| Elrich Maltah |
I have a half-elf Rogue that I’m taking through a PF1 adventure path (Strange Aeons, I believe). All Paizo material is allowed (except Unchained), but nothing third-party. This character is actually from a campaign in a different RPG system, and the GM is running this as a kind of multiverse detour for the time being. He estimates that we’ll end around level 15-16, at which time we’ll be shunted back to the original campaign. The other characters in the group are a Cleric, Magus (kensai), Ranger (stormwalker), and a Sorcerer (Air Elemental) that is technically an NPC whom the GM controls its development, but I run during game sessions. (It still gets a full share of XP and loot.)
I had planned out a couple versions of the build using Hero Lab, but we reached level 4 before I was aware of the build guides available on this forum (particularly Rogue Eidolon’s). At this point, everything through level 5 is baked in, so I’m particularly interested in feedback on levels 6 to 16. The Magus and Ranger typically do most of the melee, but I’d like to be able to hold my own and feel like I’m contributing in a fight more than I am. I’m looking at a combination of the two-weapon fighting and skill monkey builds, with a couple other tricks thrown in for flavor.
Ability Scores
Since this character started in another system, I was instructed by my GM to base the starting ability scores on the converted stats from that other system. Consequently, they don’t follow any of the standard point buy options, and are a bit higher than normal.
Str 16, Dex 18, Con 14, Int 14, Wis 18, Cha 16
Racial +2 to Con
Level increases: 4 to Con, 8 to Dex, 12 to Dex, 16 to Con
Favored Class Bonus
Levels 1-12, +1/6 Rogue Talent; Levels 13-16, +1 Hit Point
Skills
My ability scores give me 10 skill points per level. I’m not planning to max out any skills, necessarily, but rather stop when my bonuses seem probable to beat the most common DCs.
[Skill - Levels chosen (Bonus at level 16 without any circumstance or gear bonuses)]
Acrobatics – 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13 (+21)
Appraise – 3, 5, 7, 9, 10, 13, 13 (+12)
Bluff – 1, 2, 8, 11, 14, 15 (+12)
Climb – 3, 6, 8, 11, 12, 16 (+12)
Diplomacy – 1, 6, 8, 11, 14, 15 (+12)
Disable Device – 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 (+33) (includes half-elf skill focus)
Disguise – 4, 8, 12, 12, 15, 16 (+12)
Escape Artist – 1, 5, 7, 7, 10, 10, 13, 13, 15, 15 (+18)
Fly – (+5)
Handle Animal – 15 (+4)
Heal – 11, 16 (+6)
Intimidate – 1, 6, 9, 11, 14, 15 (+12)
Knowledge (arcana) – 14 (+3)
Knowledge (dungeoneering) – 1, 4, 5, 7, 10, 13, 16 (+12)
Knowledge (geography) – 14 (+3)
Knowledge (history) – 14 (+3)
Knowledge (local) – 1, 4, 5, 7, 10, 13, 16 (+12)
Knowledge (nature) – 14 (+3)
Knowledge (nobility) – 14 (+3)
Knowledge (planes) – 14 (+3)
Knowledge (religion) – 14 (+3)
Linguistics – 1, 6, 9, 12, 16 (+10)
Perception – 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 13, 15 (+25)
Perform (wind instruments) – 3 (+7)
Ride – 9, 15 (+7)
Sense Motive – 1, 3, 4, 5, 5, 6, 7, 8, 9, 10 (+21)
Sleight of Hand – 1, 2, 3, 4, 12, 12 (+14)
Spellcraft – 15, 16 (+4)
Stealth – 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 12, 13 (+21)
Survival – 11, 16 (+6)
Swim – 3, 6, 8, 11, 12, 16 (+12)
Use Magic Device – 2, 4, 9, 11, 13, 16 (+12)
Rogue Talents
I’ve seen Vanishing Trick routinely panned as not worth taking, but rarely is it commented on pairing it with Invisible Blade. Our sorcerer did pick up Invisibility at level 5, but I’d like to not have to rely on that for it. Plus, Ki Pool is nice for the extra innate bonuses it gives. Inspired Vigilante is attractive for having an extra backup die for the times my regular skill checks don’t cut it, and Breath of the Ancestor seems fun for an unexpected attack (especially since sonic damage is the least resisted type of the ones offered).
