Rogue Combat Style Preference?


Pathfinder Society

Scarab Sages

Just wondering how people prefer to play a rogue, as a purely support traps and locks kinda guy, a accurate archer, or a shadowy killer, moving about the battlefield ending lives with one deadly slash?

The Exchange 5/5

jhofack wrote:
Just wondering how people prefer to play a rogue, as a purely support traps and locks kinda guy, a accurate archer, or a shadowy killer, moving about the battlefield ending lives with one deadly slash?

yes

(I have at least one of each...)

Sczarni 5/5 5/55/5 ***

I have seen all types of Rogues in PFS, from the skill-heavy diplomat to the trapper to the combat expert. They can be just as varied as Wizards and Clerics and Fighters.

That being said...

Although traps in Pathfinder aren't much of a threat, singe they generally happen out of combat and you can almost always heal whatever damages you before you move on, your party will breathe a sigh of relief if you show up to a table with a Rogue that hasn't switched out Trapfinding via an archetype, and even more so if you have the Trap Spotter Rogue Talent.

My Rogue now has a +42 Trap Spotter and a +36 Disable Device. When I show up, everyone knows they don't have to worry about traps.

My social skills, on the other hand...

Sovereign Court

I'm with nosig on this one (one of each). I enjoy the PFS gamestyle as I can create and run several characters to 12 (and then go it again with another set.)

Righty - trap spotter (disable from 30') arcane trickster / impersonator
Nightmare - dual knife (archtype) killer commoner (buys back TrapFinding)
Scaramanaga - ranged (pistol) ninja noble (no TrapFinding)
in the works - Byron

I will however, disagree with Nefreet, there are a couple of scenarios where traps (or trap like encounters) are inherently deadly and not just something to spend CLW wand charges upon. Its certainly not the majority of scenarios.

I have not gone the bow route. Thrown weapons with 20' range increments are sufficient for my builds. I don't find many scenarios where range (greater than 20) matters much.

Liberty's Edge 4/5

I try to be the social guy, make the connections, smooth out the wrinkles, and do a little bit of everything.

It hasn't worked so well with the dice.

Sczarni 5/5 5/55/5 ***

Righty_ wrote:
I will however, disagree with Nefreet, there are a couple of scenarios where traps (or trap like encounters) are inherently deadly and not just something to spend CLW wand charges upon. Its certainly not the majority of scenarios.

No disagreement.

That's why I used words such as "generally" and "almost always" ;-)

5/5 5/55/55/5

Send your animal companion into combat and cast spells from the back.

2/5 ****

My rogue is a bitey half-orc reach fighter with accelerated drinker, who used his first Rogue Talent to learn to use a Fouchard.

Stealth.
Chug.
20' reach, 10' threatened area with bite.
Attack from cover/flank for 2d8+8+Sneak Attack.
I've also picked up Fleet and slippers of Feather Step. Because moving 35' with a 20' reach and Combat Reflexes and ignoring difficult terrain makes it MUCH EASIER to find a flanking buddy...

Liberty's Edge 4/5

My Rogue is a fairly plain vanilla type, high STr indtead of high Dex, uses a fauchard, and hase Gang Up in order to maximize his flanking opportunities. There is nothing quite as satisfying as doing sneak damage on someone in a corner, where he thinks no one can get a flank on him. Bwhahaha.

Then again, in one scenario, because we were in a bit of a rush, this PC almost died to a trap that critted him. He only survived because of the human alternate racial feature that gave him a wider margin than just his Con before dying, since the crit threw him right into that margin from full health.

Which was fortunate for the rest of the party, since he wound up with the best chance to hit the BBEG in the room we were going into.

ToEE:
He only had to roll two dice, compared to 5+ for everyone else, to hit the BBEG. Yuck.

Scarab Sages

I haven't gotten very far with my Rogue, but she's a Dwarf Sanctified Rogue/Swashbuckler who earns the nickname "Fiddler Crab" by dual-wielding a heavy pick and a light pick. Think of her as Norgerber's sarcastic, cynical retort to Paladins (complete with the highly cool Secret Knowledge trait available to Norgerber-worshipers). She's a professional thief with all the skills for which that vocation calls (as well as a cloak of elvenkind she was able to acquire from a Chronicle), but in combat, her fighting style is as much akin to that of a warrior as a Rogue, in spite of being a single-class Rogue. As it stands, I intend to acquire Medium Armor Proficiency for her 3rd-level feat (the better to expand on the "crab" motif, as well as enable her to put her Slow and Steady ability to use), then take the Ki Pool Rogue Talent at 4th-level, then either Extra Rogue Talent - Ninja Trick (Vanishing Trick) as her 5th-level feat, or take that as her 6th-level Rogue Talent and take Extra Ki as her 5th-level feat - or maybe I'll only wind up taking one, two, or none of those. I'm also interested in Minor Magic (probably detect poison, ghost sound, haunted fey aspect, or mage hand) and Major Magic (probably shield, infernal healing, or jump), as well as tricks like Fast Fingers and Hard to Fool, and Trap Spotter, as well as the second Combat Trick Talent she's entitled to as a Swashbuckler, and eventually achieving a Dexterity high enough to take Improved Two-Weapon Fighting (perhaps what that second Combat Trick Talent will be for). To recap: A rabid psycho-killer type in combat and skilled thief outside of it with a modicum of supernatural powers to aid in both.

