Give my Rogue that extra Edge!


Advice


ok, so I'm level 6 and eventually I'll be able to retrain all my feats and talents because I picked some stupid ones in the beginning (I don't know what I was thinking), and I kind of put together this build to begin a jack of all trades strong rogue that can dish out good damage, as well as hold his own out of battle.

I started with Sap Master because the world I'm in is mostly in urban human environments, so I thought that would come in handy. Improved Initiative because it's amazing to battle tactics sooner then later. Two-Weapon Fighting because I want that damage from Sap Master as well as lethal with my knifes. Finesse Rogue for the Dex attack of course. Offensive Defensive for the double Sap Master sneak attack dice to AC, depending on how you read it. And Underhanded because it's fun to do max damage in a surprise round.

Scout archetype because of the Scout's Charge/Skirmisher, I think this is essential for a combat Rogue.

I'm not really sure about Knife Master, I'd like to have it because it gives me something to do lethal sneak attack damage at a d8, but I also like Trapfinding and Sense Trap for my kind of master of none type build, which I think would be more appropriate.

I also thought about forfeiting my Human feat for the Focused Study alternate racial trait to get a Skill Focus at level 1, 8, 16 which is amazing for a Rogue.

Most of my trusted skills that I know I will be using are above ten, so don't worry too much about skills, I got that part covered.

Human
1/6 Talent

Knife Master/Scout
1.Two Weapon Fighting, Sap Adept
3.Improved Initiative
5.Sap Master

2.Finesse Rogue
4.Offensive Defensive
6.Underhanded, (Free Talent)

So after level 6, I don't have any concrete plans, I was also thinking about a trip two-weapon fighting set after, but its feat taxing and I feel uncomfortable with using that many feats to get a solid grip of an ability. I want to limit using feats for something particular to two, or even three feats if it's a really good ability.

Please help me figure out how to put this together.


Rhino hide armor might be good gear. Adds 2d6 damage on a charge. Pairs nice with scout. Surprise follow through is great for sneak attacking off a cleave, but gang up might also work if you do the trip thing. Feat intensive stuff though. The major magic trick is good to get the shield spell. Who cant use a plus 4 to AC? Having a weapon in the party with the menacing enchantment is goodness. I also like the power attack, improved overrun, spiked destroyer combo. Cheaper route to knocking folks prone with a free swift attack and every feat in the chain is actually useful. Improved overrun and charge through open up. Consider also the utility benefit of a reach weapon when you cant go toe to toe. You can trip or disarm attempt w out feats because they are to far away to use the AoOs. This opens up by having one weapon be a bladed belt item.


You probably don't want knife master if you're using at least one sap. Counterproductive. If you are using saps the Enforcer feat will be useful, and later perhaps Shatter Defences or Dastardly Finish.

Liberty's Edge

The Build isn't all that bad, a Rogue can't really obtain all that many strikes in a round compared to a fighter. You set up with a charge and follow through with a full-round hasted TWF round. I assume you have the "Agile" Weapon property?

Tactics:
In the Surprise Round, with the scout archetype, I've found that it's always useful (if your charge can't reach them) to ready a charge against any foe closing in on your team. (you'll block their path, hit VS -2ac. However if they have better reach, or an attack you don't wanna take, the tactic shouldn't be used). (Unless you have some acrobatics boosting gear)

The Improved TWF feint-Feat seems to be your best bet as your next feat. But it will require you to get some Bluff-boosting gear & the feat "combat expertise".
(personally, I dislike the feint-tactic, but this might just be what you need, even if you fail to bluff, you'll gain many attacks.)
Edit: Considering you lose your first strike, and that you can't apply Sap Master for these sneak attacks; this choice as is with your feats, is a bad one.

Teamwork feats are the way to go with reliable allies.

In the long run, a whip you can threaten with + Combat reflexes + difficult terrain (from allies spells) remains fun (costs 4 feats + control focused ally)

The Intimidate featchain
(weapon focus, dazzling display, shatter defenses) + Debuffer ally (who intimidates with spells, is a working tactic.)

If you want to optimize, there are the paths of going nuts on the number of attacks you gain per round, such as;
Obtaining multiple natural attacks! (weakness-costs multiclassing levels, +low flexibility)
Ranged Gun route! (weakness: goldheavy, feat-heavy.)
Reach route (whip) (Weakness: Feat-heavy+magic demanding)
Brute Reach (Strength) (Weakness: lower Dexterity (AC, skills), magic demanding+1 feat)
Or you focus on higher damage/ attack, but with fewer attacks:
Maxing Sneak Dice! (weakness: few hits/round & a little low flexibility)
Complex Feat routes! Weakness: 5 or more feats requirement to work. (ex. Perform)

But as you say, you want something on 1-2 feats and the only available good stuff for that can be found among the teamwork feats.

I've come to like the Max Sneak Dice route the most. The other routes have potential to deal more damage than this route, but also commonly deal less!
The only build that defenately kick ass after lvl 12 is the "Ranged Gun Route". Until then, all options are similar but circumstantial in which is best for today.

What you've gone with is the "Max-Sneak-Dice route", it is (in my opinion) the funniest and most flexible tactic. As it synergies well with strong allies.

Tip: find a way to utilize your "Swift action" into setting up your own sneaks.
Out of PFS, "cunning trigger" rules!
In PFS; try getting a "quickened staff/Wand/rod" or similar.

There are way more options ofc.
I'll post some interesting teamwork feats below.

