Slayer or Unchained rogue - Half Elf


Advice


I want to make a Back up character for my Friends Game and I'd like to play a Half-Elf who Dual wields High Critical Range swords and has a Good source of Damage. I Would Prefer To Not have magical abilities or if any not a lot. (No spells)

I Am Imaging a Female Half-Elf in a Solider uniform who Dual wields some type of swords with a high Crit Range.

I just am not sure if i should Play her as a unchained Rogue or a Slayer with Ranger combat Feats for TWFING

I also am not sure if i should Muticlass'

The character would start at level 8 and I Would like Advice on this build

I want a character who can Deal a good amount of Dmg through Slashing up my foe with swords.

I'd like to be able to trigger my bonus damage easily


JuliusCromwell wrote:

I just am not sure if i should Play her as a unchained Rogue or a Slayer with Ranger combat Feats for TWFING

I also am not sure if i should Muticlass'

All three of those approaches will work just fine. URogue 8, Slayer 8, or URogue 4/Slayer 4 are all great builds that will fulfill that concept. Each of them will have a slightly different balance of abilities. Personally I'd lean towards the multiclass approach given what you've described, but I suspect you'd be happy with any of the three builds.

As a half-elf, you can take the Ancestral Arms alternate racial trait to be proficient in any weapon type, allowing you to easily pursue a more exotic weapon such as the Wakizashi.


Dasrak wrote:
JuliusCromwell wrote:

I just am not sure if i should Play her as a unchained Rogue or a Slayer with Ranger combat Feats for TWFING

I also am not sure if i should Muticlass'

All three of those approaches will work just fine. URogue 8, Slayer 8, or URogue 4/Slayer 4 are all great builds that will fulfill that concept. Each of them will have a slightly different balance of abilities. Personally I'd lean towards the multiclass approach given what you've described, but I suspect you'd be happy with any of the three builds.

As a half-elf, you can take the Ancestral Arms alternate racial trait to be proficient in any weapon type, allowing you to easily pursue a more exotic weapon such as the Wakizashi.

could you Recommend me My Feats and two Traits


For feats, how about: Two Weapon Fighting, Weapon Focus, Combat Expertise, Two Weapon Feint. I'm not sure if you can afford the Int cost of the Combat Expertise line, but it's a pretty good way to trigger sneak attacks if you can afford a bit of Int investment.

For traits, the safest approach is to pick bonuses to saving throws and initiative. Some combination of Reactionary, Forlorn, and Indomitable faith would work best.


Take a 4 level dip into the scout rogue then go slayer. If you can't full attack, you can charge and deliver 3d6 of sneak attack dmg at 8th level.


For feats, make sure you have at least 13 str and snag power attack. At eighth thats -2 attack for +4 damage and you can do it twice if you're dual wielding.


Remember, if you're multicasting slayer with rogue you're breaking the rules or houseruling. Slayer is a hybrid class between rogue and ranger, and hybrid classes are explicitly forbidden from multiclassing with one of their parent classes.

That said, if you have to choose between slayer and rogue I would ask myself what kjnd of character I want.

Offensive "action hero" jack of all trades martial character = slayer

A trap disarmer/skill monkey = rogue

A glass cannon who can do great damage with one hit, or will occasionally anihilate a target you've outflanked with a full attack = rogue


Zolanoteph wrote:
Slayer is a hybrid class between rogue and ranger, and hybrid classes are explicitly forbidden from multiclassing with one of their parent classes.

That was only the case in the playtest document. The final release of the ACG reversed that:

PRD wrote:
Parent Classes: Each of the following classes draws upon two classes to form the basis of its theme. While a character can multiclass with these parent classes, doing so usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline).

So yes, you can multiclass with the parent class if you like.


Oh wow, look at that.

Disregard that, I suck.


2 people marked this as a favorite.

What is your point- buy?

Zolanoteph wrote:

Oh wow, look at that.

Disregard that, I suck.

We all suck sometimes, but most of the time we rock, and kill dragons... and stuff...


Besides Ranger Combat style Two weapon Fighting on the slayer part

i should have two URouge Talents and one more slayer talents and i am unsure what they should be

for traits i am thinking elvish ref and something to sore up my lacking in will saves


1 person marked this as a favorite.
Thunderlord wrote:
For feats, make sure you have at least 13 str and snag power attack. At eighth thats -2 attack for +4 damage and you can do it twice if you're dual wielding.

Not true. The off-hand attack has -2/+2, which is a very bad ration. Indeed, because of that, Power Attack is generally not worth a feat and often even outright hurtful for TWF.

Zolanoteph wrote:
I suck.

Well, if you'd take your mask off, you wouldn't need a straw!

JuliusCromwell wrote:
for traits i am thinking elvish ref and something to sore up my lacking in will saves

Deathtouched! There's also an alternate racial trait (replacing adabtability, so it competes with the exotic weapon proficiency one) for +2 to will saves.


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Unchained Rogue (Swashbuckler) 4 / Brawler (Snakebite Striker) 2 / Slayer (Bounty Hunter) 2

Special Abilities:
Brawler's Cunning
Brawler's Flurry
Daring (+1 morale bonus on Acrobatics and Will saves against fear)
Debilitating Injury
Dirty Trick (Ex)
Evasion
Finesse Training (Dex to Damage on Waveblade)
Martial Training
Studied Target (Move action)
Track (+1 bonus)
Uncanny Dodge
+3d6 Sneak Attack

**********

Feats & Traits:
Feats:
Dirty Fighting(B)
Equipment Trick: Smokestick(B)
Greater Dirty Trick
Improved Dirty Trick(B)
Improved Unarmed Strike(B)
Iron Will
Lunge
Weapon Finesse(B)
+1 Feat

Traits:
Adopted->Intrepid Volunteer (Dexterity on Dirty Trick maneuvers, Halfling trait)
Any +1 Will trait

**********

Base Saves:
Normal Multiclassing:
Fortitude: +7
Reflex: +10
Will: +1 (+3 from Iron Will and the Trait, and an additional +1 against fear effects)

