Style Advice for Rogue


Advice


My unchained Rogue + Hunter build was OP (my Pet and me were doing more attacks and considerably more damage than the rest of the party combined) and pissed everyone off. So i decided to forget about the Hunter-Part and do a regular a bit toned down UC Rogue.

So, what i want to do now is the regular Two-Weapon-Fighting route, including TW-Faint and improved TW-Feint and maybe TW-Defense.

However, since Ninja Tricks give me access to style feats, i was wondering if there is any Combat Style that is especially gratifying for a DEX-based rogue with Short Swords.

So far i found the Swordplay Style, which seems to be pretty nice, albeit rather defense and i was wondering if there is a more offensive style that would suit my character?


I don't think there are any style feat chains that really help a Rogue. Not the least becasue pretty much all of them have prereqs that you wouldn't normally fulfill, least of all on a TWF feint build that is already a lot of feats down.


The only synergy between a Style and a Rogue that I have found is Snapping Turtle Style/Clutch and a Bandit/Kidnapper UnRogue... which goes well with a Subbubus who likes to grapple.

Grand Lodge

Outslug sprint and Lunge to make full attack easier.
Et dip i Snakebite Striker Brawler vil gøre prerequisite.


If you've been asked to tone it down a bit then searching out every last way you can make a character's offence better isn't smart. Better defence OTOH may fly under the radar. If you find you have the feats then swordplay style should work for you.


Maybe ditch TWF entirely if you were already having "too many" attacks...


I don't think willingly underperforming in combat relative to the resources you invest in combat is the answer. Spending less character features on combat seems wiser to me.

Take feats that help in encounters that aren't combat. Make your character mechanically better at other elements of the game such as chit-chatting the duchess and swindling gamblers or getting connections in high and low places or be better at handling the perils and hazards of the ruins you explore....

Having a character mechanically fit the game is group work, involving at least the player and the game master. From the game master should come incentive to invest in character features that aren't centered around combat. If those features feel useless or are only rarely rewarded, then all the crunch revolves around combat, a single area. Having all the limelight on this area to the detriment of other ones forces all characters to be compared to each other there. If a character has features that strongly help in intrigue then it is fine that this character isn't a combat monster and conversely, as long as each scene somehow gets a fair share of narrative time.


Be a Tengu with an Elven Curveblade, take the Scout archetype for Sneak Attack on a charge, take Slow Reactions to set up your homeboys (them being able to move freely into flanking positions helps you, too). There are a million ways to be a Rogue without TWF. Rogues that go out of their way to penalize their own accuracy make laugh until I stop.


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Stick-Fighting Style: Stick-Fighting Style; Stick-Fighting Counter, Stick-Fighting Maneuver

Enforcer, sap adept, sap master etc.

Improved dirty tricks

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