Rogues, now with Hexes


Advice

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Shorticus wrote:
@Deathless: Generally, I'd say that boosting your flatfooted AC is your best investment for ignoring the lack of Uncanny Dodge. It's definitely doable. A 1 level dip for Medium/Heavy armor proficiency + masterwork or better breastplate, or mithral full plate, or a mithril breastplate... Those are all solid...

Yes, I agree. I didn't mention them because they are a bit ... obvious. A lot of focus was on missing uncanny dodge, so I provided an ability that was sort of similar. Mithral medium armor is probably the best, plus natural armor. Even a source of miss chance would be equally as good.

Quote:
Either way, don't take Wary Eye. It's... honestly, it doesn't seem that good to me. Focus on boosting your defenses instead: saving throws, Armor, ability to escape grapples and such, etc. Your hexes should give you a few options here (flight = staying out of danger, right?).

Its not amazing, but there are other sources for initiative outside of combat traits. Besides, denying that opponent the ability to make you flat-footed for the entire combat? That's sort of handy.


I guess it could be useful, but it's one of those "The stars have to align" abilities rather than a trait that just always works when you need it. Moreover, when the stars DO align, it might not actually be useful that fight. You get 2 traits, or 3 if you have a drawback, or 5 if you also spend a feat on Additional Traits. Make sure you get the most bang for your buck.

To shore up your defenses, for instance, I'd sooner take a +1 will save trait instead of Wary Eye, or Armor Expert. Or you could take a bonus to perception, or give yourself low-light vision, or tons of other things that always function vs. something that MIGHT help.

Again, better defenses = you've made up for lacking Uncanny Dodge.

Focusing on the fun side of things, now:

UTILITY HEXES

Flight is an obvious one, as is Animal Skin, but some of these hexes you can nab could be great utility depending on the campaign. For instance...

Discord could be useful for getting guard NPCs to start behaving irrationally around each other when you're trying to get into a secure place or a similar situation, but it only lasts for rounds/level. It wouldn't be a go to for me, but might be fun for an urban campaign.

Disguise is... like a free hat of disguise, sort of. At least, it's Disguise Self without needing a spellbook or the like, and you can do it while having no equipment whatsoever. Handy.

Ward is a handy enough pre-battle buff because it lasts until a saving throw is failed or the creature is hit, not for a set duration. Handy in that you can slap it down and not have to worry about placing it on someone again until after a fight, and everyone loves extra saves/AC. Only issue? It's resistance/deflection, so this becomes redundant at high levels when everyone has a cloak of resistance and a ring of deflection.

Water Lung is useful for obvious reasons.

Fortune could be handy when making important checks outside combat. Disarming a trap? Climbing a wall to escape guard dogs? Giving the paladin a pep-talk before trying to negotiate with the king? Fighter need any bonus to saves vs. poison he can get to wade through the cloud of death and bring back a comrade's corpse? Etc. Rerolls are great.

On that note, Aura of Purity is a brilliant one for the party trap monkey. Okay, so sure, you don't have Trapfinding (and again, that just means you can't DISABLE magical traps, which others can do for you). However, with Aura of Purity, some of the deadlier traps can be avoided. Stinking cloud, cloudkill, and similar spells can be negated. Only issue is this one depends on the DM: if your party doesn't encounter traps like these or wizards that use these spells, you've wasted a hex.

Major Hexes give us more interesting options. Beast Eye is like a poor man's scrying tool; Speak in Dreams gives you a means of calling for help or keeping someone up-to-date on your goings-on from long distance; Vision could be fun in a game with a GM willing to work with that ability; and we've already seen discussion of Animal Skin earlier, but remember to keep several dead animal skins around so you can turn into things for utility purposes (flight, climb speed, swim speed, scent, darkvision, tiny animals, large animals). Also, Arcane Eye as a hex (Hag's Eye) seems pretty great for scouting.

Basically, it seems like this archetype has TONS of potential for utility.


Hmm, checking out the potential for Animal Skin as your first Major hex... The Quillcat is a good choice, at small size and with pounce. It has a bite and tail slap attack that you can get. Between Prehensile Hair (slam), Nails (claws), and taking multiattack, you'd have one hell of a pounce.


Things that make enemies vulnerable to sneak attacks are always good, there's some hexes that give the entangled condition (which I seem to recall allows sneak attacks). I built one as an intellectual exercise that used slumber hex and a bunch of feats to allow quicker coup de grace, so drop that guy, run up, coup de grace.

