Grapple Rogue


Advice

Lantern Lodge

Ok, I wanted to build a sniper rogue and ended up with a lot more than expected. I was mainly looking for a way to make the sniper rogue better at lower levels.

Ironically, the sniper rogue doesn't require many feats in addition to this build, but I would like some advice on how to keep this relevant until I can make the transition to sniping. I fear grappling late game becomes not as good, so going ranged might be worth it.

Here's the plan:

Grapple, pin, and then tie up (or grapple, then tie up at -10) an opponent. He is now considered helpless, and by extension flat footed (I can post the rules if necessary). This allows me to use Sap Master on him. So, in best case scenarios, I can:

Round 1: Start Grappling
Round 2: Tie up the opponent, and with greater grapple, get an attack with Sap Master SA's to the damage.
Round 3: use both grapple checks to attack, applying Sap Master SA's to the damage

With Pinning Knockout (at level 13), I can:
normal grapple damage + ((6d6 SA) * 2 (Sap Master) + 12 (Sap Adept)) * 2
= 24d6 + 24 + normal grapple damage.

I deal that damage on round 2, and I deal twice that damage (I get two attacks) on round 3.

(Rogue Archetypes: Scout and Swash Buckler)
Feat progression:
1. Zen Archer Bonus Feat: Precise Shot
Improved Grapple
3. Sap Adept *Combat Trick: Agile Manuevers
5. Sap Master *Combat Trick: Strangler (I get two because of SwashBuckler)
7. Point Blank Shot *Sniper's Eye
9. Greater Grapple *Surprise Attack
11. (Open for adaptation) (Open for adaptation)
13. Pinning Knockout

Now, I want to improve this build. I want the sniper concept to work, but until level 9 it's just not possible because I need the Scout's move 10 feet get a sneak attack ability. So the grapple concept is just a means to an end, or a back up later when sniping fails.

Now, my main question is whether or not I should dip into White Haired Witch. This allows me to use int instead of strength to grapple, and I don't get the grappled condition (Wand of true strike to make sure they get tied up!)
Secondly, What are the best ways to improve my Combat Maneuver Defense? I think it should be a simple matter to get someone in a grapple, but to keep them there seems to be a bit tougher in my mind. Whats the best way to do this?

Thanks in advance guys!


If you have the opponent tied up and they are indeed helpless, why not just coup de grace?

Lantern Lodge

Good thought for the early levels, but pinning knockout would be best once I get it. Coup de grace allows 1 attack, with sneak attack damage:

1 attack (critical hit) + 12d6 + 12 damage.

Not to mention that I'm kinda hoping that my character can maintain a "good" alignment as a back story.

What I really need is a good way to get my CMD high for between round 1 and round 2 to prevent them from escaping.


Looks like you are using the following multiclass: Monk(Zen Archer) 1/Rogue(Scout, Swashbuckler) X.
You are swapping Stunning Fist for Perfect Strike; Trapfinding & Trap Sense for Martial Training & Daring; Uncanny Dodge & Improved for Scout's Charge and Skirmisher.

Perfect Strike -- good for an archer
Martial Training -- one martial weapon & second use of Combat Trick
Daring -- Acrobatics and Save vs. Fear scaling bonus
Scout's Charge -- Get SA on a charge
Skirmisher -- Get SA if move 10' or more

What Race? Can you get a bonus feat at 1st? Bonus to CMB or Str or Dex?

So I see you going:
M01 Improved Grapple, M:Precise Shot
R02 SA 1d6
R03 Sap Adept, R:Combat Trick(Agile Maneuvers)
R04 SA 2d6
R05 Sap Master, R:Combat Trick(Strangler)
R06 SA 3d6
R07 Point Blank Shot, R:Sniper's Eye
R08 SA 4d6
R09 Greater Grapple, R:Surprise Attack
R10 SA 5d6
R11 ?, R:?
R12 SA 6d6
R13 Pinning Knockout, R:?

I like Ninjas. You can still use Scout, but not Swashbuckler. Loosing Daring is not much for a grappling archer. Loosing a martial weapon looks bad, but Ninja gets several EWP including katana and wakizashi. These two weapons are 18-20/x2, just like a Cutlas, Rapier, Kukri, and Falchion. As a Rogue, your main damage is SA, not weapon die, so the various die of damage has little impact on your DPS.

For loosing out on the extra Combat Trick, take one of the following:
Befuddling Strike* -- This causes your opponent to be less able to hit you back.
Darkvision -- If you see him but he can't see you, get SA
Pressure Points* -- Do a point of Str of Dex damage (affects their CMD)
Vanishing Trick -- Disappear and your next attack gets SA
I recommend Strangler over Agile Maneuvers, since at low level Dex is not much higher than Str. Also, with a good Str, you can get a composite bow of strength to do more damage.

FrodoOf9Fingers wrote:

Now, my main question is whether or not I should dip into White Haired Witch. This allows me to use int instead of strength to grapple, and I don't get the grappled condition (Wand of true strike to make sure they get tied up!)

Secondly, What are the best ways to improve my Combat Maneuver Defense? I think it should be a simple matter to get someone in a grapple, but to keep them there seems to be a bit tougher in my mind. Whats the best way to do this?

WHW is 1/2 BAB, so will not help there. She does get a natural attack, but read the threads about getting Int to damage but not to BAB with the hair. It might not work.

For better CMD, both Befuddling Strike and Pressure Points can work. However, if you make him helpless, your CMD is fine. That requires you to grapple and tie him up quick. To keep him grappled, becoming larger is a very nice bonus, as it will increase CMB, CMD, Str, Con, and reach at the cost of Dex, and AC.

Try this:
M01 Improved Grapple, M:Precise Shot
N02 SA 1d6
N03 Sap Adept, N:Combat Trick(Strangler)
N04 SA 2d6
N05 Sap Master, N:Vanishing Trick
N06 SA 3d6
N07 Point Blank Shot, N:Sniper's Eye
N08 SA 4d6
N09 Greater Grapple, N:Surprise Attack
N10 SA 5d6
N11 Weapon Focus(bow), N:Invisible Blade
N12 SA 6d6
N13 Pinning Knockout, N:Evasion, Opportunist, or Feat(Bludgeoner)

With Invisible Blade, you get essentially Greater Invisibility and everything that can't see invisible gets full round SA because you don't need to move.

Lastly, you can use Blunt Arrows to do non-lethal damage at -4 attack. This would let you get your bonus SA from the SAP feat chain. Combined with Bludgeoner, and you remove the -4 penalty.

/cevah

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