Unchained Rogue Build


Advice

Grand Lodge

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My DM is starting a mini-campaign and we are starting at level 8. So I am hoping to run a Rogue(non-Unchained)/Shadowdancer character I made for a previous campaign as an Unchained Rogue for this one.

He will be Half-Elf. And I do love TWF, but not necessary. No Knifemaster, because Trapfinding and Trap sense are helpful to this character in how I have his background

Any help would be great! I'd like to stick close to PFS style rules (stats buy, etc.) so I can make an easy build for that.

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Race: Half-Elf
Class: Rogue (Unchained)
Alignment: CN (maybe N)
Deity: Norgorber

Level 8 Build (please show steps)

1 Golarion Background Trait (DM assigns another)

1 Occupation (PCs may select an occupation from those available in the Start feat document. The occupation grants one feat,one profession, and two class skills (if this is a new class skill, you also gain one rank).

High Stat points may get a drawback (hence PFS style stats)

TWF would be cool, but not necessary.
No Knife Master.

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Thanks all!

Grand Lodge

Bueller?


Since Shadowdancer gives you uncanny dodge back you might like the scout archetype (which trades it out for sneak attack on all charges). Assuming so then TWF maybe isn't the best.

So lets look at a half-elf who takes the ancestral arms alternate racial trait to use an elven curveblade for 1.5*dex to damage.

Feats/talents might go

1: Combat Reflexes
Half-elf: EWP - elven curveblade
Unchained Rogue: Weapon Finesse
2: Rogue Talent - Trap Spotter (since you want to be a traps expert)
3: Dodge
4: Rogue Talent - Slow Reactions (because that will be useful if you teleport or charge in and find yourself overmatched)
5: Mobility
6 (Shadowdancer 1):
7 (Shadowdancer 2): Equipment Trick - boot tricks (to make your charge w/sneak attack easier)
8 (Shadowdancer 3): Rogue Talent - Eldritch Conduit (because it's interesting, and you should have the resources to make use of it by 8th level.) or, Underhanded Trick, for use with boot tricks.

Aside from getting a good dex, and enough cha to Use Magic Device effectively, there's no particular stat requirements on the above.


avr wrote:

Since Shadowdancer gives you uncanny dodge back you might like the scout archetype (which trades it out for sneak attack on all charges). Assuming so then TWF maybe isn't the best.

So lets look at a half-elf who takes the ancestral arms alternate racial trait to use an elven curveblade for 1.5*dex to damage.

Feats/talents might go

1: Combat Reflexes
Half-elf: EWP - elven curveblade
Unchained Rogue: Weapon Finesse
2: Rogue Talent - Trap Spotter (since you want to be a traps expert)
3: Dodge
4: Rogue Talent - Slow Reactions (because that will be useful if you teleport or charge in and find yourself overmatched)
5: Mobility
6 (Shadowdancer 1):
7 (Shadowdancer 2): Equipment Trick - boot tricks (to make your charge w/sneak attack easier)
8 (Shadowdancer 3): Rogue Talent - Eldritch Conduit (because it's interesting, and you should have the resources to make use of it by 8th level.) or, Underhanded Trick, for use with boot tricks.

Aside from getting a good dex, and enough cha to Use Magic Device effectively, there's no particular stat requirements on the above.

if he can find a way to get pounce it would actually be the best archetype he could take for twf


If, yes. I think the main way given the classes the OP wants would be to cast Monstrous Physique II from a scroll or wand. That would get expensive fast and would cost a standard action and probably at least one move action to change equipment at the start of each combat. I wouldn't recommend it.


A catfolk could do it with Claw Pounce, but he's not playing a catfolk so it's not particularly helpful.

Grand Lodge

avr wrote:

Since Shadowdancer gives you uncanny dodge back you might like the scout archetype (which trades it out for sneak attack on all charges). Assuming so then TWF maybe isn't the best.

So lets look at a half-elf who takes the ancestral arms alternate racial trait to use an elven curveblade for 1.5*dex to damage.

Feats/talents might go

1: Combat Reflexes
Half-elf: EWP - elven curveblade
Unchained Rogue: Weapon Finesse
2: Rogue Talent - Trap Spotter (since you want to be a traps expert)
3: Dodge
4: Rogue Talent - Slow Reactions (because that will be useful if you teleport or charge in and find yourself overmatched)
5: Mobility
6 (Shadowdancer 1):
7 (Shadowdancer 2): Equipment Trick - boot tricks (to make your charge w/sneak attack easier)
8 (Shadowdancer 3): Rogue Talent - Eldritch Conduit (because it's interesting, and you should have the resources to make use of it by 8th level.) or, Underhanded Trick, for use with boot tricks.

