Ratfolk Rogue Build


Advice


I recently earned a ratfolk boon for pfs. As far as a build is concerned, I'd love to utilize the bookish rogue feat and the minor/major rogue talents. Unchained rogue only. Besides that, I dont have any other inspiration. Any thoughts, comments, suggestions, etc on how I can further develop this concept?


If it doesn't have the letter Scott behind ratfolk rogue build you've already made the biggest mistake.

These guys work in pairs.


I am well aware! :) Swarming is the reason I am planning on playing a rogue. Fortunately, the convention I participated in had several of my main group's players in it and we will all be playing our ratfolks together :D There will be swarm partners guaranteed!

The Exchange

I got the same boon, but in my region the people that got that boon are often the ones GM'ing the normal game, so I'm going with an Alchemist for their synergies on that class, and I've already got a couple roguish builds.

For a Ratfolk Rogue I'd consider grabbing (or making sure a couple of your potential partners grab) Gang Up. Since you're playing PFS you still don't know if you'll have 1, 2, 3... Rat-Folk in any given group, and any time you have an odd number, you have 1 rat out of swarming. Of course if your players are willing to deal with the strategy involved, and assuming you always have at least 2 ratfolk. You could get around this by having all 3 ready/delay until they are all acting in sequence with each other. Then the odd man out delays until one of the others go, once they attack the end with a 5' step out, The odd man comes off delay to 5' step into the swarm then takes his attack. Alternatively if the man out is the last to go, you just make sure the second to go in the swarm steps into the new swarm with the odd man out. As long as your in adjacent squares and people are using a little reason, you can always keep the swarm up. Of course this dies completely anytime the swarm needs to move. Which then goes back to, someone is going to wish they had Gang Up!

Aside from that I'd say it's going to be pretty standard for any rogue build.


Scurrying swarmer is a great feat for a ratfolk in a party without any.

The Exchange

That is an amazingly good feat! Thus, it is not PFS Legal.
It's on page 23: So the Race Traits there are Legal, the feat is not ;-(

Additional Resources wrote:

Pathfinder Player Companion: Dirty Tactics Toolbox

Archetypes: All archetypes on pages 7, 11, and 15-17 are legal for play except the Reaper of Secrets and Toxicant archetype. Equipment: All poisons on pages 7 and 9 are legal for play; all equipment on pages 20-21 is legal for play except alchemical candle wax and alchemical pheromones; all items on pages 24-27 are legal for play except the dazzling radiance and sapping weapon properties.

Feats: All feats on page 6, and pages 9-18 are legal for play with the following exceptions and clarifications: the Befuddling Initiative, Poison Shot Deed, Verify, and Wasp Familiar feats are not legal for play; "human" is not a legal choice for the Dedicated Adversary feat, but a human ethnicity such as "Ulfen" is legal; the net tricks are not a legal option for the Equipment Trick feat; the Kitsune Tricks and Kitsune's Vengeance feats are not style feats; the Kitsune Style feat allows a PC to attempt only one dirty trick combat maneuver, even if he would have additional attacks on a charge from pounce or similar abilities. Spells: All spells on pages 28-31 are legal for play except blend with surroundings. Traits: All traits on pages 22-23 are legal for play. Other: All alchemist discoveries, rage powers, oracle curses, catfolk slayer talents, and witch hexes in this book are legal for play.

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