Unchained Multiclassing:
Fortitude: +5 (5.33)
Reflex: +6 (6.5)
Will: +2 (2.66) (+3 from Iron Will and the Trait, and an additional +1 against fear effects)

**********

Base Offense:
+7 BAB
+3d6 Sneak Attack

Brawler's Flurry with Waveblade or Unarmed Strike. Basically TWF, but you only need one weapon and do not deal less damage on your 'off-hand' attacks.
Keen Waveblade +5/+5/+0 (1d6+Dex 15-20/x2)
Unarmed Strike +5/+5/+0 (1d6+Str)

**********

Magic Items:
Goz Mask
+1 Keen Waveblade (with weapon cord)

17,000 gp left (assuming standard WBL for a 8th level character)
I'd focus on the big six and also craft a bunch of Smokesticks

**********

Combat Strategy:
With one rank in Craft: Alchemy, the Equipment Trick feat allows you to create 10 ft cubes of smoke as a swift action, which lasts for 1 round.

Someone said wrote:
Slow Burn (Craft [alchemy] 1 rank): You can burn a smokestick just slowly enough to not consume it immediately. You must choose to use this trick when you light a smokestick. A slow-burning smokestick is not consumed after 1 round, and the smoke produced only lasts for 1 round. For the next hour, as a swift action when you are holding a slow-burning smokestick, you can use the smokestick to produce a cloud of smoke that lasts for only 1 round. The slow-burning smokestick lasts for 1 hour or until you have created a total of 10 clouds, at which point it is consumed.

Since Brawler's Flurry leaves you with one hand free, you can carry the Smokestick while flurrying. The Goz Mask allows you to see through the smoke, while you'll use Lunge to attack from 10 ft away and benefit from Total Concealment. This lasts for 1 round and will hinder enemy ranged combatants from targeting you. If they decide to blast your general position, you have a great Reflex save and Evasion.

Total Concealment should be enough for Sneak Attack, otherwise you'll have to blind your opponent with Dirty Trick or flank them.

Whenever you'd be able to Sneak Attack a studied target, you can choose to forgo the extra damage to instead make a Dirty Trick Maneuver (with a +3 bonus) as a free action.

And remember Debilitating Injury, and to apply the extra +2 from the Dirty Fighting feat on Dirty Trick maneuvers if you're flanking.

Notes:
This is a skeleton build, so there is no restriction on race. If you're playing as a human, simply add one feat.

If you want Trapfinding, you'll go Vanilla UnRogue instead of Swashbuckler. Effectively switching out your last feat and the Daring ability for 1 Rogue Talent and Trapfinding/Danger Sense +1.

The last feat can be used to take Agile Maneuvers if you don't want to take the adopted trait. You could also capitalize on your great critical chance to switch out Dirty Fighting for Combat Expertise and take Butterfly's Sting, giving away critical hits to your allies. Brawler's Cunning allows you to dump Int and still fulfill the requirement for Combat Expertise.

If you don't want to be dependant on magical items, you could take the Kobold trait Smoke Resistant to see through non-magical smoke. (And then you'll need to take Agile Maneuvers instead of the Halfling race trait.) This kobold trait is not legal for Society play

As for Ability Scores, there's absolutely no reason to make a Strength build, as you'll get Dex-to-Damage for free.


@ Wonderstell: I Bloody love it. it basically what i was aiming for


Wonderstell wrote:

Unchained Rogue (Swashbuckler) 4 / Brawler (Snakebite Striker) 2 / Slayer (Bounty Hunter) 2

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...

May i ask how the class set up for this build might look say at level 12?

that is the likely end point for the game


Wonderstell wrote:

Feats:

Dirty Fighting(B)
Equipment Trick: Smokestick(B)
Greater Dirty Trick
Improved Dirty Trick(B)
Improved Unarmed Strike(B)
Iron Will
Lunge
Weapon Finesse(B)

It's worth noting that both Lunge and Greater Dirty Trick have a +6 BAB prerequisite, meaning the earliest you can take them is 7th level. You'd need to expend a Rogue or Slayer Talent to get them both by 8th level.


@Dasrak

Well, since the character is made as lv 8, I got a bit lazy with the order of the bonus feats.

If we don't allow retraining (which is a thing!), then you could wait with the last UnRogue level until lv 7 when you've picked up the other +6 BAB feat with your level progression feat.

And I kinda forgot to write where all the bonus feats came from, so here's the rundown.

4 feats from level progression, 2 bonus combat feats from taking the Combat Trick Rogue Talent twice (possible with the Swashbuckler archetype), 1 bonus combat feat from lv 2 Brawler, Weapon Finesse from UnRogue, IUS from Brawler.

The Bounty Hunter archetype switches out the Slayer Talent for the Dirty Trick (Ex) ability, so there's no Slayer Talent to use.


I'd recommend slayer levels only, because 1) full BAB, and 2) actual attack bonuses. Rogue has neither. Also, you can get ranger combat style feats with a slayer.


@JuliusCromwell

Glad you liked it!

The build is pretty much set at lv 8, but you'll want to increase the Sneak Attack die while also keeping your BAB high for Dirty Trick Master.

So stay for atleast two more levels in slayer, getting +1d6 sneak attack and a Slayer Talent.

I'd take Combat Expertise instead of Dirty Fighting and pick up Butterfly's Sting with the extra feat. Giving crits to your allies is more valuable than taking them yourself since you're dealing precision damage.

9. Slayer (Bounty Hunter) 3
+1d6 Sneak Attack, Surprise Manuever (Requires Combat Expertise)
10. Slayer (Bounty Hunter) 4
Slayer Talent->Rogue Talent->Bleeding Attack/Slow Reactions/Trap Spotter

11. Fighter
Accomplished Sneak Attacker, Improved Iron Will/Fortified Armor Training* (B)
12. Fighter
Dirty Trick Master (B)

*You can use a mundane buckler in your off-hand, and carry with you a couple to switch to when one is destroyed.

***************

Surprise Maneuver coupled with the Dirty Trick (Ex) ability will give you 2x Sneak Attack dice on your dirty trick maneuvers.

