Tail Terror Rogue Build


Advice


This build is shamelessly inspired by Wonderstell, and their comment about it can be found here

I wanted to build upon the idea to higher levels.

OUTLINE

Race: Kobold
Class: Unchained Rogue
Archetypes: N/A

Stats
Str: 8
Dex: 20
Cons: 14
Int: 8
Wis: 12
Cha: 7

ATTRIBUTE INCREASES
4,8,12,16,20 - DEX

TRAITS

Smoke Resistant (RACE)
Indomitable Faith (Faith)

FEATS

Level 1 - Rogue - Level - Combat Reflexes
Level 3 - Rogue - Level - Equipment Trick: Smokestick
Level 5 - Rogue - Level - Dirty Fighting
Level 7 - Rogue - Level - Improved Trip
Level 9 - Rogue - Level - Surprise Maneuvers
Level 11 - Rogue - Level -
Level 13 - Rogue - Level -
Level 15 - Rogue - Level -
Level 17 - Rogue - Level -
Level 19 - Rogue - Level -

Rogue Talents

Level 2 - Combat Trick: Tail Terror
Level 4 - Minor Magic
Level 6 - Major Magic: Enlarge Tail
Level 8 -
Level 10 - Feat: Greater Trip
Level 12 -
Level 14 -
Level 16 -
Level 18 -
Level 20 -

Conclusion

With a 15ft reach thanks to a Long Lash Tail Attachment, and Smoke for cover,you become an area control Rogue dealing Reliable sneak attack damage and hampering opponents no end.

That is the idea anyway, what are peoples thoughts? I have never "gotten" the Rogue, and this is the first one that I genuinely seem interested in.


Hey, glad you found it interesting. I played my own Fat Tail Kobold in a campaign that went from 1-7 so I didn't get the chance to go at the high levels.

I recommend Phalanx Formation depending on party composition. Keep in mind that soft cover is not only a +4 to AC but it also blocks AoOs, which you absolutely want to avoid. Thrill of the Hunt is a good pick if you lack a bard in the party. Just release a caged pet (or familiar) and play hide-n-seek for a hour/level Heroism buff. Twist Away is also on the radar since you don't rely on full-attacks.

You qualify for both the Familiar and Dispelling Attack Advanced Rogue Talents as you have Major Magic. Both very good.

As for archetypes that don't change too much:
Planar Sneak gives a scaling bonus to saving throws while piercing SA immunity of outsiders. Do note that this applies to all SA immunity, not just immunity granted by creature type.
Escapologist is an odd pick but gives you a way to cleanse failed will saves.
Sylvan Trickster for in-class flight and a lot of added versatility.


Combat stamina can be used to make your tail attack a primary attack; works well with Agile Maneuvers , too. Kobold Style is another boost to keep your CMB relevant for tripping at higher levels.


Wonderstell wrote:


I recommend Phalanx Formation depending on party composition. Keep in mind that soft cover is not only a +4 to AC but it also blocks AoOs, which you absolutely want to avoid. Thrill of the Hunt is a good pick if you lack a bard in the party. Just release a caged pet (or familiar) and play hide-n-seek for a hour/level Heroism buff. Twist Away is also on the radar since you don't rely on full-attacks.

Those are some good suggestions. Twist Away is awesome, I had never heard of it.

Wonderstell wrote:


As for archetypes that don't change too much:

Yeah none of the archetypes are really doing it for me. Dark Lurker is the only one that was intriguing me, but it eats up too many Rogue Talents to make the build work

I grok do u wrote:
Combat stamina can be used to make your tail attack a primary attack;

With a Tail Attachment, my tail now gets Iteratives, and without a Tail Attachment it would be the only natural attack and therefore still primary.

I grok do u wrote:
works well with Agile Maneuvers , too.

Agile Maneuvers isn't needed. Weapon Finesse covers it, because I am tripping with the weapon.

I grok do u wrote:
Kobold Style is another boost to keep your CMB relevant for tripping at higher levels.

Kobold Style or more specifically Kobold Groundling is very useful, and continues to "pile on" the optimization


Minigiant wrote:
I grok do u wrote:
Combat stamina can be used to make your tail attack a primary attack;

With a Tail Attachment, my tail now gets Iteratives, and without a Tail Attachment it would be the only natural attack and therefore still primary.

Fairly certain creatures normally capable of using manufactured weapons or making unarmed strikes don’t get to treat secondary natural attacks as Primary on merit of not having any other natural attacks… I could be wrong, but I’m sure I saw it in an FAQ or dev comment a while back…


Question. If a kobald uses a tail attachment and a sword, does that fall under two weapon fighting?


Heather 540 wrote:
Question. If a kobald uses a tail attachment and a sword, does that fall under two weapon fighting?

I would think so… but it really depends on if the Tail Attachment is treated as a two-handed weapon or a one-handed weapon at that point…


Chell Raighn wrote:
Fairly certain creatures normally capable of using manufactured weapons or making unarmed strikes don’t get to treat secondary natural attacks as Primary on merit of not having any other natural attacks… I could be wrong, but I’m sure I saw it in an FAQ or dev comment a while back…

I've never heard of this before or seen anyone reference it. Unarmed Strikes aren't natural attacks, either, so they wouldn't affect the outcome. If you think you can find the source that would help.

Heather 540 wrote:
Question. If a kobald uses a tail attachment and a sword, does that fall under two weapon fighting?

Only if you're attempting to get an extra attack, but yes it would work. Tail Attachments are light weapons (written in their description) so you wouldn't suffer high TWF penalties.


TRAITS

Smoke Resistant (RACE)
Snowstride (Region)

FEATS

Level 1 - Rogue - Level - Combat Reflexes
Level 3 - Rogue - Level - Equipment Trick: Smokestick
Level 5 - Rogue - Level - Dirty Fighting
Level 7 - Rogue - Level - Improved Trip
Level 9 - Rogue - Level - Surprise Maneuvers
Level 11 - Rogue - Level - Extra Talent: Double Debilitating
Level 13 - Rogue - Level - Kobold Style
Level 15 - Rogue - Level - Twist Away
Level 17 - Rogue - Level -
Level 19 - Rogue - Level -

Rogue Talents

Level 2 - Combat Trick: Tail Terror
Level 4 - Minor Magic
Level 6 - Major Magic: Enlarge Tail
Level 8 - Weapon Training: Weapon Focus - Long Lash
Level 10 - Feat: Greater Trip
Level 12 - Improved Evasion
Level 14 - Ninja Trick: Style Master - Kobold Groundling
Level 16 -
Level 18 -
Level 20 -

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