Redwald
|
Not surprised by the number of Scout and Enforcer builds.
The bomber build looks interesting but no I don't believe the splash damage gets sneak attack. I also question whether or not it can be applied to bombs at all.
Has anyone managed a decent ranged build?
http://www.d20pfsrd.com/feats/combat-feats/warning-shot-combat
Human Rogue (Swashbuckler, Thug)
14/16/14/10/10/14 (with gear, at level 12: 14/24/14/10/12/16)
1: Point-Blank Shot
1b: Precise Shot
2t: Weapon Focus
3: Warning Shot
4t: Surprise Attack
5: Dazzling Display
6t: Combat Trick : Rapid shot
7: -
8t: Combat Trick (Swashbuckler): Shatter Defenses
9: -
10t -
11 -
12t -
Sneaky +3 Composite Longbow (+2 Str)
Another Intimidate build. 3 spare feats and 2 talents. First round you use Dazzling Display. Next rounds you just Full attack everybody/everything. Warning shot is not needed unless you still want to full attack this round. With haste it could be potentially devastating.
9/3 (bab) + 7 (dex) + 3 (enhancements) + 1 (Point blank shot) + 1 (haste) - 2 (rapid shot) = +19/+19/+19/+14 (3 possibility of sneak attacks w/ warning shot.)
1d10 + 2 (str) + 3 (enhancements) + 1 (Point blank shot) = 1d10+6+6d6 each times.
A TWF thrown weapon build could be viable too I guess, but I know nothing about these kind of builds.
| Secret Wizard |
The best Ranged Rogue I've built was a Firearms based one exploiting Gun Twirling.
I started level 8 though.
Swashbuckler archetype
Human
S10 D16+2 C14 I8 W15 CH10
LV1. Precise Shot, Point Blank Shot
LV2. Firearm Training
LV3. Gunsmithing
LV4. Weapon Training
LV5. Quick Draw
LV6. Grit (Gun Twirling), Combat Trick (Dazzling Display)
LV7. Rapid Reload
LV8. Combat Trick (Two-Weapon Fighting)
LV9. Improved Two-Weapon Fighting
LV10. Feat (Extra Grit)
LV11. Improved Critical
LV12. Slippery Mind, Hunter's Surprise
Preferably use Pistol Daggers to switch hit better.
| Alex Mack |
The Dirty Tactics toolbox includes a new and super easy method for acquiring a flying familiar for worshipers of calistria.
Assuming it can take the mauler archetype you've got yourself an always on and flying flanky friend for the cost of one feat. Also it grants a +4 bonus to initiative, that ought to be solid...
| Corbynsonn |
| 1 person marked this as a favorite. |
Not surprised by the number of Scout and Enforcer builds.
The bomber build looks interesting but no I don't believe the splash damage gets sneak attack. I also question whether or not it can be applied to bombs at all.
Has anyone managed a decent ranged build?
As to Bombs, I've never seen them referred to as anything other than a Splash weapon so I'd be curious what causes you to question it? Honestly curious, perhaps I've missed something?
As to the Splash Damage w/SA. Well I've always gone on the following lines:
Throw Splash Weapon:
"A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square. Splash weapons cannot deal precision-based damage (such as the damage from the rogue's sneak attack class feature)."
Precise Splash Weapons (Ex):
"At 4th level, an underground chemist can deal sneak attack damage with splash weapons."
But I can see why there may be disagreements.
--------------------------------------------------------------------
In any case, a decent ranged build can be built around sniping now with the Dirty Tactics Toolbox:
I) Expert Sniper (Feat), requires 3 ranks in Stealth and reduces the negative modifier to sniping by 10 so it stacks with Stealthy Sniper (Rogue Advanced Talent), which sets the negative modifier to stealth at -10. It also stacks with Unchained Stealth via Rogues Edge so by level 5 you can happily Snipe every round with no negatives.
II) Master Sniper (Feat), requires 6 ranks in Stealth, Expert Sniper and Rapid Shot, let's you fire two shots at full BaB-2 as a full-round action before stealthing again. Since it's a Combat Feat you could always grab Expert Sniper and Rapid Shot from level 1-5, then at level 6 go for the Combat Trick and so, by level 6, you'll be firing a pair of SA Arrows at full BaB-2 for no penalty.
It's not the end to a build but those two feats, combined with Rogues Edge into Stealth, give you a good basis for a Sniping Ranged UnRogue.