If you don't want to take defensive options (Imp Iron Will/Fort Armor Training), then you could take Improved Two Weapon Fighting or simply weapon focus. I'm very certain that your Brawler's Flurry will qualify you for Imp TWF. Otherwise, the ability to reroll a Will save/day or the ability to ignore one critical hit once/fight are pretty worthwhile options.

Edit: I just remembered that Accomplished Sneak Attacker and Improved Iron Will are both general feats, so if you don't retrain one of your previous feats, you can't take Improved Iron Will at lv 11.


The Game is a 20 point buy
going with @wonderstells build
and playing a half-elf
at level 8 & 12 how should my stats look before items


I see two possible spreads:

12 Str
20 Dex
14 Con
10 Int
14 Wis
8 Cha

This is nice and balanced; 12 strength gives you good carrying capacity, 20 dexterity is great, 14 constitution and wisdom gives you solid defenses, and Int and Cha aren't really needed. You could easily tweak this to taste (for instance, if you'd prefer more skill points to a higher carrying capacity).

10 Str
22 Dex
12 Con
10 Int
14 Wis
7 Cha

This spread makes steeper sacrifices for a maximum dexterity score. You may want to consider Toughness to shore up this build due to the lower constitution score. There's less room for tweaking due to the total focus on dexterity here, and Intelligence is the only stat I would even consider dropping further than this.


@JuliusCromwell

Dasrak's spreads are good options. Both alternatives have placed the Ability Score Increase of lv 4 & 8 in Dexterity, so at lv 12 you would have another +1 to place in an ability score. If the game is supposed to end at lv 12, then I'd just place it in Str for carrying capacity/resistance to Str-dmg.

I'm a fan of more balanced ability scores, so I'd take option #1. Maybe switch Strength for Intelligence, since I like skill points.

*******************

I noticed that I made a slight mistake when calculating unchained multiclassing base saves. If you're playing with those rules, then change the Reflex save from 6.5 to 6.

And I forgot to add the Bravery class feature to the second level of fighter, so that's another +1 to will saves against fear. Also, there are a lot of archetypes for the fighter which opens up alternatives.

If you take the Druman Blackjacket fighter archetype, you can take Improved Iron Will at lv 11. The Drill Sergeant archetype switches your Bravery for the Cavalier's Tactician ability, giving you a teamwork feat. Etc Etc


Or, you could take one level of Vampire Hunter, which will give you +2 will (assuming you aren't using unchained multiclassing base saves) with +1 BAB, AND a combat feat.

If you pick Vampiric Resolve, you also get +2 bonus on Will saving throws against mind-affecting effects for 1 min/day, AND a reroll against mind-affecting saves.


well here's my character.

sorry for not putting it in a spoiler , I never learned how to do that.

Name-(Kazuma) Race-(Half-ELF) Gender-(Male)
Height-(5"8") Weight-(128)
Hair-(Black) Eyes-(Silver)

HP: 72

STR12 DEX22 CON14
INT10 WIS14 CHA8

AC:24
Flat:18
Touch:16

Saves-
Fortitude: +7
Reflex: +10
Will: +1 (+3 from Iron Will and the Trait, and an additional +1 against fear effects)

CMB: Drity Trick +17 (+21 if for going SA Dice)
CMD: 24

offense-
Brawler's Flurry with Waveblade or Unarmed Strike.
Keen Waveblade +11/+11/+6 (1d6+Dex 15-20/x2) +4d6 Sneak Attack
Unarmed Strike +6/+6/+1 (1d6+Str) +4d6 Sneak Attack

Special Abilities -
.
.
Brawler's Cunning - Counts as having 13 INT for Feats
Brawler's Flurry -> TWF (WITH ONE HAND) Off hand is free
Daring (+1 morale bonus on Acrobatics and Will saves against fear)
Debilitating Injury - Foe injured By SA DMG Takes -4 on Attacks or -4 To AC
Dirty Trick (EX) For Go SA DMG to a study target to Make a Dirty Trick check with +4 Bonus
Evasion
Finesse Training (Dex to Damage on Waveblade)
Studied Target (Move action) (+1)
Track (+1 bonus)
Uncanny Dodge

Accomplished Sneak Attacker (+1D6 SA DMG)
Dirty Fighting(B) (+4 Bonus TO CMB Checks to foe you flank)
Equipment Trick: Smokestick(B) Create Smoke Screen in 10FT SQ (Use Goz)
Greater Dirty Trick - Dirty Trick Last 1D4+1 For every 5 you Beat the targets CMD BY/+2 Dirty trick
Improved Dirty Trick(B) Do Not provoke AoO/ +2 to Dirty trick
Improved Unarmed Strike(B)-
Iron Will - CAN Strike up to 10Ft Away
Lunge
Weapon Finesse(B)

Goz Mask - see in Smoke
Keen Wave-Blade + Weapon cord
Belt - Dex (+2)
Ring AC (+2)
Mithral chain shirt (+3)

Im asuming this build is only good for low to mid levels as i can see how creatures with blindsense/tremorsesne would pose a problem

Not that I see my self getting past level 12 but whats a good way to make this build vilable at say the later levels


Ability Scores:
Name-(Kazuma) Race-(Half-ELF) Gender-(Male)
Height-(5"8") Weight-(128)
Hair-(Black) Eyes-(Silver)
lv 8
Unchained Rogue (Swashbuckler) 4 / Brawler (Snakebite Striker) 2 / Slayer (Bounty Hunter) 2

HP: 72

STR12 DEX22 CON14
INT10 WIS14 CHA8

Traits:
Adopted->Intrepid Volunteer
Indomitable Faith

AC, Saves, Defensive options:
AC:25
Flat:18
Touch:17

Fortitude: +11
Reflex: +18
Will: +8 (+1 against fear effects)

Evasion
Uncanny Dodge

Smokestick trick. Place this smoke cube well, and every enemy will suffer concealment when attacking me.

