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


Advice

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Sir Thugsalot wrote:

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.

Well there you have it. A rogue just needs to be able to create reality marbles like Rider from Fate/Zero.


Mattastrophic wrote:
Nicos wrote:
I wonder if it is posible to build a good character accepting rogues mediocre combat prowess and instead making him really good in utility.

I've done a pretty good job so far in PFS of playing two Rogues with both solid combat prowess and really good utility. You don't have to accept mediocrity.

-Matt

Can ypou post them? maybe between levels 8 and 12.


Nicos wrote:
Can ypou post them? maybe between levels 8 and 12.

Stay tuned. The builds are coming, near the end of what's turning into a post series.

-Matt


TarkXT wrote:
Because the process itself tells us much about why the class could use an overhaul. But the results and how we get their also helps players who want to be effective now.

Well, I hope that the posts I'm adding to this thread help demonstrate what you're looking for.

-Matt


I believe that there is also the feat Piranha Strike which is the dex version of power attack. You would negate your +2 flank bonus but get extra damage.


Figured I'd put together a full Rogue based on Moonlight Stalker and related feats. Kept stats pretty simple so people can adjust as they want. Requires special vision. I'd prefer Half Elf, Half Orc, or Elf to keep movement up.

I drew the build up as a Half-Elf for the sake of simplicity while doing Abilities and left the Skill Focus (likely Bluff) off for convenience of anyone trying to adapt the build. Adjust fire as necessary.

FULL ROGUE MOONLIGHT STALKER

Half-Elf Rogue 10 (Scout/Dagger Master)

ABILITIES
STR 10
DEX 18 (Levels 20, Belt 22)
CON 14 (belt 16)
INT 14
WIS 10
CHA 10

FEATS/TALENTS
(1) - Two Weapon Fighting
(2) - Finesse Rogue
(3) - Blind Fight
(4) - Combat Expertise
(5) - Moonlight Stalker
(6) - Offensive Defense
(7) - Moonlight Stalker Feint
(8) - [OPEN TALENT]
(9) - Improved Two Weapon Fighting
(10)- Skill Mastery - Bluff/UMD/Acrobatics + 2

GEAR
Cloak of Displacement (minor) 12k
+3 Chain Shirt 9k
+1 Agile Dagger 8k
+1 Agile Dagger 8k
+2 Ring of Protection 8k
+2 Belt of DEX/CON 10k

Minimum gear is 55k giving you a bit of breathing room (wands, scrolls, potions, etc). Not having a cloak of resistance is going to suck. I think you could put Resistance +2 on a ring for 6k? Not sure.

AC 25 (Armor 7, Dex 6, Deflection 2)

Hit: 16 (BAB 7, DEX 6, Enhancement 1, Moonlight Stalker 2)
Full Attack: 14/14/9/9
Damage: 1d4 + 7 (5d8 sneak)

20% concealment, gets to Reroll concealment during attack. Not great, but nice perks.

Build is *really* tight on Feats/Talents. Would be a LOT more flexible as a Human with a bonus Feat and bonus Talent, but that isn't an option.

As far as race choice goes, I think I would lean towards Elf. Pick up Darkvision racial trait and maybe swap Elven Magic for Envoy which gives some pretty decent utility (though Arcane Strike isn't really an option since Moonlight Stalker Feint requires a Swift). Half Elf picking up the Drow Blooded and Dual Mind might be a decent shot too. In either case, Elven Immunities will help with the build's weak saves.

Half-Orc is also a decent option, though the build isn't using Intimidate or fancy weapons.

EDIT: AC was wrong and a couple typos.

I'd like to fiddle with it to make everything work with Unarmed Strike, but with Straight Rogue it would delay certain important Feats/Talents. Replace the Daggers with an Agile AoMF and add a Brawling Enchant. Wouldn't come together before 10 without a dip in another class.


ChainsawSam wrote:

GEAR

Cloak of Displacement (minor) 12k
+3 Chain Shirt 9k
+1 Agile Dagger 8k
+1 Agile Dagger 8k
+2 Ring of Protection 8k
+2 Belt of DEX/CON 10k

Insteadd of the +2 ring buy a +1 ring and a +1 amulet, that way you have 4K more money. (a craked pale green prism ioun stone could be the best choise)

And a half-elf change the skill focus for the +2 to the will save.


Nicos wrote:
ChainsawSam wrote:

GEAR

Cloak of Displacement (minor) 12k
+3 Chain Shirt 9k
+1 Agile Dagger 8k
+1 Agile Dagger 8k
+2 Ring of Protection 8k
+2 Belt of DEX/CON 10k

Insteadd of the +2 ring buy a +1 ring and a +1 amulet, that way you have 4K more money. (a craked pale green prism ioun stone could be the best choise)

I was just trying to keep things simple so that people could use it more as a template rather than a complete build.


