Help with building a "rogue"


Advice


During a session of PFS a man walked in and explained to us it has been quite a long time since he has ever played a RPG, and asked if he could watch what was going on. Myself and my friend who came with me instantly urged this dude to play, and he did. It's awesome we got him to play, and he is now a somewhat regular at PFS games, and we just invited him to our home game.

We are playing Rise of the Rune Lords, and we all just started. The guy I'm talking about is more of a role player flavor man, than someone that looks at the details of rules and abilities. So, what I believe he does is looks at a title of a class, and his subjective idea of what that character does is put up front when making his choices in character creation. I proposed using Slayer instead of rogue, because in most cases a Slayer I believe will do everything he wants a rogue to do, but can't.

A character that can be useful in combat, has skills to flex, and can reflect a role playing style of a sneaky thief... seems like a slayer can pull this off, right? Anyways, suggestions for a Slayer, or other classes (including on building a strong rogue) would be appreciated. A big point is to make him actually practical to play, rather than extremely situationally dependent.

25 Point Buy
Any published Paizo source may be used
Include TRAIT SELECTIONS!
Where to invest skills and why
Tactics/weapons to use in combat

I am REALLY looking for Slayer advice, but again, anything you feel that fits. We are looking for the party a person to fulfill a melee roll, and this dude really likes the role playing flavor.


What is a Slayer? Is it an archetype, or third party? Can you provide a link? It sounds interesting... sorry for not really answering your question.


Slayer is part of the play test released by Pazio for the Advanced Players Guide. It pretty much is what they consider a mix of Ranger and Rogue.

I'll try and find a link to the download pdf when I can, but hopefully someone else can link you before then.

EDIT= Diamond cat, here ACG Link


What type of playstyle is he into? Its a pretty big difference in feat selection if your using archery, TWF, or THF.


I'm not entirely sure, but he really is more about role playing than anything else. I just want to help him have something solid to allow him to be an asset to the party in more areas than a very situational one.

What I am about to say is hard to convey to others, since everyone will have their own idea of what a rogue is, but he is looking for something that would embody a sneaky stabby thief. He personally told me he doesn't see a weapon being anything really beyond a short sword in terms of size, because it wouldn't be piratical to pull out in tight spaces and such. I suggested the kukri, and he said he thought it would acceptable.

We're first level, and he went with TWF, so maybe that is a path, but I fear he doesn't anticipate the cost issues of having two weapons. I could only figure he wants to be awesome in combat, and he wants to be able to go off outside of combat to steal things, or when the time matters, grab the keys off the guard/disable the trap/unlock the door, which is already possible by just investing the skill points.

Liberty's Edge

As long as they can hit well enough, twf is good for a rogue. Pump up his Str or Dex as high as you can, depending...anything that gives to-hit bonuses...umd for wands (gmw is especially useful)...anything that helps with flanking...and he needs to understand that he needs to NOT be the target. Ever.


EldonG, the party consist of this right now.

Tiefling Magus- plans to use a whip to trip it seems
Tiefling Witch- stand away and do witch stuff
Gnome Shaman- stand away and do annoying gnome things, and cast in combat/heal party
Human Fighter- Longbow to blast from away

So, we kinda need a melee guy, and hopefully with the increased HD and stuff, a Slayer can pull it off. A Rogue isn't going to cut it. Having a longbow is also a pretty good plus as well, instead of relying on crossbows.


EldonG wrote:
As long as they can hit well enough, twf is good for a rogue.

Well... that's an oxymoron isn't it? Particularly TWF.

Anyways, with slayer you can nab all the things you need for TWF with combat style and skip the prereqs, so your free to put strength up a bit and no have to go finesse. Starting at 7th he'll be using swift action economy for his study on nearly every target, and he'll have a nice static bonus to hit and damage, so it looks pretty intuitive and hard to do wrong, which is nice. I'm not sure what could go wrong.


Is a cutlass available for weapon finesse? If it isn't I think our GM will make an exception if we want to go down that road. Any combat styles people feel will work well with a cutlass? I don't think he will ever want to wield a shield, but a buckler maybe.

EDIT= I should add, this guy I believe will want to be a Human.


Human Fighter wrote:
Is a cutlass available for weapon finesse? If it isn't I think our GM will make an exception if we want to go down that road. Any combat styles people feel will work well with a cutlass? I don't think he will ever want to wield a shield, but a buckler maybe.