That one hex that lets you control the appearance of a certain area with illusions let's you set up a really good point for the shrine walk advanced talent.

Anything that adds to mobility is good for rogues, such as the aforementioned flight hex, but also that one that lets you turn into some kinda slime thing and move around that way to bypass doors, gain a swim speed, climb up stuff, etc.


psychie wrote:
Things that make enemies vulnerable to sneak attacks are always good, there's some hexes that give the entangled condition (which I seem to recall allows sneak attacks). I built one as an intellectual exercise that used slumber hex and a bunch of feats to allow quicker coup de grace, so drop that guy, run up, coup de grace.

Entangle does not set someone up for sneak attack. The effect gives them a penalty to their dexterity, but does not remove their Dex from their AC total (even if it ends up negative).


DeathlessOne wrote:
Hmm, checking out the potential for Animal Skin as your first Major hex... The Quillcat is a good choice, at small size and with pounce. It has a bite and tail slap attack that you can get. Between Prehensile Hair (slam), Nails (claws), and taking multiattack, you'd have one hell of a pounce.

Oh, yeah. It's a great first major hex. Again, though: keep other skins for other uses.

Quillcat skin for fighting; a large flying animal skin for the same, in case the flight hex doesn't work out. You might considering having other skins for blending into environments: a dog skin, a cat skin, a deer skin, a squirrel skin...

Actually, just go visit a taxidermist.

But seriously: you can use Animal Skin as an animal disguise, as a combat tactic, as a means of getting around barriers you otherwise could not... There's tons of potential if you have enough skins.

With the Disguise and Animal Skin hexes combined with Rogue's Edges and 8+ skill points per level, you'll have a lot of cool stuff to do outside of combat and blend in... wherever you want to blend in.


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You know what would actually make a spectacular Animal Skin form for a rogue with this archetype?

Giant octopus.

Seriously, just look at it. A level 10 rogue in octopus form could make a couple of iterative unarmed strikes, plus a bite and eight tentacles for a total of eleven attacks. Sure, all those natural weapons are secondary, but who cares? With Multiattack that's only a -2 bonus, easily compensated for by debilitating injury and maybe even a Hex Strike evil eye if you want to go all-out. You only get half your strength to damage, but sneak attack can still apply in full to each and every attack. Your tentacles have an amazing 20-ft. reach, allowing you to stay a safe distance back from enemies while still taking loads of attacks of opportunity with Combat Reflexes, each of which could provide the opportunity for yet more sneak attack. And every sneak attack you land can deal two points of strength or dexterity damage through crippling strike or petrifying strike.

But wait, there's more. Each of your tentacle attacks also gives you a free grab attempt, often against a CMD that's been brutally lowered by debilitating injury, evil eye, and/or ability damage. You could even throw in Surprise Maneuver if you think you'll have trouble hitting. Normally these grab attempts wouldn't do much, just give you a bit of extra damage from your spiked barding and leave some enemy grappled at the end of your turn. But that all changes when you add in the rogue talent Ambuscading Grapple:

Ambuscading Grapple (Ex) wrote:
When a rogue with this talent succeeds at a combat maneuver check to grapple an unaware opponent, she can immediately deal her sneak attack damage to the target. This counts as having hit with a sneak attack for the purpose of other abilities and talents.

If you can manage to pull off a full-attack against flat-footed opponents, you'll suddenly be dealing another full dose of sneak attack with each grapple check you make, ability damage and all, before releasing and attacking with the next tentacle. You'll be a horrifying tentacled monstrosity lunging from the shadows to rip your enemies to shreds... and if there's more to life than that, I don't know what it is.


Greater Invisibility from a friendly wizard buddy, octopus form with something to let you breathe air, sneak attack grapple things to death?


Shorticus wrote:
Greater Invisibility from a friendly wizard buddy, octopus form with something to let you breathe air, sneak attack grapple things to death?

Yep! Actually, you might not even need to solve the breathing problem, depending on your GM's interpretation of the polymorph rules. The section on polymorph spells says that "if the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing," but it never says you lose the ability to breath air, and you don't actually get the aquatic subtype. So its possible that you'll be just fine crawling around as an octopus on land.


Actually, you probably don't want to be an octopus for all that long - only when you're murdering someone - so you could just hold your breath.

"You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.)"

14 or so rounds will suffice to finish just about all fights.