Liberty's Edge

Broken Wing Gambit (Combat, Teamwork)
You feign weakness, making yourself a tempting and distracting target.

Prerequisite: Bluff 5 ranks.
Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

http://www.d20pfsrd.com/feats/combat-feats/broken-wing-gambit-combat-teamwo rk
________________

Paired Opportunists (Combat, Teamwork)
You know how to make an enemy pay for lax defenses.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

http://www.d20pfsrd.com/feats/combat-feats/paired-opportunists-combat-teamw ork
___________________

Pack Attack (Combat, Teamwork)
You are skilled at surrounding your enemies.

Prerequisite: Base attack bonus +1.

Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.

Normal: You can take a 5-foot step only if you have not otherwise moved in a round.

http://www.d20pfsrd.com/feats/combat-feats/pack-attack-combat-teamwork
______________

Outflank (Combat, Teamwork)
You look for every edge when flanking an enemy.

Prerequisite: Base attack bonus +4.

Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

http://www.d20pfsrd.com/feats/combat-feats/outflank-combat-teamwork

Liberty's Edge

2 other interesting feats would be;
Death or Glory (Combat) + Broken Wing Gambit (named above)
Or
Gang Up (Combat) + many melee allied creatures

Hope this is inspirational enough :)


Sorry I took so long to reply, I have little to no time these days.

To storyengine,
I just learned some new things here, I didn't know about the Surprise Follow Through with Cleave, but I will keep that in mind for when I make a Half Orc, I haven't seen a Power Attack + Improved Overrun + Spiked Destroyer, pretty useful combo you got there, I might incorporate it somehow but I don't think I want Charge to be my main focus. Do you have any advice for the Scout's Skirmisher? Any way to do a 10-15 foot step?

To avr,
As I mentioned, I'm looking to make a jack of all trades build, so the reason I picked knife master is because I also want to be able to deal out some d8 lethal sneak attack damage while also keeping double d4 sneak attack non lethal with Sap Master.

To TorresGlitch,
I'm not sure what you mean by "agile" weapon property. I like your tactics, I'm definitely going to use your Charge in strategy. I'd really like to keep Sap Master because I believe in will come in handy. The Improved TWFeint is useful, however I also like you dislike it. My allies are too feat greedy for Teamwork feats. But I'd like to know what you had in mind for the Ranged Gun Route?


Surprise Follow Through doesn't require you to be a half-orc. It happens to be listed under the half-orc section because a h-orc Rogue archetype gets to take it as a talent without pre-reqs, but it is NOT a racial feat. It has no pre-req for race.

That said, get 3 levels in Lore-Warden fighter, grab 3 extra feats and a blanket +2 on maneuvers, and pick up Dirty Trick/Gr Dirty Trick/Quick Dirty Trick. Now, they are blind in addition to everything else, (one of the best conditions listed, and one almost nothing is immune to), and have to use a standard action to remove it, all the while you get full sneak attacks.


Guys, do you see what's happening here? Someone asked for advice on how to build a rogue and wasn't barraged with recommendations to play a different class! This might be the first time it's ever happened on these boards!

Knife master definitely makes your sneak attacks more powerful, but if you want to be a jack of all trades then having d6s on all weapons can be really beneficial. If your GM lets you buy whatever you want, then knife master is the way to go, but if there's predefined or randomized loot at your table, then you'll be sorry you took knife master when you find a sun blade, or other awesome non-dagger weapon.

If you aren't sold on Knife Master, the Swashbuckler Archetype (not class) lets you trade in trapfinding for a bonus martial weapon proficiency (long sword's are always good to know how to work with), and you're allowed to take the Combat Trick Rogue Talent a second time, which can help if you're feeling feat starved. It also makes you a better acrobat.

If the Advanced Class Guide is an option, and you want to be a real jack of all trades, the Counterfeit Mage Archetype makes it real easy for you to master Use Magic Device (or at least 1 specific wand) so that you can launch spells or buff yourself when sneak attack damage isn't an option. Again, you'd have to give up knife master.

Finally, feat Twist Away can also be really beneficial to a rogue with lousy fort saves. It leaves you staggered for a round, but that's usually not as bad as the alternative (paralyzed for 1d4 minutes, for example).


To TGMaxMaxer,
Thank you for the clarification, those feats actually opened a lot more brainstorming for me. But as DocShock mentioned, I do like to keep this a pure rogue class, mainly because I want to get the advanced talents as soon as possible. The Dirty Trick combo looks quite appealing as well, I like it a lot better then the Improved TWFeint, because for the reasons that you mentioned as well as it offers a lot more conditions other then just making your target shaken. That seems pretty much like a jack of all trades to me...but it's so feat taxing that it makes me want to cry.

To DocShock,
Since you put it that way, and now that I think about it, I think you're right, it wouldn't be much of a JoAT to do d4 sneak attack on everything else. I did some thinking about the Swashbuckler Archetype before and I didn't get very far with it, it's cool if you want to be make an offensive heavy rogue but other then that, it seems pretty dull to me. I completely overlooked the Counterfeit Mage Archetype, I thought maybe it wouldn't be as helpful, but now looking back, I'd say you're right once again, its perfect for this build because it disables traps pretty well and it gives the rogue access to use magic device on scrolls and wands, and you can pull it out of your back as a free action. Using this with the Trap Spotter talent would be beautiful. This is a great combination of defense and utility.

On another note, does anyone know how I can make better use of the Scout's Skirmisher feature besides using Spring Attack?

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