Offense:
CMB: Dirty Trick +17 (+21 if for going SA Dice)
CMD: 25

Brawler's Flurry with Waveblade or Unarmed Strike.
Keen Waveblade (+1) +12/+12/+7 (1d6+7 15-20/x2) +4d6 Sneak Attack
Unarmed Strike +11/+11/+6 (1d6+1) +4d6 Sneak Attack

Special Abilities:
Brawler's Cunning - Counts as having 13 INT for Feats
Brawler's Flurry -> TWF (WITH ONE HAND) Off hand is free
Daring (+1 morale bonus on Acrobatics and Will saves against fear)
Debilitating Injury - Foe injured By SA DMG Takes -4 on Attacks (against me) or -4 To AC (against my attacks), and my allies get these benefits but at -2.
Dirty Trick (EX) For Go SA DMG to a study target to Make a Dirty Trick check with +4 Bonus
Finesse Training (Dex to Damage on Waveblade)
Studied Target (Move action) (+1)
Track (+1 bonus)

Feats:
Accomplished Sneak Attacker (+1D6 SA DMG)
Dirty Fighting(B) (+4 Bonus TO CMB Checks to foe you flank)
Equipment Trick: Smokestick(B) Create Smoke Screen in 10FT SQ (Use Goz)
Greater Dirty Trick - Dirty Trick Last 1D4+1 For every 5 you Beat the targets CMD BY/+2 Dirty trick
Improved Dirty Trick(B) Do Not provoke AoO/ +2 to Dirty trick
Improved Unarmed Strike(B)-
Iron Will
Lunge - CAN Strike up to 10Ft Away, -2 penalty to AC
Weapon Finesse(B)

Magic Items:
Goz Mask - see in Smoke (8000 gp)
+1 Keen Wave-Blade + Weapon cord (8000 gp)
Belt - Dex (+2) (4000 gp)
Ring of Deflection (+1) (2000 gp)
Cloak of Resistance +2 (4000 gp)
Mithral chain shirt (+1) (2100 gp)
MWK Buckler (+1) (1155 gp)

Total: 29255 (Previous total: 38,100)

Here, I fixed a few things.
Remember to add your ability modifiers to your saves (fixed), that the Cloak of Resistance is very valuable (added one), that you can wear a buckler without penalty (added one), that your unarmed strikes use your Dex modifier since you have weapon finesse (fixed), and that it's generally better to buy multiple AC-boosting items than placing all your money on one. You'd want to buy an Amulet of Natural Armor before upgrading your armor to +2, for example.

I've spent less money than you did, and managed to get higher AC while still affording a Cloak of Resistance +2.


JuliusCromwell wrote:

Im asuming this build is only good for low to mid levels as i can see how creatures with blindsense/tremorsesne would pose a problem

Not that I see my self getting past level 12 but whats a good way to make this build vilable at say the later levels

Here's how you deal with blindsense/tremorsense:

Dampen Presence wrote:

Your habitual stillness makes you difficult to perceive for creatures that use blindsight or blindsense.

Prerequisites: Skill Focus (Stealth), Stealth 5 ranks.

Benefit: You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature’s perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense.

Take (at least) 1 more level in Unchained Rogue and get skill unlocks. Choose Stealth. At level 15 you can hide during your turn in the smoke and get sneak attack damage on all attacks during your full-attacks.

And negating tremorsense is easy. Just fly.
If you're at a level where everything has tremorsense, you should have some way of flying. Whether by scrolls, allies or magic armor.

As for scent, either buy a scroll of Negate Armor (1st level spell), or craft some Deodorizing agent/Scent Blocker with your Craft: Alchemy.

Edit: Part of my post got eaten.

The strongest aspect of this build is your Dirty Trick maneuver bonus. The level dip into Slayer + Surprise Maneuver will give you a high bonus which scales with every Sneak Attack die you pick up. If you follow the 9-12 level progression I wrote earlier, then the two most important feats are Surprise Maneuver and Dirty Trick Master.
After lv 12, it's probably the easiest to place the rest of your levels in the Unchained Rogue class.
You can even retrain the 9-12 levels into UnRogue as you level up, ending up as a UnRogue 16/Slayer2/Brawler2.


@ Wonderstell. even if i never get a chance to use him in the current game i am surely using this at some point i really like the image this has created for me.


@ wonderstell

Looks like i get to play the character you help me with

but i need advice on my Skills im not sure what i'll really need for this build besides the craft alchemy


Okay, so at lv 8 you're sitting at 52 skill ranks. You can place your Favored Class Bonus (UnRogue) in either HP or Skill Ranks (or a combination of those two), for a total of 56 skill ranks. But let's assume you got 52.

That's quite a lot of skill ranks, all things considered. You got pretty much all skills as class skills, with the notable exceptions of Fly and Spellcraft.

You'll probably want to keep Perception and Stealth maxed, as they're very useful skills. Since you got high Dex, there's no reason to not take a couple of Dexterity skills.

skill ranks:
Total skill bonus in parentheses.

8 skill ranks
Perception (13)
Stealth (17)

5 skill ranks
Craft: Alchemy
With an Alchemist's Lab, you'll have a skill bonus of +10. This is enough to take 10 and craft your own Smokesticks. Costs 200 gp.

4 skill ranks
Acrobatics (13)
Disable Device (13) (+2, MWK Thieves' Tools, 100 gp)
Escape Artist (13)

1 skill rank
Climb (5)
Heal (6)
Knowledge Dungeoneering (4)
Knowledge Geography (4)
Knowledge Local (4)
Ride (10)
Sleight of Hand (10)
Survival (6)
Swim (5)

That's 42/52 skill ranks.

*******

So, now you got at least 10 skill ranks to place where you want. This is a chance to make this character your character.

What did Kazuma do before he became an adventurer, and is there some way to reflect that with your skills?
Maybe he spent some time as a mercenary overseas (Profession: Soldier) and learned a few languages (Linguistics)?
Is he a gambler with keen insight (Profession: Gambler, Sense Motive), and/or does he know the basics of caring for his weapon (craft: Weapons)?