Avoron wrote:
Shorticus wrote:
Greater Invisibility from a friendly wizard buddy, octopus form with something to let you breathe air, sneak attack grapple things to death?
Yep! Actually, you might not even need to solve the breathing problem, depending on your GM's interpretation of the polymorph rules. The section on polymorph spells says that "if the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing," but it never says you lose the ability to breath air, and you don't actually get the aquatic subtype. So its possible that you'll be just fine crawling around as an octopus on land.

You could also take the Water Lung Hex just to be sure breathing air won't be a problem.


pad300 wrote:
Actually, you probably don't want to be an octopus for all that long - only when you're murdering someone - so you could just hold your breath.

The one advantage of staying in octopus form for longer is that your party could help you put on nonhumanoid spiked armor after you transform. Well, that and the fact that if combat breaks out unexpectedly, you're not going to want to waste a round of free sneak attack on transforming.

Gisher wrote:
You could also take the Water Lung Hex just to be sure breathing air won't be a problem.

True! It's hard to get used to the idea of rogues having access to nice things.


You know, with some of these hexes... DEX-to-damage, 8 skill ranks a level, full sneak attack, effectively possessing animal-based wildshape at will once you hit level 10 via Animal Skin, flight, the ability to breathe water and air at once, scaling DR/cold iron, hexes...

Why hasn't anyone made a "better than the Shifter" joke yet? Those are still in, right?


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Shorticus wrote:
Why hasn't anyone made a "better than the Shifter" joke yet? Those are still in, right?

If a druid with 9 wisdom can match, let alone better that class, there's little point devoting any thought to it.

Yes, I know there are threads thousands of posts long on the subject. People still reading those probably don't have > 9 Wis either, there's no chance of a thread that long leading to a resolution.


avr wrote:
Shorticus wrote:
Why hasn't anyone made a "better than the Shifter" joke yet? Those are still in, right?

If a druid with 9 wisdom can match, let alone better that class, there's little point devoting any thought to it.

Yes, I know there are threads thousands of posts long on the subject. People still reading those probably don't have > 9 Wis either, there's no chance of a thread that long leading to a resolution.

Oh, trust me, I agree. I just find it hilarious that a Rogue archetype can fill a similar role, including the shapeshifting part, when Rogue is the class everyone used to make fun of all the time. It's this strange, ironic ending to the whole affair.


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Shorticus wrote:

You know, with some of these hexes... DEX-to-damage, 8 skill ranks a level, full sneak attack, effectively possessing animal-based wildshape at will once you hit level 10 via Animal Skin, flight, the ability to breathe water and air at once, scaling DR/cold iron, hexes...

Why hasn't anyone made a "better than the Shifter" joke yet? Those are still in, right?

I don't think those are meant to be jokes.


Pathfinder Roleplaying Game Superscriber
Slim Jim wrote:
Last I checked, bite/slam/claw/claw/rend plus a blown poison save still ruin a rogue's day.

Not in a surprise round. It gets to bite, then it's done.


taks wrote:
Slim Jim wrote:
Last I checked, bite/slam/claw/claw/rend plus a blown poison save still ruin a rogue's day.
Not in a surprise round. It gets to bite, then it's done.

Not if it has pounce!


Avoron wrote:
At higher levels, you can start sneak attacking with bleeding attack, Flensing Strike, Enforcer, and a swift action ice tomb. Your target will be shaken and sickened by your attack, then must save against your ice tomb hex with a -4 penalty.

Are there any rules to determine what order your the effects one attack are resolved in? If you hit them with enforcer, a hex strike a spell storing AOMF and a held charge of a touch spell - the order they impact the creature can make a difference - how is the order determined/resolved?


Baba Ganoush wrote:
Avoron wrote:
At higher levels, you can start sneak attacking with bleeding attack, Flensing Strike, Enforcer, and a swift action ice tomb. Your target will be shaken and sickened by your attack, then must save against your ice tomb hex with a -4 penalty.
Are there any rules to determine what order your the effects one attack are resolved in? If you hit them with enforcer, a hex strike a spell storing AOMF and a held charge of a touch spell - the order they impact the creature can make a difference - how is the order determined/resolved?

I think a lot of it will just have to be up to the individual GM to adjudicate. Personally, I'd rule that the held charge goes off first, because that's not even a voluntary decision on your part, it just happens automatically. Then I'd go to the spell-storing weapon, because it says the free action to deliver the spell must take place "immediately" on a successful hit. And then as for the Hex Strike and Enforcer, both are triggered by free/swift actions without special wording about when they have to take place, so I'd leave the order of those two up to the attacker. But like I said, I don't think we have any strict guidelines about how to order these sorts of effects, and I can definitely see GMs running it in a different way.