2 – Finesse Rogue (Weapon Finesse)
4 – Canny Observer [APG]
6 – Ki Pool [Ultimate Combat], Vanishing Trick [Ultimate Combat]
8 – Offensive Defense [APG]
10 – Invisible Blade [Ultimate Combat]
12 – Unlock Ki [Magic Tactics Toolbox], Stalker Talent (Inspired Vigilante) [Ultimate Intrigue]
14 – Breath of the Ancestor (Sovereign) [Spymaster's Handbook]
16 – Guileful Polyglot (? – not fully committed to this) [APG]
Feats
My GM specifically mentioned Psychic Sensitivity being allowed/relevant for this campaign, and did give it to the sorcerer at level 5. However, none of the abilities associated with it really seemed to catch my interest, so I passed on it for this plan. Maybe that’s a mistake? I don’t know, but I’m not looking or any spoilers about the content of what’s ahead, either.
1 – Alertness
3 – Improved Initiative
5 – Dodge
7 – Two-Weapon Fighting
9 – Extra Rogue Talent (Trap Spotter)
11 – Toughness
13 – Defensive Combat Training
15 – Combat Reflexes
Equipment
Most guides I’ve found recommend equipment with costs in the tens of thousands of gold each. Based on my group’s experience so far, and the fact that loot is split five ways, I harbor no illusions of earning that much in any reasonable amount of time. As such, I’ve put together a list of items for each body slot that seem the most helpful within a modest budget.
Belt: Belt of the Snake King (+1 Natural AC) (2,600 gp)
Body: Corset of the Vishkanya (+5 Escape Artist) (3,000 gp)
Chest: Quick Runner’s Shirt (extra move action) (1,000 gp)
Eyes: Eyes of the Eagle (+5 Perception) (2,500 gp)
Feet: Daredevil Boots (+5 Acrobatics vs. AoO) (owned)
Hands: Gloves of Reconnaissance (See through walls) (2,000 gp)
Head: Circlet of Persuasion (+3 Cha competence) (4,500 gp)
Headband: Headband of Inspired Wisdom (+2 Wis) (4,000 gp)
Neck: Necklace of Protection from Evil (4,000 gp)
Ring 1: Ring of Feather Falling (2,200 gp)
Ring 2: Ring of Protection (+1 Deflection AC) (owned/found)
Shoulders: Cloak of Resistance (+1) (owned/found)
Wrists: Bracelets of Shielding (+4 Shield AC) (4,000 gp)
Armor/Weapons
Right now, I’m using items that have been found recently in the campaign, such as a +4 mithril chain shirt and Red Destiny, a +2 short sword. I plan to get another +2 short sword to use with two-weapon fighting, but I haven’t yet decided on any special features to add to it or the chain shirt.
Final Stats & Bonuses
These include only passive bonuses from items, and none from feats or talents.
AC: 27 / 18 Tch / 21 Fl
Fort Save: +11
Reflex Save: +17
Will Save: +12
Initiative: +11
HP: 171 (averaging 5 per hit die at levels 6-16)
CMB: +15
CMD: 37 / 31 Fl
| TxSam88 |
So, if you are going TWF, you need to really invest in it. Drop Improved Initiative, Toughness, and Defensive Combat Training, and buy the TWF feat tree. Go ahead and pick up Knife master as an Archetype, and use 2 Kukris
I would not pump Con, nor spend my favored class bonus on hit points. Your goal should be to avoid getting hit, not be able to take a hit. Invisible Blade makes this easy.
I agree on the use of Invisible Blade, it makes rogues a killing machine.
but I think aside from finesse rogue, the rest of your choices could be better.
