What do you think about this unchained rogue / bounty hunter slayer Build?


Advice


Race: human

Class: slayer bounty hunter 9 / unchained rogue 3 (start from 12)

Stats: 10 18(+2) 16 14 12 10

Feats (i need help here):

1lv (extra human): combat expertise

1lv: improved initiative

3lv: slayer’s feint

4lv (slayer talent): ranger style=>TWF

5lv: 2 weapon feint

6lv (extra slayer talent): ranger style=>improved TWF

7lv: improved 2 weapon feint

8lv (slayer talent): combat trick=>shadow strike

9lv: improved dirty trick

10lv (rogue free): weapon finesse

11lv (rogue talent): combat trick=>agile maneuvers

11lv: greater dirty trick

12lv (rogue free): finesse training

(Next level continue with slayer)

We have a wizard, ranger, alchimist and magus, so 3 of them are ranged character, with this Build I can make sneak attack (and dirty trick) even if i’m alone and cannot flanking and even the enemy has uncanny dodge.

Sorry for bad english XD


Seems fine to me. I'm not sure which feats would complement it offhand, though. I love the Unchained Rogue and Slayer Bounty Hunter archetype, though. I'm going to roll one of those up as an adversary for my current campaign.


You won't need the Shadow Strike feat, since Unchained Rogue already allows you to make sneak attacks against concealed targets.

Use that feat to take Iron Will, Accomplished Sneak Attacker, or Dirty Trick Master.


Wonderstell wrote:

You won't need the Shadow Strike feat, since Unchained Rogue already allows you to make sneak attacks against concealed targets.

Use that feat to take Iron Will, Accomplished Sneak Attacker, or Dirty Trick Master.

Thank you very much!


Washitake wrote:

Race: human

Class: slayer bounty hunter 9 / unchained rogue 3 (start from 12)

Stats: 10 18(+2) 16 14 12 10

Feats (i need help here):

1lv (extra human): combat expertise

1lv: improved initiative

3lv: slayer’s feint

4lv (slayer talent): ranger style=>TWF

5lv: 2 weapon feint

6lv (extra slayer talent): ranger style=>improved TWF

7lv: improved 2 weapon feint

8lv (slayer talent): combat trick=>shadow strike

9lv: improved dirty trick

10lv (rogue free): weapon finesse

11lv (rogue talent): combat trick=>agile maneuvers

11lv: greater dirty trick

12lv (rogue free): finesse training

(Next level continue with slayer)

We have a wizard, ranger, alchimist and magus, so 3 of them are ranged character, with this Build I can make sneak attack (and dirty trick) even if i’m alone and cannot flanking and even the enemy has uncanny dodge.

Sorry for bad english XD

Don't take Combat Expertise, instead, take Dirty Fighting. It satisfies your prerequisites for Feinting and Dirty Fighting gives you an additional +4 to your Dirty Trick maneuvers while Flanking.

You don't need Improved Initiative because you're going Dex anyway. Unless you're truly married to having crazy initiative, you can take something else because TWF, Dirty Trick and Feint are all feat intensive.

You're missing your lvl 2 slayer talent. Pick up Weapon Focus here. And when you turn lvl 13, go lvl 10 slayer and get Twist the Knife. It increases your crit modifier by x1, so if you have an 18-20/x2 weapon, it becomes 18-20/x3. You don't need Shadow Strike at lvl 8 either, instead, I'd recommend Improved Critical. Get some Kukris and go crit-fishing. You'll be 15-20/x3 with around 5 attacks per round, so on average you should be getting ~1.6 crits per round.

Also, forget about two-weapon feint, use Quick Dirty Trick instead in place of an attack (kick him in the unmentionables and Sicken him, and next round if you have Dirty Trick Master, you can kick him again and Nauseate him). Slayers have access to Lightning Feint as an Advanced talent (Use Greater Feint as a Swift Action), which you can get at lvl 12 Slayer. Honestly, if you drop the lvl 3 dip in Unch Rogue, you could start the game with Lightning Feint AND Twist the Knife. You won't have the 1.5x to dmg and 5d6 Sneak Attack, but you can get an Agile enchant on each Kukri and still do 1x Dex dmg and 4d6 Sneak Attack. That's up to you though.

This is how I'd restructure your build without the Rogue Unchained:
Get two +3 Agile Kukris.