Avoron wrote:
taks wrote:
Slim Jim wrote:
Last I checked, bite/slam/claw/claw/rend plus a blown poison save still ruin a rogue's day.
Not in a surprise round. It gets to bite, then it's done.
Not if it has pounce!

What's more likely and almost as bad (and the usual bow-out for the unprepared melee rogue) is just being grabbed/grappled while flat-footed in the surprise round, then his turn is blown trying to get away, then the monster unloads its full-attack next round while the rogue's defenses suck, and it tears him to pieces with raw damage.

- - -

Low/mid-level PFS moments: I'm playing a tank and another player is doing the bouncy-guy-in-leather thing. He's jumped by a monster. I move my guy up and take a swat. Comes the monster's turn again, the GM shakes his head and he and I exchange a knowing glance. I grin and arch my eyebrows. The GM has his monster take one swipe at his Happy Meal, and the rest at me. Rogue lives another round.

The "knowing glance" spelled out: "This guy is going to get himself killed, but I don't want to be the one do it, at least not right now today, so I'm going to have to scuff you up a bit rather than chowing down the easy snack. I figured you wouldn't mind since you moved up." My grin-reply was, "Yeah, go ahead."

The fortunate player's character's life was basically as the mercy of the good graces of two people: The GM, who could have easily killed him outright, and me, who could have limited the GM's options by refraining from moving my character into the melee reach range of that particular monster to give it a second target.


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Slim Jim wrote:
Avoron wrote:
taks wrote:
Slim Jim wrote:
Last I checked, bite/slam/claw/claw/rend plus a blown poison save still ruin a rogue's day.
Not in a surprise round. It gets to bite, then it's done.
Not if it has pounce!
What's more likely and almost as bad (and the usual bow-out for the unprepared melee rogue) is just being grabbed/grappled while flat-footed in the surprise round, then his turn is blown trying to get away, then the monster unloads its full-attack next round while the rogue's defenses suck, and it tears him to pieces with raw damage.

Of course, a Sylvan Trickster doesn't need to use Escape Artist to escape a grapple. They can simply put the grappling enemy to sleep with Slumber (Hexes don't provoke opportunity attacks).


Slim Jim wrote:

What's more likely and almost as bad (and the usual bow-out for the unprepared melee rogue) is just being grabbed/grappled while flat-footed in the surprise round, then his turn is blown trying to get away, then the monster unloads its full-attack next round while the rogue's defenses suck, and it tears him to pieces with raw damage.

Does that happen often?

Just as likely:
Monster grabs rogue.
Melee ally, safe from AoOs, runs around and attacks monster with flanking from the rogue.
Grappled rogue full-attacks monster with sneak damage.
Monster, if still alive, full-attacks rogue, who is no longer flat-footed and probably survives.


Hex Magus wrote:
At 4th level, the hexcrafter magus gains access to a small number of witch's hexes. The hexcrafter magus picks one hex from the witch's hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This feature replaces spell recall.
Quote:

The Hexcrafter has a clause (which I bolded) that says what you describe.

That text is not present in the Fey Trickster archetype, which means that, as written, Fey Tricksters do not have any levels for selecting or benefitting from hexes. This means any level-based effects (such as Flight hex, Heal hex, Evil Eye, and so on) aren't applicable, and only the base effects are what the Fey Trickster can utilize.

Fyi, for the flight hex, nothing past the base effect (feather fall), shows up in Herolab.


Ventnor wrote:
Slim Jim wrote:
What's more likely and almost as bad (and the usual bow-out for the unprepared melee rogue) is just being grabbed/grappled while flat-footed in the surprise round, then his turn is blown trying to get away, then the monster unloads its full-attack next round while the rogue's defenses suck, and it tears him to pieces with raw damage.
Of course, a Sylvan Trickster doesn't need to use Escape Artist to escape a grapple. They can simply put the grappling enemy to sleep with Slumber (Hexes don't provoke opportunity attacks).

What are the odds of success doing that (as opposed to Escape Artist)?

Well, the monster is going to have to fail a will save (and be a category of opponent susceptible to will save magic), which means the hex-caster is going to have to emphasize his Int score and all the other usual caster DC-boosting mechanisms at the expense of whatever rogues normally do. I.e., the MAD problem.


