Skill intense combatant character build


Advice


I was hoping to find a guide to a skill based fighter or Rogue. I recall there being several uses of skills that would affect opponents or allow for various tricks in combat. I was considering making an INT based Rogue and really max out on skills that would debuff opponents or allow extra damage? Has anyone every worked on a character like this? Any suggestions? Thanks.

Grand Lodge

Rogue sucks both at combat, and skills.

Let's leave that aside, move on, and find out what you would actually like to do in combat.

Sounds like you would like to go for an Intimidate build.

It's debuff, through skill use. Highly effective.

First, let's find out more:

What is the Point Buy?

What books are allowed?

What races are allowed?

Silver Crusade

Yes, Maneuver master 2 / Rogue Thug 5

feats - weapon finesse, enforcer, two weapon fighting, sap master

Rogue talents - nin trick pressure points, com tr - sap adept

trait - heirloom weapon - hooked lance, reactionary

monk bonus feats - imp dirty trick, imp trip

Human alternate skill focus intimidate lv 1 and skill focus umd level 8

Conditions to place
Sickened via thug
Frightened via thug
Shaken via intimidate
Blind via dirty trick
Prone via trip

Debuffs
Pressure points -1 str or dex per sneak attack
Eventually working towards dispelling strike

Im split about more rogue levels or 3 level of lore warden. My thought is rogue 6 then LW 3 to gain overall 5 on cmb/d, plus 2 feats

I tend to use umd true strike wand as I move in. Then land a trip and try a blind. Depending on the reaction and blind result the following round is a blind + 2 sneak attacks.

Silver Crusade

Its also hilarious to play a lawful good rogue.

We need to open this door can anyone pick locks
Sure do we have a search warrant? (Bo)

I think we should just tie up these guys (Bo)
Nah coup em and toss em off the cliff
Um, I cant do that its not right. (Bo)
Are you a paladin!
Yes?

Grand Lodge

I suggest Inquisitor.

Nobody out Intimidates an Inquisitor.

Empiricist Investigator, or Daring Champion Order of the Cockatrice Cavalier works well too.


In general, there aren't that many skills that are useful mid-combat.

Intimidate is generally useful as a debuff tool. That's the main skill I see used in combat.

Other skills can have their uses, but aren't really combat tools so much as not being stopped by something simple. Acrobatics has it's uses, but doesn't really do anything to the enemy. Escape Artist is the same.

Bluff can be useful if you want to make a feinting build, however this is generally only useful for TWF sneak attack builds.

Knowledges let you identify weaknesses. Useful, but doesn't directly do anything to the enemy.

Spellcraft can let you identify what the enemy is doing, which can be very helpful. Depending on how your GM runs illusions, a wizard identifying the spell can use that to get a bonus against illusions spells (or use it as a reason to get a save against the spell when you normally need to interact with it) and if successful communicate about the illusion to the group. Also being able to identify what has happened to a party member can be generally helpful.

All that said...really bluff and intimidate are the only real "combat" skills. You can build a character completely around int and skills for combat. That said, a Slayer or Investigator would find or be able to use either of these well. Intimidation using Power Attack and Cornugon Smash is a very simple and effective tactic.

So...just decide what you would like to do and have at it.

Silver Crusade

Might I recommend a Mock Fighter Build? You build a character comprised of 2-4 level dips, grabbing abilities and early bonus feats. I have one with a pirate captain who fuctions as a Rogue and a Two-Weapon Fighter with many, many abilities. I can post the whole build if you want.

Are you Dex-based or Str-based?

Also, 3 ranks of Acrobatics boosts total defense and fighting defensively.

Liberty's Edge

(This is not "Pathfinder Society" legal because there are no Magical Traps that are available and good)
("Pathfinder Society" doesn't allow custom crafting) - it would become too complex for the ever changing online DMs. but the rules for Pathfinder not just allows it but also explains how you do it (Craft Traps + Craft Wondrous Items rules)
Talk with your GM, if he agrees, then this is a hilarious option for you to become a "battlefield controller" and a somewhat decent "Debuffer".

Spellcraft!
Build Traps like a lunatic! Screw Sneak attack, it is way overrated for it's restrictions, costs and drawbacks.
Pick any race with a spell-like ability that increase with HD. It will qualify you for Craft Wondrous Items at level 3. Pick up "Quick trigger" - Rogue Talent at level 2. Asuming you start at lvl 3, this works. Build your traps from spells of allies or ask around in the communities in the campaign world. The spells you want should offer No saves and no Spell resistance. (Grease, Obscuring Mist and so on works).

Make sure to get "Vanish", "Blur" or "Invisibility", so you may sneak around. And use acrobatics, climb and swim for maneuvering combined with stealth.

This build relies on your gold and how wisely you invest it in traps. The Rogue is there for the numerous Classskills and skills/level. (Tip-Don't invest in combat strength (such as a bigass magical weapon), instead invest in things to boost your allies (like clever traps or buff/healing wands)).

THE MAGICAL ROGUE
The intelligent Supporter, Controller, Debuffer and Skillmonkey.
-Works best in openworld campaigns
-Does only work with knowledgeable and creative DMs.
-Not yet playtested :)

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