As for magic items, you're obviously too interested in boosting skills. You'll have enough in those with just skill ranks, no need to waste magic items on them as well. You also list some Magic items that don't exist in Pathfinder.
| Mysterious Stranger |
Assuming you used your floating stat bonus as a half elf to boost your DEX or WIS to 18 that is a 57 point buy. That is like saying the combined wealth of Elon Musk, Jeff Bezos, Bill Gates, Larry Ellison and Murk Zuckerberg is a little bit of money. Are the rest of the party’s stats similar? If they are you are so far from a normal pathfinder game that giving any helpful advice is going to be difficult. . I have run a high-level Mythic campaign where the characters stats are way less than this even after factoring in magic.
Most adventure paths are not designed for characters with that high of stats. Either your characters are going to walk through the adventure path without noticing it, or the GM will have to modify it so much that any advice given based on normal expectations will be useless.
| TxSam88 |
I think getting improved two weapon fighting is fine, but greater twf has such low chances of ever hitting anyway, that I don't really think it's worth the feat.
I wholeheartedly disagree, an invisible rogue, in a flanking position, would be effectively +4 to hit, versus flat footed armor class. Those 4th, 5th and 6th, even 7th attacks will hit often enough.
| Melkiador |
Melkiador wrote:I think getting improved two weapon fighting is fine, but greater twf has such low chances of ever hitting anyway, that I don't really think it's worth the feat.I wholeheartedly disagree, an invisible rogue, in a flanking position, would be effectively +4 to hit, versus flat footed armor class. Those 4th, 5th and 6th, even 7th attacks will hit often enough.
That's a lot of conditionals. Regular invisibility goes away after the first attack, and greater invisibility is only rounds per level, so very expensive in gold and rounds spent activating it. And getting into a good flanking position means that you may not get to full attack anyway. Greater TWF is just too situational for what it does
| TxSam88 |
TxSam88 wrote:That's a lot of conditionals. Regular invisibility goes away after the first attack, and greater invisibility is only rounds per level, so very expensive in gold and rounds spent activating it. And getting into a good flanking position means that you may not get to full attack anyway. Greater TWF is just too situational for what it doesMelkiador wrote:I think getting improved two weapon fighting is fine, but greater twf has such low chances of ever hitting anyway, that I don't really think it's worth the feat.I wholeheartedly disagree, an invisible rogue, in a flanking position, would be effectively +4 to hit, versus flat footed armor class. Those 4th, 5th and 6th, even 7th attacks will hit often enough.
his 10th level ability, "Invisible blade", grants Greater Invisibility just for spending ki.
so after 10th level, pretty much ALL combats he will be invisible for, so all his attacks will have sneak, etc. and all it takes is 1 move action to get into a flanking position, or even if he's not into flanking, he's still at +2 to hit, versus flat footed.
so, no gold spent, lasts a minimum of 10 rounds, (activates as a swift action), and I'll admit, first round he gets 0 or 1 attack, but his next round action is a full attack with sneak, with almost a guarantee to hit with all attacks. way less situational than you think.
| Derklord |
All Paizo material is allowed (except Unchained)
What is wrong with your GM? Allowing everything except the unchained classes makes absolutely no sense. It's possible the GM doesn't understand that he can allow only the classes from that book without being forced to use any of the optional system. Probably too late for now, but for the future, I'd recommend talking to the GM about this.
I’d like to be able to hold my own and feel like I’m contributing in a fight more than I am. [...] At this point, everything through level 5 is baked in
You aren't making this easy on us. Core Rogue is the by far weakest class in the game, and your locked-in selections, well.. they could be better. Alertness, Dodge, and Canny Observer do very little, and most importantly you can't select an archetype that would help you. Maybe ask the GM, or see if you can make use of Ultimate Campaign's retraining option.