As an aside, Expert Sniper/Rogues Edge (Stealth) with Stealthy Sniper into Master Sniper (Rogue Advanced Talent) will effectively give you a Full-Attack, followed by Stealth, for no penalty at all at level 11 at the earliest.
To that end, here's a small sample build:
Swashbuckler UnRogue 1-6
1: Point Blank Shot, Martial Training: Longbow, Feat
2: RT: Combat Trick (Deadly Aim)
3: Expert Sniper
4: RT: Snipers Eye
5: Rogues Edge (Free), Rapid Shot
6: RT: Combat Trick (Master Sniper)
As you can see, good few free feats and talents for you to mess around with, this is just a half-hours theory crafting.
Edit:/ Just noticed the UnRogue can't grab the Master Sniper Talent, so adjusted the above build to only take advantage of the new Dirty Tactics Feats.
| Cycada |
-snip-
For a build that uses enforcer or cornugon smash, check out "Mask of the Grinning Skull." It's a scaling magic item, so ymmv, but it increases the shaken penalty to -4 when dealing with the intimidating creature (the PC).
Not particularly rogue related, but definitely makes things a little more fun.
| Faelyn |
So the first is for PFS only. The second statement you made; where is that located exactly? I don't have access to my Unchained book right this moment, so if that's in there I would like to find it.
If that restriction is to PFS only, then let's make that clear in our builds here. Just a suggestion.
| shroudb |
So the first is for PFS only. The second statement you made; where is that located exactly? I don't have access to my Unchained book right this moment, so if that's in there I would like to find it.
If that restriction is to PFS only, then let's make that clear in our builds here. Just a suggestion.
there is a sidebar on unchained which basically says:
those: x,y,z, old rogue talents remain unchainged and can be picked up.but x,y,z talents are the hardcover book talents. so a lot of things, that don't exist in the sidebar, and aren't covered in the new talents, simply don't exist for the Urogue.
| TomG |
Some links to make things easier:
* "PFS Additional Resouces" only says the classes are legal, with no further commentary.
* "Unchained FAQ" which is still quite sparse, has nothing to say on the subject.
* The actual Unchained book itself has clarifying language that's pretty unambiguous, so one should have the book handy.
The rogue talents in this chapter include replacements for all of those in the Core Rulebook, along with selected revised rogue talents from other sources. The following rogue talents can be used without modification.
Rogue Talents: Assault leader APG, black market connections UC, canny observer APG, cunning trigger APG, deft palm UC, distracting attack APG*, fast getaway APG, firearm training UC, getaway artist UC, grit UC, iron guts UC, ninja trick UC, positioning attack APG, quick disguise APG, quick trapsmith APG, rope master UC, strong impression APG, strong stroke UC, survivalist APG, swift poison APG, underhanded UC, wall scramble UC.Advanced Rogue Talents: Another day APG, confounding blades UC*, deadly cocktail APG, familiar UC, fast tumble APG, frugal trapsmith APG, getaway master UC, hide in plain sight UC, hunter’s surprise APG, knock-out blow APG, redirect attack APG, rumormonger UC, stealthy sniper APG, unwitting ally UC, weapon snatcher UC.
So, no CRB talents, because they're all restated in Unchained.
| TarkXT |
The vexing dodger archetype is one of the stronger Rogue options.
You forgot to mention stronger "if you're small or smaller".
In fact I want to mess with that one a bit. Reduce Person is soemthing you can get with major magic afterall....
| TomG |
There isn't a "small or smaller" prereq to the archetype (that I saw in the SRD link, anyway), .... I was actually considering combining it with Fox Shape.
Fox Shape can be pretty powerful in its own right. I've seen some characters that "accidentally" took it too early (w/o +3 BAB), and the Dex bonus and size modifiers can start to overpower things at early levels.
| UnArcaneElection |
Bold Strike (Ex)
At 3rd level, when a skulking slayer charges and makes a sneak attack with a two-handed weapon, she rolls d8s instead of d6s for her sneak attack damage.
Dain bramage! How did I miss that after going through the whole thing 2 times? :-P
Havoq wrote:The vexing dodger archetype is one of the stronger Rogue options.You forgot to mention stronger "if you're small or smaller".
In fact I want to mess with that one a bit. Reduce Person is soemthing you can get with major magic afterall....
