
Wallop Fey |

Ok so a bit of back story is necessary. I tend to like to play characters that are outside the box. Meanwhile the rest of my table game party really does not ... really really really does not. So for our latest campaign I decided to create a great-axe wielding halfling warrior. Hes turned out to be a heck of a tank and incredible damage dealer. I play him as a bit of psycho in the sense that he has a bit of a thing to prove. I've fallen to my near doom a few times jumping off high places onto the backs of monsters. Overall it is a very effective race class combo imho and a heck of a lot of fun to play.
The AP were playing is Carrion Crown and unfortunately my poor halfling warrior has gone insane after having to make a dozen will saves in the path leading up to the bbeg. He's lost his memory. Our party decided to attempt to convince him that he is a rogue ... a far more suitable profession for a halfling according to the boys at the table. They just did this as a bit of a joke and they wanted to force me to role play it out with my burly halfling until such time as we got him cured. So I've been sneaking around and trying to backstab things and open locks and stuff (almost got us killed last session btw). All in good fun.
Myself and the DM have agreed in private that those rogue like suggestions in his weak minded and delicate state may have had an enduring impression. As we are a scant few k from level 11 and most of that exp was gained as a warrior I will take the next level as a fighter but thereafter I will go rogue.
My question to the community is given my current build below, how would you build the rogue levels up to level 16 ... where I think we will end the AP. I'm looking for a brutish melee type rogue that can wade through combat landing big hits using both strength and dex.
Ozwaldo Hamhands
Male Halfling Fighter 10
NG Small humanoid (halfling)
Init +6; Senses Perception +5
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Defense
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AC 26, touch 17, flat-footed 21 (+8 armor, +4 Dex, +1 size, +1 natural, +1 deflection, +1 dodge)
hp 120 (10d10+45)
Fort +11, Ref +8, Will +7 (+3 vs. fear); +2 vs. fear
Defensive Abilities bravery +3
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Offense
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Speed 30 ft., fly 60 ft. (average), swim 30 ft.
Melee +1 cold iron greataxe +21/+16 (1d10+12/19-20/×3) and
. . greataxe +20/+15 (1d10+11/19-20/×3) and
. . trident of warning +19/+14 (1d6+8)
Special Attacks weapon trainings (axes +2, thrown +1)
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Statistics
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Str 20, Dex 18, Con 16, Int 12, Wis 12, Cha 11
Base Atk +10; CMB +14; CMD 30
Feats Blind-Fight, Dodge, Furious Focus[APG], Greater Weapon Focus (greataxe), Improved Critical (greataxe), Improved Iron Will, Iron Will, Power Attack, Skill Focus (Ride), Toughness, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Combat Gear ring of the ram, rod of flame extinguishing, silversheen, alchemist's fire (4), antitoxin (3), holy water (3), oil (5), smokestick (4), tanglefoot bag (4); Other Gear +1 dragonhide banded mail, +4 chain shirt, +1 cold iron greataxe, trident of warning, greataxe, halfling sling staff, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, handy haversack, helm of underwater action, ring of feather falling, ring of protection +1, wings of flying, bedroll, flint and steel, grappling hook, hammer, iron spike (5), sack, sack, silk rope (50 ft.), torch (5), trail rations (5), 1,358 gp
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +3 (Ex) +3 to Will save vs. Fear
Fearless +2 racial bonus vs Fear saves.
Flight (60 feet, Average) You can fly!
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Helm of underwater action Sees 5x farther underwater, and breathable air.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Swimming (30 feet) You have a Swim speed.
Weapon Training (Axes) +2 (Ex) +2 Attack, Damage, CMB, CMD with Axes
Weapon Training (Thrown) +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons
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wraithstrike |

You have a greataxe, there will be no use of dex other than for acrobatics, but you also have at least medium armor on so that means certain monsters will be difficult for you to use acrobatics against them. One of the other party members should agree to be a flanking partner for you so you can get your sneak attack damage. IIRC the thug archetype might be what you are looking for. Just be aware that going rogue will drop your potential damage, and that you might want to use the additional skills to boost your disable device if you plan to be using it. If you intend to try to sneak around you should also push stealth and perception.

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I would suggest jumping in with all of your skill points for level 12 and 13 going to Disable Device and Perception, then going back and maxing those two out at level 14, putting any additional points into Stealth as you continue to level up. Scout is a nice archetype, as it lets you use your Sneak damage on a charge, which is very nice at this level.
Remember that you can do acrobatics in heavy armor as a level 7+ Fighter (armor training - n movement penalty!) - but your armor check penalty may still suck. That +4 Chain shirt is looking mighty appealing right now. Celestial Armor would be a better option, if you can find it.
Other than that, nothing really crazy that you need: pick and choose what looks fun to you.

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If you have access to the advanced class guide, you may want to consider going into slayer, which is a fighter/rogue hybrid. Some good stuff in there, plus it might be what ol' hammehands THINKS a rogue should be (I.e. Hitting things in vital spots very hard.). Also keeps your bab at full progression, but you loose the fighter feats.