| HiddenBlade |
I am relatively new to Pathfinder and am playing my party's rogue. I have seen numerous build recommendations and know that for a rogue, the consensus seems to be that TWF is the best choice. The problem is, my DM has basically told me that he likes to keep the game so that the fighter classes have to roll above a 10 to hit. Early game, that's not so bad, but it does mean that by the time 13th level comes, I would have to be rolling above a 14 without TWF and the gap only increases.
I know the general reason for TWF being the choice of rogue fighting style, but I don't know if it's worthwhile in later game and I don't want to use the brute rogue build. It sounds like the payoff would be big but not realistic to achieve. If thoughts could be offered and potential alternate feats if TWF doesn't seem viable, that would be appreciated.
| Claxon |
Well, as a GM I usually apply the Advanced Template to creature, but this is to compensate for what is a very optimized group.
However, this still doesn't amount to causing full BAB classes requiring a 10 or higher on the die to hit.
If your GM is going to do this, it is likely that a TWF rogue will not be viable.
I would strongly suggest looking at the slayer as an alternative.
| Cult of Vorg |
Depends on how committed to the rogue class you are, depending on what you want your character to do there may be other classes that do it better. Also, what books are available, is it the Unchained (decent) or core (avoid) rogue, and what level are you starting at?
Investigators are more skillful than rogues, and very accurate at levels 4+ with mutagen and studying, but have little damage for those first levels. Swashtigator (1 level of Inspired Blade swashbuckler, rest investigator) are pretty groovy.
Archaeologist bards with the Fate's Favored trait can do well.
Deific Obedience - Pharasma gives +2 Sacred to hit with daggers, tough to find a better feat to help accuracy. Outflank helps too if you have a reliable flanking buddy that takes it with you.
3 levels of Weapon Master Fighter help with accuracy and feats.
+1 to Slayers, pretty much a pure upgrade to the core rogue. Check them out.
Ninjas are also core rogue upgrades.
Charon's Little Helper
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The problem is, my DM has basically told me that he likes to keep the game so that the fighter classes have to roll above a 10 to hit.
Your GM obviously doesn't understand how Pathfinder works. The fighters are probably the most consistently accurate class in the game (ignoring spikes). Everyone else is hosed, and it makes iterative attacks almost pointless.
| Gregor Greymane |
Go TWF route.
Get (+1-5) weapons ASAP. Add menacing for an extra flank bonus. That way you will get your +4 for flanking. Pump your dex. Get wepaon finesse.
That way, assuming 18 dex minimum, you will have +4 menacing from flank, +1-5 weapon, and the 4 dex, plus your BAB. The higher the dex, the more accurate you will be. Add weapon focus for the extra +1.
If you want to deal insane sneak attack damage, go knife master and use kukris. You can then add slashing grace if you wanted as well. Later on it opens up great opportunities for crits.
Pick up speed on one weapon. Between TWF and the speed enchant you will be dicing opponents.
ALSO:
Use the unchained rogue. They are better. Debilitating injury lowers their AC, making it even easier to hit.
| Claxon |
Go TWF route.
Get (+1-5) weapons ASAP. Add menacing for an extra flank bonus. That way you will get your +4 for flanking. Pump your dex. Get wepaon finesse.
That way, assuming 18 dex minimum, you will have +4 menacing from flank, +1-5 weapon, and the 4 dex, plus your BAB. The higher the dex, the more accurate you will be. Add weapon focus for the extra +1.
If you want to deal insane sneak attack damage, go knife master and use kukris. You can then add slashing grace if you wanted as well. Later on it opens up great opportunities for crits.
Pick up speed on one weapon. Between TWF and the speed enchant you will be dicing opponents.
ALSO:
Use the unchained rogue. They are better. Debilitating injury lowers their AC, making it even easier to hit.
If he's going to play a rogue he should be playing an Unchained Rogue, and slashing grace is unnecessary. Secondly, crits for rogues are incredibly disappointing since they don't multiply sneak attack damage. I would only really worry about crits if you intend to take Butterfly's Sting and pass the crits to other people. Also, kukris are martial weapons and rogues are not proficient with them. Spending a feat to get access to them is a very poor use of a feat. Daggers are about the best choice your going to have.
And despite all this his main problem will still be that he's going to be unlikely to hit if the GM really sets it up so the fighter misses on rolls of 9 or less on his main attack. The rogue doesn't have much in the way of attack bonuses. Debilitating injury helps, but you have to actually land a successful sneak attack first.
Charon's Little Helper
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target touch AC. It's your only hope
I would suggest that - but this kind of GM will likely get upset at him hitting so often and change the rules to prevent this from working properly.
Really - I've never understood why GMs who tweak the rules so hard in ways to get their end results like this run a crunchy system like Pathfinder instead of one of the many simpler systems out there.