It's like Mouser Swashbuckler: Technically you don't have to be Small, but a non-Small Swashbuckler isn't going to be much good (until you can get Reduce Person regularly) except in a campaign with a lot of Large opponents (for instance, Giantslayer -- and the Vexing Dodger Rogue archetype came from the Giant Hunter's Handbook, so this makes sense for it too).
| Havoq |
The teeth behind Unchained Rogue is Finesse Training – DEX to damage with finessable weapons. Vexing Dodger synergizes nicely here, mitigating the weapon damage loss due to smaller size. You gain an added benefit of bonuses to AC, stealth and acrobatics. You do lose trapfinding and to trapsense. Vexing Dodger also synergizes with Goblin Foolhardiness, a +1 trait bonus on attack rolls when facing an enemy that’s larger than you are.
These things, in no small way, make unchained Rogue the strongest Vexing Dodger combination.
What I would like to see is, a way for any rogue subtype to effectively deal with: 1) their poor will saves, 2) multiple opponents.
| shroudb |
to add to that:
(having played a goblin vexing dodger) goblins are like MADE for this class:
getting climb speed+racial bonus to climb, means that from the get go, you can climb EVERYTHING without even needing to roll (due to climb speed allowing you to take 10).
from lvl1->11, i never failed a single climb check vs CMD to climb. No monster cmd can keep up with how great your bonus to climb is.
that being said, vexing dodger could go with a little bit of clarifications:
a)when you climb on top of a creature, do you actually move to it's square? (it isnt mentioned anywhere)
b)what happens when the creature moves?
c)can a creature just grab you and fling you away? (somethign like cmb vs your climb or cmd perhaps?)
etc
| TarkXT |
I'm finding it interesting that Dex rogues could prove to be far stronger than Str rogues in terms of combat if purely for no other reason that they still benefit from 1.5 strength.
In contrast though it does mean if you want to go small or smaller that a lot of the advantage from having a larger threatened area essentially disintegrates in favor of bigger numbers.
| shroudb |
I'm finding it interesting that Dex rogues could prove to be far stronger than Str rogues in terms of combat if purely for no other reason that they still benefit from 1.5 strength.
In contrast though it does mean if you want to go small or smaller that a lot of the advantage from having a larger threatened area essentially disintegrates in favor of bigger numbers.
i'm in the process of amking a reach rogue right now.
the whole premise is build around kitsune vengeance, a feat from the dirty tricks handbook, which you could (as a straight rogue) have online easily by lvl 8 and basically it allows you to switch EVERY SINGLE AOO TO 2 DIRTY TRICKS.
the posibilities are great. i mean blinding a foe as he charges you (and even force him that way to roll for acrobatics or fall prone) and entagling him as well (so he may not even reach you if you have big reach) and other stuff like that.
And even then, if they take a full round action, like charge, and you blind/etc them, then it means they don't even get the opportunity to remove it, and thus your attacks are sneak attacks on your round.
| bfobar |
What is bothering me about these builds is that they're making rogues that dps, but they still seem to have the fragility of the old rogue. Anybody got any ideas for better defense? I feel like the finesse training, debilitating injury, and the slow reactions talent abilities make for a viable TWF damage and debuff offense by level 4 if you have somebody that will reliably help you flank.
How are we going to stay alive? I may post a build later.
| hiiamtom |
OK, so here's a slapped together Halfling build for damage and good saves:
Race: Halfling
Alternate traits: Adaptable Luck
Traits: Lessons of Chaldira, Fate's Favored
Feats:
1 - Fortunate One (4/day great save boost)
3 - EWP Eleven Curved Blade (or Additional Traits for proficiency and something else)
5 - Power Attack
7 - Risky Striker
9 - empty
11 - Adaptive Fortune (5/day amazing save boost)
Required Talents: None
Required Archetypes: None, but we all know the good ones. Scout lets you charge into combat with your crazy AC as a tiny terror. Ninja would be amazing if your GM lets you use Unchained with Ninja (they should).
Multiclass: Anything fun that gives 4 more BAB for 16 at 20 is my usual with combat focused rogues. Prestige can be a fun target if the entry requirements are low, something like Chavelier gives some good stuff for cheap. Maybe boost CHA and dip paladin instead. Maybe just fighter for obvious reasons (Weapon Master allows gloves of dueling which is pretty nice). Actually, with weapon master this class becomes a massive threat with +3 to attack and damage with their blade and Divine Favor to boost that further... I would play this as a DEX based warrior.