Pathfinder Roleplaying Game Superscriber
Avoron wrote:
taks wrote:
Slim Jim wrote:
Last I checked, bite/slam/claw/claw/rend plus a blown poison save still ruin a rogue's day.
Not in a surprise round. It gets to bite, then it's done.
Not if it has pounce!

Maybe I'm missing something, but doesn't pounce require a charge, a full-round action?


Quote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can’t use this option unless you are restricted to taking only a standard action on your turn.

Grand Lodge

taks wrote:
Avoron wrote:
taks wrote:
Slim Jim wrote:
Last I checked, bite/slam/claw/claw/rend plus a blown poison save still ruin a rogue's day.
Not in a surprise round. It gets to bite, then it's done.
Not if it has pounce!
Maybe I'm missing something, but doesn't pounce require a charge, a full-round action?

Nope.

Charge wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat.


taks wrote:
Avoron wrote:
taks wrote:
Slim Jim wrote:
Last I checked, bite/slam/claw/claw/rend plus a blown poison save still ruin a rogue's day.
Not in a surprise round. It gets to bite, then it's done.
Not if it has pounce!
Maybe I'm missing something, but doesn't pounce require a charge, a full-round action?

If you're limited to only a standard or move action (staggered, surprise round, etc), you can Charge as a Standard Action.


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Ninja time in da Rogue thread!


Pathfinder Roleplaying Game Superscriber

Ah, right. Thanks.

I agree that giving up the things that make a rogue rogue is a stiff compromise, btw.


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I'm of the opinion that Uncanny Dodge isn't a terrible loss for the stuff you gain, nor is Trapfinding. This archetype presents so many nifty tricks by giving you hexes - ASSUMING your DM lets you treat your rogue level as your witch level for hex power and what hexes you can choose, which your DM should, otherwise this archetype doesn't make much sense.

As said: you can still find magical traps (but need someone else to disable them), and you can make up for losing Uncanny Dodge by bolstering your defenses.


I agree that the archetype gives you far more than it takes away. I mean, look at the defensive benefits of an octopus Animal Skin alone. Natural armor bonus aside, Combat Reflexes and a 20-ft. reach mean that you'll have a chance to grapple any would-be pounce-monster before it even gets near you.


Pathfinder Roleplaying Game Superscriber

Something about morphing into an octopus... I don't know. I have to admit, I'm not a big fan of polymorph spells in general (regardless of their power), so my opinion is obviously biased here.


taks wrote:
Something about morphing into an octopus... I don't know. I have to admit, I'm not a big fan of polymorph spells in general (regardless of their power), so my opinion is obviously biased here.

I mean, to each their own, but come on! You get to become a giant tentacled bringer of death! What's not to love?

In all seriousness though, the great thing about this archetype is its flexibility. Not a fan of polymorph? Great, you've got a dozen other solid hex options to choose from.


Pathfinder Roleplaying Game Superscriber

Hexes are cool. I dig the witch. I like trapfinding, too, however. Argh!


Trapfinding can be gotten back with a 1-2 level dip in an archetype from another class - but as said, I don't think it's NECESSARY.

A good choice would be 2 levels of Trapper ranger for a bonus feat, trapfinding, and favored enemy.


Shorticus wrote:

Trapfinding can be gotten back with a 1-2 level dip in an archetype from another class - but as said, I don't think it's NECESSARY.

A good choice would be 2 levels of Trapper ranger for a bonus feat, trapfinding, and favored enemy.

Or you can take a background trait to get back the ability to disarm magic traps...

Silver Crusade Contributor

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It's at least worth noting that Mummy's Mask campaign traits may not be reliably available across all campaigns.

Silver Crusade

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Pathfinder Adventure Path Subscriber
Kalindlara wrote:
It's at least worth noting that Mummy's Mask campaign traits may not be reliably available across all campaigns.

Maybe in games ran by super-oppressive Mister Caverns who go out to limit and hold down players!

Down with dictatorship!

If it's on d20pfsrd, then I can haz it!

DON'T TREAD ON ME!

Shadow Lodge

Though is does kind of show you it wouldn't make a bad feat...

Scarab Sages

Since a build is likely to have a good INT, Investigator wouldn’t be a bad dip, assuming you aren’t also dipping Witch. It’s 3/4 BAB, which hurts, but it gets you a lot of out of combat utility. Plus a couple of extracts. And it gets you Trapfinding back. But there may not be enough combat ability added for a lot of builds.


Kalindlara wrote:
It's at least worth noting that Mummy's Mask campaign traits may not be reliably available across all campaigns.