Nicos wrote:
craked pale green prism ioun stone

Aha! I knew I had forgotten something which belongs in the list of ways to improve attack bonus! Thanks!

-Matt


I just want to point out for some in the discussion

Displacement does not grant concealment. The devs weighed in on this and blur does grant concealment while displacement does not.


Lord_Malkov wrote:

I just want to point out for some in the discussion

Displacement does not grant concealment. The devs weighed in on this and blur does grant concealment while displacement does not.

A Cloak of Displacement (Major) gives a few rounds of the Displacement spell.

A Cloak of Displacement (Minor) gives a constant effect of the Blur spell.

So for Moonlight Stalker, a Major Cloak of Displacement has always been unsatisfactory (due to the limited number of rounds) compared to the minor version. If the ruling you've mentioned has been made then that just buries the major version even deeper.

EDIT: I think I get that you were trying to illustrate why the Minor version was preferable to the build, I'm leaving my comment to further elaborate on the situation incase anyone else was confused.


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ChainsawSam wrote:
Lord_Malkov wrote:

I just want to point out for some in the discussion

Displacement does not grant concealment. The devs weighed in on this and blur does grant concealment while displacement does not.

A Cloak of Displacement (Major) gives a few rounds of the Displacement spell.

A Cloak of Displacement (Minor) gives a constant effect of the Blur spell.

So for Moonlight Stalker, a Major Cloak of Displacement has always been unsatisfactory (due to the limited number of rounds) compared to the minor version. If the ruling you've mentioned has been made then that just buries the major version even deeper.

Yeah its been talked about pretty in depth. Blur actually makes you harder to see, displacement means that there is just a 50% chance that you aren't there when an attack lands.

So you can sneak attack a target with displacement but not blur. Makes sense based on the descriptions, but it is good information for a rogue to have.

I should also mention that the heartseeker weapon enchantment lets you sneak atttack creatures with concealment as does a headband of ninjitsu (arguably thr best rogue item available)


Copied it from lord malkov, but its a great 2 weapon fencer rogue build
doesn't need much str but high dex
Feats
Weapon Finesse (via finesse rogue talent)
Weapon Focus (Rapier)
Combat Expertise
Dazzling Display
Shatter Defenses
Two Weapon Fighting
Imp Two Weapon Fighting
Two-Weapon Feint
Hero's Display
Performing Combatant

You can get 3 extra feats along the way from the Rogue Talents 'Feat' and 'Combat Trick' and 1 for being human.
The other key rogue talent is Offensive Defense.
Your damage comes entirely from sneak attack.

So the basic plan is to use Two-Weapon Feint to feint against your target. A successful feint allows you to make a swift action performance combat check. Performance combat lets you treat any combat like a performance, which is why I liked it for my swashbuckler. With Hero's Display, on a successful performance check you can make a free check to Intimidate everyone within 30 ft.

Then you make your attacks against your target. Your earlier feint made him flat-footed to your first attack, so you get sneak attack damage. If this attack hits, it also activates Shatter Defenses on that target making him flat-footed to your attacks until the end of your next turn. So all subsequent attacks also get sneak attack damage.

It was pretty effective and I had a lot of fun with it.
Performance checks are a bit tougher early on (it is a DC 20 charisma check) but you get bonuses if you have ranks in a perform skill like dance, (which I also think fits for a fencer) and for a high BAB.

Key item here is a Circlet of Persuasion which will give you a +3 competence bonus on Charisma based checks (only costs 4500gp) this will work for feints, intimidates AND performance checksIf you don't care about finding traps you can always take the Rake archtype as well which will give you a bonus on bluff checks. This is the way I went. You also get a fallback sneak attack ability that lets you intimidate on a sneak attack. I would also put charisma up to 14 at 8th instead of pumping dex again.

In the early levels you'll need to rely more on flanking. The build doesn't truly come together until level 9 when you take shatter defenses, but at that point you should have 9 rank in intimidate, +3 for class skill, +2 for charisma and +3 for circlet of persuasion. That is +17 to beat 10+ 1/2 HD + wisdom modifier.

At level 10, lets say you have a +4 dexterity belt, the CoP, and a pair of +1 weapons. That puts you at 24 Dex (+7). Obviously you might have better weapons at this point, but this is a baseline example.

So your full attack looks like this
(BAB = +7/+1, Dex +7, TWF -2, Weapon +1, Focus +1)

Rapier = +14/+9
Dagger = +13/+9

The Full Attack Sequence is:
(1) Feint +21 vs 10+BAB+Wisdom Mod. (avg of about 20 at this level so not too hard)(Bluff is 10 ranks, +3 for class skill, +3 for circlet, +2 for charisma, +3 for rake's smile)

(2) If successful, Performance Check (DC 20). You get +2 for charisma, +3 for the circlet, +2 for your BAB, +2 for Hero's Display, and +2 for your performance ranks. So you need to roll a 9. This continues to get easier as time goes on.