The Exchange 4/5

My rogue is a Tengu Swordmaster. Not the best build but a fun character to play. His art work looks more like a budgie then a hawk so he is constantly referred to as the Budgie.

5/5 *****

Mine is a sage seeker sorcerer. Deals with traps, has excellent social skills and a variety of useful knowledge skills. For combat he has some of the best battlefield control around. He is a bit of a sorcerous Indiana Jones.

What, you have to write Rogue on the top of your sheet to be a rogue?

Honestly the most common rogue fighting style I see is the one where they are lying on the ground in a pool of their own blood. It can be a bit embarrassing.

3/5

I've a lot of good luck with this sort of skeleton for a build, and combining multiple specialties. I've gotten one of these sorts of characters to 11th and the other is now 19th, so rogues can't be as bad as the boards seem to believe.

As for "style..." high-Dex, good-Int, good-Cha, let the bruisers charge in front while the rogue slips in and and lays down a nasty debilitating strike where and when she wants. Then brush yourself off and greet the NPCs with a smile, because the murderhobos have had their fun and now it's your turn.

-Matt

5/5 *****

Mattastrophic wrote:

I've a lot of good luck with this sort of skeleton for a build, and combining multiple specialties. I've gotten one of these sorts of characters to 11th and the other is now 19th, so rogues can't be as bad as the boards seem to believe.

As for "style..." high-Dex, good-Int, let the bruisers charge in front while the rogue slips in and and lays down a nasty debilitating strike where and when she wants. Then brush yourself off and greet the NPCs with a smile, because the murderhobos have had their fun and now it's your turn.

-Matt

8 Wisdom on a Rogue does sort of feel like it is asking for trouble. Tripping with a 3/4 BaB class also feels like you are asking for trouble a bit. I am sure rogues can be made viable in PPFS, especially given the number of humanoid opponents and its focus on the lower levels but I am a bit dubious about your skeleton. Have you generally played at or under tier? How have out of tier games gone?

3/5

Auris Deftfoot wrote:
It hasn't worked so well with the dice.

Looking at your sheet there, I'd say avoid lowering your attack bonus, try to travel with a Bard, and take 10 as often as you can, my friend.

-Matt

Dark Archive 4/5 5/5 ****

My rogue, who has been pretty fun to play, is based on two-weapon fighting (to take maximum advantage of sneak attack). He has two-weapon defense, and now, at level 10, has improved 2WF, and 2 weapon feint. Level 11 he'll get improved 2W feint. He can get his AC up to 36, I believe, thanks to Offensive Defense, Combat Expertise, and Fighting Defensively (though he still has to hit with a +10 after flanking).

However, he's also a pretty decent Face... and does very well on traps (when he can find them).

Stat wise (which are not optimal) STR13, DEX16 (now 20), CON14, INT12 (now 14 w/ headband), WIS10, CHA14. Worked well for me... YMMV.

His attack bonus might be a little low for some, but he does ok. In more than one scenario he's been the primary damage dealer!

3/5

andreww wrote:
8 Wisdom on a Rogue does sort of feel like it is asking for trouble. Tripping with a 3/4 BaB class also feels like you are asking for trouble a bit. I am sure rogues can be made viable in PPFS, especially given the number of humanoid opponents and its focus on the lower levels but I am a bit dubious about your skeleton. Have you generally played at or under tier? How have out of tier games gone?

Let's see...

I actually played up quite a lot for both of their careers, and never down. I never had any problem tripping things; a menacing flank with high Dex was usually enough, and Gang Up made those happen rather often. Heroism was really helpful for pushing her over the gap between 3/4 and full BAB.

I think the only scenarios I can remember really having trouble in were:
-The 8-9 of Golden Serpent, PaizoCon 2012. I think she was 8th. ACs were just too high, and table was not big on teamwork.
-The final encounter of the 10-11 of Portal of the Sacred Rune, also at PaizoCon 2012, for similar reasons. She was 8th in that one as well.

As for 8 Wisdom... the first iteration of this character had 7, in order to pay for 16 Charisma. I took Iron Will around 9th or so and never had a problem. I think I remember failing a Will save or two from hold person once, during one of the Devil We Knows back in late 2011. The fear of Will saves is overblown on the boards, cloaks of resistance are solid, and by letting the bruisers charge in first, they would be the primary targets of said spells. Is a caster going to provoke AOs to move over to hit the rogue with a color spray, or is he going to catch the Barbarian who is right in his face? Also, fearful players can just buy rerolls and take a lot of the danger out of saving throws. I didn't really see the need to.