Its possible there is a free hand or finesse style in the coming ACG, but beyond that he could use shield style to improve his shield, but its mostly about shield bashing unless you go Shield focus > Saving Shield > Greater Shield focus and actually two handed style can be used even if he's wielding his cutlass one handed, Power attack > Furious Finish > Dreadful Carnage for example. Natural combat style could allow Weapon Focus > Vital Strike > Improved Vital strike, but I think its damage is pretty pitiful.

Cutlass isn't normally finesse-able. Its actually got very similar stats to the rapier and scimitar, both of which have their own rules for finesse(dervish dance makes a scimitar effectively finesse, rapier can't be used two handed).


Due to it being really similar to rapier and scimitar, I feel the GM would allow the Cutlass to be ruled in if he wanted to go finesse. Like I said before, I really doubt the shield at all, but a buckler MIGHT be something, but unlikely.

I don't play a rogue, so I don't know what I would be missing. I don't think he wants a character all buffed up, but it's obviously good to have STR for damage. The ability points to have seem to be in the physical stats more than anything else, but since he likes to role play, then maybe CHA for social situations...

Big issue is that he is a very busy man, so unless it's during game time, I have a very small window to speak with him. He rarely gets back to my E-mails, but I am thinking of sending him something before next game and see where he is on finalizing his character.

I'm about to look at the two handed style and natural style right now.


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The cutlass is identical to the scimitar in every way. Just rename Dervish Dance to Sailor Strut and you're golden.


Looking at all the ranger styles, it seems the absolute best option especially with what my friend said would be to go TWF.

Could someone give me their idea of a Slayer build focused on a TWF with 25 point buy etc?

If someone would want to also help with a Cutlass build, that would be great to look at as well. I am brain storming things myself.


First off, with your party composition, you're gonna have some problems, esp at lower levels. You don't really have a 'front' line - and a 'sneaky thief' won't do well being the primary target, unless he's in the 'unhittable ac' range (tough to pull off).

That said, a cutlass build would focus on Dex. level 1 take weapon finesse, plus any other feat (dodge maybe). level 2, retrain that 2nd feat for Dervish dance/sailor strut/whatever you wanna call it. the PC uses 1 weapon, no shield, but uses dex for hit and damage (in addition to AC). This is also good as a skill monkey.

If he is ok with no armor and a -1 BAB, multiclass a level of Monk if he has a high Wisdom (and buy a wand of mage armor). really awesome at low level, but looses out a higher level vs a mithral chain shirt/ breastplate. this also gives him a bunch of feats and lets him sucker punch people for non-lethal damage. Master of Many Styles is an awesome archetype for dipping... check out the style feats and figure out what works for his play style (and how much he'll remember to use).

For Dervish Dance, DM *may* allow him to 2WF with scimitar/cutlas and unarmed strike (foot) or scimitar/cutlass and Cestus. check with the DM first as its a stretch of RAW (and definitely not RAI). Unarmed strike can use dex to hit, but strength damage (get an Amulet of Mighty Fists with Agile on it to add dex to damage); Cestus uses Dex to hit and get +1 Agile ASAP. Cestus may still be better then unarmed strike in the long run as its cheaper to upgrade, has a 19-20 crit, and does Blunt or piercing damage.

If slayer/monk; Dex>Wis>Con>Int>cha-str.

If no monk, Dex>Con>Int-Wis>Cha-Str.

Figure a dump stat. Wis is will save + perception (trapfinding); Int is skill points and knowledge; Cha is social skills, str is Power attack. For dump strength, there's another thread for items that add to carrying capacity.

remember, 13 strength for Power attack (if he'll need that). Piranah strike doesn't work on rapier, cutlass, or scimitar, but it will work with unarmed strike or cestus.


A while back "Gignere" statted out a sorcerer that could double as a rogue. Not exactly what you're looking for, but I thought it was a pretty good take on getting a caster to cover traditional rogue functions.