(3) If successful, make a check to intimidate all enemies within 30ft. at +18 vs. 10+ 1/2 HD + Wisdom Mod. (again, avg of about DC 20 at this level).

(3a) If unsuccessful, make your attack against target's flat-footed AC. On hit, activate Bravado's Blade spending 2 dice. You will deal 4d6 damage and make an intimidate check at +23 versus just that target.

(4) Continue with the rest of your attacks against the now flat footed target. Each hit will add +5d6 damage and give you a +5 dodge bonus to your armor class.

In subsequent rounds you can forgo the feint and just keep intimidating your nearby enemies with performance and shattering their defenses. The second full attack against that single target can result in 22d6+2d4 damage overall, and as you gain levels past 10, you can start to pick up other sneak attack talents that let you deal str/dex dmg or add bleed damage to your hits.

The only struggle for this character is being able to land hits against heavily armored enemies... but for me this made sense for a fencer. As you get higher in level and have access to better weapons and stat items this does get easier.


Lord_Malkov wrote:
a headband of ninjitsu (arguably thr best rogue item available)

Right, the headband; that thing should also go on the list of attack roll boosters.

-Matt


STR Ranger wrote:
Midnighter wrote:


I switched the feint catalyst to Moonlight Stalker this go around thanks to STR Ranger reminding me the effectiveness of Blur for gaining concealment (for some reason I was stuck on my shadowy tiefling casting darkness for concealment). As STR Ranger noted, with a wand of Blur, or better yet a Cloak of Displacement (minor), the Moonlight Stalker chain is pretty sweet.

It IS pretty sweet.

Works best for a Magus who can have his Fairie Dragon familiar cast Blur on him while he spell combat SG's the enemy.

I forgot about Moonlight Stalker Feint.
It could actually negate the need for the Shatter Defences chain on the Oatmeal Rasin build completely, freeing up 3 feats for TWF or the cleave chain.

What's the connection. ?

Moonlight stalker allow feint as swift - it won't make opponent flat footed ...burly lose dex
Ah tree defence make opponent flat footed hence trigger sap master


proftobe wrote:
The only struggle for this character is being able to land hits against heavily armored enemies...

Wand of Elemental Touch?

Flame Blade is probably better.


ChainsawSam wrote:
proftobe wrote:
The only struggle for this character is being able to land hits against heavily armored enemies...
Wand of Elemental Touch?

At a good high level. The dc is always 20.


TarkXT wrote:
ChainsawSam wrote:
proftobe wrote:
The only struggle for this character is being able to land hits against heavily armored enemies...
Wand of Elemental Touch?
At a good high level. The dc is always 20.

With 3/4 BAB I don't usually run into too many issues hitting things until at least 8 (of course it is typically pretty easy to run around and get flanks before beasties get too many iterative attacks).

Perfectly doable and auto success at 10 with Skill Mastery.


TarkXT wrote:
ChainsawSam wrote:
proftobe wrote:
The only struggle for this character is being able to land hits against heavily armored enemies...
Wand of Elemental Touch?
At a good high level. The dc is always 20.

You can also use a wand of twilight knife to summon an excellent flank partner.


yeah there is a lot of room for tweaks to make the build more optimal. It was for a sword and dagger fencer for flavor, but twin kukri's would work
better mechanically or the flame blades you mentioned


Lord_Malkov wrote:
TarkXT wrote:
ChainsawSam wrote:
proftobe wrote:
The only struggle for this character is being able to land hits against heavily armored enemies...
Wand of Elemental Touch?
At a good high level. The dc is always 20.

You can also use a wand of twilight knife to summon an excellent flank partner.

I think we've been going about this all wrong.

Rather than trying to make Rogues hit like a Fighter, we should have been digging up wands.

This could have been the TarkXT thread for Rogues who can't Rogue good and wand to learn to do other things good too.


ChainsawSam wrote:
proftobe wrote:
The only struggle for this character is being able to land hits against heavily armored enemies...

Wand of Elemental Touch?

Flame Blade is probably better.

Since I am being quoted I feel I should chime in and say that the build was meant to emulate aclassical fencer.

Hitting can be a bit of a bother, but there are a few things not presented in that build that make it better at higher levels:

Headband of ninjitsu = +2 to hit (can be equipped with a circlet of persuasion, different slot)
Grabbing dramatic display and master combat performer is another +2
Duelists Vambraces give +2 to one offhand attack per round

And here is the crazy thing for high end, you are performing as a free action and dramatic display is an untyped bonus. Theoretically it should stack with multiple uses.
And you get a check anytime you feint, crit, roll max damage (not hard on a d6 or a d4) charge or kill.

