impossible to both maximize your strength, dexterity and con while still getting decent ability modifiers for skills.
2. If your caster gets compromised, you'll stop moving and flanking foes.
3. Much easier to stealth with some distance between you (especially the first 5levels).
4. (with a mount or floating disc cast for you) you can hit with many more sneak attacks/round than a 1weapon weilder can on average each fight. You will even outshine the two weapon melee weilder. Feats Req: rapid shot/TWF+ITWF.
5. With a revolver, you'll solve the rogues hitting problems, you can now attack with ranged touch attacks!
6. Moving is more flexible, easier for flanking partner and out of AoO range, avoid large/huge enemies with reach weapons.

Downside: won't make you earn the +2 flanking bonus, neither will your flanking partner who does this purely out of good will.
1. Stat block (ex)
(20p buy)
Str11, dex20, con12, int10, cha10, wis10
Or focus some specific skills aside from acrobatics, stealth and escape artist;
Str10, dex20, con12, int14, cha10, wis7
Or be more flexible;
Str12, dex18, con12, int12, cha12, wis12
Customize for your race, you don't have to be half-elf/human/half-Orc, Elf and Halfling work as well. Many of the advanced races works too since you primarly want the Dex boost and hopefully some improved vision vs dim light and darkness.

I could keep writing but I'd en up taking 1 side of the forum.

Simple mechanics:
Hit chance: (%) 'i assume the average AC is 12+HD for enemies, touch AC is 14 until lvl 10 or so.
Avrage damage: is supposed to follow the line of 10 damage/lvl
TWF (melee) | 1 weapon weilder | Ranged TWF | Ranged

I'll keep typing tomorrow...


Sheath won't help you "at the first round of..."
Wave strike is round 2 only .

Liberty's Edge

No, Wave strike is the first round only. For subsequent rounds I would have to use Two Weapon Feint (edit above to add) or seriously abuse the Withdraw action.


Sorry for the delay..My computer stopped cooperating.

Here is my build. It is a ranger(guide archetype)6/rogue 6.
I chose this archetype so I could choose when to activate my ranger's focus. I
was fooling around with the rogue a few weeks ago and tried a similar ability
on the rogue, that replaced sneak attack damage. The idea was to stop the rogue
from being dependent upon the flank or spending a lot on feinting.

ranger rogue:

ranger 5 rogue 6
Dwarf Ranger (Guide) 6/Rogue 6
NG Medium humanoid (dwarf)
Init +5(7 in favored terrain; Senses darkvision 60 ft.;

Perception +23
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+9 armor, +3 Dex, +2 natural, +2 deflection, +1 dodge)
hp 94 (6d10+6d8+24)
Fort +12 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +16 (+2 bonus vs. traps), Will +14; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training, evasion, trap sense, uncanny dodge
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 dwarven urgosh +14/+9 (1d6+6/19-20x3) and
. . +2 keen +15/+10 (1d8+7/19-20x3)
Ranged +1 composite longbow +14/+9 (1d8+6/x3)
Special Attacks hatred, ranger's focus, rogue talents (fast stealth, ledge walker, positioning attack [1/day]), sneak attack +3d6
Ranger (Guide) Spells Prepared (CL 3rd; concentration +7):
1st (2/day)—lead blades, longstrider
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 14, Int 11, Wis 18, Cha 8
Base Atk +10; CMB +15; CMD 31 (31 vs. bull rush, 31 vs. trip)

Feats Dodge, Double Slice, Endurance, Improved Two-weapon Fighting, Iron Will, Lunge, Steel Soul, Two-weapon Fighting, Weapon Focus (dwarven urgosh)