"Gignere" wrote:

Human Sorcerer Seeker/Sage Archetype

Str 7
Dex 14
Con 12
Int 21 (+4 headband) = 25
Wis 12
Chr 12

Traits: Slippery, Eyes and Ears of the City, Suspicious, World Traveler (Diplomacy)

Feats: Additional Traits, Spell Focus: Conjuration, Augment Summoning, Superior Summoning, Still Spell, Craft Wondrous Items

Skills:
Acrobatics 3 + 2 = 5
Appraise 1 + 3 + 7 = 11
Bluff 6 + 3 + 1 = 10
Diplomacy 4 + 3 + 1 + 1 = 9
Disable Device 7 + 3 + 2 + 4 = 16
Fly * 8 + 3 + 2 = 13
Kn: Arcana 5 + 3 + 7 + 2 = 17
Kn: Local 1 + 3 + 7 = 11
Kn: Nature* 8 + 3 + 7 = 18
Kn: Planes 6 + 3 + 7 = 16
Perception 7 + 3 + 1 + 1 + (4 traps) = 12 (16 traps)
Profession (Ventriloquist) 1 + 3 + 1 = 5
Sense Motive 4 + 3 + 1 + 1 = 9
Spellcraft 6 + 3 + 7 + 2 = 18
Stealth 7 + 3 + 2 + 1 = 13
Use Magic Device 6 + 3 + 1 = 10

*Skills from headband

Spells:
Lvl 0: Acid Splash, Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation

Lvl 1: Charm Person, Ear Piercing Scream, Enlarge Person, Mage Armor, Magic Missile, Silent Image, Vanish

Lvl 2: Blur, Glitterdust, False Life, Fog Cloud, Scorching Ray

Lvl 3: Fly, Haste, Summon Monster 3

Lvl 4: Dimensional Door

Also at around level 12 my sorcerer will have more skills than your rogue. Although I have nothing to duplicate your trap spotter and fast stealth talents, I think having unlimited detect magic, being able to fly all day (eventually) and having stealth at will (Blur) should count for something.

Edit: The ventriloquist profession is so I can cast spell while stealth (invis) and throw my voice.

Liberty's Edge

With 25 points, a rogue can be fairly powerful with twf through maybe 12th level...but he can't pretend to be a tank. Str 16+2, Dex 15, Con 12 leaves 6 points for mental stats...that's +2 to hit at level 1, 2 attacks doing 1d4+4 with just daggers...add in flanking and he's pretty deadly..
at 12th, with a 17 Dex and running a typically 22 Str...lets assume +4 from gmw and weapon focus he pulls +17/+17/+12/+12 doing 1d4+10 per dagger hit...still not counting flanking, party bonuses, or sa...now...hardly amazing, but an easy possible 100 points in a round...


I don't think he'll be flanking much at all in this game by how our party is made up

Liberty's Edge

All it takes to flank is one other person in melee and a little thought...or a summoned creature...or even a pet dog. So many parties never use tactics...*shrug*.


EldonG wrote:
All it takes to flank is one other person in melee and a little thought...or a summoned creature...or even a pet dog. So many parties never use tactics...*shrug*.

All things already considrered, the other melee dude will be using a whip to trip and stuff. It's not really looking like the flanks will happen too much, which increases my rogue concern for him.

Liberty's Edge

Slayers will be better in combat than just about any rogue...no contest.

Shadow Lodge

(Unless the magus player really knows what he's doing, that whip-tripping will run out gas quickly once larger creatures show up.)

Regards the OP, I think the new player is ready to try a limited multiclass:

STR:08
DEX+19 (25pt half-elf)
CON:14
INT:14
WIS:12
CHA:12

traits: Masterful Demeanor, Reactionary
01 barbarian1 [urban] Extra Rage, Skill Focus:(Perception or Stealth)
02 rogue1 SA+1d6 [bandit]
03 rogue2 [evasion][finesse rogue] Dervish Dance
04 rogue3 SA+2d6, DEX>20
05 rogue4 FEAT, TALENT
06 barbarian2 RAGE POWER
07 r5 or b3

3d6+8 versus flanks or flatfoots at 4th ain't shabby.

Roleplaying: dashing (would be very handsome were it not for that nasty scar) neer-do-well. Think Bronn from Game of Thrones.

Equipment: +1/Keen scimitar (feel free to call it a "cutlass" even though it's not one for pirate flavoring), +? buckler (straps to forearm, and so does not violate Dervish Dance), wand of Mage Armor as well as backup scrolls (do not buy any armor prior to Celestial)

* highly flexible skill monkey with nice AC and damage.
* rage normally at 1st & 2nd, then for DEX thereafter.
* can segue into TWF / Piranha Strike w/Agile kukris at higher levels.