As for weapons, once you have master combat performer, the offhand should switch to a quadrens for the +2 to performance checks


TarkXT wrote:
Nicos wrote:
I wonder if that is posible to build a good character accepting rogues mediocre combat prowess and instead making him really good in utility.
That might be worth looking into as well. There have been anecdotes that have suggested this to be a proper use of a rogue but none that have suggested builds or good reasons why the rogue is particularly suited for it.

if by utility u mean noncombat roles such as PURE skill monkey and silver tongued face yes it is most definitely possible. Ive done it myself in a 4 man party and because I told the group my plan it was seemless and very potent. When I tried it in a PFS group it was not as good but no one complained about it (PFS doesn't like diplomacy challenges often).

Will gladly submit a build towards that end if anyone wants.


Lemmy wrote:


Most skill are rather weak and easily trumped by low-level spells. Trapfinding is okay, but unless you're playing "Grimtooth and the Gygaxian Dungeon", any party will do just fine without it.

Yes. It takes a lot of work to make traps both interesting and dangerous. And trapfinding is pretty weaksauce anyway -- a modest bonus to perception.

Quote:

And of course, to add insult to the injury, we have Rogue Talents, which are almost exclusively terrible. There a few good ones, but most of them are laughably useless.

Also yes. For some reason, Paizo went very conservative with the Rogue Talents. As noted, most of them are weak, and only a few of them synergize effectively with skills, feats, or each other. Better Talents would have made the Rogue much more attractive and powerful as a class.

Doug M.


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Sorry for quoting myself but it fits in both threadsd:

Wasum wrote:

The problem with the rogue-class is that it is not the best way to build a rogue.

If you have several classes, all of them covering the "rogue" theme completely (keep in mind, classes are just mechanical constructs, what your chrarakter is like has nothing to do with its class - the class just provides different abilities) then there is no real reason to play an actual rogue. There is no advantage the rogue-class has over some other classes in playing the "sneaky role".

If you renamed the bard, the ranger and the rogue "class 1", "class 2" and "class 3" and someone wanted to play a rogue-like charakter then - after checking out and understanding those three mechanical bases he can use for his charakter, I highly doubt someone who has understood the mechanics of the game would pick "class 3" - the actual rogue.

The only thing it provides over the other classes is SA and yea, thats an incombat ability that is - combined with the rest of the mechanical construct "rogue" - not worth picking the class over one of the others.

Honestly I'd predict if the class would not be named "rogue" it would not be played much at all and if so then by those who do not understand that sneak attack is not the best way to DPR (excluding those really tough optimized rogue-builds, especially those sap-THF-ones, but I feel like thise are not played that much anyway, even though I think its probably the best to do with your rogue).


Haven't read the entire thread but nowhere have I seen natural attacks getting mentioned. There are a number of racial options that paired with a little bit of cheese can start the game with 3 natural attacks and via an 8k item can pick a fourth up easily.

While not solving the issue of qualifying for sneak attacks, natural attacks mesh quite well with the Rogue. More attacks automatically imply more potential sneak attacks. Your poor to hit is not further hindered by TWF penalties, and you don't care about the loss of iteratives. Also no feats need to expended on gaining these extra attacks so you can use those on other things that shore up your defenses.

A particularly nice blend of cheese that can be pulled of starting level 1 is claw attacks (which deal bludgeoning and slashing) paired with the Blade of Mercy trait, the Enforcer Feat and the Thug archetype.

Edit: This might even work with the sap master line of feats... hmm that would be really awesome.

Liberty's Edge

Another Rogue (Scout) build, using a whip (very specialised this time)

Half-Orc Fighter 1, Rogue (Scout) X
pick the racial trait: city-raised or beastmaster for weapon proficiency (whips)

1 Fighter Power Attack, Cleave
2 Rogue
3 Rogue Great Cleave, Weapon Training: Weapon Focus (Whip)
4 Rogue
5 Rogue Whip Mastery, Combat Trick: Surprise Follow-Through
...
11 Rogue Improved Suprise Follow Through

Focus on Strength and start with a two-handed weapon. As soon as you're level 5, switch to whip and shield. The whip gives you a nice range for your attacks. Use Power Attack only against foes with low AC. Starting with level 9, move 10ft and try to use Great Cleave to sneak two foes. When you reach level 11, try to use Great Cleave to sneak as many foes as possible.

Gear: get a mithral breastplate and a shield to negate the -2 AC while using Cleave/Great Cleave. You can still use Evasion.

Shadow Lodge

Atarlost wrote:
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.

You need to go back and re-read the example I set for you.

There's a halfling rogue facing off a human fighter in a dimly-lit maze.

-- The human fighter (without low-light vision) is going to *die* because he cannot see the person who is killing him, because that person will continually evade into the gloom after each snipe. The fighter is never within visual range at the beginning of his turn. His opposed stealth score versus the rogue's perception is pathetic. The rogue's opposed stealth score versus the fighter's perception is superb.

In this particular case, the fighter's only real option, if alone, is to run away as fast as he can.