Anyways, just stick to your combat fundamentals, don't go too deep on strange and situational tricks, don't sacrifice your attack bonus for Power Attack or Piranha Strike, be careful with Two-Weapon Fighting, remember that heroism is great for you, and you'll be a star in PFS's noncombat situations as well as in combat.

-Matt

P.S. Evasion: Very underrated by the boards, and very helpful in the 5-9 game.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Mattastrophic wrote:

I think the only scenarios I can remember really having trouble in were:

-The 8-9 of Golden Serpent, PaizoCon 2012. I think she was 8th. ACs were just too high, and table was not big on teamwork.
-The final encounter of the 10-11 of Portal of the Sacred Rune, also at PaizoCon 2012, for similar reasons. She was 8th in that one as well.

This was my table, right? To Matt's credit, I really liked GMing that scenario (one of my favorites) and I pulled no punches on the final fight. His party came out on top in the end, too.

3/5

Walter Sheppard wrote:
This was my table, right? To Matt's credit, I really liked GMing that scenario (one of my favorites) and I pulled no punches on the final fight. His party came out on top in the end, too.

Yep, that's the one. There were some great moments in that game,

such as:
when Lady Gabrielle leapt up onto a statue and scorpion-kicked a guy off the top of it, when Farak held off the giant crumbling-floor trap with a hairpin, when I got to play alongside the first and only Duelist I've ever run into, and when the final fight went down due to slowly stacking conditions like Shaken and Entangled. I think I resorted to the disarm maneuver; being Exhausted really put me out of the fight.

-Matt

Shadow Lodge 4/5

I love how there's always the snarks when Rogues are mentioned.

Me, I think the class rules. We have a local Elf one who just went into retirement and a ubiquitous Dwarf Scout. Having either of them on the table is a hoot because, unlike the silly low level damage traps, symbols and especially runes can be areal pain. Their shtick isn't limited by slots or rounds per day, it goes great with exploration since Perception is always important and, unlike the rest of the party, Rogues still have skill ranks left after maxing a few key ones.

Having someone who consistently hits for 5d6+etc, or a whole lot more on the rare occasion somebody doesn't break the flank, is a nice bonus as well.

Man, and I used to deride Rogues.

2/5

Muser wrote:
Their shtick isn't limited by slots or rounds per day, it goes great with exploration since Perception is always important and, unlike the rest of the party, Rogues still have skill ranks left after maxing a few key ones.

Perception is the most important skill in the game. So if the rogue is the only one with ranks in it in the party, you're simply not playing with a decent party.

As a PFS GM, many a rogue has nearly died at my tables from failing perception checks. In my experience, rogues tend to have moderate to lowish perception, except perhaps against traps. It's not uncommon for them to dump wisdom, as they have no more need of wisdom than a fighter does and getting perception as a class skill from traits is pretty common for all classes.

Shadow Lodge *

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Mattastrophic wrote:
The fear of Will saves is overblown on the boards,

Except when it isn't. One of the few permanent PFS deaths I've seen was

Spoiler for ToEE:
a Level 3 Rogue who went scouting off by himself into the kitchen. Failed Will save against the haunt meant he had to Coup de Grace himself, with no one there to stop him. Amusingly enough, because his strength was only 8, he actually had a better chance of surviving the CdG, than he did making the original Will save. But he failed that too. :(

Dark Archive 4/5

My Rogues work pretty much like fighters, using sneak attack as an extra source of damage to push them over the fighters DPR, with good armor (mithril breastplate) and a decent dex (14-16) along with a high ST you can pretty much solidly tank most creatures.

I currently have rogues using single falcata, greatsword, longsword and shield, two daggers.

All with pretty much the same stat array (16,14,14,12,10,8 add +2ST and DX using human alternate class feature, the 8 is always in wisdom as Cha is useful to rogues)

Shadow Lodge 4/5

pH unbalanced wrote:
Mattastrophic wrote:
The fear of Will saves is overblown on the boards,

Except when it isn't. One of the few permanent PFS deaths I've seen was

** spoiler omitted **

Love that one. So polarising.

Grand Lodge 4/5

pH unbalanced wrote:
Mattastrophic wrote:
The fear of Will saves is overblown on the boards,

Except when it isn't. One of the few permanent PFS deaths I've seen was

** spoiler omitted **

And that is fairly situational.

Spoiler:
Scouting alone, without the party within a move action or so, is likely to have killed that Rogue in some other fashion. One blown Stealth roll, or an extremely observant enemy you are trying to sneak around, and you get in trouble fast.

And bad dice rolls are bad dice rolls.

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