Bandit rogue and Order of the cockatrice cavalier are another possibility, depending upon how alpha the player likes to be.


I personally feel like multiclassing is not the way to go, and I do thank you for your suggestions, a monk or a barbarian really won't fit in for what this guy wants to do, mainly in flavor. Slayer so far seems to be the best compromise as a transition away from being a vanilla rogue.

TWF seems to be what he is aiming for with the last brief text he sent me saying "2 is better than one".


Current Favorite Rogue Build:
Focused Study Human Rogue || 10 18 14 14 10 14 || Acrobatics, Disable Device, Escape Artist, Sleight of Hand, Stealth ||5|| Bluff,Use Magic Device, Perception||3|| Secondary Skills(4); Climb, Diplomacy, Disguise, Linguistics(max -1), Swim(1 rank)
Traits: Resilient(+1 fort saves), Indomitable Faith(+1 Will)
1 |Deceitful, Skill Focus(Bluff)
2 |Finesse Rogue
3 |Combat Expertise
4 |Combat Trick(Improved Feint)
5 |Skill Focus(UMD)
6 |Bleeding Attack
7 |Combat Reflexes
8 |Fast Stealth, Skill Focus(Stealth)
9 |Quick Draw
10|Skill Mastery(Bluff, UMD, Stealth, Disguise, Acrobatics)
11|Greater Feint
12|Opportunist
13|Extra Rogue Talent(Crippling Strike)
14|Hard Minded
15|Great Fortitude
16|Skill Mastery(Diplomacy, Escape Artist, Sleight of Hand, Climb, Linguistics), Skill Focus(Acrobatics)
17|Iron Will
18|Black Market Connections
19|Skill Focus(Diplomacy)
20|Rumormonger

He should probably just play a slayer though. A rogue can be a soul crushing experience for new players or old players or anyone who doesn't want to jump through hoops to be useful.


Pathfinder Adventure Path Subscriber

I have a work in progress short slayer guide, hope you find something useful.

https://docs.google.com/document/d/1RW_iwSjcCK1RGTEMM7fWAlY-Q0w8V4dAf9GMfq0 4LB4/edit?usp=sharing

The melee is a shatter defenses build. Of course if he doesn't get his sneaks in, he's still a full-BAB two-handed weapon power attacker which is usually sufficient.


An Urban Barbarian might do the trick. (Adapt for personal preference).

The character will be amazing in combat while still having a good amount of out-of-combat utility. Making her human instead of Halfling gives you even more skills and an extra feat. It's pretty nice. :)


I was really hoping for suggestions for a twf build. I am going to see what I can do to make an optimized twf kukri build right now with a Slayer/25 point buy, but suggestions would be appreciated.

Grand Lodge

The Guide/Trapper Ranger is a good one.

Going Negotiator Bard with the Trap Finder trait is also a very fun way to go.


Human (+2 Str) 25 Point buy, Kukri TWFing slayer

Str 20
Dex 16
Con 14
Int 7
Wis 11
Cha 7

1. Combat Reflexes, Step Up
2. (Slayer Talent) Trap Finding
3.Following Step
4.(Combat Style) Two-Weapon fighting
5. Double Slice
6. (Combat Trick) Step Up and strike
7. Weapon Focus- Kukri
8. (Combat Style) Improved Two-Weapon Fighting
9. Improved Critical- Kukri or Another feat
10. (Combat Style) Two-Weapon Rend
11. ???
12. (Combat Style)Greater Two-Weapon Fighting

Skills to invest the 5 points
Acrobatics, Perception, Stealth, Disable Device, and slight of hand

Traits: ???

This is a quickly done thing I just made, and I figure he won't want to dump ability points, and would possibly want more skill points for things like bluff, which might also mean he won't want CHA to be dumped as well.

Suggestions for optimized traits for a TWF Slayer, and more well rounded feats? I guess I want to show him optimized Slayer for combat and he can compare it to what he came up with.

Liberty's Edge

Sadly, the best TWF kukri build I can think of (being used by an Urban Ranger in the RotRL game I'm playing) is using Butterfly's Sting to crit farm, while someone else makes use of them...which doesn't seem workable with this group, cool as it is.

