Build critique please.


Advice


I made an unchained rogue and am wondering where I screwed up and how I could improve the build. I apologize for the upcoming wall of text. We are given 84 stat points, must take a trait from Korvosa module.

Race: Half Elf (Drow blooded). Class: Unchained Rogue. Favored class: Unchained Rogue with human rogue bonus. Archetype: Scout.
Traits: Personal addiction and Reactionary. Racial traits: Ancestral arms (Wakizashi), Behind the veil and Fey magic.
Stats at 1st level: Str: 10 Int: 18 Wis: 12 Dex: 20 Con: 14 Cha: 12
1st level: Feat: Two weapon fighting. Fighting Finesse.
2nd level: Rogue talent: Combat trick – Piranha strike feat.
3rd level: Feat: Dodge.
4th level: Debilitating injury – Bewildered. Rogue talent: Weapon training (Weapon focus with wakizashi). Stat: Dex +1
5th level: Feat: Mobility. Rogues edge – Acrobatics.
6th level: Rogue talent: Minor magic.
7th level: Feat: Arcane strike.
8th level: Rogue talent: Major magic. Stat: Dex +1.
9th level: Feat: Improved two weapon fighting.
10th level: Advanced rogue talent: Double debilitation. Rogues edge - Perception.
11th level: Feat: Improved critical.
12th level: Advanced rogue talent: Opportunist. Stat: Int +1.
13th level: Feat: Critical focus.
14th level: Advanced rogue talent: Hide in plain sight (Urban).
15th level: Feat: Greater two weapon fighting. Rogues edge – Stealth.
16th level: Advanced rogue talent: Familiar - Bat. Stat: Int +1.
17th level: Feat: Hammer the gap.
18th level: Advanced rogue talent: Terrain mastery.
19th level: Feat: Whatever.
20th level: Advanced rogue talent: Greater terrain mastery. Rogues edge – UMD. Stat: Whatever.
Spells: Wizard/Sorcerer: 0 – Penumbra, 1st - Vanish. Druid: 0 (3) – Create water, Guidance and stabilize. 1st - Longstrider.


Unless you really love the wakizashi I recommend you use an Elven Curve Blade for that sweet 1.5X Dex to damage and drop the two weapon fighting route entirely.

if you go that route, I'd drop int from 18 to 15 to afford a 13 str and pick up power attack over piranha strike.

I would also use the second level rogue talent on minor magic, use the 3rd level feat on piranha strike/power attack, and use the 4th level rogue talent on major magic.

then you can use the 5th level feat on arcane strike, especially since you're lowering AC with a sneak attack anyway.

Even with UnRogue dropping enemy AC, two weapon fighting generally still feels very Meh with them.


Thanks, I made the build for a friend who asked me to come up with a dual wield rogue type. He sucks at making a build, I have designed his last 3 builds. I should have put that in the beginning.


Why Penumbra? If the character was a full Drow I'd understand, but as a half you don't have light sensitivity?

Pick up Acid Splash to do a ranged touch attack, or Ray of Frost if you want cold drinks, or Prestidigitation to impress the kids. Or Detect Magic if you want to be all business.

If you insist on doing a 2 weapon build, any hand to hand weapon that you can throw is good. Daggers are like the iconic weapon of a rogue for a reason. Cheap, thrown, and easy to hide.

With the extra feat you save you could take Light for your 0 level spell and Eclisped Spell Metamagic so you can use Light as a cheap Darkness spell at will.

You could also take point blank shot and rapid fire. With 1 level of darkness + a natural shadow you get total concealment vs anyone that doesn't have dark vision. Later you can aim to acquire a Horn of Fog and Fog Cutting Lenses or a Gaz Mask so you can have total concealment against almost anything. And for total levels in unfairness throw a feat into using Pistols and buy a +1 shadowshooting, seeking pistol so you can hit touch attack vs opponents denied their dex bonus to AC with zero miss chance, with your full iterative attacks!


I went and did a rebuild for the character. Kept the same stats, and the race the same but changed a lot of it otherwise. Kept the requested 2 weapon fighting style. Also decided to make this guy a healer. :P

UnRogue (no archetype), half-elf, racial trait: Blended View (60' darkvision). Adaptability gives Skill Focus: Perception for a total mod of +5.

Trait: Caretaker: Heal is a class skill, +1 to heal skill.
either a campaign specific trait or Secret Knowledge: planes (+2 skill bonus and is a class skill)

Skills (rank all of them each level, especially healing and KS: planes)
Acrobatics, Appraisal, Disable Device, Escape Artist, Heal, KS: Planes, Linguistics, Perception, Stealth, Use Magic Device.

Favored Class Bonus: +1 HP per level. Or pick up 1 more skill if you must.