Your exceptionally high ability scores help a bit, but your character (like almost every Rogue) still has a bunch of weaknesses. Most notably are your saving throw bonuses very weak, at least on the two important saves (fortitude and will). When in doubt, Iron Will is a good feat, and Emboldening Strike can be good, too, although it clashes with the (very good) Offensive Defense, so you'd have to chose which one to use on a given attack. Note that both Emboldening Strike and Offensive Defense stack with themself, for potentially very high bonuses on a full attack.
Be sure to always have a ranged weapon as you have no means of reaching flying enemies or opponents that you otherwise can't simply walk up to. It's too late for your character to fix this with feats.
You're also weak agaisnt anything that's invisible, concealed, or otherwise hidden, but this, too, is not something easily fixable. At higher levels, Headband of Ninjitsu lets you at least Sneak Attack concealed enemies...
I’m looking at a combination of the two-weapon fighting and skill monkey builds, with a couple other tricks thrown in for flavor.
Just remember that "skill monkey" isn't really a thing. It's an outdated concept from when people thought you'd have to compartmentalize parties. You're already reasonably good at skills, I'd advice against further investment.
Your ability scores are good at least, and APs are generaly not that difficult, so you've got that going for you.
I think you're spreading your skill points out way too much. However, rather than giving you an 'alternative plan', I advise you to see what skils you actually use in the campaign, and improve those. On this, don't plan ahead.
I’ve seen Vanishing Trick routinely panned as not worth taking, but rarely is it commented on pairing it with Invisible Blade.
I think that's because at that point, there is very little reason to play Rogue over Ninja. Ki Pool + Vanishing Trick is actually pretty weak (due to how few attacks per day it affects), although your higher than normal wisdom helps a bit.
Plus, Ki Pool is nice for the extra innate bonuses it gives.
The what now? The only thing Ki Pool grants is the ability to waste a point on +10ft movement speed for a turn.
Most guides I’ve found recommend equipment with costs in the tens of thousands of gold each.
At later levels, you're supposed to have such wealth, and APs usually grant it. Here's a table for expected wealth per level. Even if you decrease that due to a 5th party member, you should sitll be able to afford items worth more than 4k gold at ca. 6th level...
I’ve put together a list of items for each body slot
You don't need to wear a magic item in every slot. Rather, focus on items that actually help you, like Cloak of Resistance, Belt of Incredible Dexterity, Ring of Deflection, Amulet of Natural Armor. For magic weapons and armor, straight up +x bonus is usually better than other enchantments.
| Derklord |
Melkiador wrote:I think getting improved two weapon fighting is fine, but greater twf has such low chances of ever hitting anyway, that I don't really think it's worth the feat.I wholeheartedly disagree, an invisible rogue, in a flanking position, would be effectively +4 to hit, versus flat footed armor class. Those 4th, 5th and 6th, even 7th attacks will hit often enough.
If you're flanking, and greater invisible, and the FF AC of the enemy is notably low(er), and the enemy doesn't have senses that negate invisibility, and you can make a full attack... that is the one situation in a Rogue's life where they already perform well. Well, you don't really need the flanking, but sitll.
Greater TWF is a pure "win more" for Rogues, it only helps when you already perform exceptionally well, and does nothing in all the other situations. The return for the investment is very low in practise.
| TxSam88 |
TxSam88 wrote:Melkiador wrote:I think getting improved two weapon fighting is fine, but greater twf has such low chances of ever hitting anyway, that I don't really think it's worth the feat.I wholeheartedly disagree, an invisible rogue, in a flanking position, would be effectively +4 to hit, versus flat footed armor class. Those 4th, 5th and 6th, even 7th attacks will hit often enough.If you're flanking, and greater invisible, and the FF AC of the enemy is notably low(er), and the enemy doesn't have senses that negate invisibility, and you can make a full attack... that is the one situation in a Rogue's life where they already perform well. Well, you don't really need the flanking, but sitll.
Greater TWF is a pure "win more" for Rogues, it only helps when you already perform exceptionally well, and does nothing in all the other situations. The return for the investment is very low in practise.
