Come one come all! You rascals an ner'do'wells Bring me your best rogue!


Advice

Silver Crusade

Yes, I want this thread to be a complimation of the best rogue builds. I want a new player to be able to swing by here, and make a rogue that, in 7 levels, he wont be saying "can I swap classes?"

NO I don't give no hoot about your slayer, or bards, or swashbuckler. Anyone that makes a reference to either class shall be smote by the power of the barbarian horde! Thats right!

I WANT YOUR ROGUES. Pure rogues. 3pp, glory rogues, strength rogues, skill rogues, I want to see them all! If you ever wanted a reason to make the rogue class better at fighting, than the fighter by damn here is your chance.

20pt buy standard, feel free to incorporate other point buys in the builds.

no need to get fancy, lets just get the base of the builds

-stats
-traits
-skills
-feats
-mandatory gear
- If you want to post full sheets, go ahead!

Let the games begin!


There is already a thread that does this. I will try to find the link.

<stand-by>


The thread starts off with advice, but the builds start here.

Grand Lodge

I was just about to link that thread.


Same. Rogues haven't changed much at all since that thread either. ACG introduced a few trap options and not much else. Rogues are still starving for good Rogue talents.

Grig Jig is pretty cool though.

Silver Crusade

Scavion wrote:

Same. Rogues haven't changed much at all since that thread either. ACG introduced a few trap options and not much else. Rogues are still starving for good Rogue talents.

Grig Jig is pretty cool though.

IDK, looking over paizo related stuff I see several I like. while their are a literal metric ton of bad trap rogue talents. their are a lot of good ones. This is one reason why I like to allow 3pp Talents, but that's not always an option.


No dips at all? A single level of Barbarian done right will make a ton of difference...

As far as talents go, between bonus feats and the (resource intensive) possibility of grabbing a prime Ninja trick or two there's plenty to spend them on at least, even if sadly it's on grabbing 'other' stuff.


Ehmet:
Human Brawler (Snakebite Striker) 1/ Rogue (Scout/Thug) 4/ Sleepless Detective 1/ Slayer (Cleaner) 1/ Master Spy 4
Str 20 (10 points +2 race +2 levels)
Dex 14 (5 points)
Con 14 (5 points)
Int 12 (2 points)
Wis 8 (-2 points)
Cha 10 (0 points)
Traits & Skills: not finished here yet though it does require 35 specific skill ranks at specific levels
1 Improved Unarmed Strike, Enforcer, Sap Adept
3 Dragon Style, Weapon Focus Unarmed Strike
5 Sap Master, Alertness
7 Deceitful, Iron Will
9 Dazzling Display
11 Shatter Defenses
Sneak Attack +6d6

This is the planned build of a character I made after binge watching too many spy shows. It is a 20 point buy PFS legal build. It doesn't use magic much and does have a lot of skills. It is good at knocking opponents out and can control opponents through fear. It isn't finished but I think it is my best attempt yet at a fun, playable rogue through level 11.

EDIT: The barbarian hordes can bring it, this is a Rogue even if it has dips in Brawler and Slayer and Sleepless Detective and then goes into Master Spy.

Scarab Sages

Just got full Scout/Swashbuckler(the archetype, not class). Pick up a greatsword. Thrill as you deal piles of d6s on a charge, and still have plenty of skills. For a safer build, try a half elf with Fauchard proficiency instead. Let's you get reach. Don't feel like posting a whole build. Sorry. :P


wraithstrike wrote:
The thread starts off with advice, but the builds start here.

This is the best build in there IMO.


ChainsawSam wrote:
wraithstrike wrote:
The thread starts off with advice, but the builds start here.
This is the best build in there IMO.

I dunno man. Seems like you might have a biased opinion.


Scavion wrote:
ChainsawSam wrote:
wraithstrike wrote:
The thread starts off with advice, but the builds start here.
This is the best build in there IMO.
I dunno man. Seems like you might have a biased opinion.

Probably.

Sarf had a better build, but its stuck being a Gillman which is pretty lame.

Racial Heritage (Gillman)?

Is that a thing? Do that instead.


For a straight-up 'Battle Rogue'...

"Barbarous Shadow"
Thug Scout Rogue X/ Scarred Rager 2
Human: 16/18STR, 12DEX, 14CON, 8INT, 14WIS, 10CHA
Traits: *Optional*

1SR. *Terrifying Visage* ||| *Rage 6r/day* ||| +Weapon Focus ||| (H)+Dazzling Display

2TS. *Frightening* ||| (1d6Sneak)

3TS. +Extra Rage *Rage 12r/day* ||| $Strong Impression

4TS. *Brutal Beating* ||| (2d6Sneak)

5TS. *Scout's Charge* ||| +($)Ki Pool ||| $Shadow Clone

6SR. *Tolerance* ||| *Rage 14r/day* ||| ~Reckless Abandon

7TS. (3d6Sneak) ||| +Power Attack

8TS. $(+)Cornugon Smash ||| (FCB): $(+)Hurtful

9TS. (4d6Sneak) ||| +Shatter Defenses

10TS. *Skirmisher* ||| $Offensive Defense

11TS. (5d6Sneak) ||| Extra Rage *Rage 18r/day*

Primary Equipment: Furious Nodachi, Mithral Breastplate, +Strength Belt, +Wisdom Headband

Scout's Charge, Skirmisher or other sneak attack combines with Cornugon Smash to trigger intimidate, sickened, and Offensive Defense. Intimidated targets trigger an attack from Hurtful, triggering Shatter Defenses.