1lv (extra human): Weapon Finesse
1lv: Weapon Focus: Kukri
2lv: (slayer talent) RCS: TWF
3lv: Dirty Fighting
4lv (slayer talent): Uncanny Feint (Improved Feint)
5lv: Greater Feint
6lv: Defensive Study (+Studied Target bonus to AC/CMD)
6lv (extra slayer talent): ranger style=>improved TWF
7lv: Improved Dirty Trick
8lv (slayer talent): combat trick=>Improved Critical: Kukri
9lv: Greater Dirty trick
10lv (Slayer Advanced Talent): Twist the Knife
11lv Quick Dirty Trick
12lv (Slayer Advanced Talent): Lightning Feint
12lv (extra slayer talent): Feat: Piranha Strike
13lvl: Dirty Trick Master
14lvl: Feat: Critical Focus
15lvl: Blinding Critical
16lvl: Accomplished Sneak Attacker or Slayer's Feint, if you want?

With this build, get you'll be Feinting as a swift action, critting 30% of the time at 15-20/x3 with 5 attacks per round, and one dirty trick maneuver per round, and whenever you successfully feint, all of those attacks will do 4d6 sneak attack damage (at lvl 12). You're a full BAB class with Studied Target bonus to hit/dmg, and you'll be attacking Flat-Footed AC, you're going to hit hard and hit often, and you can Dirty Trick Debuff your enemies right into oblivion. Basically Sicken them the first round, if they don't take their Standard Action to remove the Sickened condition, next round you Nauseate them, and they can only make Move Actions (no attacks or casting).

You would be brutal.

Edit: Slayer's Feint is pretty good because it scales awesomely with your Dex, but you're only talking about a +4 difference in your bluff check with an 18 Dex and 10 Cha, so it's not absolutely necessary, as you can simply pump Bluff and get some items to help it out. You can still pick up Slayer's Feint later if you're not landing your Bluffs.


Also, get a belt of incredible dexterity +6.

You’ll have 12bab+ 7dex + 3 weapon enchant + 3 Studied Target -4 Piranha Strike -2TWF, so +19 to hit (and you’re attacking Flat-footed AC primarily).

You’ll have 7dex + 8piranha strike +3 weapon enchant +3 Studied Target, so 1d4+21 dmg +4d6 sneak attack. On a critical, that’s 66-75dmg +4d6 sneak attack.

You’ll have 12bab +7dex,+4Imp/Greater Dirty Trick so +23 CMB to Quick Dirty Trick (+4 if you’re flanking). Kicks to the groin are unarmed strikes and therefore light weapons, so your dex applies to your CMB because of weapon finesse. Also, spitting a loogie in someone's eyes to blind (dirty trick) is similar to a ranged touch attack, so dex still applies to the CMB (but that's ultimately up to your GM).

Edit: Also consider getting Step Up & Strike. It's really important to stay on your target if they're moving away from you, because if you have to burn a Move Action, you cannot get a Full Attack.

Your Round should look like this as often as possible: Swift Action: Lightning Feint Bluff Check, Full Attack: Quick Dirty Trick+23/+19/+14/+14/+9/+9, and pray for crits.


Dirty Fighting + Imp/Greater Dirty Trick + Quick Dirty Trick + Dirty Trick Master = Costs you one attack to Blind/Sicken/Deafen/Entangle/Dazzle/Shaken a target for 1d4 +1 rounds for every 5CMB you overcome the CMD, and it costs them a standard action to remove it, and if you are flanking the target, you would have a +8 instead of a +4 to perform the maneuver. And if your enemy does not remove the effect, Dirty Trick Master really starts ramping up the debuff pressure.

Dirty Tricksters are debuff monsters. All of this stuff stacks too. Either your opponent can only use move actions and remove the status effects every round with a standard (therefore they cannot attack you), or they can make their attacks but suffer the stacking debuffs. For 5 feats, it's crazy good.

Blinded

The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone***. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

***Prone

The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.***

Dazzled

The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

Deafened

A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Entangled

The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Shaken

A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Sickened

The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

.

Dirty Trick Master (Combat)

You are adept at stifling your enemies and can expertly make a bad situation even worse.

Prerequisite(s): Greater Dirty Trick, Improved Dirty Trick, base attack bonus +11.

Benefit(s): Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick (whether your own or another creature’s), you can cause the condition to worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the condition (whichever comes first).