I guess we just play differently than you do. When I play a rogue, he quite often is dealing as much if not more damage than the other martials.
once he gets that Invisible blade ability, he's pretty much ALWAYS invisible during combat. Flanking is easy to get into with a move action, or if you build any of the dimensional builds a free action. Most bad guys have a flat footed AC lower than their normal AC, especially ones that wear armor. Very few enemies have an ability that negates invisibility, in the course of 10 AP's, I've encountered it maybe twice. And once you get into flanking, your next round attack is a full round, it can be the round you move if you build one of the dimensional builds. So yeah, All of those "situational issues" are actually quite easy to overcome. my table commonly sees TWF rogues making 5-7 hits per round with flanking and sneak attack, and dealing upwards of 300-500 damage.
in our last game, the 16th level rogues hit a bad guy for 396.
| Derklord |
in our last game, the 16th level rogues hit a bad guy for 396.
And the average HP of a CR 19 enemy is 333. I'm not convinced the last 45 or whatever points of damage that Greater TWF added were really necessary...
Very few enemies have an ability that negates invisibility, in the course of 10 AP's, I've encountered it maybe twice.
That surprises me, because I think this should be higher. My spreadsheet has 1048 monster of CR > 8, and I've got 388 entries for lifesense, blindsight, true seeing, see invisibility, thoughtsense, or possessing True Seeing of See Invisibility as spells or SLAs. Not counted: 42 Sneak Attack-immune elementals and oozes without such senses.
Of course, my spreadsheed says nothing about monster distribution.
| Azothath |
Everything but Unch. lol, that's an interesting choice.
Interesting choices. I don't think I would build a Rogue that way but you are building for the Home Game you are in. Clearly the GM wants and expects you to sneak attack. It is just a game and you're there to have some fun.
Precision damage is easy to stop, much more so than invisibility. Ending or dismissing Invisibility isn't always the point, sometimes it is simply balancing the negatives or altering the environment where it is of no consequence. At 16th level well informed NPCs(like a Wizard with henchman) are the most formidable enemy.
Should you have access to a Wizard, Polymorph any Object:T8 can alter your weapons into a thorn blade, leaf blade, or curve blade, bastardsword, gladius, etc.
Along with that, yes, your items are a bit funky. So if you find that wizard time to change some stuff about. #1 You need to upgrade the Cloak of Resistance to +4. I'd trade out several items and go for more basics like: Belt of +2 Dex +2 Con[belt](as Con seems to be a thing for you), Headband +2 Int Know(Locl or Arcn) +2 Cha[headband], Aegis of Recovery[neck], . Get two spring-loaded wrist sheaths and a couple of basic wands like Infernal Healing:C1@1[50], Heighten Awarness:D1@1[50], Protection from Evil:A1@1[50], Blur:I2@3, Blink:T3@5. A Handy Haversack is helpful.
see Items that can save you
If you GM won't give you access to a wizard, try a backdoor via Leadership feat and choose a Wizard crafter.
| Azothath |
Rogue Talents
personally I'd dump RogTlnt-Ki Pool and the follow ons. Just UMD a wand.
Your other choice is to go Ninja rather than Rogue (which is a good choice) or do a dip into Wizard(Diviner) which is a good choice with an Int≥12 (and there's the Int 13 requirement for Combat Expertise), and lastly is Arcanist 2 with Magical Knack then choosing Dimensional Slide (you need both to get the extra distance).
| TxSam88 |
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TxSam88 wrote:in our last game, the 16th level rogues hit a bad guy for 396.And the average HP of a CR 19 enemy is 333. I'm not convinced the last 45 or whatever points of damage that Greater TWF added were really necessary...
TxSam88 wrote:Very few enemies have an ability that negates invisibility, in the course of 10 AP's, I've encountered it maybe twice.That surprises me, because I think this should be higher. My spreadsheet has 1048 monster of CR > 8, and I've got 388 entries for lifesense, blindsight, true seeing, see invisibility, thoughtsense, or possessing True Seeing of See Invisibility as spells or SLAs. Not counted: 42 Sneak Attack-immune elementals and oozes without such senses.