*******************

PS, Earlier Mistake:

I noticed that I screwed up with the AC earlier. It should be:

AC: 24.
10+(armor 5)+(shield 2)+(Dex 6)+(Deflect 1)

Touch: 17.
10+(Dex 6)+(Deflect 1)

Flat-Footed: 18.
10+(armor 5)+(shield 2)+(Deflect 1)


@ wonderStell. He was a solider/ mercenary (in the south were the savage races in my friends game were up rising) His Father is a Human married to a Halfing (He's adopted) but learn his one trait from his new mom

Also im starting with more gold than i though
75,000 Gp truthful as the Gm felt bad as to how my last character got screwed over by plot


skills Include rank Trained and Mod

1 Acrobatics +17
2 Craft +4
3 Escape Artist +15
4 Perception +12
5 Sense Motive +12
6 Sleight of Hand +13
7 Stealth +15
8 Swim +11
9 Linguistics +4
10 Ride +11
11 Survival +5


This is my Slayer :) AoE Sneak Attack because of Shatter Defenses and Cleave/Imp Cleaving Finish with a Spring-loaded 2h custom weapon that can attack 5ft or 10ft

15pt buy - lvl 12 Human Slayer
Str 13
Dex 21(+2human, +3level)
Con 12
Int 10
Wis 10
Cha 10

Weapon is:
3dp: weapon finesse
3dp: 19-20 crit
3dp: 2d4 dmg
1dp: reach
2dp: spring loaded

Enchants:
Cruel (+1)
Culling (+2)
Agile (+1)

Skills:
Stealth (Max)
Intimidate (Max)

Traits:
Dangerously Curious - for UMD so I can use wands and scrolls
Child of the Moon - +1, +2 or +4 Stealth, depending on the Moon Cycle.

Lvl1 Weapon Finesse, Human Bonus feat: Skill Focus: Stealth
Lvl2 Ranger Combat Style: Cleave
Lvl3 Power Attack
Lvl4 Rogue Talent: Weapon Focus (Flying Spiked Aspergillum)
Lvl5 Cleaving Finish
Lvl6 Ranger Combat Style: Great Cleave & FCB1/6 Defensive Study
Lvl7 Improved Cleaving Finish
Lvl8 Combat Trick: Dazzling Display, Human bonus feat: Skill Focus: Intimidate
Lvl9 Shatter Defenses
Lvl10 Advanced Rogue Feat: Cornugon Smash
Lvl11 Improved Critical
Lvl12 Twist the Knife & FCB1/6 Feat: Furious Focus

Hit: 12BAB, 5dex, +1 WeapFocus, -0PA, +3 Enchantment = +21 to hit (+3 Studied Target)
Dmg: 2d4 +5Agile +8PA, +4PA (2h), +3 Enchantment = 2d4+20 (+3 Studied Target) +2d6 (Culling) +4d6 (Sneak Attack vs. Flat-footed)
AC: 10 + 5dex + 3 Studded Leather (+3 enchantment) + 1 Buckler (+3 Enchantment) = 25 AC (+3 Studied Target)
Stealth: 5dex + 12SkillRanks + 3ClassSkill + 6SkillFocus + 1to4 ChildOfTheMoon Trait = 27-30 Stealth (+3 Studied Target)
Intimidate: 0Cha + 12SkillRanks + 3ClassSkill + 6SkillFocus = 21 Intimidate (+3 Studied Target)

.

Let's say I'm facing 5 targets and they're all within my 10ft Cleave range. A standard lvl 12 mob has an AC of 27 and 160 HP, and I have a +21 to hit (or a +24 to hit Studied Target). Once the mob loses their dex to AC, I’m going to assume a -4 to AC (so 23 FF AC)
In the first round, I Swift Study one, Move Study another, and Cleave. After one round of Cleave, lets assume I hit them all, and all my targets are now Flat-footed, Shaken, and Sickened. In round 2, I swift Study a third target and Cleave again.

First round DPR:
3x (0.55*(((2.5*2)+20)+(3.5*2)+(0.2*(2.5*2)+20)*3)
2x (0.70*(((2.5*2)+23)+(3.5*2)+(0.2*(2.5*2)+23)*3)
So:
3x (0.55*32)+(0.2*(25)*3)= 17.6+15 = 32.6dpr x 3 unstudied non-flat-footed mobs
2x (0.70*35)+(0.2*(28)*3)= 24.5+16.8= 41.3dpr x 2 studied non-flat-footed mobs

Second round DPR:
2x (0.70*(((2.5*2)+20)+(3.5*2)+(3.5*4)+(0.2*(2.5*2)+20)*3+(3.5*4))
3x (0.75*(((2.5*2)+23)+(3.5*2)+(3.5*4)+(0.2*(2.5*2)+23)*3+(3.5*4))

So:
2x (0.70*46)+(0.2*(25)*3+(14))= 32.2+19 = 61.2 dpr x 2 unstudied flat-footed mobs
3x (0.75*49)+(0.2*(28)*3(+14))= 36.75+30.8= 67.55 dpr x 3 studied flat-footed mobs

Round1
32.6dpr x 3 unstudied non-flat-footed mobs = 97.8
41.3dpr x 2 studied non-flat-footed mobs = 82.6
=180.4DPR

Round2
61.2 dpr x 2 unstudied flat-footed mobs = 122.4
67.55dpr x 3 studied flat-footed mobs = 188.65
=311.05 DPR

.

Vs. lvl 12 Single Target

Study Target as Swift Action, then Full Round Attack (3 attacks). I’m assuming all attacks after the first, the mob is considered flat-footed.