Aside from getting a good dex, and enough cha to Use Magic Device effectively, there's no particular stat requirements on the above.

This is super helpful and thank you! But I will be playing a full Unchained Rogue, no multiclass.

Sorry for the confusion, I should have worded it better!

Grand Lodge

Unreal the knowledge and depth you all have in this game! I love it.


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Oh, we're going full Unchained? Oh, get ready for what I'm about to unleash on you!

Again, Scout archetype (it is indisputably THE fighting archetype along with Knife Master), but we're going to focus on one thing. Making Acrobatics checks to move through a creature's square. It's dangerous and thoroughly ROGUE. Allow me to demonstrate as I go through the level by level.

As a half-elf we want Elven Curve Blade or Elven Branched Spear through Ancestral Arms, but this time we're going Curve Blade. I love the spear, but it's not for this build. It's a shame we lose Skill Focus (we're going to pick it up later) but nothing we can do, since the weapon proficiency is more important. You could also just go Dual-Minded and not use a two-handed weapon if you're scared of failing saves, but that's up to you.

Feats and Talents: 1-4:

1. Weapon Finesse (it's free), Dodge
2. (RT) Weapon Training (Weapon Focus: Elven Curve Blade)
3. Power Attack (take at least 13 Strength, it's not going to be too bad, trust me, and you have 3 levels where you are using strength for damage so you need something)
4. (RT) Slow Reactions

So, we have the initial setup. Essentially, charge down your opponent and get your sweet sneak attack setup so you can apply Debilitating Strike and Slow Reactions. The biggest problem for finding flanks is moving through threatened squares. Unless you're threatened by more than one person, Slow Reactions makes setting yourself up all the easier. And if you ARE threatened by more than one person, it's easier to tumble, since the DC increases the more enemies that threaten you as you make the Acrobatic attempt.

Feats, Rogue's Edge and Talents: 5-8:

5. Rogue's Edge: Acrobatics, Skill Focus: Acrobatics
6. (RT) Certainty (Acrobatics) OR Resiliency OR Trap Spotter
7. Toughness/Acrobat/Iron Will
8. (RT) Combat Trick (Vital Strike)

So we've reached an interesting peak in the build. We've set up all our Acrobatics for level 10, and we've also obtained the main method for guaranteeing at least one sneak attack per round. Skirmisher. And it's going to probably be once a round too. So we're using Vital Strike. Trust me.

Feats, Rogue's Edge and Talents: 9-12:

9. Any feat not already taken at 7th, take here. One of these need to be Acrobat, however
10. Rogue's Edge: Knowledge (X skill of major creature of adventure), (Advanced RT) Stalker Talent (Up Close and Personal) <-Build Done
11. Extra Rogue Talent: Quick Shot <-Mandatory
12. (ART) Skill Mastery (at the very least, take Acrobatics, but Perception is nice)

So, not many builds go into level 12, but really, this one is done by 10. For all this time, it's been the standard rogue slog to the top, and you're probably wondering what we were trying to build here.

Essentially, you start every non-surprise fight with a wrist launcher attack to establish dominance and put a Slow Reactions on a key target before the fight starts (getting sneak attack). Hopefully, you're within 30 feet but if this becomes a reoccurring problem, get some Sniper Goggles. It doesn't matter that we didn't take any ranged feats, it's probably going to hit. Then, you charge someone (another sneak attack). Then on the following rounds, you start flipping over your opponent, activating Up Close and Personal. Allow me to reprint that vigilante talent so you can fully appreciate it:

Up Close and Personal wrote:
Up Close and Personal (Ex) (Ultimate Intrigue pg. 17): When the vigilante attempts an Acrobatics check to move through an opponent’s space during a move action, he can attempt a single melee attack against that opponent as a swift action. If the Acrobatics check succeeds, this attack applies the vigilante’s hidden strike damage as if the foe were unaware of the vigilante. Otherwise, the vigilante applies the hidden strike damage he would deal if the target were denied its Dexterity bonus to AC. Only a stalker vigilante of at least 4th level can select this talent.

