| Henry Molina Pico |
Hey, everyone: I'm creating a highly skilled NPC for my PCs to find during the campaign. To explain things better, this rogue will be focused on two-weapon combat but will still be as skillful as possible, maxing out: Acrobatics - Bluff - Diplomacy - Disable Device - Escape Artist - Intimidate - Linguistics - Perception - Sense Motive - Sleight of Hand - Stealth - Use Magic Device
Remaining skill points will be distributed to Climb & Disguise (50%-50%) Maybe?
Most bonuses chosen are passive, though some were chosen in order to trigger sneak attacks during combat and provide much needed assistance in the form of damage die. Said character would be an elf, hailing from a desert tribe, hence the modified racial & character traits.
Also, there's a feat at level 19 I am not quite sure it's the correct one. My main choice would have been Improved Initiative (though it's late in the game I feel it's needed for flavor), but I added Toughness for more survivability.
This character would help the PCs during combat & social encounters for an entire campaign arc, making future sudden appearances campaign-wise.
Tell me your input and suggestions.
Stats (level 1):
Str 10 (+0) Dex 20 (+5) Con 12 (+1) Int 20 (+5) Wis 14 (+2) Cha 14 (+2)
| Abraham spalding |
Hit the following keys:
<Ctrl> + R
Type "Rogue"
<Tab>
Type "Archeologist Bard"
<enter>
All joking aside...
Rogues make bad two weapon fighters. They also are not the best at doing the "skills" thing either.
IF you have your heart set on "rogue and only rogue" there is much we can do to make the character better but you will need to understand it's not going to be what many people here would call "heavily optimized".
For starters I would adjust those stats as followed:
Con <-> Cha.
Your save throws will thank you as will your hit points and honestly the difference of +1 on social skills is something you won't miss.
Then we need a question answered: What matters more, his abilities with skills OR his abilities in combat?
IF you say "Skills" then I suggest going with a two handed (instead of two weapon) fighting style. Using a weapon two handed saves you many feats and allows you more optimized damage with less costs overall.
| Henry Molina Pico |
Are you looking for advice on how to make this heavily optimized or just input on what you already have? Looking at the sheet there are a lot of room for adjustments in the optimization department.
Both. Advice and input. As this will be an NPC that becomes less NPC and more PC I'm open to suggestions.
| Henry Molina Pico |
Johnnycat93 wrote:Are you looking for advice on how to make this heavily optimized or just input on what you already have? Looking at the sheet there are a lot of room for adjustments in the optimization department.Both. Advice and input. As this will be an NPC that becomes less NPC and more PC I'm open to suggestions.
Let me pick your brain and speak your mind.
I'll swap CHA <--> CON, that's good. More hit points and saves.Unfortunately, It has to be a rogue: the party will depend on trapfinding skills and I want them to grasp the utility of combat positioning. I can't think of a best way to do that than to use a glass cannon.
Feat swapping, different skills, please, speak your mind.
| Johnnycat93 |
Johnnycat93 wrote:Are you looking for advice on how to make this heavily optimized or just input on what you already have? Looking at the sheet there are a lot of room for adjustments in the optimization department.Both. Advice and input. As this will be an NPC that becomes less NPC and more PC I'm open to suggestions.
Alright, well, rogues really aren't super great but we'll just move ahead.
Consider the Scout Archetype. Use rogue talents to get the Ninja Trick "Vanish"
A lot of the feats you've picked aren't doing anything at all. 20 hp isn't that significant at 19. I'd consider finding alternatives for Run, Mobility, Spring Attack, Circling Mongoose, and Twist Away.
If you're going down the Two-Weapon Fighting route you should consider Two Weapon Rend. You should bump your STR to 13 to get Power Attack or pick up Piranaha Strike.
This should be your bread and butter weapon.
| Abraham spalding |
Assuming you meant to quote me:
Perception is a must and since you want a trapfinding guy so is disarm device. I like escape artist for the ability to get out of grapples if nothing else. Use magic device is a given...
That's four skills out of a base 8 I would follow with:
Acrobatics
Swim
Climb
Stealth
That gives you a "solo" guy base for before the party meets him, and he can maneuver around an area without 'needing' magic.
Five more skills...
Honestly with that high of an intelligence it would make sense to me to take knowledge skills and spellcraft early on: As you run into traps and such you are going to want to know what they are and what is going on. Knowledge is power after all, and social skills are something generally best left to PCs that are charisma based. You don't want a case where your NPC is the 'face' of the party and you end up talking to yourself for multiple NPCs!
On to feats and combat:
You are fighting yourself with what you have taken.
Run, mobility and Spring attack means you want to move and attack. Two weapon fighting means you want to stay still and attack. You can't do both and be effective as a rogue.
I would suggest if you want mobility to go with a high strength rogue using a two handed weapon.
If you instead want to stick with an unchained rogue and use dexterity then I suggest sticking to two weapon fighting.
Either way I would drop run for combat reflexes. Attacks of Opportunity can benefit from sneak attack and more attacks on the enemy's turn is better for you.
Since you stated you want this guy to give the party reasons for wanting to position well I suggest you choose the following talents:
Slow Reactions
Distracting Attack
Positioning Attack
Ninja Trick: Pressure Points
Each of this talents means that allowing the rogue to get his sneak attack means the enemy can't do something, or is easier to hit, while positioning attack lets you reposition without AoOs. You might want to take multitalented for positioning attack. Slow Reactions means if he gets his sneak attack everyone else can move around without worrying about AoOs as much.
Weapon training and combat trick are both good too.
For advanced Rogue talents I like:
Dispelling attack
These abilities allow you to really hammer home the idea that positioning is important.
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Personally I would consider the strength based build a bit stronger and here's why:
You don't want him doing so much damage the PCs feel outshined.
If you use a strength oriented build you get fewer hits which means fewer sneak attacks, so the ones you land mean more (for their extra effects) but you aren't laying down as much damage as a PC will.
It also means you can use reach weapons easier which again points at the importance of positioning.
You will lose damage this way: You don't have as many attacks and you aren't using dex to damage (which does synergize well with two weapon fighting) but it shouldn't be too horrible. Assuming an 18 strength at level 1 you'll have 1d8+6 damage and if you take power attack it will be 1d8+9. Considering with two swords you were looking at 2d6+10 you aren't too far off before sneak attack.
A two handed weapon means you can also consider the cleave line which in my opinion serves medium BAB classes better than it does full BAB. Medium BAB gets its second attack at level 8 and doesn't get a third until level 15. So taking a standard action for two attacks isn't hurting as much compared to a full attack.
With such a build I would consider intimidate and means to get intimidate on attacks so as to demoralize enemies as well. The scout archetype would serve this guy well.
Imbicatus
|
Use daggers and worship Pharasma. Deific obedience gives a +2 sacred bonus to hit which will offset the TWF penalty. Unchained rouge is fully combat capable, debiliting injury will make those off-hand attacks much more accurate. Two weapon feint or circling mongoose will allow you to get sneak attacks without a feint partner. The deific obedience will also allow you to move into the evangelist prc, which is really a straight upgrade for a rogue.
| Abraham spalding |
I think Two-Handed Rogues actually end up doing more damage than TWF rogues. With only 3/4ths BAB a TWF rogue will end up missing a lot of their off-hand attacks in a full-attack. Sword of Subtlety helps.
He's using unchained rogue and with short swords of sublety I think he would end up with higher DPS. He has the Dex to damage ability for both weapons which means he can really lay into dexterity without loosing damage. Adding in piranha strike means he'll have +dex mod to damage with both weapons then +2 and +1 per penalty on the other.