Quote:
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 attac--

Typical fighter-think. Always bringing a melee weapon to a ranged assassination party, and then desperately hoping the opponent will "do something stupid".


Renegadeshepherd wrote:
TarkXT wrote:
Nicos wrote:
I wonder if that is posible to build a good character accepting rogues mediocre combat prowess and instead making him really good in utility.
That might be worth looking into as well. There have been anecdotes that have suggested this to be a proper use of a rogue but none that have suggested builds or good reasons why the rogue is particularly suited for it.

if by utility u mean noncombat roles such as PURE skill monkey and silver tongued face yes it is most definitely possible. Ive done it myself in a 4 man party and because I told the group my plan it was seemless and very potent. When I tried it in a PFS group it was not as good but no one complained about it (PFS doesn't like diplomacy challenges often).

Will gladly submit a build towards that end if anyone wants.

sorry but most people wouldn't complain about it to your face. Most people who get together to game are trying to have a good.time and even in a hobby with a Rep as acerbic as ours they wouldn't say anything unless you got them killed but they may have resented having to pull your weight in a combat enviornment like PFS. I agree in a home.game anything goes because your gm and other players can build accordingly.

I'm not saying this is what definately happened but not getting negative feedback to your face isn't a great yardstick.


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.

Any class is likely to win in an environment where they can see and their opponent can't. (And any class can get a decent stealth bonus.) But this requires the rogue to be facing a character who has wandered into a dark area without any kind of darkvision or bringing proper lighting. You can't rely on the enemy doing something stupid like that.

If you're a caster, of course, you can cast darkness spells, or cast Greater Invisibility, and create that situation easily.


Sir Thugsalot wrote:
Atarlost wrote:
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.

You need to go back and re-read the example I set for you.

There's a halfling rogue facing off a human fighter in a dimly-lit maze.

-- The human fighter (without low-light vision) is going to *die* because he cannot see the person who is killing him, because that person will continually evade into the gloom after each snipe. The fighter is never within visual range at the beginning of his turn. His opposed stealth score versus the rogue's perception is pathetic. The rogue's opposed stealth score versus the fighter's perception is superb.

In this particular case, the fighter's only real option, if alone, is to run away as fast as he can.

What a terrible example is this. It have nothing to do with classes but with races.

So, this only works i the human no dot have a good souce of light in a pretty specific location.

So, agaisnt the elf, half orc, half elf, halfling, and dwarf this example is pointless.


I've always been pretty cozy with the Rogue class and the Rogue role, not sure why they get such a bad rep.

Dark Archive

IMO the rogue should be an opportunist/skirmisher while in combat instead of fighting side by side with pure martial characters.

I'm currently playing a 7th level halfling rogue/fighter (Bandit/Sniper_4-Crossbowman_3) focused on ranged combat in the "Wrath of the Righteous" campaign path. The main concept is to optimize the "one shot one kill" tactics which of course is not possible except on certain circumstances but so far it is a quite pleasing concept.
I used from ARG the low blow and swift as shadows racial traits since the main method of damage is sniping and confirming the critical ranged attacks with a crossbow vs everyone larger is quite welcome with a crossbow (reduce person wand makes wonders also for me).
For Rogue talents I chose Snapshot (it has perfect synergy with Bandit) and Sniper's Eye
While planning to get later underhanded for nasty opening in surprise rounds, surprise attack for those opponents with special abilities during surprise round (yes that’s you Diviner Wizard) and for advanced rogue talent I'll get stealthy sniper.
I plan to get five more levels as fighter somewhere between 11-13th level for crossbow expert and improved deadshot yet even with 8 levels of fighter there are very few feats to spare for an optimized archery build so I chose to cover my lack of feats with magic items so my feat progression goes as follows:

R1st Point Blank Shot
R3rd Deadly Aim
F5th Far Shot, Rapid Reload (bonus – Fighter)
F6th Weapon Focus (Crossbow) (bonus – Fighter)
F7th Vital Strike
-----------------
R9th Extra Rogue Talent (Ninja Trick – Extra Range)
F11th Devastating Strike, Weapon Specialization (Crossbow) (bonus – Fighter)
F13th Improved Vital Strike (bonus – fighter), Point Blank Master
R15th Improved Devastating Strike
R17th Critical Focus
R19th Disrupting Shot
F20th Greater Vital Strike (bonus – Fighter)
A total of 12 levels of Rogue and 8 levels of Fighter
I haven’t mentioned several Rogue Talents (and advanced) since I haven’t thought about them yet but as I mentioned earlier I have chosen some magic items to cover my lack of feats.
-Crossbow enhancements:
Seeking, Distance, Stalking, Keen, +5 Enhancement
-Sniper Goggles (for those cases when real sniping is needed)
-Wand of Weaponwand
-Wand of Vanish
-Wand of True Strike
-Ghost Touch Bolts +1
-Wand of Reduce Person
-Wand of Gravity Bow
-Bracers of Archery Greater
-Belt of Dexterity

It's a one trick pony alright but most "optimized" characters are.
IMO by adding some rogue talents that could emulate other class abilities and by introducing some new archetypes or revise older ones like the sniper (pls allow them to snipe with firearms) the rogue can get the prestige it deserves as one of the main four classes.