1 - Fortunate One
3 - EWP Eleven Curved Blade (or Additional Traits for proficiency and something else)
4 - Power Attack
5 - Risky Striker, empty
7 - combat feat, empty
9 - empty
11 - Adaptive Fortune
This means you can pick up some ranged ability or may maneuvers depending on archetype. I would probably use this to pick up some more rogue talents or some other flavorful choices since it doesn't hurt me. At 7 I can pick up gloves of dueling and that combined with being ahead on BAB means I hit pretty hard.
This allows for fewer hits, but you hit harder than a typical rogue. It also gets dramatically more powerful with mythic where you pick up Titan's Bane and basically spend your like occupying the space of your enemies. All in all, it's my preferred direction so I have as much room as possible for anything else but my basic combat style. With UMD this is also pretty self sufficient, and Rogue's Edge is the most cost effective healing outside soothing performance.
| Secret Wizard |
What is bothering me about these builds is that they're making rogues that dps, but they still seem to have the fragility of the old rogue. Anybody got any ideas for better defense? I feel like the finesse training, debilitating injury, and the slow reactions talent abilities make for a viable TWF damage and debuff offense by level 4 if you have somebody that will reliably help you flank.
How are we going to stay alive? I may post a build later.
With Debilitating Injury and Slow Reactions, of course. Also, Twist Away and good investments in CON/WIS.
Imbicatus
|
bfobar wrote:With Debilitating Injury and Slow Reactions, of course. Also, Twist Away and good investments in CON/WIS.What is bothering me about these builds is that they're making rogues that dps, but they still seem to have the fragility of the old rogue. Anybody got any ideas for better defense? I feel like the finesse training, debilitating injury, and the slow reactions talent abilities make for a viable TWF damage and debuff offense by level 4 if you have somebody that will reliably help you flank.
How are we going to stay alive? I may post a build later.
Escapologist is a great way of breaking out of conditions imposed by a poor will save.
| Xethik |
PSA: The Sneaking Critical Feat is mandatory for high level Rogues
That is the feat that adds a number of Sneak Attack dice to a crit equal to the weapon's crit mod? So a x2 crit weapon adds 2d6 Sneak Attack dice on a critical hit?
On average, that would be adding 7 damage to a critical attack (assuming that the attack is also a Sneak Attack). Knife Master ups that to 9.
Hm... yeah that seems pretty good overall.
hiiamtom, unless the rule changed, you cant use power attack with finesse training. I think you want piranha strike.
The only downside of Power Attack is the Strength 13 requirement. I don't think anything prevents use of it with light or finessable weapons (in 3.5 I think you could not use it with light weapons).
Imbicatus
|
hiiamtom, unless the rule changed, you cant use power attack with finesse training. I think you want piranha strike.
You absolutely can use power attack with weapon finesse. Piranha Strike simply allows you to bypass the need for 13 Str in exchange for being limited to light weapons only.
| hiiamtom |
You absolutely can use power attack with weapon finesse. Piranha Strike simply allows you to bypass the need for 13 Str in exchange for being limited to light weapons only.
And thus, not getting 1.5 DEX + 3/PA increase + 3/Risky Striker increase.
The 13 STR is mandatory, so for a halfling it would be something like: 13 STR, 18 DEX, 14 CON, and 10 mental scores.
| shroudb |
Imbicatus wrote:You absolutely can use power attack with weapon finesse. Piranha Strike simply allows you to bypass the need for 13 Str in exchange for being limited to light weapons only.And thus, not getting 1.5 DEX + 3/PA increase + 3/Risky Striker increase.
