Unchained rogue for PFS


Advice

Grand Lodge

So I recently obtained a Vishkanya boon. I've been wanting to make an unchained rogue and this tipped the scales enough that I'm finally making one.

Racials
Dex +2 / Cha +2 / Wis -2
Low-Light
Poison Use
Toxic - swift action to poison weapon (DC = 10 + [con mod] + 1/2 HD)
Keen Senses: +2 Perception
Limber: +2 Escape Artist* Bluff, +2 Stealth *d20pfsrd and AoN say the bonus to escape artist can be replaced with bluff, it seems odd to me that half of a racial bonus can be replaced but I doubt both sources are wrong. I haven't had a chance where I've remembered to pull out my copy at home and verify.

Ability Scores (including racials)
Str 8
Dex 18 (16 + 2)
Con 14
Int 13
Wis 10 (12 - 2)
Cha 14 (12 + 2)

Feats
1 - Sleep Venom (turns racial poison into a much better poison)
3 - Combat Expertise (Dirty Fighting would be way more awesome instead, but DF doesn't work for Two-Weapon Feint)
5 - Two-Weapon Feint
7 - ?? (retrain to extra rogue talent at 10 for double debilitating strike)
9 - Improved Two-Weapon Fighting
11 - Improved Critical

Rogue Talents
2 - Combat Trick - Two-Weapon Fighting
4 - Lasting Poison (poison lasts for [dex mod] uses instead of just one, decrease DC by 2)
6 - Minor Magic
8 - Major Magic
10 - Dispelling Attack

Unlocks - I'm pretty underwhelmed with the skill unlocks. It looks like at 5 I'll want acrobatics. I'm not sure what to take for the next one. Heal looks like it would've been useful but it takes too long to perform them for it to be useful for PFS.

Only noteworthy gear I can think of is I'll be dual wielding kukris (racial proficiency for Vishkanya) and my first pair of boots will be a pair of daredevil boots for 1400g, probably upgrading to a pair of Boots of Speed some day.

Thoughts?

Scarab Sages

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To replace escape artist with bluff you need inner sea races.
You might want to look at taking Treacherous Toxin to increase the DC of your poison.

Sovereign Court

You aren't going to take the Deadly Courtesan archetype? It's not amazing - but it's flavorful not bad.

Since you're using kukri anyway, you might consider going with the Knife Master archetype too, though you can't do both as they both replace Trap Sense.

It looks pretty solid. My only other option to point out is that a dip into Snakebite Striker isn't bad - and it could save you a few stat points as you would no longer need 13 Int to take Combat Expertise. I wouldn't do said dip if you end up taking the Deadly Courtesan archetype though.

Grand Lodge

Imbicatus wrote:

To replace escape artist with bluff you need inner sea races.

You might want to look at taking Treacherous Toxin to increase the DC of your poison.

Yes, thank you. As I stated I have the book, just haven't thought to open it while I'm at home to verify. I just said it was odd that it's replacing half of a racial trait.

That feat would fit nicely at level 7.

Regarding Deadly Courtesan, I'd rather not lose a rogue talent and being a pseudo-bard just doesn't appeal to me. But basically, I'm just looking for a basic rogue--so even going Knife Master gives up stuff I'd rather just keep.


I'm a big fan of taking Skill Focus: Acrobatics for any type of Rogue character. Just makes it that much more easier tumbling around and through the bad guys.

Not a fan of the Feinting feats. This has more to do with the penalties you'll be facing for a good third to half of your fights when attacking monsters that just don't know what feinting is.

Skill Unlock: I like Escape Artist. Escaping a grapple as a move action at 5 skill ranks, At 10 skill ranks, if you take a full round action you get a +10 on your Escape Artist roll.
There's just way too many things that can mess you up when grappled. As a Rogue, you usually do not have a high CMD, so anything that can help you when in trouble is a big help.

Sovereign Court

Matt2VK wrote:

Not a fan of the Feinting feats. This has more to do with the penalties you'll be facing for a good third to half of your fights when attacking monsters that just don't know what feinting is.

Technically true - but the same foes you take a -8 penalty against tend to have no Sense Motive and mediocre BAB & WIS, so the overall difficulty still isn't very hard. Not with max skill ranks, decent CHA, and a +2 racial. (as in the above build) Might be worth getting other bonuses to make it nearly a gimme, but not that hard without.


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I haven't compared dirty tricks to feinting but if you have Blood of Shadows you might look into Underhanded Trick. It gives Improved Dirty Trick, qualifies you for Greater Dirty Trick @ 6th (still have to pick it) and your blind can't be removed the 1st round.

Grand Lodge

Perception as a Skill Unlock isn't a bad choice. Reduces the range penalty by half, so 1/20' instead of 10', and makes it easier to wake up from sleeping, if you run into an overnight adventure.

As a sneak add-on, I like Slow Reactions, since an enemy that cannot take AoOs is easier to gain positional advantage (AKA flanking) on, or prevent from running away.


Zabraxis wrote:

I haven't compared dirty tricks to feinting but if you have Blood of Shadows you might look into Underhanded Trick. It gives Improved Dirty Trick, qualifies you for Greater Dirty Trick @ 6th (still have to pick it) and your blind can't be removed the 1st round.

Yeah it's pretty awesome especially when combined with Blade and Tankard Style. I recently posted a build in a thread on the topic.

The big difference between dirty trick and Feint as SA enablers is that it's a lot easier to get Bluff to work consistently compared to a combat maneuver on a Rogue.


Alex Mack wrote:
The big difference between dirty trick and Feint as SA enablers is that it's a lot easier to get Bluff to work consistently compared to a combat maneuver on a Rogue.

That's kinda what I was thinking but I was looking at Underhanded Trick for a Slayer instead of Besmara's Faithful ranger style. I didn't have much for comparison on the Bluff side of things.

Grand Lodge

Alex Mack wrote:
Zabraxis wrote:

I haven't compared dirty tricks to feinting but if you have Blood of Shadows you might look into Underhanded Trick. It gives Improved Dirty Trick, qualifies you for Greater Dirty Trick @ 6th (still have to pick it) and your blind can't be removed the 1st round.

Yeah it's pretty awesome especially when combined with Blade and Tankard Style. I recently posted a build in a thread on the topic.

The big difference between dirty trick and Feint as SA enablers is that it's a lot easier to get Bluff to work consistently compared to a combat maneuver on a Rogue.

I would love for Dirty Trick to work as it's probably my favorite Combat Maneuver. But getting combat maneuvers to work on a non-str 3/4 bab class is just too costly.

Hmm... Another option is to take 4 lvls of u-rogue, (high enough to get dex to damage, a couple of sneak attack dice, a couple of rogue talents, uncanny dodge, and most importantly debilitating injury), then take fighter for the rest.

This would give me a higher bab, more hit points, and four more feats. I could use one of those feats for that feat that gives an extra sneak attack die, and another for the Advanced Weapon training feat, and then a couple of teamwork feats. I'd lose out on minor/major magic and greater talents, though. I really don't know how the trade off compares.

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