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I like how soooo many people are not complying with the OP and posting builds that work (like I did) and just putting up anecdotes and 'rogues are x' opinions (which the op specifically asked us NOT to do)

This is a thread for kick ass rogue builds people, if you can't contribute one, please remain silent.
Waits for the haters...


Sir Thugsalot wrote:
Atarlost wrote:
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.

You need to go back and re-read the example I set for you.

There's a halfling rogue facing off a human fighter in a dimly-lit maze.

-- The human fighter (without low-light vision) is going to *die* because he cannot see the person who is killing him, because that person will continually evade into the gloom after each snipe. The fighter is never within visual range at the beginning of his turn. His opposed stealth score versus the rogue's perception is pathetic. The rogue's opposed stealth score versus the fighter's perception is superb.

Once again that has nothing to do with being a rogue. It is based on one race having an advantage based on the setting. You can replace rogue with inquisitor or bard, two other 3/4 BAB classes and get similar results.

Now if you can show what being a rogue had to do with it, then I will retract my statement.


Here's a first idea for a Catfolk Claw build that relies on the fact that claws deal bludgeoning and piercing damage to do silly things with Blade of Mercy and Sap Adept/Sap Master. By level 8 it has it's primary schtick set up and before that it can rely heavily on the super powerful Enforcer/Thug combo.

Vicious claws combo rather nicely with Sap Master later on. And once you have Shatter Defenses set up at level 8 there's no stopping the hurt...

Catfolk Rogue (Thug)

Str 10
Dex 18 (Level increases go here)
Con 14
Wis 12
Int 11
Cha 14

Traits:
Adopted: Tusked
Blade of Mercy

Feats and Rogue Talents:

1 Enforcer
2 Finesse Rogue
3 Sap Adept
4 WF Claws
5 Sap Master
6 Vicious Claws
7 Dazzling display
8 Shatter Defense
9 Extra Rogue Talent (Offensive Defense)

Liberty's Edge

iirc, Toothy is a Half-Orc Racial Trait.
Adopted means, you can pick a trait from a different race (race trait), but noch a racial trait.
Your build might work with a tengu.


Zordan77 wrote:

iirc, Toothy is a Half-Orc Racial Trait.

Adopted means, you can pick a trait from a different race (race trait), but noch a racial trait.
Your build might work with a tengu.

I meant Tusked which is a trait from orcs of Gollarion... mother's teeth also works if you want to be raised by Goblins!

Tengu would work as well but does not gain access to vicious claws which might not be needed but paired with sap master is worth quite a bit of damage (on average 1 per level per attack).

Dark Archive

STR Ranger wrote:

I like how soooo many people are not complying with the OP and posting builds that work (like I did) and just putting up anecdotes and 'rogues are x' opinions (which the op specifically asked us NOT to do)

This is a thread for kick ass rogue builds people, if you can't contribute one, please remain silent.
Waits for the haters...

Ok I'll bite...

First of all I apologize for ignoring totally the OP's initial post, my bad mate.
I posted my character build considering that this was an optimization thread for rogue builds that can work (being multiclass or not matters little as optimization usually involves multiclassing with base, core or prestige classes.)

Going "Hater" mode

To dear STR Ranger, I really admired your suggested Kick Ass Build...
BUT the archetype is called THUG not Brute don't confuse the Hater community.
Following the critical route with moderate base attack is a gamble and sneak attack is already a gamble on its own, not worth the risk.
Going in melee along with martial characters with low AC, without Uncanny Dodge and expecting for offensive defense to kick in you are probably dead meat.
Not to mention your optimized 11 Wisdom, good luck with that dominate person you big mean killing machine. ;D


STR Ranger wrote:

I like how soooo many people are not complying with the OP and posting builds that work (like I did) and just putting up anecdotes and 'rogues are x' opinions (which the op specifically asked us NOT to do)

THugh/scout is probably the strongest rogue out there, but can you give a concrete example of the build, lets say level 10? I do not think you can maintain A good offensive at the same time that a good AC and saves.

Dark Archive

Unfortunately unlike the 3.5 edition now the Rogue is the 5th party member replacing the Bard.

What we have now is a moderate BA character that can be a skill monkey but with no mechanic benefiting from high intelligence except its capstone ability, a trapfinder that is overwhelmed by archetypes like the Archeologist Bard, not to mention one of the most useful skills for a rogue UMD that several casters (summoner, sorcerers even paladins with or without the trait) are better than the rogue.
(no the trait that uses INT for UMD doesn't save the rogue since Wizards Magus and Witch can take this too).

