| SmooshieBanana |
I would advise you to take the amphibious racial feature. There is a distinct advantage in dragging someone underwater who can't breathe, as well as using it to escape if need be.
Alternatively, perhaps the acid spit would be nice. You could do lots of creative hijinks with that if bound with rope or if you really don't like someone and you've been disarmed.
In a party with a cleric or someone capable of casting create water, you can spread the amount created over 3 times the distance in the form of rain. If you take the watersense trait, it doesn't say you have to be underwater--just connected to the same body of water. That could come in handy against invisible creatures for you.
Your kind GM may let you take all three if you ask nicely.
| avr |
The standard unchained rogue is the TWFer. With knives, saps, or unarmed are some variations on this.
You can go into combat maneuvers. This tends to take enough feats that you don't do TWF. A couple of non-obvious things to note here are the surprise maneuver feat, and one of the very few ninja tricks which don't require ki - redirect force.
Sniping can work. It limits you to one attack per round, two with the master sniper feat. A variation on this uses mist/smoke and a means to see thru it, but this tends not to be party-friendly.
Getting a finessable two-handed weapon (requires the exotic weapon proficiency as an undine) and the scout archetype for one big-ish attack per round is doable.
| SmooshieBanana |
Maybe consider:
U.Rogue with your next level dipping into Urban Barbarian for a boost to dex
Str 8
Dex 16
Con 16
Int 10
Wis 14
Cha 12
If you don't care about being a face and just want to be a damage dealer, you could go:
Str 7
Dex 18
Con 16
Int 12
Wis 14
Cha 7
First Feat: Two-Weapon Fighting.
Second Feat: Weapon Focus Kukri (U.Barbarian will give you proficiency. Up until then use daggers, and after you get barbarian dip, use the daggers for ranged weapons at first round of combat for sneak attack).
Get an Eclipse Spell Continual flame cast on an item (usually a basic ioun stone) and you have a field of permanent dim light and you with darkvision for a little over 100gp. Throw it into a springloaded sheath and pop it out at the beginning of combat as a swift action to your hand and release. Go to town.
Take Intrepid Volunteer trait for using dex toward Dirty Trick and pick that up as a rogue talent.
With the above, you should get sneak attack for any creature without darkvision, and with Underhanded Trick Rogue Talent, that should cover everyone else. If you need more opportunity, here's a list to help you get additional sneak attack damage.
Enemy is blind
Enemy is climbing
Enemy is cowering
Enemy is crossing narrow surface/uneven ground (causes flat-footed)
Enemy is feinted
Enemy is flanked
Enemy is flat-footed
Enemy is helpless
Enemy is paralyzed (causes helpless)
Enemy is pinned (causes flat-footed)
Enemy is running
Enemy is squeezing
Enemy is stunned
Enemy is unconscious (causes helpless)
Rogue is invisible
Rogue is using stealth
You may want to consider getting a familiar and heading down the Weapon Expertise feat line to get Gang Up. You would need to either increase your Int for that or get a headband of vast intellect eventually. If you do, pick up House of Green Mothers Pupil trait to fulfill the iron will prerequisite to Familiar Bond Feat.
| zza ni |
Undine is one of the few races that can start with the over-kill feat 'Noxious Bite' at level 1 (make sure gm is ok with it).
gain a bite attack (can be done in many ways, if you get traits just use adopted into half orc and get the half orc racial trait Tusked for a bite atack) and get the acid breath weapon from the race alt abilities
- Undine actually has two different acid breath weapon available to them as an alt race ability that replaces the spell like ability - 'acid breath' and 'ooze breath'.
later on consider getting 'ability focus(breath weapon)' to increase both the breath weapon and Noxious Bite dc by 2.
note that some gm might limit the use of the feat to only work if you haven't used all your breath per day uses. as once you can no longer breath acid you temperately do not fulfill the feat requirements.
| zza ni |
the feat ask for acidic breath weapon
from the 'Noxious Bite' feat:
"Prerequisites: Acidic breath weapon, bite attack."
so if the player has a breath weapon that deal acid damage it is enough.
then going into ooze breath and acid breath :
from he Undine race information:
Acid Breath
Source Advanced Race Guide pg. 174
Undines whose outsider heritage can be traced to a water mephit can wield acid as a weapon. Such an undine has a breath weapon that is a 5-foot cone of acidic water usable once per day. The breath deals 1d8 points of acid damage per two character levels (maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the undine’s level + the undine’s Constitution modifier) halves the damage. This racial trait replaces the spell-like ability racial trait.
Ooze Breath
Source Advanced Race Guide pg. 175
Some undines’ outsider heritage can be traced to ooze mephits. These undines have a breath weapon that is a 5-foot cone of slime usable once per day. The slime deals 1d4 points of acid damage per two character levels (maximum 5d4) and sickens creatures in the area for 3 rounds. A successful Reflex saving throw (DC 10 + 1/2 the undine’s level + the undine’s Constitution modifier) halves the damage and negates the sickened effect. This racial trait replaces the spell-like ability racial trait.
niter the feat nor the race abilities mention 'feature' anywhere in them so they seem to be a requirement and an ability that fulfill that requirement as far as i can see.
-i don't know where you got the notion that players can't get a breath weapon or that "Acid breath weapon is not the Acid Breath feature.". draconic bloodline (sorcerer,bloodrager and dragon disciple) is all about that (also alchemist discovery & a synth summoner getting it with evolution). do link the rules you talk about please.
| Dubious Scholar |
The standard unchained rogue is the TWFer. With knives, saps, or unarmed are some variations on this.
You can go into combat maneuvers. This tends to take enough feats that you don't do TWF. A couple of non-obvious things to note here are the surprise maneuver feat, and one of the very few ninja tricks which don't require ki - redirect force.
Sniping can work. It limits you to one attack per round, two with the master sniper feat. A variation on this uses mist/smoke and a means to see thru it, but this tends not to be party-friendly.
Getting a finessable two-handed weapon (requires the exotic weapon proficiency as an undine) and the scout archetype for one big-ish attack per round is doable.
If your GM is having you take traits, you can get proficiency in bladed scarves that way. It's definitely one of the weaker 2h finesse options though.