So, an adequate TWF build that'll make a roleplay focused player happy:

Human Slayer

Str 18 Dex 14 Con 14 Int 13 Wis 12 Cha 10

You can fiddle around with the mental stats a bit, and even dropping Con is possible.

Traits: Blade of Mercy, one other of your choice (for a roleplay focused player, I'd go with something giving Diplomacy),

Feats and Talents:

1st: Enforcer, Intimidating Prowess,
2nd: Ranger Style - TWF
3rd: Iron Will
4th: Weapon Training, +1 Str
5th: Dazzling Display
6th: Ranger style - Improved TWF
7th: Shatter Defenses
8th: Combat Feat - Improved Critical, +1 Str
9th: Double Slice (Not the best Feat but simplifies bookkeeping enormously) - Requires Dex 15, but you should have a belt of Str and Dex by this level. Or an Ioun Stone for Dex.
10th: Ranger Style - Greater TWF
11th: Deadly Stroke
12th: Evasion, +1 Str or +1 Dex
13th: Two Weapon Rend - Again, Dex 17 required, but you should have that by this point one way or another.
14th: Skill Mastery or Feat, your choice.

And from there Feats become pretty easy, IMO. He'll have 8 skill points per level, distributed as he will. Maybe more. Just keep Intimidate maxed and you're good to go, really.

EDIT: There are some problems with your build, firstly, you can't ever get Combat Style more than three times ever as a Slayer, second, that's an awful build to give to someone who's a roleplay-focused person.


Yes, I realize what I made isn't RP focused, but I wrote that I made up a TWF optimized build to compare it with whatever build he came up with. I realize my mistake on the limitations of the Ranger style, and will fix that, so thanks for pointing that out. I suppose if people could help me out with optimizing the Slayer for TWF, then I will work with him into adapting things into what he wants.

enforcer, blade of mercy, Shatter defenses etc. are not something that will be desired at all.


Str: 18
Dex: 16
Con: 14
Int: 10
Wis: 10
Cha: 10

then with 7 points do
Acrobatics, perception, Disable Device, slight of Hand, Bluff, Diplomacy, and Stealth.

Liberty's Edge

Human Fighter wrote:
Yes, I realize what I made isn't RP focused, but I wrote that I made up a TWF optimized build to compare it with whatever build he came up with. I realize my mistake on the limitations of the Ranger style, and will fix that, so thanks for pointing that out. I suppose if people could help me out with optimizing the Slayer for TWF, then I will work with him into adapting things into what he wants.

That seems a solid call.

Human Fighter wrote:
enforcer, blade of mercy, Shatter defenses etc. are not something that will be desired at all.

Why not?


This dude has no interest in using intimidate, or any of that stuff. If he uses his weapon, he plans on cutting things up and making them dead. Taking the shatter defenses route is feat tax heavy with stuff he will never use, especially taking a full round to Dazzling Display.

Optimizing a TWF Kukri Slayer death machine to show him seems to be the best way right now.

Liberty's Edge

Human Fighter wrote:
This dude has no interest in using intimidate, or any of that stuff. If he uses his weapon, he plans on cutting things up and making them dead. Taking the shatter defenses route is feat tax heavy with stuff he will never use, especially taking a full round to Dazzling Display.

Okay. I mean, that actually sounds more fun for someone who likes to focus on roleplaying stuff than just full attacking every turn to me, but you're the one who knows the guy.

Human Fighter wrote:
Optimizing a TWF Kukri Slayer death machine to show him seems to be the best way right now.

The issue is...there aren't enough Feats in that tree to use up all you get. You need some other category of Feats to add on top for all his Feats to get used. Something useful.

If you don't want to go Intimidate that's fine...but what else are you gonna grab? It doesn't sound like combat maneuvers are his thing, nor ranged combat, and Power Attack just isn't very good for TWF characters. You could grab Eldritch Heritage (Orc or Abyssal) with some Charisma investment. Or Improved Unarmed Strike and some Style Feats (Monkey style actually looks interesting)...but I'm not seeing much else.


I didn't make it, but I like this duel scythe build.

Trip Rogue

doing something similar with a knife master, and taking gang up and quick draw over the trip talents might work too. I don't know, just take weapon finesse and keep his dex high enough to compensate for his hit.
dex>con>wis>cha>int>str

Also, I believe you can use a masterwork buckler while duel wielding, gaining the ac bonus whenever you aren't making a full attack, but taking a -1 to hit with your off hand on rounds you do.. (I might be wrong about that though.)