Scarred Rager Tolerance allows Rage and Reckless Abandon to be used selectively while attacking and then shut down, the 1 round of fatigue ending as the next turn begins.

Ki Pool allows for Shadow Clone (Mirror Image) to be cast once per day per point of wisdom modifier.


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I'd go straight Slayer these days tbh...


The OP also needs to realize that the rogue(not without some multiclassing) is not going to do fighter damage unless he uses the "Sap Build", and even then the damage is nonlethal.

Maybe there are some 3pp options, but I dont have that many 3pp products. Also if the goal was to convince the community of anything adding 3pp will not be a positive. If the goal is to give a player in his group a build then letting us know what he has access to should be done.

PS: I also noticed he has not returned so I guess this experiment is over.

Sovereign Court

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I've had a strength-based rogue turning in my head for a few weeks. Decided to really look at what strength can bring to a character. Turns out the answer is "Break Stuff."

Thunder, the Brute:

Thunder, the Brute
Human Rogue(bandit/thug)
Traits: Unnatural Presence, Auspicious Tattoo

Human: Quick Draw
Level 1: Power Attack
Rogue 2: Combat Trick: Always Threatening
Level 3: Improved Sunder
Rogue 4: Weapon Training (Brass Knuckles)
Level 5: Shrapnel Strike
Rogue 6: Underhanded
Level 7: Stunning Irruption
Rogue 8: Strong Impression
Level 9: Dazzling Display
Rogue 10: Feat: Dastardly Finish
Level 11: Gory Finish
Rogue 12: Skill Mastery
Level 13: Shatter Defenses

Thunder's designed to burst into the room, soften the encounter up a bit, then maintain damage with Shatter Defenses.


My most effective rogue build only comes about level 10/11

I have a level 7 build but it needs a lot of combat positioning, a gun and high movement. I haven't figured out a way to give him good movement yet sadly.

Another build recently has to be a face with a consistent way of stealthing/hiding but does pretty decent albeit limited SA damage.

Frankly the best rogue would still be the TWF knife master especially with a good flank partner and butterfly sting.

Or a goblin rogue. Have you seen a goblin rogue? No? Thats how you know they are scary.


This isn't anything special, but here's an idea this inspired. And it's different!:

The Man Bat aka Getti 'Knowsit' Gelti

Spoiler:
Grenadier Alchemist 2/Underground Chemist Thug Rogue X
Bloodmarked Skinchanger (Werebat-kin): 8STR, 16(18)DEX, 12CON, 16INT, 10WIS, 13CHA
Traits: Precision Hearing & Blade of Mercy

1 GA 1 - Bombs 1d6, Mutagen - F: Aspect of the Beast (Claws)

2 UCTh Rogue 1 - 1d6 SA - Frightening

3 UCTh Rogue 2 - Combat Trick: Weapon Finesse. F: Enforcer. Agile AMoF acquired. Chemical Weapons.

4 GA 2 - Alchemical Weapon, Discovery: Smoke Bomb, Bonus: Precise Bombs

5 UCTh Rogue 3(The rest of the way). SA 2d6; F: Bat Shape. Brutal Beating

6 UCTh Rogue 4 - Precise Splash Weapon (sneak attack on bombs)

Primary Equipment: Agile AMoF (Upgrade to Cruel; Menacing). Hybridization Funnel. Anything else he wants, but probably Shadow pins (Face - Medium +5 to intimidate)

For the first few levels the Manbat is suboptimal, however he can rely on his bombs and str mutagen w/ his three natural attacks to be effective. He hordes every coin that comes his way, and at third level it comes together w/ agile AMoF & enforcer. With blade of mercy he can deal nonlethal damage w/ slashing attacks (claw claw bite) and deals +1 damage when doing so. He now gets 3 attacks/round - none of them are great but they do ~+7/1d6+7 plus SA plus enforcer - with Thug enforcer can instantly create frightened enemies on every attack. At 5th level he can shapechange into a diminutive bat, no duration 3+1/2 level times a day.

With Precision hearing, on a DC+10 perception check he can pinpoint targets he can't see - with smoke bombs and obcsuring mist SLA, he can give himself total concealment (allies? What?). Notable, the "sound of battle" is a -10 DC. At 6th level he can deal sneak attack with splash weapons, meaning his bombs become almost equivalent to full progression alchemist through total concealment. Or he can shapechange into a +16 stealth bat and drop normal alchemist's fire/tangleburn bags (that he makes in his spare time). He can also hybridization funnel tangleburn/fire/acid and apply them to his natural attacks.

As he levels he will probably take dirty trick sneak attacks and/or sneaky maneuvers. At 12th level something magical happens: Underground Chemist allows him to take alchemist discovers in place of rogue talents, AND count his rogue levels as alchemist levels for the prereqs and EFFECTS of his discoveries. RAW this should mean that he can now take greater mutagen (and his mutagen becomes 2hr/drink), imp. bombs, etc.

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