Restriction to light armor if you value Evasion and Improved Evasion (who doesn't), a nice defense against other rogues/sneak attackers unless you get feinted and finally a powerful gambling mechanic called sneak attack that has too many vulnerabilities for its awesome potential.

As for rogue talents regardless of how awesome some of them are there is a certain mechanic that foils most of them.
All sneak attack related talents cannot be combined unlike rage powers like totems for totem barbarian, critical feats with critical mastery or magus arcanas.

Certainly several archetypes give interesting and even competitive options for the rogue like scout and knife master but still none of them can cover the weaknesses of the class as the OP mentioned, bad saves, no BA boosting (except finesse rogue and weapon training) and low survivability.

My suggestions are the following:

1. Give the rogue a way to identify if his target may be sneak attacked see Inquisitor's Monster Lore.
2. Either replace trap sense or give him a "Luck Pool" like the Grit of Gunslingers (similar mechanics and all) that allow him to luck out from tough spots like failed saves on ongoing effects.
(This would be nice to utilize with high Intelligence, being macguyver and stuff)
3. Introduce a feat or advanced talent that allows him to combine two sneak attack related talents.
4. Sneak attack is all about hitting a vulnerable vital spot so maybe a bonus on called shots could be introduced with sneak attack like +1 on called shots every two dices of sneak attack damage.


TarkXT wrote:

I really should have put down that this is in the interest of using optimization to work out how to make them effective.

Not in creating home brew rules.

Oh... I thought that was the whole point of your post. My bad.

There's lots of ways to make them effective. It's just harder to make them as effective at one thing as many other classes or make them the jack of all trades they are supposed to be and not be overshadowed by the bard/ranger/inquisitor/wizard every time. Sometimes this quest is even impossible some might say.

I have seen very effective rogues. The ones that do use all the resources at their disposal every time and play it smart (tough to do sometimes) by using their strengths and applying them well.

Some ground rules to remember to play your rogue well.
1. You are squishy. Remember this and always try to create and keep an advantage. Do not go in without a plan.
2. Sneak attack takes planning so have a plan. No plan = no sneak.
3. Skills are another strength. Learn all you can about getting the most out of them. Scrounge for every advantage.
4. Do not ignore use magic device as a skill. I have seen rogues dominate with careful application of this skill. Again, it takes a lot of planning and investment.
5. Mundane alchemical stuff can open up a lot of options for the clever rogue such as gaining concealment so you can stealth and tanglefoot bags and so on. Be creative.

You may notice from my above list that there is no "build" mentioned. The build is not as important as the approach to the class. The rogue has no innate magical ability nor does he have the hardcore martial training that other classes do so he has to work harder and play smarter than almost any other class. In the end, that is the challenge and reward of playing a rogue well IMHO.


ChainsawSam wrote:
Nicos wrote:
ChainsawSam wrote:

GEAR

Cloak of Displacement (minor) 12k
+3 Chain Shirt 9k
+1 Agile Dagger 8k
+1 Agile Dagger 8k
+2 Ring of Protection 8k
+2 Belt of DEX/CON 10k

Insteadd of the +2 ring buy a +1 ring and a +1 amulet, that way you have 4K more money. (a craked pale green prism ioun stone could be the best choise)

I was just trying to keep things simple so that people could use it more as a template rather than a complete build.

Also, and very importantly for your build, the cloack of displacement cost 24 K, you are over the WBL.

Dark Archive

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eggplantman wrote:
TarkXT wrote:

I really should have put down that this is in the interest of using optimization to work out how to make them effective.

Not in creating home brew rules.

Oh... I thought that was the whole point of your post. My bad.

There's lots of ways to make them effective. It's just harder to make them as effective at one thing as many other classes or make them the jack of all trades they are supposed to be and not be overshadowed by the bard/ranger/inquisitor/wizard every time. Sometimes this quest is even impossible some might say.

I have seen very effective rogues. The ones that do use all the resources at their disposal every time and play it smart (tough to do sometimes) by using their strengths and applying them well.

Some ground rules to remember to play your rogue well.
1. You are squishy. Remember this and always try to create and keep an advantage. Do not go in without a plan.
2. Sneak attack takes planning so have a plan. No plan = no sneak.
3. Skills are another strength. Learn all you can about getting the most out of them. Scrounge for every advantage.
4. Do not ignore use magic device as a skill. I have seen rogues dominate with careful application of this skill. Again, it takes a lot of planning and investment.
5. Mundane alchemical stuff can open up a lot of options for the clever rogue such as gaining concealment so you can stealth and tanglefoot bags and so on. Be creative.

You may notice from my above list that there is no "build" mentioned. The build is not as important as the approach to the class. The rogue has no innate magical ability nor does he have the hardcore martial training that other classes do so he has to work harder and play smarter than almost any other class. In the end, that is the challenge and reward of playing a rogue well IMHO.