The 13 STR is mandatory, so for a halfling it would be something like: 13 STR, 18 DEX, 14 CON, and 10 mental scores.
risky striker is a flat -1/+2
it isn't increased for two-handed, and isn't decreased for offhands| TarkXT |
Secret Wizard wrote:Your CMB is gonna blow though.actually the cmb will be up the roof (surprise maneuvers, elven branch spear, imp dirty, ioun stone, flanking bonuses, etc)
i still have 1-2 kinks to work over, but in most part, it should be solid.
once i'm done, i'll post that over
Do you have a means to add Dex to your CMB instead of Str?
| shroudb |
shroudb wrote:Do you have a means to add Dex to your CMB instead of Str?Secret Wizard wrote:Your CMB is gonna blow though.actually the cmb will be up the roof (surprise maneuvers, elven branch spear, imp dirty, ioun stone, flanking bonuses, etc)
i still have 1-2 kinks to work over, but in most part, it should be solid.
once i'm done, i'll post that over
the actual dirty trick is procced by the attack, so it is delivered by the weapon, and as such, it uses the finesse dex instead of str (as per the faq)
| Secret Wizard |
Secret Wizard wrote:PSA: The Sneaking Critical Feat is mandatory for high level RoguesThat is the feat that adds a number of Sneak Attack dice to a crit equal to the weapon's crit mod? So a x2 crit weapon adds 2d6 Sneak Attack dice on a critical hit?
On average, that would be adding 7 damage to a critical attack (assuming that the attack is also a Sneak Attack). Knife Master ups that to 9.
Is that it? I misread it then. I thought it allowed you to crit your sneak.
| Xethik |
Xethik wrote:Is that it? I misread it then. I thought it allowed you to crit your sneak.Secret Wizard wrote:PSA: The Sneaking Critical Feat is mandatory for high level RoguesThat is the feat that adds a number of Sneak Attack dice to a crit equal to the weapon's crit mod? So a x2 crit weapon adds 2d6 Sneak Attack dice on a critical hit?
On average, that would be adding 7 damage to a critical attack (assuming that the attack is also a Sneak Attack). Knife Master ups that to 9.
As in multiply your Sneak Attack dice by the crit multi? I don't think it was that good. I could be wrong.
| shroudb |
so, guys, i'm kinda stumped on this build(s)
help me optimize them!
the "chasis" is something like:
half elf (elven branch spear=martial, +2will, etc)
traits:bred for war, open
fcb: human
build 1) (lore warden2, swashbuckler rogue 6)
f1)combat reflex, finesse (retrained @ lvl3)
f2)combat expertise, imp dirty trick
r1/f2)(finesse->accomplished sneak attacker), finesse, imp feint
r2/f2)ninja trick->kitsune style
r3/f2)surpise maneuvers
r4/f2)open talent (wf: elven branch spear?)
r5/f2)kitsune tricks
r6/f2)combat trick: greater feint, combat trick: kitsune vengeance
basically: move action feint, standard action attack
attack: 6bab+1wf+6dex+1spear: +14 1d8+10+4d6 (opponent -4ac for 1 round)
5ft step back
when opponent moves:
aoo:
6bab+1wf+6dex+1spear+1bred for war+2imp dirty+2elven branch spear+4surpise maneuver+2gauntlets+2ioun stone: +27 cmb dirty trick for 2 conditions
build 2) (vexing daredevil mesmerist 3, swashbuckler rogue 6)
r1)finesse, reflexes
r2)combat trick: dirty fighting
r3)imp dirty
r4)kitsune style
r5)surpise maneuvers
m1/r5)-
m2/r5)kitsune tricks
m3/r5)imp feint
m3/r6)combat trick: kitsune vengeance, greater feint, open talent (wf: elven branch spear?)
Will saves will be much, MUCH better, the attack bonuses should be about the same, the cmb will probably be 1 lower due to having 1 less sneak attack die but 1 higher when you actually flank due to dirty fighting, the damage about the same due to stare, more or less, combat should be about the same, maybe a bit lower damage but a lot higher will should even out stuff.
the mesmer completes his build 1 lvl later
he gains a few neat tricks though:
swift action -2 to opponent's will save (meh for you, but it may be useful for your casters)
trciks:
with a starting cha of 14 (doable easy for 20pb, can even go to 16 if you dump int to 8) you should have a flank buddy on command 3times/day. This will also give you an additional +4 bonus to your CMB courtesy of dirty fighting
The main thing though, is the dazzling feint: outmaneuver you gain at lvl3.
Basically, you feint, standard action attack, free action move 15-30ft away
other awesome tricks include reflexion of weakness (negate 2 points of ability damage/drain), compel alacrity (even more free movement to position yourself, maybe for flank without losing either your move or your standard, and still being able to again, free action move 15ft away with outmaneuver), misdirection (free action feint)
and you still have a few spells for utility (burst of X can be awesome for those tough skill checks, heigtened awareness, a slew of divinations, etc stuff)
edit:
for both builds, prior to greater feint, if you want to sneak attack on the AoO, you can always first attack, and then move action feint, since feint lasts "till your next attack but before your turns comes up again"
| TarkXT |
I don't see the point of going rogue with either of those builds. Whatever bonus you are getting through Surprise Maneuvers will only compensate your lower BAB in comparison to a full BAB class. I'd much rather do that build with an Untamed Barbarian who also has access to Savage Dirty Trick.