That's an a sneak attack every round as a swift action. But wait, we're getting that already with Skirmisher and moving 10 feet! That's right, you're making iterative attacks at full BaB, with free sneak attack, and applying Vital Strike on one of those attacks to boot. All with 1-1/2 Dex mod and Power Attack. With Skill Mastery to finish this off, we have more or less guaranteed success with our Acrobatics checks, since skill checks can be boosted to ludicrous levels via magic items, and we already got the two important feats (Skill Focus and Acrobat). Best of all, our accuracy is very decent since we're not two weapon fighting for sneak attacks and we're making both attacks at full BAB, and we also get some hefty bonuses if our Rogue's Edge Knowledge skill happened to match our opponent (I recommend Knowledge: Dungeoneering or Knowledge: Planes, personally). This is still a tricky build to get to work, but that can be said of most every rogue build. I feel this one has a lot of potential.

Equipment:

Daredevil's Softpaws: Got to increase those Acrobatics checks, and it gives us some decent accuracy to help out. Probably look to a more permanent increase down the track, or just get more Softpaws. They're fairly cheap for what they do.
Heavy Wrist Launcher: Honestly, so useful I'd use it on every rogue.

That's it really off the top of my head. Look for ways to increase Acrobatics and go from there. Should be fine, honestly. Boosting accuracy wouldn't hurt either, so definitely sink money into a nice magic sword and Belt of Incredible Dexterity.

Grand Lodge

This is amazing! Thank you so much!

Looks and sounds like so much fun to play. I can't thank you enough!

Grand Lodge

Any ideas on what I should take for a trait and an occupation?


becoming a were tiger nets you pounce


Becoming a weretiger also nets you becoming an NPC and killing your friends ;)

I suppose just getting Crowd Dodger is good enough for what you want, since that improves what we are using Acrobatics in the areas we want to improve it.

I have no idea what the occupation stuff is? I suppose any kind of performance artist is a good idea, usually involving a lot of flipping and jumping. Trapeze artist, for example.


Buy a mount. Increases your mobility, adds another sneak attack buddy, and helps setup for more full attacks.


Garbage-Tier Waifu wrote:

Becoming a weretiger also nets you becoming an NPC and killing your friends ;)

I suppose just getting Crowd Dodger is good enough for what you want, since that improves what we are using Acrobatics in the areas we want to improve it.

I have no idea what the occupation stuff is? I suppose any kind of performance artist is a good idea, usually involving a lot of flipping and jumping. Trapeze artist, for example.

no only if you loose control and you can only lose control if you dont eat the heart of the werebeast that turned you so long as you kill and eat the weretigers heart that turned you you become a "born" weretiger and are in full control


Garbage-Tier Waifu wrote:
So we've reached an interesting peak in the build. We've set up all our Acrobatics for level 10, and we've also obtained the main method for guaranteeing at least one sneak attack per round. Skirmisher. And it's going to probably be once a round too. So we're using Vital Strike. Trust me.

Could you clarify this for a scrub tier rogue player? Im mostly pickin up what youre laying down but Im not sure what skirmisher is referring to.


pocsaclypse wrote:
Garbage-Tier Waifu wrote:
So we've reached an interesting peak in the build. We've set up all our Acrobatics for level 10, and we've also obtained the main method for guaranteeing at least one sneak attack per round. Skirmisher. And it's going to probably be once a round too. So we're using Vital Strike. Trust me.
Could you clarify this for a scrub tier rogue player? Im mostly pickin up what youre laying down but Im not sure what skirmisher is referring to.

It's the 8th level ability of Scout that replaces Improved Uncanny Dodge

Skirmisher wrote:

At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

This ability replaces improved uncanny dodge.


Garbage-Tier Waifu wrote:
It's the 8th level ability of Scout that replaces Improved Uncanny Dodge

Oh, you mean that archetype you called out a few posts above... Apparently Im a scrub tier reader as well, lol.


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I ran into this earlier today - so far the builds seem pretty damn solid (if you want any alternatives)...

https://docs.google.com/document/d/1zLDFgiwZt_vPVlOcgR7QDAvskcH34uG1FuKPXTn puEg/edit


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Maybe you can find inspiration from my own unchained rogue, Kujo the Butcher. Here is a summary of his wonderful abilities.

Grand Lodge

Thank you. Thank you everyone! Really dig this.


-Slight Necro-
If you are ever interested in a ranged rogue, I have some silly PFS legal and non PFS builds where you are doing 5+ attacks w full sneak attack, Scout Bandit make for some silly shenanigans too in surprise rounds. I am sure other people have done similar builds, but it's too much fun to not do at least once in your life :D

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