Of course, my spreadsheed says nothing about monster distribution.
yeah, distribution is key here. The Average Paizo AP seldom uses most of those. it seems the vast majority of bad guys are little more than skeletons, goblinoids, or various human, elf etc. The ones that negate invisibility the most are Mantis Warriors (their helmet allows see invisibility), and a few undead with lifesense. But in general, it's a non-issue.
And yeah, that was close to a maxed out attack, on average the total damage is way less, usually around 180-200. Having that extra attack to help speed the combat is helpful, but again YMMV
| Elrich Maltah |
I know it's been some time, but I wanted to pop back in and thank people for their feedback and give some updates and feedback of my own now that our party hit level 10 recently.
RE: Starting Stats
Yes, I realize that my stats were higher than what would normally be even Epic starting stats. I was just following the instructions given by my GM for character creation, so I assumed he knew what he was getting himself in for as we go along. If it's any consolation, based on what I can tell from the information I have, this character has the lowest point-buy total of the group.
RE: Unchained and Retraining
For the people who mocked or were aghast at my GM's decision to not allow material from Unchained, he said that he thought it wasn’t fair that only four classes got revisions. Whether or not that concern was well-founded, I'm okay with working within the bounds I'm given. We did look at the rules for retraining based on peoples' suggestions but decided that the time involved would be too much of a disruption for the group to move along in the story. (It's not about my character – it's about the party.)
RE: Talents
I feel fairly confident sticking with the talents I have planned out through level 14. In regard to the confusion about the "extra innate bonuses" I mentioned for Ki Pool, my comment was based on how it was presented in Hero Lab. In that case, rogues who take the Ki Pool also gain the ability to always treat jumping as having a running start, and a +4 insight bonus on Stealth checks. After communicating with their Dev Support, it was acknowledged that these do not have any corroborating source material for rogues and should be removed, but no indication was given that it would be addressed any time soon. FWIW, I’ve made sure to only ever use the +10' to movement.
RE: Feats
A good chunk of the replies in this thread were basically a private discussion caught up in how impactful Greater TWF is versus regular TWF. That's cool and all, but it didn't really help me figure out what to do with my build, much less explain what all is in "the whole TWF feat tree." I have rethought my plan, though, based on some of the other feedback people gave.
9 – Mobility (to help avoid getting hit while moving into position)
11 – Blind-Fight (to help against invisible enemies)
13 – Martial Weapon Proficiency (short sword)
15 – Amateur Swashbuckler / Dodging Panache (maybe it'll stack with Mobility?)
Alternatively, I'm open to substituting either 13 or 15 for either the Against the Wall or Improved Evasion talents.
RE: Other Combat Considerations
One comment given was that it's too late to fix being able to reach flying enemies without a ranged weapon. My plan to get around this involved replacing the Multitalented racial trait with Fey Thoughts, which allowed me to make Fly a class skill. Coupled with a few skill ranks and the Fly spell from our sorcerer, I'm able to engage with aerial foes just fine when necessary.
The main issue I have been experiencing is that combat often doesn’t last long enough for me to get into a flanking position and be able to use Sneak Attack. The ranger pumps out four shots at a time and the magus gets insane burst damage with their arcane pool and elemental add-on effects. Along with the firepower the sorcerer can put out, and even the cleric's guided mace, I'm hopeful that I'll finally contribute meaningfully during combat now that I picked up Invisible Blade at level 10.
