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View Full Version : [PF] Help Me Optimize my Combat Oriented Rogue (Str/orc ?)



Dakaar
2010-10-06, 07:02 PM
Hey all. I am getting ready to play a new build for saturday. I came up with a half-orc strength based 2ranger/RogueX char. I will be starting at level 5 (dm letting me reroll) and am looking at having a) Good AC/survivability and B) As much damage as possible. This is by and large pathfinder/paizo only so stuff like alchemist and adventurers armory is allowed.

I plan on using a sword, large (darkwood) shield, Agile breastplate (mithril most likely) and armor spikes to TWF , along with my bite attack, while using a shield.

At level 7 I should have 5 attacks ie: Sword, Sword, Bite, Spikes, Spikes, provided I buy a +2 dex item for 17 dex. Our party is sorta underpowered and we have been ever so barely surviving encounters lately and My previous char which I am re-rolling was a Monk2/Rog2, but he had pretty good damage (DM let me take ascetic rogue, and I have a 3/day mage armor bracer for like 22AC without any other buffs which was alright, but the monk thing felt like a huge mistake for me.


Oh, that should remind me. I am playing the party's rogue role, so if the char is some bard variant or etc, I need to at least keep up on my disable device.

I think I like half-orc, but will go with anything. I have a pretty nice backstory revolving around being half-orc, and the extra bite attack sounds pretty sweet for a rogue.

Please help, im not the best optimizer :)... And our party needs it bad oi. Our tank has like 17 ac and spends most of the fight out of action.


My build is posted at:

http://www.giantitp.com/forums/showthread.php?p=9332506#post9332506

It generally includes this:





Half-Orc with the Toothy alternate Feature (1d4 natural attack bite)

18str 15dex (TWF) 12con 10int 10wis 7cha

he will have 5 attacks at level 7:
main hand / spikes / bite / 2nd mainhand / 2nd spikes.

He will use power attack to setup curnugen smash which gives him a free action intimidate whenever he hits with PA.

His intim bonus is at least 16 at level 6, and with shatter defenses, hitting a shaken enemy gives him flat footed till the end of my next turn

Traits: Brute (half orc trait, +2 on intimidate)

Thinking Heirloom Weapon or Expert Duelist for the other.

Will be hitting with Sword, Orc Bite, and Offhanding armor spikes while using a large shield. Seems to be the best way to go for a rogue. 5 attacks at level 7 with good str and sneak dice

list is as follows:

char level, class, AB, Fort, Ref, Wis, AC with mundane items (minus the dex for ITWF)

{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Ranger 1 |
+1|
+2|
+2|
+0|x|Power Attack|Favored Enemy:Outsider (evil), Track,Wild Empathy

2nd|Ranger 2 |
+2|
+3|
+3|
+0|Skills|Two Weapon Fighting|

3rd|Rogue 1|
+2|
+3|
+5|
+0|Skills|Intimidating Prowess|Sneak Attack +1d6, Trapfinding, Evasion

4th|Rogue 2|
+3|
+3|
+6|
+0|Skills|x |Bleeding Attack Talent

5th|Rogue 3 |
+4|
+4|
+6|
+1|Skills|Weapon Focus (1h - ??)|Sneak Attack +2d6, Trap Sense +1

6th|Rogue 4|
+5|
+4|
+7|
+1|Skills|New Feats|Uncanny Dodge, Cornugon Smash as Talent

7th|Fighter 1 (Barb 1?)|
+6|
+6|
+7|
+1|Skills|Improved TWF, Dazzling Display (Buy +2dex bracer at this pt for ITWF)

8th|Rogue 5|
+6|
+6|
+7|
+1|Skills|+3d6 Sneak Attack,+1STR

9th|Rogue 6 |
+7|
+7|
+8|
+2|Skills|Shatter Defenses , Rog Talent: (Dodge, Expert Leaper, or Nimble Climber)

10th|Rogue 7 Level|
+8|
+7|
+8|
+2|Skills|New Feats|SA +4d6

11th|Rogue 8|
+9|
+7|
+9|
+2|Skills|Orc Hide, Rogue Talent: Shield Focus

12th|Rogue 9|
+9|
+8|
+8|
+3|Skills|New Feats|SA + 5d6

13th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities
[/table]

Dakaar
2010-10-07, 07:42 PM
So I was looking at the APG and found the thug alternate rogue template.

Note the frightening ability. Sounds like a plan. So then I can have a shaken, frightened, and sickened foe pretty easilly, nearly all the time.

Sounds good :)

...But is there a better way to accomplish this? I am not super great at this :P



Thug
Some criminals steal with finesse, their victims only
discovering the crime when the rogue is long gone and
the coin already spent. A thug, on the other hand, cares
nothing for finesse. Through both threat and violence,
the thug gets what she wants by the promise of force, and
has no problem making good on that promise as needed.
Frightening (Ex): Whenever a thug successfully uses
Intimidate to demoralize a creature, the duration of the
shaken condition is increased by 1 round. In addition, if
the target is shaken for 4 or more rounds, the thug can
instead decide to make the target frightened for 1 round.
This ability replaces trapfinding.
Brutal Beating (Ex): At 3rd level, whenever a thug deals
sneak attack damage, she can choose to forgo 1d6 points
of sneak attack damage to make the target sickened for
a number of rounds equal to 1/2 her rogue level. This
ability does not stack with itself—only the most recent
duration applies. This ability replaces trap sense.
Rogue Talents: The following rogue talents complement
the thug archetype: offensive defense, powerful sneak,
strong impression, and weapon training*.
Advanced Talents: The following advanced rogue
talents complement the thug archetype: crippling strike*,
deadly sneak, and knock-out blow.