A nasty fighter / rogue MC build, yay or nay?


Advice


I always liked the idea of a fighter/rogue mulcitclass to utilize the BAB and featrichness of a fighter with the fightingstyle of a rogue.

So after some pondering and thinking, I've made a Dirty Fighter build, but I'd like to get some feedback from the community, to see if anybody likes the build or that it has to many flaws and setbacks.

Here goes the build:

Lvl class with BAB:

1) Two Weapon Fighter 1 +1
2) Rake Rogue 1 +1
3) Fighter 2 +2
4) Fighter 3 +3
5) Rogue 2 +4
6) Rogue 3 +5
7) Rogue 4 +6/1
8) Fighter 4 +7/2
9) Fighter 5 +8/3
10) Rogue 5 +8/3
11) Fighter 6 +9/4
12) Fighter 7 +10/5
13) Fighter 8 +11/6/1
14) Fighter 9 +12/7/2
15) Fighter 10 +13/8/3

feat/talent:

1)Iron Will, TWF
2)-
3)Combat Exp., Quick draw
4)-
5)Improved Initiative, Improved Dirty Trick (rogue talent)
6)-
7)Quick Dirty Trick, Weapon focus (rogue talent)
8)Improved TWF
9)Greater dirty trick
10)-
11)Improved Crtitical, Critial focus
12)-
13)Improved Iron will, Greater TWF
14)-
15)Toughness, Tiring Critical

Class features:

1) -
2)Bravado Blade, sneak 1d6
3)Bravery +1
4)Defensive flurry +1
5)Evasion (rogue talent)
6)Rake Smile, sneak 2d6
7)Injury, uncanny
8) -
9)Twin blades
10)Rogue edge, sneak 3d6
11)Bravery +2
12)Armor training 1
13)-
14)Double strike
15)Bravery +3

- At first lvl, you'll be a regular fighter with with two Kukri's (crit range 18-20).
- At 2nd lvl, with Bravado's Blade, you can forgo the 1d6 from sneak do demoralize the opponent (make him shaken) as a free action.
- Then there's a bit of a gap, but at 7th lvl, with Quick dirty trick and Debilitating Injury, you'll be able to blind the opponent (Dirty trick) with your first attack and make sneak attacks (i.e. Dex loss due to blindness), demoralize him with your sneak attack, AND injure him with the debilitaing injury.

In other words, once you've reached 7th lvl, you're opponent is going to be your punching bag who's barely able to attack you.

The dirty trick feat tree can also be replaced with two-weapon feint tree, making more use of the Rake's smile class feature (i.e. bonus on bluff), depending on you style preferences.

What are you opinions on the build? Please let me know


One big problem is improved crit requires a BAB of +8. Something similiar can be done with a slayer using ranger style to qualify for TWF feats, killing flourish and accomplished sneak attacker.

A fun looking idea though.


Java Man wrote:

One big problem is improved crit requires a BAB of +8. Something similiar can be done with a slayer using ranger style to qualify for TWF feats, killing flourish and accomplished sneak attacker.

A fun looking idea though.

You're right, I've switched the Improved crit and Iron will feat.

And about the slayer, in our party, we're not allowed to use hybrid classes.


Rogue/Martial is actually pretty distinctive from Slayer in a lot of ways. Slayers can't use talents in nearly the same way, and their Study ability is quite different from what other martials do.

If you're going Fighter/Rogue, I'd consider using Weapon Master Fighter for better weapon abilities, or Dervish Fighter for the moving full attack. Two-Weapon Fighter loses Weapon Training for Twin Blades, which really, really sucks for certain technical reasons.

Fighter Advanced Weapon Training can do some awesome things, and is available as a feat (and Weapon Master can pile up Advanced Weapon Training feat picks fast).

The Underhanded Trick Talent grants free Improved Dirty Trick, but with a huge bonus to blinding.

Unchained Rogue is an 'easy button' for DEX building, but it misses some great things that normal Rogue or Ninja can get. With normal 20-point-buy, it's very possible to make a STR-based Two-Weapon Fighter/Ninja or Fighter/Rogue that has access to Ki Pool and Ninja Tricks (only normal Rogue can get Ninja Tricks). You can also make a DEX-based character who uses the Fighter's Trained Grace instead of DEX-to-Damage. And the best Rogue Archetypes (in my opinion) are Scout and Thug, which you can combine on a normal Rogue if you wish.