RE: Skills
Now that my main Rogue skills are up to ten ranks (Acrobatics, Disable Device, Escape Artist, Perception, Sense Motive, and Stealth), I plan to focus largely on the second-tier skills (Appraise, Bluff, Diplomacy, Intimidate, Knowledge: Dungeoneering, Knowledge: Local, Knowledge: Nature, and Sleight of Hand). I'm open to modifying these choices based on what kinds of things tend to be thrown at the party,
RE: Equipment
One person had mentioned that some of the magic items I had listed don't exist in Pathfinder. Initially, I hadn't paid too much attention to the source of the items I listed; instead, simply going by what came up in my Hero Lab list, which I later learned included some custom items. My GM doesn't hold the purist position that items we can access should be limited to what's been printed in books. Since crafting rules exist, our party's sorcerer is using them to create standard items, as well as custom wondrous items. Some of these items include Bracelets of shielding (+4 shield AC), Shirt of natural armor (+3 natural AC), and adding +2 Resistance to a Cloak of Elvenkind.
Some of the other items on my shopping list (likely crafted to save money) are Belt of physical might +2 (Dex, Con), Circlet of persuasion, Headband of ninjitsu, and Amulet of courage.
| TxSam88 |
RE: Feats
A good chunk of the replies in this thread were basically a private discussion caught up in how impactful Greater TWF is versus regular TWF. That's cool and all, but it didn't really help me figure out what to do with my build, much less explain what all is in "the whole TWF feat tree." I have rethought my plan, though, based on some of the other feedback people gave.
9 – Mobility (to help avoid getting hit while moving into position)
11 – Blind-Fight (to help against invisible enemies)
13 – Martial Weapon Proficiency (short sword)
15 – Amateur Swashbuckler / Dodging Panache (maybe it'll stack with Mobility?)
So, TWF gives you a ton of attacks. Sneak attack gives you a tons of damage, tons of attacks multiplied by tons of damage equals insane damage.
If you are even remotely thinking about going TWF, you need to go the whole tree and max out your attacks.
Ignore those who say you won't hit. They all forget that you'll be invisible (via invisible blade) so will be going against flat footed AC, AND getting a +2 because you are invisible.
As for Mobility - you'll be invisible, so this is worthless
blind fighting - doesn't really help that well against an invisible opponent - buy some glitter dust instead.
Short sword?? NO, go Knife master Archetype and use daggers or kukris, you want the d8 backstab, not a d6 weapon dice.
swashbuckler panache, the only thing worthwhile is the parry riposte, which it doesn't grant.
| Dasrak |
For the people who mocked or were aghast at my GM's decision to not allow material from Unchained, he said that he thought it wasn’t fair that only four classes got revisions
By singling out unchained classes in particular, your GM was actually being unfair to the Rogue and Monk. Every class gets nice things in different books, and it just so happened Rogue and Monk got their nice things in Pathfinder Unchained. Banning Pathfinder Unchained because only 4 classes got unchained classes is really no different from banning Weapon Master's Handbook because most of the options in that book was just for Fighters. Every class got their cool stuff in different books, and very few books had something for everyone.
The reason these four classes got unchained rework was because they had serious problems with the base class, and Paizo felt the best way to address it was to overhaul the base class. Only two of them were intended to be improvements, the other two were actually changed for unrelated reasons and their unchained classes are worse than the original class.
Rogue and Monk essentially had the same problem. They simply had too few class features for a 3/4 BAB class. In fact, they are the only 3/4 BAB classes that didn't have some form of spellcasting. They could easily struggle to find a defined niche. As a result, the Monk was changed to be a full base attack bonus class and became a proper front-liner, while the Rogue got a bunch of new class features and improvements to its existing class features to make it more reliable. The Unchained Rogue is a very well-balanced class.
The Barbarian's problem had to do with the way temporary bonuses worked. They were very confusing for beginners. Moreover, there was the issue of "sudden barbarian death syndrome" where if you were at low hit points when your rage ended, you would lose the bonus hit points and it could cause you to literally die on the spot. The Unchained Barbarian was, if anything, a little weaker than the original Barbarian but it was more beginner-friendly.