I really don't know much about the slayer, I just read the playtest pdf the other day.


Probably not what he's looking for, but:

Dwarf urban ranger:
Sneaky
Male Dwarf ranger 1 Archetypes Urban Ranger,
TN Medium humanoid (dwarf)
Init +2, Senses darkvision (60 ft.); Perception +6 (+2 if related to stone)
=================================================
DEFENSE
=================================================
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 13 ((1d10)+3)
Fort +5, Ref +4, Will +2, +2 vs. poison, +4 vs. spells, and spell-like abilities

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee waraxe (dwarven) +4 (1d10+4/x3)
Melee dagger +4 (1d4+3/19-20)
Ranged dagger +3 (1d4+3/19-20)
Ranged shortbow +3 (1d6/x3)
Special Attacks Favored Enemy (Humanoid (Giant)) +2

=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 16, Int 10, Wis 15, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Steel Soul
Skills Bluff +5, Climb +3, Disable Device +2, Handle Animal +1, Perception +6 (+2 if related to stone), Stealth +2, Survival +6; ACP -4
Traits Fast-Talker, Monster Hunter
Languages Common, Dwarven
SQ darkvision, defensive training, giant hunter, greed, hardy, mountaineer, steady, stonecunning, track +1, urban ranger, weapon and armor proficiency, weapon familiarity, wild empathy +1
Combat Gear
Other Gear waraxe (dwarven), armored coat, heavy wooden shield, arrows (20), backpack, common, bedroll, grappling hook, common (2), rope (hemp/50 ft.), thieves' tools, dagger, shortbow, 19.9 gp
=================================================
SPECIAL ABILITIES
=================================================
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.

Favored Enemy (Humanoid (Giant)) (Ex) You gain a +2 bonus on Attack rolls, Damage roll and skill checks against humans.

Giant Hunter (Ex) Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Monster Hunter Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman's tales of Old Murdermaw - regardless, you've ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Mountaineer (Ex) Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Urban Ranger At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Wild Empathy (Ex) You can improve the attitude of an animal.

He could do two weapon fighting, he could take an animal companion and boon companion along the way. Just a thought.


One meatgrinder coming right up.

Taldrin the Whirlwind:
Taldrin the Hurricane

Level 10 Human Slayer (20 Point buy)
Traits: Fate's Favored, Reactionary

Str:20(24)(+2 Human Included and ability points at 4 and 8)
Dex:15
Con:14
Int:10
Wis:12
Cha:7

Feats/Talents:
1: Power Attack
Human: EWP Sawtooth Saber
2: Ranger Style (Two Weapon Fighting)
3: Double Slice
4: Trapfinding
5: Step Up
6: Ranger Style (Improved Two Weapon Fighting)
7: Following Step
8: Weapon Training (Sawtooth Saber)
9: Step up and Strike
10: Ranger Style (Two Weapon Rend)

If Traps aren't your thing, take Improved Crit instead, taking Weapon Training at 4th and at 8th take
Combat Trick. Step up and Strike is for killing your fearful prey.

Gear:
Belt of Giant Str +4
+2 Sawtooth Saber
+2 Sawtooth Saber
Cloak of Resistance +3
Jingasa of the Fortunate Soldier
+3 Mithril Breastplate
Amulet of Natural Armor +1
Ring of Protection +1
Eyes of the Eagle
Trapspringer's Gloves

Skills: 10 Ranks +3 Class Skill on each
Acrobatics +15
Climb +20
Perception +19(+24 vs Traps)
Stealth +15
Survival +14
Disable Device +20(+25 vs Traps)
Knowledge Local +13

DEFENSES
HP: 89
AC: 25
Fort:+12 Ref:+12 Will:+7

OFFENSES:
Favored Target grants a +3 to Attack and Weapon Damage Rolls. Swift Action to place.
Attack Bonus Calculation: 10(BAB)+7(Str)+3(Fav.Targ)+2(Wep.En)+1(Wep Focus)-2(Two Weapon Fighting)= +21
Attack Bonus without Power Attacking with Favored Target up: +21/+21/+16/+16
Damage: 1d8+12/1d8+12/1d8+12/1d8+12

Attack Bonus while P.A with Favored Target: +18/+18/+13/+13
Damage: 1d8+18/1d8+18/1d8+15/1d8+15

Damage while Sneak Attacking Favored Target: 1d8+12+3d6/1d8+12+3d6/1d8+12+3d6/1d8+12+3d6

I have a shatter defenses build too but I think you wanted a more meat grindery one.