Hmm
You'd actually exceed the BAB on some levels.
Like Level 5 when you are likely to get it.
BAB for martial would be 5.
Bab for Rogue would be 3. But you add +3 from surprise maneuver. So a 6.
In the end surprise maneuver nets you a +10 bonus by itself exceeding the full BAB by 5.
| shroudb |
I don't see the point of going rogue with either of those builds. Whatever bonus you are getting through Surprise Maneuvers will only compensate your lower BAB in comparison to a full BAB class. I'd much rather do that build with an Untamed Barbarian who also has access to Savage Dirty Trick.
there are a couple of reasons for rogue:
a)free finesse, and the only one who actually does 1.5x dex damage with the spear
b)you can always simply sneak attack if you don't want to dirty trick, your damage isn't that much lower compared to a standard two-handed urogue
c)skills.
d)trapfinding. Even though you lose trapfinding, with skill unlock-disable, you gain most of it back at character lvl10
e)debilitating strike. Giving -4 ac to your opponent, translates to a -4 cmd. add surprise maneuvers, and suddenly you have a +8 cmb differance compared to a non-rogue doing maneuvers.
f)you are debuffing people, and denying them the opportunity to do stuff through debilitating+dirty tricks. a barbarian is better suited to actually do damage to those enabled targets.
Secret Wizard wrote:I don't see the point of going rogue with either of those builds. Whatever bonus you are getting through Surprise Maneuvers will only compensate your lower BAB in comparison to a full BAB class. I'd much rather do that build with an Untamed Barbarian who also has access to Savage Dirty Trick.Hmm
You'd actually exceed the BAB on some levels.
Like Level 5 when you are likely to get it.
BAB for martial would be 5.
Bab for Rogue would be 3. But you add +3 from surprise maneuver. So a 6.
In the end surprise maneuver nets you a +10 bonus by itself exceeding the full BAB by 5.
again:
vs debilitated targets, raise the cmb by another 4, and you should be quite on top| Secret Wizard |
1. Neither of you factored in Rage, you made all your calculations as though the full BAB class had no features. You also have several Rage Powers that can boost that further. Plus, there's the Untamed Rager feature that boosts CMB further.
2. For some reason you are assuming Surprise Maneuvers is always on.
3. Finesse is neat when you are stuck with light armor and have meh HP. If you are not, there's really no point to it.
4. 1.5x DEX-to-damage is ultra awesome and the one thing that makes Finesse worth it for Rogues. It still doesn't compensate for the fact that Power Attack is needed to have respectable output.
5. Skills and Trapfinding is a good excuse. But I still believe you are losing out on CMB, damage, HP and accuracy for that.
6. -4 AC does not translate to -4 CMD. Where is the basis for this claim??
7. Untamed Rager can both disable and deal good damage.
| TarkXT |
1. Neither of you factored in Rage, you made all your calculations as though the full BAB class had no features. You also have several Rage Powers that can boost that further. Plus, there's the Untamed Rager feature that boosts CMB further.
2. For some reason you are assuming Surprise Maneuvers is always on.
3. Finesse is neat when you are stuck with light armor and have meh HP. If you are not, there's really no point to it.
4. 1.5x DEX-to-damage is ultra awesome and the one thing that makes Finesse worth it for Rogues. It still doesn't compensate for the fact that Power Attack is needed to have respectable output.
5. Skills and Trapfinding is a good excuse. But I still believe you are losing out on CMB, damage, HP and accuracy for that.
7. Untamed Rager can both disable and deal good damage.
Thank goodness we're not competing with Barbarians. That's not the point.
If someone is playing a Barbarian in the group for that than we have no good reason to use this tactic regardless of class choice.
Also, I wasn't arguing that they would be better than a FULL bab class at it, merely refuting the assertion you only make up for your lower BAB. Clearly, that's not entirely true.
But more relevant.
6. -4 AC does not translate to -4 CMD. Where is the basis for this claim??