1: Two Weapon Fighting
2: minor magic: light
3: metamagic: Eclipse Spell
4: Debilitating Injury: Bewildered, Combat Trick: Point Blank Shot
5: Feat: Healer's Hands, Rogue's Edge: Heal
6: Ninja Trick: Combat Trick: Rapid Shot
7: Quickdraw
8: Firearms training

Gear and Tactics:
1st: 6 daggers, don't be afraid to throw them. standard gear otherwise.
2nd: horde any daggers that come up in the group, or other light weapons that can be thrown. Save up money for some 'big' purchases. 3k is the goal.
3rd: Now that you have unlimited amounts of Darkness any shadow you can find can be improved to 2 levels of darkness. Now you don't need to hide to negate your opponents dex if they can't see you. Darkvision is really important here.
4th: About now you might be able to afford a Horn of Fog (2000gp). Instant cover vs almost everything. You can stand 10' into it and be unseen but only give your targets 20% miss chance. Not a bad trade! Or they could charge into the fog after you...
5th: By now you should be able to purchase a Homoculus (2,050gp) if you can find any that can craft construct. Use the Homoculus like a familiar, and have it blow the horn for you. You could retain away Eclipse Spell and pick up Quickdraw early, and then retrain Light to Acid Splash.
Also at 5th level you've just become a healer! for KS: Planes worth of ranks per day you can treat deadly wound as a standard action. This gets to be a crazy amount of healing with Skill unlocks.
6th: You're kind of a throwing nightmare at this point. You can throw 3 daggers around at your full BAB...-4.
7th: about this point you should be able to afford that Goz Mask (8,000gp) to let you take full advantage of the Horn of Fog.
8th and Beyond: save up and get either a pistol or revolver (preferably the advanced fire arm!) and enchant it to be +1 showdowshooting. Now get a second one to make a matching set. When you can afford it get Sniper's Goggles (20,000gp) and make the 2 pistols Seeking. If you see a lot of mirror images, invisibility, or displacement reverse the order on those. You could even skip out on the second firearm until the first is +1 shadowshooting and seeking. Shooting from within fog (10' or more) will deny most opponents their dex bonus, with you attacking their touch AC. The -4 from Two Weapon Fighting and Rapid Shot won't matter.

Future things to get: any equipment that hasn't fallen into your lap. Mostly things to raise your saves and dex. If you can pull off all that gear I said to by 9th level you'll do revolver: +9/+9/+9/+4(1d8+2 and sneak attack 5d6+10) if within 30', or 20' if using pistols. -1 to hit and damage beyond 30', and lose the +10 to sneak attack damage. If using pistols also hitting vs normal AC but still no dex bonus and sneak attack is possible thanks to the sniper's goggles.


Cool build, thanks. I will run it by my friend.


fearcypher wrote:
Unless you really love the wakizashi I recommend you use an Elven Curve Blade for that sweet 1.5X Dex to damage and drop the two weapon fighting route entirely.

* If he really is a professional melee rogue, he'll be giving up a lot of sneak-attack die if he confines himself to just BAB+Haste attacks per round. (GTWF is probably excessive, however.)

* Take the Drow Heritage rather Drow Blooded racial alternative trait; it'll let you wear a spidersilk bodysuit and gain the +2 dex to AC.

* Dip a dex-raging class/archetype for one or two levels, and plunk in Extra Rage. Well worth it unless your GM is a stickler and/or 20th-level capstones are a thing you actually ever see.

* Dump Minor Magic and Arcane Strike (two talent/feats blown for a miserable +1pt of damage is just sad); you're a rogue with pumped UMD -- buy a Crayolla box full of cheap wands, and put those slots to better use. (Rogues famously fail will saves; you'll want to devote attention there.)

* Emphasize gimmicks that make your opponents flat-footed to activate your sneak-attacks. There are myriad avenues to do this now, from dirty trick to intimidate paths.

* As others have noted, the 18 INT is overkill; you don't need to be smarter than a 14, if even that. Move those points elsewhere (I'd split them between CON, WIS, and CHA...unless someone else in the party is already "face", and the party also has another Intimidate PC who's style you don't want to intrude on).

* Don't take Piranha Strike at 2nd level (and especially not before Weapon Focus, if you're taking that too); you're going to have enough trouble hitting while TWFing as it is down there without a rage dip and Furious weapons.

* Get Quick Draw so you can chuck things when your sole melee opponent drops while you have full-attack instances remaining (and you'll often have several as a TWFer). Consider a Blinkback belt instead of a dexterity belt for that reason. (It's more expensive, but you can raise dexterity with ioun stones and/or wands.)

* Don't neglect choice goodies from the Ninja trick list, which you're eligible for.

* If your charisma score is decent, two levels are Swashbuckler become very attractive: Charmed Life will save your bacon, and martial proficiency means you save a feat (Ancestral Arms becomes unnecessary since an OWP ioun will now grant martial weapon proficiency, so devote the half-elf's Skill Focus to Perception, Stealth, Intimidate, or whatever other skill is your meal-ticket). Buy a Swordmaster’s Flair.


Thx for the replies. I am in process of looking and adjusting. Appreciate the help.

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