Another thing I notice is that your ground rules don't really need to be applied to the rogue class; all of them are just different ways of saying 'plan ahead'. Doesn't that mean the alchemists, rogues, and bards who 'plan ahead' are still on top of the rogue?


1 person marked this as a favorite.
wraithstrike wrote:
Sir Thugsalot wrote:
Atarlost wrote:
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.

You need to go back and re-read the example I set for you.

There's a halfling rogue facing off a human fighter in a dimly-lit maze.

-- The human fighter (without low-light vision) is going to *die* because he cannot see the person who is killing him, because that person will continually evade into the gloom after each snipe. The fighter is never within visual range at the beginning of his turn. His opposed stealth score versus the rogue's perception is pathetic. The rogue's opposed stealth score versus the fighter's perception is superb.

Once again that has nothing to do with being a rogue. It is based on one race having an advantage based on the setting. You can replace rogue with inquisitor or bard, two other 3/4 BAB classes and get similar results.

Now if you can show what being a rogue had to do with it, then I will retract my statement.

Besides, It really do not work against most creatures in golarion. And he is making assumptions about the fighter, why the fighter have to have a low perception? I can easily make (for almost all races) a build with good stealth and perception that can kill that rogue halfling with ease.


Nicos wrote:
ChainsawSam wrote:
Nicos wrote:
ChainsawSam wrote:

GEAR

Cloak of Displacement (minor) 12k
+3 Chain Shirt 9k
+1 Agile Dagger 8k
+1 Agile Dagger 8k
+2 Ring of Protection 8k
+2 Belt of DEX/CON 10k

Insteadd of the +2 ring buy a +1 ring and a +1 amulet, that way you have 4K more money. (a craked pale green prism ioun stone could be the best choise)

I was just trying to keep things simple so that people could use it more as a template rather than a complete build.
Also, and very importantly for your build, the cloack of displacement cost 24 K, you are over the WBL.

Womp womp.

You're right. Oops.

24k is expensive and I'm not particularly happy with the build's stats as is. Probably couldn't make it work before 12. Would need wands instead I guess.


Mergy wrote:
eggplantman wrote:


Oh... I thought that was the whole point of your post. My bad.

There's lots of ways to make them effective. It's just harder to make them as effective at one thing as many other classes or make them the jack of all trades they are supposed to be and not be overshadowed by the bard/ranger/inquisitor/wizard every time. Sometimes this quest is even impossible some might say.

I have seen very effective rogues. The ones that do use all the resources at their disposal every time and play it smart (tough to do sometimes) by using their strengths and applying them well.

Some ground rules to remember to play your rogue well.
1. You are squishy. Remember this and always try to create and keep an advantage. Do not go in without a plan.
2. Sneak attack takes planning so have a plan. No plan = no sneak.
3. Skills are another strength. Learn all you can about getting the most out of them. Scrounge for every advantage.
4. Do not ignore use magic device as a skill. I have seen rogues dominate with careful application of this skill. Again, it takes a lot of planning and investment.
5. Mundane alchemical stuff can open up a lot of options for the clever rogue such as gaining concealment so you can stealth and tanglefoot bags and so on. Be creative.

You may notice from my above list that there is no "build" mentioned. The build is not as important as the approach to the class. The rogue has no innate magical ability nor does he have the hardcore martial training that other classes do so he has to work harder and play smarter than almost any other class. In the end, that is the challenge and reward of playing a rogue well IMHO.

Another thing I notice is that your ground rules don't really need to be applied to the rogue class; all of them are just different ways of saying 'plan ahead'. Doesn't that mean the alchemists, rogues, and bards who 'plan ahead' are still on top of the rogue?

No

Dark Archive

Leonardo Trancoso wrote:
Mergy wrote:
Another thing I notice is that your ground rules don't really need to be applied to the rogue class; all of them are just different ways of saying 'plan ahead'. Doesn't that mean the alchemists, rogues, and bards who 'plan ahead' are still on top of the rogue?
No

Would you care to elaborate sir?


A Craven Fleet of Foot Halfling gets an extra +1 when he is flanking, which including his +1 size bonus gives him +4 to hit when he is flanking. All you have to do is simulate flanking to gain a bonus that is pretty much equal to the bonus from Arcane Accuracy or Smite Evil.

Maxing out DEX and taking Piranha Strike, while letting STR dip a little actually leaves you with the same attack bonus and damage as having a mediocre STR and DEX, but at later levels when things like Agile Weapons become available your damage flips and rivals a fighters.

Goblins can do basically the same thing.


This is really one of those headache-threads:S

master_marshmallow: Do the math and you will find out that your halfling rogue still won't compete to most full-BAB classes when it comes to DPR. That has been done so many times on these boards and while there were some okay builds (mostly the THF-ones) the rogue is still squishier AND sacrifices a lot of rogue-stuff.
And yes, I know its not about DPR - I juest replied to what was said right before my post.

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