The Unchained Summoner, however, was actually intended to weaken the Summoner. It removed many spells form his spell list, increased the spell level of others, and greatly reduced the number of evolutions he could pick for his eidolon. While it did add some new options, the Summoner lost far more than he gained. I personally feel that it missed the mark, as it didn't really address the most overpowered feature of the original Summoner (his Summon Monster ability). It also didn't address that many of the more thematic evolutions were overpriced, and with the reduction in evolution points they became practically unusable. However, there is little doubt that the Summoner needed to be made weaker and that's why it got the Unchained class rework.
| Elrich Maltah |
So, TWF gives you a ton of attacks. Sneak attack gives you a tons of damage, tons of attacks multiplied by tons of damage equals insane damage.
If you are even remotely thinking about going TWF, you need to go the whole tree and max out your attacks.
Ignore those who say you won't hit. They all forget that you'll be invisible (via invisible blade) so will be going against flat footed AC, AND getting a +2 because you are invisible.
I still don't know what comprises "the whole tree" for TWF. Is it something more than TWF, Improved TWF, and Greater TWF? If not, that's more like a line than a "tree." I won't be eligible for Greater TWF until level 15 when my BAB is +11. That's about when we expect to end this story, so I'm inclined to use that feat for something else. Improved TWF would be fine, though.
why are you taking martial weapon short sword? rogues are already proficient in them.
The thinking I had was to add the dual-balanced ability to my two weapons. Taking the Martial Weapon Proficiency would offset the penalties for using weapons that have had abilities added to them. I knew that it was an iffy choice; that's why I mentioned I was open to swapping it out with an extra rogue talent, instead.
IF you are using shortswords, a gladius is better.
Is it just because the damage type is both P and S? I don't see a difference other than that or the weight.
| Azothath |
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Azothath wrote:IF you are using shortswords, a gladius is better.Is it just because the damage type is both P and S? I don't see a difference other than that or the weight.
Sword, short 10gp, Sml:1d4, Med:1d6, crit:19-20/x2, Rng:—, 2 lbs, dmg:P.
Gladius 15gp, Sml:1d4, Med:1d6, crit:19-20/x2, Rng:—, 3 lbs, dmg:P or S, performance.the P|S can make a difference versus damage reduction and it is but +5gp and 1lb whereas mwk costs 300gp. The performance (combat)(+2) comes into play rarely.
| TxSam88 |
I still don't know what comprises "the whole tree" for TWF. Is it something more than TWF, Improved TWF, and Greater TWF? If not, that's more like a line than a "tree." I won't be eligible for Greater TWF until level 15 when my BAB is +11. That's about when we expect to end this story, so I'm inclined to use that feat for something else. Improved TWF would be fine, though.
Double Slice isn't bad if you have the STR.
Don't forget Piranha Strike, it's your second good source of damage.Two-weapon defense is good to take if you have an empty slot.
And of course, as a dex based character you'll want Weapon finesse.
So, Piranha Strike, and Weapon Finesse, combined with TWF, ITWF, and GTWF, are what I consider the essential TWF feats.
| Elrich Maltah |
Elrich Maltah wrote:Azothath wrote:IF you are using shortswords, a gladius is better.Is it just because the damage type is both P and S? I don't see a difference other than that or the weight.Sword, short 10gp, Sml:1d4, Med:1d6, crit:19-20/x2, Rng:—, 2 lbs, dmg:P.
Gladius 15gp, Sml:1d4, Med:1d6, crit:19-20/x2, Rng:—, 3 lbs, dmg:P or S, performance.
the P|S can make a difference versus damage reduction and it is but +5gp and 1lb whereas mwk costs 300gp. The performance (combat)(+2) comes into play rarely.
I did realize that the cost for a gladius is more than a regular short sword, but I was just commenting on the functional differences. If I was to make one +1 like the short sword, though, it'd still need to be mwk, so I'm not sure what your mentioning of that meant. And, yeah, performance (combat) is irrelevant for me.
Possessed Hand and Hand’s Autonomy can both benefit TWF if you have the spare feats for them.
Now those actually seem interesting, especially for differentiating myself from the rest of the party's capabilities, and for having extra tricks up my sleeves.