One last thing, Slayer's have a garish weakness having Will as a low save and not being a Wisdom class. Use your traits and items to shore this up a bit, and maybe see if your group can place some buffs on you to ward against Mind-affecting effects.

If you get Mind-controlled or Dominated, you'll put your whole group in the hospital.


Ryze Kuja wrote:

One last thing, Slayer's have a garish weakness having Will as a low save and not being a Wisdom class. Use your traits and items to shore this up a bit, and maybe see if your group can place some buffs on you to ward against Mind-affecting effects.

If you get Mind-controlled or Dominated, you'll put your whole group in the hospital.

WOW! Very exhaustive! Thank you very much!

Grand Lodge

Canny Feint, Defensive Study, Twist the Knife and Lightning Feint are 3rd party feats so you really should check with your GM first.


oh no, we can't use 3rd party feats :( and with bounty hunter archetype i lose 2-6-10 slayer feats...

Grand Lodge

Perhaps only 2 levels Bounty Hunter Slayer and 7 levels of sanctified slayer inqusitor. You should be able to convince your GM to let their class abilities stack.
Plus 3 levels unchained rogue for dex to dm.
Level
1 BH Slayer
2 Un.Rogue
3 Un.Rogue
4 Un.Rogue
5 BH Slayer
6 SS Inqusitor
7 SS Inqusitor
8 SS Inqusitor
9 SS Inqusitor
10 SS Inqusitor
11 SS Inqusitor
12 SS Inqusitor

BAB +9/+3


Level 12, but multiclassing 3 different classes is a good idea? Inquisitor don’t have full BAB


1lv (extra human): dirty fighting

1lv: improved initiative

3lv: improved dirty trick

4lv (slayer talent): ranger style=>TWF

5lv: agile manuvers

6lv (extra slayer talent): ranger style=>improved TWF

7lv: greater dirty trick

8lv (slayer talent): weapon focus

9lv: step up

10lv (rogue free): weapon finesse

11lv (rogue talent): combat trick=>following step

11lv: quick dirty trick

12lv (rogue free): finesse training

What do you think? Full attack: quick dirty trick (blinded)=> 4 attack (make sneak attack or dirty trick). If make a 5foot step i use following step, otherwise AoO

Grand Lodge

Take Underhanded Trick in place of Improved Dirty Trick. It counts as all prereqs for greater dirty trick and make you blindness stick for a round.

Much broader changes feel free to ignore.

Personally I would skip the rouge stuff, go strength, grab Shadow Duplicate with the saved feat. Now you BAB is higher, your study is higher and you qualify for advanced talents.

A great choices for advanced talent is opportunist that's basically an extra attack a round.


Grandlounge wrote:

Take Underhanded Trick in place of Improved Dirty Trick. It counts as all prereqs for greater dirty trick and make you blindness stick for a round.

Much broader changes feel free to ignore.

Personally I would skip the rouge stuff, go strength, grab Shadow Duplicate with the saved feat. Now you BAB is higher, your study is higher and you qualify for advanced talents.

A great choices for advanced talent is opportunist that's basically an extra attack a round.

Wow this feat is very useful! Thank you but i prefer DEX-based Build

Grand Lodge

I get that, sometimes it feels right, but I like to know what the trade off is. GL


If enemy move away from me (provoke AoO) and he’s blinded can i make sneak attack? And thanks to bounty slayer’s ability make a dirty trick?


Ok i like this Build, but how can i make SA against opponents with uncanny dodge without having two weapon feint?

Grand Lodge

Washitake wrote:
Ok i like this Build, but how can i make SA against opponents with uncanny dodge without having two weapon feint?

As long as it isn’t Improved Uncanny Dodge;

Feint works fine as stated in the text of Uncanny Dodge.
Dirty Trick - blinded works
Flanking works


*Khan* wrote:


As long as it isn’t Improved Uncanny Dodge;
Feint works fine as stated in the text of Uncanny Dodge.
Dirty Trick - blinded works
Flanking works

Blinded works against uncanny dodge & improved uncanny dodge?


