Unchained Rogue build


Advice


Starting old school Shattered Star game(1st ed. Rules!),;any advice on building an all around decent Unchained Rogue? Muticlass is an option. Thanks.


What are you looking to accomplish with this Rogue build? What are the important aspects that you want the build to encompass/highlight?

UnChained Rogues get Dex-to-DMG and Debilitating Injury, both of which can be had with only 4 levels.

5 levels gets you your Rogue's Edge Skill Unlock, which may, or may not, matter to you.

What fighting style are you going for?

Any archetypes you have in mind?

Scout gives up Uncanny Dodge for Sneak Attack on a charge, which is always nice to have a way to lock in Sneak Attack... even if it means charging into battle like a maniac... a very sneaky maniac.

If you just want Rogue-like stuffs, then you might consider something like a Nature Fang Druid VMC Rogue... it's a little light on Sneak Attack, but that's okay because Sneak Attack generally sucks anyways. Plus, you have Slayer Talents, Studied Target, and Animal Companion or Domain or Druidic Herbalism, 9th level divine magics...


Monk (Scaled Fist)/Rogue (Thug)

built around flurry/spin kick, crane style (or Formless Mastery), demoralize build

You can get your relative AC REALLY high, pretty quick, plus have great mobility and utility while handing all just all the penalties to whomever you're fighting while punching people in the kidneys!


Dex Build, TWF, knifemaster Archetype, Kukri's or punch daggers. Find a way to spam invisibility, a Ring, or wand, or go for ninja or arcane trickster which get invis as a class ability. pick up a haste item. deal lots of damage.


It's important to have one or two options to secure sneak attack, preferably in ways that doesn't revolve around your allies taking specific actions. Obviously it's still true that teamwork makes the dream work but it's never good being completely dependent on your party members.
Smoke Tactics, Shadows of Fear, Canny Tumble, Dirty Tricks, or even Feinting are things to consider.

Additionally, you should have a backup plan for when you simply can't deal sneak attack. When your options are countered or the enemy is immune, you need a way to contribute. Could be intimidate, alchemical items, wands, maneuvers, etc.

You also need to pad up your horrible saving throws. And increase your HP if you're going into melee. The most straightforward way to partially solve both problems is to take the Improved Familiar Bond feat path (or dip one level) and choose a Protector familiar.

And while many people forget this, you don't actually need to take TWF (assuming you're melee). Either one-handed or two-handed, there's plenty of reasons to skip the TWF feat tree. The most obvious is that the -2 attack penalty isn't fun, but personally the most damning is starting at level 1 and already being full-attack dependent in melee. Especially if you're relying on flanking to trigger SA.

That's the combat aspect of things, at least. Outside of combat you'll always have your skill ranks, but I usually look for ways to use my skills in ways that other characters can't replicate. Talents can be great for that, such as the Rumormonger talent (available at level 3 with the Charlatan archetype), but some traits are also very helpful.
Power of Suggestion is a personal favorite.

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Intelligence based rogue, uses kirin strike and shocking grasp to boost damage. Sap master too.

Focussed study, human. High Dex and Int, some Con. Max knowledge skills for monsters.

1. Toughness, Skill Focus
2. Unarmed Strike (rogue talent)
3. Two Weapon Fighting
4. Piranha Strike (r.t.)
5. Sap Adept
6. Sap Master (r.t.)
7. Ki-Rin Style
8. Minor Magic, Skill Focus
9. Imp. Two Weapon Fighting
10. Major Magic (Shocking Grasp)
11. Ki-Rin Strike


The problem with Kirin Strike is that it takes a swift action in round 1 to enter the style... a swift action in round 2 to study the target... and a swift action in round 3 to add twice your Int-mod to damage.

If you want to add Intelligence to damage, be an Unchained Underground Chemist-Scout for 4 levels, then go Vivisectionist Alchemist. Done and done. Honestly, this combination is pretty effective... Scout locks in Sneak Attack on a charge... Underground Chemist gives you Bombs that equal your Sneak Attack damage... Vivisectionist gives up Bombs for Sneak Attack, and its Sneak Attack stacks with that of the Underground Chemist... you lose no BAB, you get better saves, and Alchemy...


My favorite rogue has always been a STR based 2 handed normal (not unchained) rogue. It's the easiest one to play for combat.

Half-orc, power attack, cleave, surprising follow-through, as a scout

I used earthbreaker as a sap master to do silly amounts of damage and offensive defense gets hilarious.

Mid-to-higher levels of play I alternated between snake style/panther style and ninja-ki for invisibility/improved invisibility.


VoodistMonk wrote:

The problem with Kirin Strike is that it takes a swift action in round 1 to enter the style... a swift action in round 2 to study the target... and a swift action in round 3 to add twice your Int-mod to damage.

If you want to add Intelligence to damage, be an Unchained Underground Chemist-Scout for 4 levels, then go Vivisectionist Alchemist. Done and done. Honestly, this combination is pretty effective... Scout locks in Sneak Attack on a charge... Underground Chemist gives you Bombs that equal your Sneak Attack damage... Vivisectionist gives up Bombs for Sneak Attack, and its Sneak Attack stacks with that of the Underground Chemist... you lose no BAB, you get better saves, and Alchemy...

The Underground Chemist only gives you INT to damage with splash weapons. Trying to cheese it with Vivisectionist to possibly cover other weapons seems wrong to me sure most GMs wouldn't run with that.

Also I don't mention an archetype with the KiRin build - it is just the feats but Scout would be my intention - the idea is to boost damage so you are effective when you don't have sneak attack and three swift actions is fine by me to get TWO TIMES your intelligence bonus to damage.


You're right... the Bomber Rogue Talent does not add Intelligence to damage. I wasn't trying to cheese that in there with Vivisectionist. I was simply wrong.

Vivisectionist is just flat better than Rogue, in my opinion. So jumping into Alchemist after 4 levels of UnRogue is worth it to me. Dex to Damage, Debilitating Injury, Sneak Attack on a charge... and Bombs with damage equal to Sneak Attack... Sneak Attack that Vivisectionist continues without missing a beat...

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