Rogue Whip Build


Advice


Can rogues use sneak attack with whip via flank since it's technically a melee attack?

Working on a rogue whip build. I'd be remiss to say if I wasn't thinking about Indiana Jones when tinkering in Hero Lab.

1) Whip Mastery to threaten up to 10'
2) Improved Trip to leverage the trip feature of weapon + high AoO of rogue
3) Sneak attack (via flank) up to 10' (seems cheesy ..)

I had to dip into Magus to get the exotic weapon proficiency and weapon focus. The icing on the cake is access to arcane spells and arcane focus (+1 weapon enhancement 2x day).

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Unnamed Hero
Male Human (Gutter Rat) (Varisian) Magus (Kensai) 1/Rogue (Swashbuckler) 9
CN Medium humanoid (human)
Init +6; Senses Perception +14
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Defense
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AC 24, touch 18, flat-footed 17 (+5 armor, +7 Dex, +1 natural, +1 deflection)
hp 68 (10d8+20)
Fort +7, Ref +13, Will +6; +3 morale bonus vs. fear
Defensive Abilities canny defense, evasion, improved uncanny dodge; Resist daring
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Offense
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Speed 40 ft.
Melee +1 dueling scorpion whip +12/+7 (1d4+1) and
. . +2 scorpion whip +13/+8 (1d4+2)
Ranged poisoned sand tube +12/+7 ()
Special Attacks sneak attack +5d6
Magus (Kensai) Spells Prepared (CL 1st; concentration +2):
1st—windy escape
0 (at will)—detect magic, ghost sound (DC 11)
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Statistics
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Str 10, Dex 22, Con 14, Int 13, Wis 12, Cha 14
Base Atk +6; CMB +6 (+8 trip); CMD 23 (25 vs. trip)
Feats Combat Expertise, Improved Trip, Improved Two-weapon Fighting, Improved Whip Mastery, Two-Weapon Feint, Two-weapon Fighting, Weapon Finesse, Weapon Focus (whip), Whip Mastery
Traits opportunistic, trap finder
Skills Acrobatics +22 (+27 to jump, +26 jump), Appraise +5, Bluff +15, Climb +5, Diplomacy +6, Disable Device +18, Disguise +9, Escape Artist +13, Fly +10, Intimidate +6, Knowledge (arcana) +5, Knowledge (dungeoneering) +10, Knowledge (local) +7, Knowledge (planes) +5, Linguistics +7, Perception +14 (+16 while in underground terrain), Ride +10, Sleight of Hand +12, Spellcraft +5, Stealth +21 (+23 while in underground terrain), Swim +5, Use Magic Device +15; Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Dwarven, Elven, Sylvan, Undercommon, Varisian
SQ arcane pool, chosen weapon, favored terrain (underground +2), gutter rat, heart of the slums, heart of the streets, mixed heritage, rogue talents (combat trick, combat trick, finesse rogue, offensive defense), spell combat
Other Gear +2 darkleaf cloth studded leather armor, +1 dueling scorpion whip, +2 scorpion whip, poisoned sand tube, amulet of natural armor +1, belt of incredible dexterity +2, boots of striding and springing, handy haversack, ring of protection +1, rogue's kit, 40 GP
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Special Abilities
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Arcane Pool (+1) (2/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Whip) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Daring +3 (Ex) +3 save vs. fear.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the st
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Opportunistic You have learned to recognize openings that your foes leave, and you know how to take advantage of them. You gain a +1 trait bonus on attacks of opportunity when using a dagger, sword, or whip.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Two-Weapon Feint Forgo first melee attack to feint
Whip Mastery Using a whip does not provoke attacks of opportunity

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Grand Lodge

What do you want from Rogue?


ShadowSpirit wrote:
Can rogues use sneak attack with whip via flank since it's technically a melee attack?

It is a melee attack, technically or otherwise. So yes, they can.


Pathfinder Adventure Path Subscriber

When you dip two levels in Fighter Lore warden you win more than dipping magus i think. Just take Exotic weapon proficiency whip, you get Combat Expertise and another feat. Also you get a better BAB and a push to fort saves.
Three levels Lore Warden give a bonus on combat maneuvers.

The whip already needs a lot of feats, putting combat maneuvers on top of that is really difficult with most classes but fighters because of the number of feats you need.

But if you are alredy there look into the gang-up feat.

Sczarni

You might consider vanish as a spell instead.
Your attack bonus is really low for a level 10, by doing two weapon fighting you have split your resources and added a penalty to hit for a class combo that is already low.
If you drop the emphasis on two weapon fighting, you can take greater trip and combat reflexes. With reach that is where you want to be.

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