Where does it say that an Unchained Rogue can't get Ninja Tricks? I'm literally looking at Archives Of Nethys right now under Unchained Rogue Talents and Ninja Trick is right there. I do see a few Talents that are on the regular list and not on the Unchained list, but Ninja Trick isn't one of those. Plus, I'm pretty sure that doesn't mean an Unchained Rogue can't take one of those that are on one list and not the other.

Grand Lodge

Unchained rogue doesn't have access to a Ki Pool from talents, which severely limits the number of useful ninja tricks available.


Syries wrote:
Unchained rogue doesn't have access to a Ki Pool from talents, which severely limits the number of useful ninja tricks available.

Yes, that's what I meant. Vanishing Trick even just a few times a day is a game-changer. Rogue Ki Pool is WIS-based, which is useful for Will saves anyhow; though a Fighter/Ninja "Shadow Warrior" gets Ki slightly easier.

Offensive Defense is another thing Unchained Rogue misses (though they get debilitating).

Dual kukris is pretty played out; dual katanas or even falcatas with Effortless Dual Wield or just Effortless Lace is badass.


Why not fighter vmc rogue?


VMC Rogue got no talent... or feats.


So what are the stats on this build like? If this is a dex build, it doesn't get dex to damage till 6th level. So this is a strength build, right? Or are you seriously going to suck at damage till 6th level?

Also something bothers me about the general build. This build is about sacrificing your first strike each round to blind the opponent, right? Then getting a small amount of precision damage and going for criticals that double the non-precision damage?

Overall I think the build focuses on enabling a mechanic but not supporting it outside of being an enabler. You can argue that its very defensive, but it isn't. Blind is a 50% miss chance. Disorienting Strike is going to give the opponent a -4 to strike back.

Compare that to the same character equipping a shield and not TWF/Quick Trick the same opponent. The shield would get 3 less attacks (at 0, -5, -10), and there would be no miss chance. Shield would need another flanker to get sneak attack damage. Shield has +2 AC vs all attackers, possibly more with enchantments and feat investment. 6 feats/talents could be spent elsewhere. Shield build also delivers Disorienting Strike if they choose to.

OP on the other hand takes a -2 penalty to all attacks. If OP fails to hit they get no defensive bonuses. First or more attacks each round need to be Dirty Tricks to blind opponent. Some opponents will be easier to hit when blind, some will not be significantly different. Able to flail out 3 extra attacks over the shield build, at 0,-5 and -10 but also gives all attacks a -2 penalty. Considering that the build has +1 BAB over a straight rogue of the same level I don't think the -10 should be counted at all, and even the -5 is a bit iffy.

At the end I think it comes down to do you value the AC boost from a shield or a 50% miss chance that depends on hitting? Against any tough opponent both AC and hitting the Dirty Trick are going to be questionable. I don't think either of these is clearly better, but the shield requires a lot less feat investment to be as good or nearly as good. Shouldn't that many feats invested make more of a difference?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

For a fighter/rogue focusing on dirty trick maneuvers (i.e., blinding their opponents to gain more sneak attacks), the cad fighter archetype and the skulking slayer rogue archetype are probably worth looking at.

With 7 levels in cad fighter, the character gets Deadly Surprise: "At 7th level, when a cad hits an opponent that is denied its Dexterity bonus to AC against him with a weapon or unarmed attack, he may attempt a dirty trick combat maneuver as an immediate action as part of the attack."

With 1 level in skulking slayer rogue, the character gets Underhanded Maneuvers: "At 1st level, when she could normally make a sneak attack, a slayer may instead make a dirty trick or steal combat maneuver with a bonus on her roll. This bonus is equal to her number of sneak attack dice for a dirty trick combat maneuver, or 1-1/2 × her number of sneak attack dice for a steal combat maneuver."

With 3 levels in skulking slayer rogue, the character gets Bold Strike: "At 3rd level, when a skulking slayer charges and makes a sneak attack with a two-handed weapon, she rolls d8s instead of d6s for her sneak attack damage."

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