Varisian (star)knife master:

Ionacu
Male Human (Varisian) rogue 1 Archetypes Knife Master
CG Medium humanoid (human)
Init +4, Senses Perception +5
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 ((1d8)+3)
Fort +2, Ref +6, Will +1; +1 vs. charms and compulsions

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OFFENSE
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Speed 30 ft.
Melee starknife +4 (1d4+1/x3)
Ranged starknife (thrown) +4 (1d4/x3)
Melee bladed scarf +4 (1d6+1)
Special Attacks Sneak Attack 1d4 (1d8 when wielding a light blade, like a starknife)

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STATISTICS
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Str 12, Dex 18, Con 14, Int 13, Wis 13, Cha 12
Base Atk +0; CMB +4 (+6 grapple); CMD 15
Feats armor proficiency (light), exotic weapon proficiency (bladed scarf), two-weapon fighting, weapon finesse, weapon proficiency (starknife)
Skills Acrobatics +6, Bluff +5, Climb +3, Disable Device +6, Escape Artist +6, Knowledge (Local) +6, Perception +5, Sleight of Hand +6, Stealth +6, Use Magic Device +5
ACP -2
Traits Favored Son, Varisian Tattoo
Languages Common, Goblin, Varisian
SQ hidden blade, sneak stab
Combat Gear
Other Gear starknife, chain shirt, outfit (traveler's), pouch (belt), bladed scarf, backpack, bedroll, rope (hemp/50 ft.), soap (per lb.), waterskin, caltrops, chalk (1 piece) (10), flint and steel, grappling hook, common, pot (iron), mess kit, mirror (small/steel), piton (10), thieves' tools, torch (10), rations (trail/per day) (5),0.0 gp
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SPECIAL ABILITIES
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Advanced Talents The following advanced rogue talents complement the knife master archetype - another day**, confounding blades*, deadly sneak**, entanglement of blades**, and unwitting ally*.

Bonus Feat Humans select one extra feat at 1st level.

Hidden Blade A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding. Bonus +0

Favored Son You were born and raised in the town of Sandpoint or its surrounding farms. You know many of the region’s secrets, and the locals already know who you are. You are well liked in town, and you’ll have lots of friends in the region, but the town’s tougher side sees you as a snitch or a pansy. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you’ll get different benefits.

Tavern Owner: One of the town’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you—as a result, you gain an additional 10% over the amount of gp you normally would get from selling off treasure.

Rogue Talents The following rogue talents complement the knife master archetype - befuddling strike**, combat trick, offensive defense**, surprise attack, underhanded*, and weapon training.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. [1d4]

Sneak Stab (Ex) A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit (page 130), kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability. [Knife Master Sneak Attack 1d8; Regular Sneak Attack 1d4]

Varisian Tattoo You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.


Pathfinder Adventure Path Subscriber

Okay missed the part about TWF. Disregard my 2 hander build. 2-hander is superior to TWF but if he wants to go with TWF the builds I've seen here are adequate. If you don't want the full builds, feel free to tweak them.

Just about every feat chain has some feats that are sub optimal or you may feel that some are feat they are taxes. Again if you don't like them, don't take them. But you'll be hard pressed to find something better, short of house-ruling a lot.

As far as traits, Reactionary and Indomitable Faith are good ones.

Hope your friend find something he enjoys!


Question: This being a home game, would you (and the player) be willing to use homebrew or 3pp stuff?


Gm is brand new, so we are not doing home brew or 3rd party.


Well with this party composition i don't that any rogue could work but nevertheless what i have to offer is to check out this guide, but keep in mind that the things suggested there require quite a big amount of system mastery so you may need to have someone else building this character for him.


Sawtooth idea I didn't know about. Thanks for that


Human Fighter wrote:
Sawtooth idea I didn't know about. Thanks for that

Some people prefer Kukris to not spend a feat. It's essentially Weapon Specialization since Sawtooth sabers on average deal 2 more damage.

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