Traits indomitable faith, reactionary
Skills Acrobatics +11 (+7 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Bluff +4, Climb +12, Diplomacy +3, Disable Device +21, Disguise +6, Escape Artist +2, Fly +2, Heal +10, Intimidate +3, Perception +23 (+26 to locate traps, +25 while in ??? terrain, +25 while in urban terrain, +25 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +2, Sense Motive +18, Spellcraft +14, Stealth +16 (+18 while in ??? terrain, +18 while in urban terrain), Survival +18 (+20 while in ??? terrain, +20 while in urban terrain, +21 to track), Swim +10 (+14 to resist nonlethal damage from exhaustion)
Languages Common, Dwarven
SQ combat styles (two-weapon combat), favored terrain (urban +2), greed, hardy, slow and steady, stability, stonecunning, terrain bond, track, trapfinding +3, wild empathy

Other Gear +3 Mithral Agile breastplate, +1 Composite longbow (Str +5), +1 Keen Kukri, +2 Keen Kukri, Amulet of natural armor +2, Belt of giant strength +4, ???, Cloak of resistance +3, Headband of inspired wisdom +4, Ring of protection +2, eyes of the eagle, thieves kit 3084 GP
--------------------
Special Abilities
--------------------
Boots of friendly terrain ([???]) Gain a Favored Terrain or increase bonus by 2 if already have same.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Ledge Walker (Ex) No penalty to use Acrobatics to move full speed on narrow surfaces & not flat footed.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Positioning Attack (1/day) (Ex) When hit a foe in melee, move up to 30 ft without AoO, but must end adjacent to that foe.
Ranger's Focus +4 (2/day) (Ex) +4 to hit and damage focused target.
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Track +3 Add the listed bonus to survival checks made to track.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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I will try to get some DRP numbers up.

I will look at

DPR-no class features, and no flanking.

DRP with flanking and sneak attack

DPR with ranger's focus

DPR with ranger's focus, and flanking and sneak attack.

I will either edit this post or make another comment. I doubt it will take an hour so I should editing this post in 30 minutes or so.

edit: I will also look at perception and stealth checks and how that stack up against CR=character level creatures equivalent creatures.

Liberty's Edge

My build for a Rogue (Scout) with a bow

1 Improved Initiative
2 (Combat Trick) Point Blank Shot
3 Precise Shot
5 Deadly Aim
9 Vital Strike
15 Improved Vital Strike
17 Improved Precise Shot

Gear: longbow, wand (gravity bow), greater bracers of archery, greater sniper goggles

Start with a shortbow, as soon as you get the bracers switch to a longbow. Use UMD to buff yourself with gravity bow. Focus on dex to push your initiave and catch foes flatfooted in the first round. As soon as you're level 8, move at least 10ft during combat and stay away from enemies. You get only one shot each round, but you still do a lot of d6's damage (+deadly aim +goggles).


I would go with a two- or three-level dip into wizard to get utility spells, particularly Glitterdust, Pilfering Hand, and Vanish.


I did this ages ago. I'll have to see if I can find the build.

Basically you need to be a Scout/Brute Rogue with High Intimidate and Cornugon Smash, Shatter Defence

You Intimidate your foes with Cornugon smash when you charge (auto SA) and when they aare demoralized, Shatter Defences means they are auto SA for as long as the effect lasts.

Also, play a race with Dark/low light vision, a Wand of Blur and MOONLIGHT STALKER is your best friend.

Oh and to make Flanking easier, these are ridiculously cheap

daredevil boots:
This pair of magical boots shimmers in vibrant shades of blazing red and burning orange when they are held up to the light. These boots allow the wearer to gain extra maneuverability while moving through hazardous areas. As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds do not need to be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +1 bonus on attack rolls against that enemy until the end of her turn.