Round1
First attack: (0.70*(((2.5*2)+23)+(0.2*(2.5*2)+23)*3)+
Second attack: (0.65*(((2.5*2)+23)+(3.5*4)+(0.2*(2.5*2)+23)*3+(3.5*4))+
Third attack: (0.40*(((2.5*2)+23)+(3.5*4)+(0.2*(2.5*2)+23)*3+(3.5*4))

So:
First attack: (0.70*28)+(0.2*(28*3)) = 19.6+16.8 = 36.4
Second attack: (0.65*42)+(0.2*(28*3)+14) = 27.3+30.8 = 58.1
Third attack: (0.40*(42)+(0.2*(28*3)+14) = 16.8+30.8 = 47.6
= 142.1 DPR

Round2
First attack: (0.75*(((2.5*2)+23)+ 3.5*4)+(0.2*(2.5*2)+23)*3+(3.5*4))+
Second attack: (0.65*(((2.5*2)+23)+ (3.5*4)+(0.2*(2.5*2)+23)*3+(3.5*4))+
Third attack: (0.40*(((2.5*2)+23)+(3.5*4)+(0.2*(2.5*2)+23)*3+(3.5*4))

So:
First attack: (0.75*42)+(0.2*(28*3)+14) = 31.5+30.8 = 62.3
Second attack: (0.65*42)+(0.2*(28*3)+14) = 27.3+30.8 = 58.1
Third attack: (0.40*(42)+(0.2*(28*3)+14) = 16.8+30.8 = 47.6
= 168 DPR

.

In summary:

Round1 – Cleaving vs. 5 lvl 12 mobs
32.6dpr x 3 unstudied non-flat-footed mobs = 97.8
41.3dpr x 2 studied non-flat-footed mobs = 82.6
=180.4DPR

Round2 - Cleaving vs. 5 lvl 12 mobs
61.2 dpr x 2 unstudied flat-footed mobs = 122.4
67.55dpr x 3 studied flat-footed mobs = 188.65
=311.05 DPR

Round1 – Full attack vs 1 mob (flat-footed for 2 iterative attacks)
142.1 DPR

Round2 – Full attack vs 1 (flat-footed for all attacks)
168 DPR

.

I might need Avr to check my math and keep me honest, but under ideal circumstances where 5 mobs are all within range of my 10ft Cleave, that's a lot of dmg per round. I'm also assuming that each of the 5 mobs were successfully Intimidated in the first round (to cause the Flat-footed condition from Shatter Defenses). Once all 5 mobs are intimidated (in reality, this might take several rounds), it would be a sustained DPR of 311.05 for all subsequent rounds.
The average lvl 12 mob has 160 HP, so any crits are x3 and might just kill a mob outright , thus proc'ing even more attacks per round from Improved Cleaving Finish.

Despite being Cleave-focused, vs. a lvl 12 single target he can hit 142.1 DPR in round1 and a sustained 168 DPR in round2 and all other subsequent rounds once the mob is flat-footed.

And to reiterate, this is done with no buffs from party or from self-buffing with UMD. The only outside factors are the enchantments to the weapon itself: +3 weapon, +2 culling, +1 agile, and +1 cruel. It’s a 90,000gp weapon though. Technically the +1 Cruel enchant doesn’t need to be on it for the DPR calculation.


I rolled this out just for funsies. This is what the dmg looks like.

Pre-combat: Dazzling Display
Intimidate = 10 + Target's HD + Wis Mod, so I'm going to assume a 4 wis mod and say my DC is 26 to Demoralize, so I would need a 5 or higher (or a 2 or higher vs my Studied Targets)

d20 rolls to Intimidate
13
12
18
8
9

All enemies are Shaken.

Round1
d20 rolls to hit
Mob1 13 Studied - Swift
Mob2 16 Studied - Move
Mob3 10
Mob4 9
Mob5 7
All hits

Mob1 1 + 1 + 23 + 2 + 3 = 30
Mob2 2 + 2 + 23 + 4 + 6 = 37
Mob3 3 + 1 + 20 + 1 + 1 = 26
Mob4 4 + 1 + 20 + 4 + 1 = 30
Mob5 1 + 2 + 20 + 1 + 6 = 30

Round1 Total Damage: 153 dmg

d20 rolls to Intimidate
Mob1 11
Mob2 7
Mob3 13
Mob4 11
Mob5 9
All Enemies are now Shakened, Sickened, and Flat Footed.

Round2
d20 rolls to hit
Mob1 14 Studied
Mob2 7 Studied
Mob3 8 Studied - Swift
Mob4 11
Mob5 11
All hits

Mob1 3 + 1 + 23 + 2 + 1 + 4 + 5 + 6 + 1 = 46
Mob2 4 + 4 + 23 + 4 + 5 + 1 + 5 + 5 + 4 = 55
Mob3 3 + 2 + 23 + 4 + 5 + 1 + 4 + 3 + 2 = 47
Mob4 3 + 1 + 20 + 4 + 1 + 4 + 4 + 5 + 1 = 43
Mob5 4 + 3 + 20 + 4 + 5 + 6 + 6 + 5 + 2 = 55

Round2 Total Damage: 246 dmg

Round3
d20 rolls to hit
20, 20 to confirm
14
6
4
12
All hits, 1 Crit

Dmg rolls
Mob1 (4 + 1 + 23)*3=84 + 2 + 4 + 2 + 2 + 3 + 3 = 100 (mob1 dies: 176 dmg)
Mob2 1 + 1 + 23 + 5 + 4 + 6 + 3 + 6 + 3 = 52
Mob3 1 + 1 + 23 + 5 + 2 + 1 + 1 + 6 + 2 = 42
Mob4 4 + 1 + 20 + 3 + 2 + 3 + 5 + 6 + 6 = 50
Mob5 4 + 1 + 20 + 4 + 6 + 1 + 2 + 6 + 4 = 48

Cleaving Finish: 15 to hit
Mob2 1 + 4 + 23 + 4 + 4 + 1 + 1 + 4 + 3 = 45 (mob2 dies: 189 dmg)

Round3 Total Damage: 337 dmg

Round4
d20 rolls to hit

Mob3 14 Studied
Mob4 15 Studied - Swift
Mob5 19, 13 to confirm Studied - Move
All hits, 1 Crit

Dmg rolls
Mob3 1 + 4 + 23 + 5 + 4 + 1 + 1 + 1 + 2 = 42
Mob4 3 + 1 + 23 + 3 + 2 + 4 + 1 + 4 + 4 = 45 (mob4 dies: 168 dmg)
Mob5 (4 + 1 + 23)*3=84 + 4 + 5 + 2 + 3 + 6 + 5 = 109 (mob5 dies: 242 dmg)

