| nubtastic |
for the last several games i have been playing wizards clerics and oracles so im a little out of the martial game so i was hoping for some advice to make a character for skulls and shackles i decided on a cafolk unchained rouge and i was hoping for any advice when making and playing this guy. the only thing i know that i want is to use the claws for my primary form of fighting. other than that im open to suggestion. also i was thinking maybe going with the ranger archtype the freebooter what do you guys think?
| lemeres |
Remember- catfolk have a unique item, the claw blades, that makes your claws into light slashing weapons. This means you can get iteratives, and even enhance your attacks instead of going for an AoMF. And they go to a large amount of effort to keep them labeled as 'claws'...which is likely an indication they still work with claw pounce.
So making a TWF build with that will eventually outshine using just 2 claws.
If you go for claw pounce, then I would go for something full BAB (gets access 4 levels earlier). are you sure you don't want a slayer? You are saying 'I want something rogue-sih' and 'I might want full BAB'- slayer is the class to do that.
| Secret Wizard |
All good options. Rogue is pretty good since skills come in pretty handy. Ranger is great too but considering you want to use natural weapons, the Shapeshifter archetype might be better.
Whatever you do, keep at least 10STR so you have better climb and swim checks and so your CMD doesn't suffer.
Now I think about it, you actually need 13 strength for power attack to qualify for Claw Pounce, so you'll want strength even as an UnRogue.
Whatever you do, pump Fortitude. Great fortitude is your first feat this campaign.
Fruian Thistlefoot
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That's a good slayer set up for this campaign.
Unchained Rogues have several advantages over a slayer by the way.
Only in the amount of skills it has. In combat the Slayer blows the rogue out the water.
I recommend Slayer TWF with Catfolk Pounce Like Lemeres mentioned. You will enjoy the full BaB and all the bonuses to skills from studied target...you also will not be completely reliant on Precision damage. A few less skills but you can deal with that.
| Secret Wizard |
DO note that debilitating injury ends up putting your accuracy at 15+8 at 20th, while a slayer has 20+5, so the gulf isn't that big.
Similarly, a between debilitating injury and dexterity focus, AC on the rogue should be better (unless It's a shield bash slayer). Improved evasion and less MADness also ensure the rogue has more effective hitpoints, in spite of the slayers larger hit dice.
Of course, the slayer is also better in other fronts and doesn't rely on sneak attacks.
But that doesn't matter in this campaign. There's no elemental or ooze enemies. Combined with the fact the rogue sneak attack can be dealt even against concealed damage (I'm not sure you noticed it has baseline Shadow strike), there's enough ups on the UnRogue to make it more than competitive.
Fruian Thistlefoot
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Similarly, a between debilitating injury and dexterity focus, AC on the rogue should be better (unless It's a shield bash slayer). Improved evasion and less MADness also ensure the rogue has more effective hitpoints, in spite of the slayers larger hit dice.
Both Slayer and Rogue should sport a 14 con. The Slayer will have more HD. As far as MADness They are on the same level since both classes could go Int:10, Wis: 12, Cha: 7-10
As far as the comparison of Debilitating Injury Versus Studied combat let me remind you: You have to hit the first attack to get the +8 from Dibilitating injury verses the Studied combat working on the first swing. Accuracy determines the amount of damage you inflict. So first swing is 15 verses 25. Slayer has a +10 difference. Now lets not forget the rogue has to get SA damage so the Target needs to be flanked or caught FF. (there are ways to do so) But if neither are met then the Str based Slayer without SA makes the rogue look really bad.
Lets not forget Base saves. A Rogue could take Twist away but a Slayer doesn't need to. So a rogue is paying feat taxes to match the slayer.
But the campaign doesn't go to 20 and even without elementals or oozes I recommend the slayer.
| Tabletop Giant |
My wife plays a catfolk rogue in a Reign of Winter campaign and she tears things up. We're currently level 13 - pretty far into it.
She opted not to use the claw blades as they turn her claws into actual weapons instead of natural weapons. The AofMF works fine - she added a +1 as well as the 'Agile' property, which allows her to do dex-to-damage instead of strength.
You can buy certain magic items to make up for the lack of iterative attacks in higher levels. Pick up a Ring of Rat Fangs for 5k to get a bite attack - now you have three attacks. While my wife went with a Jingasa of the Fortunate Soldier, you can also pick up a Helm of the Mammoth Lord for a fourth attack.
Pick up the rogue talent 'Vicious Claws' which is catfolk specific for d8's instead of d6's for claw sneak attacks.
Pick up the rogue talent 'Opportunist' to get a free AoO if you have another frequent melee'r in the group - and you should, since flanking is so important.
Another neat item for catfolk rogues - Longarm Bracers. Extends reach by 5' three times a day, but attacks incur a -4 penalty - *unless the attack is a natural attack*. Since that is what we are using, there is no penalty at all. This also 'stacks' with lunge - so you can get an incredible 15' reach at a mere -2 penalty to hit.