This is my Slayer :) AoE Sneak Attack because of Shatter Defenses and Cleave/Imp Cleaving Finish with a Spring-loaded custom weapon that can attack 5ft or 10ft

15pt buy - lvl 12 Human Slayer
Str 13
Dex 21(+2human, +3level)
Con 12
Int 10
Wis 10
Cha 10

Weapon is:

3dp: weapon finesse
3dp: 19-20 crit
3dp: 2d4 dmg
1dp: reach
2dp: spring loaded

My DM let me start with Exotic weapon proficiency in my designed weapon. I took Focused Study instead of the Bonus Feat (free Skill Focus at 1st, 8th, 16th)

Lvl1 Weapon Finesse, Human Bonus feat: Skill Focus: Stealth
Lvl2 Ranger Combat Style: Cleave
Lvl3 Power Attack
Lvl4 Rogue Talent: Weapon Focus (Flying Spiked Aspergillum)
Lvl5 Cleaving Finish
Lvl6 Ranger Combat Style: Great Cleave & FCB1/6 Defensive Study
Lvl7 Improved Cleaving Finish
Lvl8 Combat Trick: Dazzling Display, Human bonus feat: Skill Focus: Intimidate
Lvl9 Shatter Defenses
Lvl10 Advanced Rogue Feat: Cornugon Smash
Lvl11 Improved Critical
Lvl12 Twist the Knife & FCB1/6 Feat: Furious Focus
Lvl13 Critical Focus
Lvl14 Feat: Combat Reflexes
Lvl15 Blinding Critical
Lvl16 Slayer Advanced Talent: Opportunist, Skill Focus: Perception
Lvl17
Lvl18 Slayer Advanced Talent: Evasion & FCB1/6 Assassinate
Lvl19
Lvl20

Cleave builds are the ghost stories that GM's tell their kids. And I have a swift action spring loaded weapon so I threaten 5-10ft.

Enchants:
Cruel (+1)
Culling (+2)
Agile (+1)

Skills:
Stealth (Max)
Intimidate (Max)

Traits:
Dangerously Curious - for UMD so I can use wands and scrolls
Child of the Moon - +1, +2 or +4 Stealth, depending on the Moon Cycle.

Spells/Items: I got
Enlarge Person
Invisibility
Cat’s Grace

Scenario example: At lvl 12, lets assume I am large from Enlarge Person potion, I threaten 10-15ft, cause 2d6+ xx dmg (large weapon), +2d6dmg (Culling), +Free Intimidate Check +Sicken (If successful Intimidate) for a -4 to Attack/Saves/Skills/Ability Checks and a -2 to Dmg (with Shaken/Sicken combo), and this affects everything I hit. And with Shatter Defenses/Corgunon Smash, I can cause them all to be flat-footed, so I cause Sneak Attack damage to all Flat-footed enemies too, and at lvl 12 Slayer, that’s 4d6 Sneak Attack.

And crit range of 17-20/x3.

.

With no items, no buffs from Enlarge, Invisibility or Cat's Grace, or any buffs from my party, this is just stock at lvl 12:

Hit: 12BAB, 5dex, +1 WeapFocus, -0PA, +3 Enchantment = +21 to hit (+3 Studied Target)
Dmg: 2d4 +5Agile +8PA, +4PA (2h), +3 Enchantment = 2d4+20 (+3 Studied Target) +2d6 (Culling) +4d6 (Sneak Attack vs. Flat-footed)
AC: 10 + 5dex + 3 Studded Leather (+3 enchantment) + 1 Buckler (+3 Enchantment) = 25 AC (+3 Studied Target)
Stealth: 5dex + 12SkillRanks + 3ClassSkill + 6SkillFocus + 1to4 ChildOfTheMoon Trait = 27-30 Stealth (+3 Studied Target)
Intimidate: 0Cha + 12SkillRanks + 3ClassSkill + 6SkillFocus = 21 Intimidate (+3 Studied Target)

At any point in time, I can have up to 3 Studied Targets. I can Study Target as a Swift or a Move Action, or I can Study Target as an Immediate Action if I cause Sneak Attack dmg to a target as well.

Grand Lodge

Washitake wrote:
*Khan* wrote:


As long as it isn’t Improved Uncanny Dodge;
Feint works fine as stated in the text of Uncanny Dodge.
Dirty Trick - blinded works
Flanking works
Blinded works against uncanny dodge & improved uncanny dodge?

Blinded creatues lose dex bonus to AC.

Uncanny Dodge lets you keep dex to AC vs. invisibel attackers.
Some GM’s will rule that it is the same. Some will rule that there is a difference between been blinded and therefore inable to see the attacker AND the environment compared to being attacked by an invisibel attacker but being able to see the environment.
Improved uncanny dodge only hinders the flanking option unless the attacker is at least 4 levels higher.

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