Cleaving Finish x2: 7 to hit, and 6 to hit
Mob3 3 + 2 + 23 + 6 + 4 + 6 + 1 + 4 + 2 = 51
Mob3 4 + 1 + 23 + 4 + 2 + 1 + 5 + 1 + 2 = 43 (mob3 dies: 241 dmg)
Round4 Total Damage: 290dmg

Total damage dealt in 4 rounds: 1016 (254 average)
Total damage dealt in 3 rounds after Flat-footed: 863 (287.6666667 average)


@ wonderstell

Acrobatics (13)
Climb (5)
Craft: Alchemy (With an Alchemist's Lab) +10
Disable Device (13) (+2, MWK Thieves' Tools, 100 gp)
Escape Artist (13)
Heal (6)
Knowledge Dungeoneering (4)
Knowledge Geography (4)
Knowledge Local (4)
Linguistics (5)
Profession: Soldier (9)
Perception (13)
Ride (10)
Sleight of Hand (10)
Stealth (17)
Swim (5)
Survival (6)
Swim (5)

also any idea of what all i should by with my 75000 Besides the one you help me pick before. increase +s or is there other items that be help for this buid


@juliuscromwell

Get Quick Dirty Trick, and Dirty Trick Master asap. With QDT you can substitute ONE of your attacks to do a Dirty Trick. Dirty Trick Master just takes Dirty Trickstering to a whole 'nother level.

Once you have both, you can Sicken a target by kicking them in the junk (or the kidney if they don't have junk), and in the following round, you can NAUSEATE them. They can't do any actions other than MOVE (which provokes AoO's from you). They can't cast spells or even attack you. They're on the ground puking.


@ Ryze

Plan on it. the build I got from wonderstell is meant to get off easy dirty tricks and sneak attack

Grand Lodge

Your dpr calculations are over estimates, I think. When you use cleave and miss you don't get any more attacks. Your math treats them the you get the subsequent attacks.

Mini example.

.75 chance to hit for 20 damage.
.75 chance to hit for 20 damage.

If these were normal attacks 15 from each attack total of 30.

Cleave 25% of the time you do 0 damage. Miss attack 1 and no attack 2

Hit with attack on and 2 for 30 damage 56% of the time.

Hit with attack one, miss with attack 2. 19% of the time.

Then you have to put the together.

((56*30)+(19*15)+(25*0))/100=19.65

So this cuts the damage down drastically. You have to do this for every possible outcome and add them together.

For a bench a sword and kukri slayer with wbl does ~ 200 damage when using oppertunist and bashing finish against any number of enemies. I have seen this pushed much higher with secondary natural attacks and multiclassing.


@Julius Cromwell

Looks good, remember that you get two known languages with the two skill ranks in linguistics. And that your Disable Device skill bonus is +15, since you'll always use the Thieves' Tools.

As for magic items, there are quite a lot of them.

Magic Items:
Changes are bolded.

Belt - Dex (+2) (4000 gp)
Ring of Deflection (+1) (2000 gp)
Cloak of Resistance (+3) (9000 gp)
Cloak of Elvenkind combined with Cloak of Resistance (+3750 gp)*
Mithral chain shirt (+1) (2100 gp)
MWK Buckler (+2) (4155 gp)
Amulet of Natural Armor (+1) (2000 gp)
+2 Keen (Cold Iron) Wave-Blade + Weapon cord (18310 gp)

*You'll have to ask your GM if this is okay. But it costs exactly the same as if you had bought the Shadow Property on your armor.

Goz Mask - see in Smoke (and breathe water for up to 1 hour per day) (8000 gp)
Boots of the Cat - roll minimum dmg for falling (1000 gp)
Cracked Pale Green Prism Ioun Stone (+1 Competence bonus to Attack, 4000 gp)
Gauntlets of the Skilled Maneuver (+2 bonus to Dirty Trick Maneuvers, 4000 gp)
Cracked Pearly White Spindle Ioun Stone (Immunity to bleed damage and regenerates lost limbs. Regenerates 1 hitpoint/hour. 3400 gp.)
Lucky Horseshoe (+1 Luck bonus to all saves, gain +4 Luck bonus against one effect once per day. 6800 gp.)

Raise all your saves by 2.
Raise your AC and Flat-Footed AC by 2.
Raise your Attack bonus with the Wave-Blade by 2, and your Dirty Trick Maneuver bonus by 3.
Raise your dmg with the Waveblade by 1.
+5 competence bonus to Stealth.

MWK Backpack - +1 Carrying Capacity (50 gp)
MWK Thieves' Tools (100 gp)
Alchemist's Lab (200 gp)
Traveler's Any-Tool - transforms into any mundane tool you can imagine. Hammer, Shovel, Axe, Scissors, Needle, etc. (250 gp)

Wand of Infernal Healing (750 gp)
Potion of Invisibility (300 gp)

Total: 74115

Okay, so sooner or later you're gonna want to buy a Celestial Armor so you can keep adding your Dex to AC. So don't upgrade your armor, wait until you can afford the Celestial one.

BTW, remember that your opponents should lose their Dex-to-AC against your attacks since they can't see you. This also applies to their CMD when you make your Dirty Fighting maneuver. Penalties to AC (such as from Debilitating Injury) also applies to CMD.

And you'll probably want Combat Expertise instead of Dirty Fighting, since you need Combat Expertise as a prerequisite for the Surprise Maneuver feat.


Goz Mask:(8000 GP)
+1 keen Waveblade (8005 GP) Weapon Cord (1 Sp)
+3 Mithral Chain Shirt (10100 GP)
+3 Buckler (9015 GP)
+3 Cloak of Resistance (9000 GP)
+1 Ring of Protection (2000 GP)
+2 Belt of Physical Might (Dex and CON) (10000 GP)
Bag, Handy Haversack (2000 GP)
Boots of Striding and Springing (5500)
+1 Amulet of Mighty Fists (4000 GP)
Kit, alchemy crafting (25 Gp)
Deluxe Essentials Kit (56 Gp)
Smoke Stick X50 (20 Gp Each)

these are the items i bought
leaving me with just a little or 6K in GP


Grandlounge wrote:

Your dpr calculations are over estimates, I think. When you use cleave and miss you don't get any more attacks. Your math treats them the you get the subsequent attacks.