Archer rogue:
Human Poisoner Sancified Rogue 10
Str 14, Dex 26, Con 10, Int 10, Wis 10, Cha 8
HP: 10d8 +10
AC: 19 (10 +8 dex +1 armor)
Touch: 19; FF: 13
Saves: Fortitude +5, Reflex +16, Will +5
BAB +7; CMB +11 ; CMD 29
Haste +17 - 1d8+ 5d6 + 18 + 5 bleed + (Purple Worm poison - contact For=DC26 1d3str, frequency 1/round 12 rounds, cure: 2 consecutive saves)
Rapid Shot +17 - 1d8+ 5d6 + 18 + 5 bleed
1st Attack +17 - 1d8+ 5d6 + 18 + 5 bleed
2nd Attack +12 - 1d8+ 5d6 + 18 + 5 bleed

Traits: Reactionary +2 inic. Eyes and Ears of the City +1 perception
Feats:Weapon Proficiense(Long Composite bow) Point Blank Shot, Rapid Shot, Skill Focus(Perception), Deadly Aim,
Rogue Talents:Bleeding Attack, Sniper´s Eye(allow sneak attack arget with concelment), Weapon Training, Follow Clues, Deadly Cocktail.

Skills (90 points):
Acrobatics +21 (10 ranks)
Diplomacy + 12 (10 ranks)
Climb + 19 (10 ranks)
Disable Device +23 (10 ranks)
Craft(alchemy) + 13 (10 ranks)
Perception/Track +23 (10 ranks)
Sleight of Hand +21 (10 ranks)
Stealth +21 (10 ranks)
Use Magic Device +12 (10 ranks)

Equipment: +2 Long composite bow (+2 str), Belt of +4 Dex, Boots of Speed, Sniper´s goggle, Bracers of he falcon´s aim, Padded Armomr, cloak of resistence +1.
Thieves’ tools masterwork, Climber’s kit.


You have 50 hit points, and a +5 will save against an average dc of 19.

Purple worm poison costs 700 gp per dose, which is HUGE, and also only does str damage. If you want to craft it, it takes SEVENTY DAYS.

If you roll max str damage every time, you can't knock out a fire giant, because purple worm poison only lasts 6 rounds.

Your dpr if you get sneak attack for all your bow shots against the giant:
51.71

If there are other people in combat, because you don't have precise shot, your dpr is 34.94.

Fun fact: with deadly aim on, your dpr actually goes DOWN : 50.14

The giants dpr vs you? 83.49

That rogue is basically unplayable and will die before reaching level 10


DPR numbers since my other post locks in 10 minutes.

DPR-no class features, and no flanking. 15.24

DRP with flanking and sneak attack 37.08

DPR with ranger's focus 34.92 <---not to far off from sneak attack.

DPR with ranger's focus, and flanking and sneak attack. 67.08

This stealth check is not doing well, but next level / I would have gone for shadow enhancement on the armor for +5

edit: A CR 12 monster forces an average save of 20 vs its abilities.

The rogue has bonuses of -->Fort +12 (+4 vs. hot or cold environments and to resist damage from suffocation)
Ref +16 (+2 bonus vs. traps),
Will +14; +2 vs. poison, +4 vs. spells and spell-like abilities

Once you add in the dwarf's bonuses even that will save is looking good, well vs spells and SLA's anyway.


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If you can get Dimension Door as an ability somehow you could take the Dimensional Combat feats until you get Dimensional Savant and then give yourself a flanking bonus. This lets you reliably get flanking bonus, attack with two weapons and evade the wrath of your enemies.
And you could also get some distance between you and the target after your last attack.
It would be a combination for high level play though.

The way with the least class levels would be via Horizon Walker. You need 3 levels to get to "Terrain Dominance Astral Plane" which unlocks this ability. Then you need to spend 4 feats to get the ability.

For a full Rogue the only possibility to take those feats would be to use UMD and a wand of Dimension Door. However that carries the problem that the GM has to approve that using a wand allows learning the feats. And it is very expensive.
Another possible option would be to allow a progression into higher level spells via the Minor, Major Magic Rogue Talents... however that is homebrew material.

The only real way to get to this more quickly with a pure rogue is a race that has Dimension Door as an ability. And those tend to not be low level enough for a PC race.


i wonder how a TWF or archer poisoner rogue with pressure points (via ninja trick) and crippling strike would do--it'd be a lot of stat damage at once.

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