To be fair, NOTHING in the game is "reliably available across all campaigns"...


Ferious Thune: Alchemist, bard, hunter, Investigator, oracle, ranger, slayer and sorcerer can get you the ability to disarm magic traps.

Scarab Sages

Yep. But not all of those go with a high Int as well as others. Cryptbreaker would. Bard, Hunter, Oracle, and Sorcerer (except for Sage bloodline) don’t really. Ranger and Slayer are more on the Martial dip side, so if you want a dip to improve combat that also gives Trapfinding, they are good options.

Investigator adds all knowledge skills as class skills plus gives you free Inspiration with them, and an Inspiration pool. In addition to the couple of extracts.

Cryptbreaker would give bombs (though at d4 for most targets), Cryptbreaker’s Draight for Darkvision (for 10 minutes), Throw Anything, a couple of extracts, and wand use.

Two level dips give more options. But that’s a lot just for Trapfinding.

There’s also another option, though. UMD and a scroll or wand of Aram Zey’s Focus. Carry it for when you need it. Put a few copies on a scroll, just in case. You’ll have the INT for it. It’ll take a DC 23 UMD, but since you won’t typically be rushed when disabling a trap, it’s ok if it takes a few tries to activate.


Generally, I don't think I'd dip for trapfinding if you can get the class to work the way you want. Ask for the trapfinding trait for Mummy's Mask if your party needs a trapfinder; if that fails, then see how well your party members can cope with traps (Barbarian with Spell Sunder? Wizard with Dispel Magic?). If they don't seem confident they can do so, dip 1-2 levels for trapfinding + other features. (Cryptbreaker Alchemist, Investigator, Trapper Ranger for 2 levels are my suggestions.)


So I thought this thread was supposed to be about Rogues with Hexes, not Uncanny Doge or Trapfinding. Both abilities feel super Grognard to me...

So as to builds I see two different paths for this archetype. This is assuming Hexes work like they should:

a) High INT caster build. You'll likely want sleep and other save based hexes. So you relly need to max out INT for this one.

From a pure optimization perspective I'm not quite seeing why one would want to play such a character over a Witch. Nobody really needs 12 skill points per level and either you're hexing or stabbing in combat and I'm not sure whether or not you can specialize on both. Then again maybe you can build a nice reach rogue this way.

b) Regular Rogue which uses hexes to add utility. Hexes can complement your combat ability by adding natural attacks or give you tricks such as flight. You'll want to avoid save based hexes so you prolly won't pick up a hex every two levels.

This is a build I find super appealing as plenty of hexes are strictly better than Rogue powers and let you add some nice magic sprinkles.


Quote:

b) Regular Rogue which uses hexes to add utility. Hexes can complement your combat ability by adding natural attacks or give you tricks such as flight. You'll want to avoid save based hexes so you prolly won't pick up a hex every two levels.

This is a build I find super appealing as plenty of hexes are strictly better than Rogue powers and lets you add some nice magic sprinkles.

Yeah, this is the one that appeals to me as well. Flight, shapeshifting, some divination-based scouting, breathing underwater, etc. - there are some tricks a Rogue should love that hexes provide.


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Avoron wrote:
ekibus wrote:
Wow that is nice... probably won't be allowed in pfs :p
No, no, I'm sure they'll allow it. The hexes will just be usable once per day, with an effective witch level of zero.

But we won't know until July, 2018.... because, y'know Gencon is right around the corner.


Alex Mack wrote:
...maybe you can build a nice reach rogue this way.

That was my initial thought as well, in order to get around the action economy aspect. Get your 1 1/2 Dex/damage with an Elven Branched Spear, and a metric ton of AoOs as you are dex based. Use Swamp's Grasp to set up areas of difficult terrain, giving you easy access to AoOs if your enemies approach you. If your enemies ignore you, Slumber, Ice Tomb, City Sight, Evil Eye, whatever it takes. Buff your allies with Fortune or Waxen Image if you prefer. Have easy access to flight, water breathing, shapeshifting etc as a martial character.

(Sidenote - the Elf alternate racial trait Fey-Sighted could be cool on such a character, letting you still know what is magical and what's not, even if you have no actual casting from your class)

It also helps that you could always take Combat Trick: Lunge at level 8, in order to really make good use of that reach.

You could even maybe find use out of the Stalwart feat chain, seeing as you get DR from the archetype itself, to really start competing with the Barbarian at higher levels.

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