Mini example.

.75 chance to hit for 20 damage.
.75 chance to hit for 20 damage.

If these were normal attacks 15 from each attack total of 30.

Cleave 25% of the time you do 0 damage. Miss attack 1 and no attack 2

Hit with attack on and 2 for 30 damage 56% of the time.

Hit with attack one, miss with attack 2. 19% of the time.

Then you have to put the together.

((56*30)+(19*15)+(25*0))/100=19.65

So this cuts the damage down drastically. You have to do this for every possible outcome and add them together.

For a bench a sword and kukri slayer with wbl does ~ 200 damage when using oppertunist and bashing finish against any number of enemies. I have seen this pushed much higher with secondary natural attacks and multiclassing.


JuliusCromwell wrote:


Goz Mask:(8000 GP)
+1 keen Waveblade (8005 GP) Weapon Cord (1 Sp)
+3 Mithral Chain Shirt (10100 GP)
+3 Buckler (9015 GP)
+3 Cloak of Resistance (9000 GP)
+1 Ring of Protection (2000 GP)
+2 Belt of Physical Might (Dex and CON) (10000 GP)
Bag, Handy Haversack (2000 GP)
Boots of Striding and Springing (5500)
+1 Amulet of Mighty Fists (4000 GP)
Kit, alchemy crafting (25 Gp)
Deluxe Essentials Kit (56 Gp)
Smoke Stick X50 (20 Gp Each)

these are the items i bought
leaving me with just a little or 6K in GP

Alright, I'll assume you missed the Magic Items I wrote down in the spoiler.

You won't need the amulet of Mighty Fists +1, since you should always fight with your Waveblade. The Unarmed Strike is a good reserve ability, but you shouldn't invest resources into keeping it competitive.

This also frees your Amulet slot for the Amulet of Natural Armor.

Instead of the +1 Amulet of Mighty Fists, you could buy the Cracked Pale Green Prism Ioun Stone since it has the same price, but grants you a +1 competence bonus to all Attacks. So it affects your Unarmed Strikes, your Waveblade, and Dirty Trick Maneuvers. If you already have a bard or someone granting you Competence bonus to attack, then you don't need to bother with it.

Gauntlets of the Skilled Maneuver is a +2 to Dirty Tricks for just 4000 gp, very affordable at your level.

Remember that you're crafting your own Smokesticks at 1/3 the buying price. So that's 333 gp instead of 1000 gp.

Down below is what I'd change with the list of items you've bought.

Magic Items:
+1 keen (Cold Iron) Waveblade (8310 GP) Weapon Cord (1 Sp)
+2 Mithral Chain Shirt (5100 GP)
Shadow Magic Armor Property (3750 gp)
+3 Buckler (9155 GP)
+3 Cloak of Resistance (9000 GP)
+1 Ring of Protection (2000 GP)
+2 Belt of Physical Might (Dex and CON) (10000 GP)
+1 Amulet of Natural Armor (2000 GP)

Bag, Handy Haversack (2000 GP)
Boots of Striding and Springing (5500 gp)
Goz Mask (8000 GP)
Cracked Pale Green Prism Ioun Stone (4000 gp)
Gauntlets of the Skilled Maneuver (4000 gp)

Alchemist's Lab (200 Gp) (The normal kit doesn't provide you with the +2 bonus)
Deluxe Essentials Kit (56 Gp)
Smoke Stick X60 (20/3 Gp Each: 400 gp)
MWK Backpack (50 gp) (You count your Carrying Capacity as 1 higher)

Total: 73521 gp

Armor Bonus: 6
Shield Bonus: 4
Deflection Bonus: 1 (add this to CMD)
Natural Armor Bonus: 1

AC: 28
Touch: 17
Flat-Footed: 22
CMD: 25 (29 vs Dirty Trick)

Bonus to saves: 3
+5 to Stealth

Attack Routine:
Waveblade +13/+13/+8 (or just +15 if single attack)
Unarmed Strike +12/+12/+7 (or just +14 if single attack)

Dirty Trick CMB: +20
Dirty Trick in place of bonus sneak attack damage: +24
Remember to add the -2 penalty from Brawler's Flurry to your CMB, and all other bonuses you have to Attacks, such as flanking.

You can either buy some useful potions/wand with your spare cash, or just keep it for the game.


@ wonderstell. Thanks for all your help
sorry I did not see your other post or i would have responded sooner


@ wonderstell can I ask one more thing. @ My current level
what all can I impose on my foes with the dirty trick combat maneuver?


JuliusCromwell wrote:

@ wonderstell can I ask one more thing. @ My current level

what all can I impose on my foes with the dirty trick combat maneuver?
Dirty Trick wrote:

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.

wrote:

Blinded

The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Dazzled
The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

Deafened
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Entangled
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

In order of strength, I'd place the different conditions in this order.

1. Blinded
Absolutely debilitating for those who rely on sight. 50% miss chance, -2 penalty to AC and loss of Dex-to-AC.

2. Shaken
-2 penalty to pretty much all d20 rolls. It will stack with another Shaken condition to make the opponent frightened. The source of the other Shaken condition can't be from your Dirty Trick, but if you have a friend with Intimidate (Dazzling Display maybe?) you can make enemies flee in terror.

3. Entangled
-2 to Attack, -4 penalty to Dex, half speed and loss of most movement actions. By making an enemy entangled you're severely limiting their choices.

4. Sickened
-2 penalty to pretty much all d20 rolls, and a -2 penalty to weapon damage rolls.

5. Deafened
If you couple this with Blinded, then the opponent has no idea what's happening unless it has an extra sense such as scent. 20% spell failure chance on verbal component spells, but if you already got a spellcaster in melee, then they got bigger problems.

6. Dazzled
-1 penalty to attack.

***********

Bear in mind that creatures may be immune to some of the conditions. You can't scare something mindless, and you can't blind something without eyes.

Edit:

Btw, if you haven't got any friendly spellcaster ready to buff you, I'd invest in a pair of Boots of Speed as soon as possible.

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