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Aasimar
2012-03-02, 11:24 AM
Hi,

I'm gonna be joining a game so I'm making a level 15 rogue, I haven't REALLY used Pathfinder a lot, and it's been a while since I played 3.? so I was wondering if anyone could give me some pointers about my build. I'm pretty happy with it, just wondering if there's something obvious I'm forgetting, or something stupid that I'm doing that everyone knows not to.

The trick with the greater hat of disguise is probably the most 'questionable' thing on the sheet, but it's not that powerful and the GM is ok with it.

I'm including fluff, just for funsies

Name: Alyssa Thorne Age: 25
Campaign: The Dark Monastery Height: 5'1"
Religion: None Weight: 92 lbs.
Alignment: Chaotic Neutral Skin: Pale Caucasian or slightly glowing tan
Gender: Female Eyes: Deep Blue or a Brilliant Piercing Blue
Race: Human Hair: Long, Black
Class/Level: Rogue 15

Description:

Alyssa is very short and lithe, her coal black hair is very long and
usually kept in a ponytail. Naturally, she has pale white skin and deep
blue eyes, but recently she's been sporting a deep somewhat glowing tan
and piercing blue eyes.

Her entire build is very reminiscent of modern day olympic gymnasts, while
she does not look prepubescent, her height, her small breasts and her soft
face all give the impression of a girl much younger than her true age of 25

She wears a very form fitting Celestial Armor, made from mithral links so
fine that the overall effect is that of a suit of flowing liquid, additionally
enchanted with a strong shadow enchantment, turning the whole suit a shimmering
pitch black.

The band that holds her hair in a ponytail is actually a greater hat of disguise,
which she mostly uses just to hold her hair in place and add some color to her
face (makeup without the work).

It is noteworthy that there seems to be a sort of inner glow to her when she wears
it that is lacking when she takes it off. Her eyes also turn a brilliant, piercing
shade of blue when she wears it. (she's turned into an aasimar version of herself,
for darkvision and a slight ability boost)

Magic Items:
Cost: Slot: Name:

35K Primary W: Agile Adamantium Short Sword +3
35K Offhand W: Agile Adamantium Short Sword +3
37.4K Armor: Celestial Armor (Special +3 Mithral Chainmail with Fly 1/day) with Improved Shadow (+10 stealth)
36K Belts: Belt of Incredible Dexterity +6
Body: None
Chest: None
2.5K Eyes: Eyes of the eagle (+5 competence bonus to Perception. Note: She gets darkvision 60' from headslot)
12K Feet: Boots of Speed (Haste for 10 rounds/day, can be non-consecutive)
Hands: None
12K Head: Greater Hat of Disguise (Alter self at will for darkvision 60' +2 str. when med or dex when small, +10 disguise)
4.5K Headband: Circlet of Persuasion (+3 to charisma skills)
8K Neck: Amulet of Natural armor +2 (natural armor bonus)
8K Ring 1: Ring of Protection +2 (deflection bonus)
40K Ring 2: Ring of Freedom of Movement
Shield: None
9K Shoulders: Cloak of Resistance +3 (+3 to all saves)
Wrist: None
2K No Slot: Handy Haversack


Other possessions:

Wands:

Wand of Prestidigitation 375 gp
Wand of Detect Magic 375 gp
Wand of Shield 750 gp
Wand of Detect Secret Doors 750 gp
Wand of Cure Light Wounds 750 gp

Total of 3.000gp


Mundane:

Bedroll 1sp
2 Bags of Caltrops 2gp
Flint and steel 1gp
Rations 20 days 10gp
Climbers Kit 80gp
Cooking Kit 1gp
Shaving Kit 15sp
Tent (small) 10gp
Rope, Silk 10gp
Thieves Tools (masterwork) 100gp (+2 circumstance on disable device)
3x grappling Hook 3gp

Total of 232gp

Total Gold Spent: 244673
Remaining: 5.368

Ability: Base: Racial: Levels: Items: Size: Misc: Final: Mod:

Strength 10 0 0 0 +2 0 12 +1
Dexterity 17 +2 +3 +6 0 0 28 +9
Constitution 14 0 0 0 0 0 14 +2
Intelligence 14 0 0 0 0 0 14 +2
Wisdom 12 0 0 0 0 0 12 +2
Charisma 14 0 0 0 0 0 14 +2


Hero Points: 3

Base Attack: +11/+6/+1

Ongoing Magical Effect from Hat of Disguise: Turned into Aasimar version of herself
+2 str. and darkvision.

Total: Base Attack: Strength: Special Size:
Combat Maneuver Bonus: +12 = +11 +1 +0

Total: Base Attack: Strength: Dex: Special Size: Misc:
Combat Maneuver Defense: +24 = +11 +1 +9 +0 +3


Defenses:
Total: Base: Armor: Shield: Dex: Size: Natural: Dodge: Deflection: Other:
Armor Class: 32 = 10 +9 +0 +8 +0 +2 +1 +2 +0

Total: Class: Ability: Race: Other: Misc:
Fortitude Save: +10 = +5 +2 +0 +3 +0
Reflex Save: +21 = +9 +9 +0 +3 +0
Will Save: +9 = +5 +1 +0 +3 +0

+2 on will saves vs. illusions.

Weapon Attacks:

Total: Base Attack: Enhancement: Ability: Feat: Misc:
Single Attack With Short Sword: +24 = +11 +3 +9 +1

Full Attack With Two Short Swords: +22/+22/+17/+17/+12

Total: Weapon: Enhancement: Ability: Feat: Other:
Main hand Weapon Damage: 1d6+12 = 1d6 +3 +9 +0 +0
Critical: 19-20/x2

Off-hand Weapon Damage: 1d6+7 = 1d6 +3 +4 +0 +0
Critical: 19-20/x2

Celestial Armor
Enhancement +3
Armor Bonus +6
Maximum Dex. +8
Check Penalty -2
Arcane Spell Failure 15%
Weight: 20 lbs.
Features: Fly 1/day
Extra: Improved Shadow (+10 Stealth)


Total: Dex: Misc:
Initiative: +13 = +9 +4

Speed: 30ft

Total: Rolled: Ability: Toughness: Favored Class Bonus:
Maximum Hit Points: 140 = 80 +30 +15 +15

Traits:
Armor Expert(combat): Treat all armors as having 1 less Armor Check Penalty

Skeptic(magic): You gain a +2 trait bonus on all saving throws against illusions.


Skills: Class?: Ability: Total: Rank: Ability: Misc: ACP:

Acrobatics: Y Dex +23 15 +9 0 -1
Appraise: Y Int +2 0 +2 0 0
Bluff: Y Cha +20 15 +2 +3 0
Climb: Y Str +15 15 +1 0 -1
Craft: Y Int +2 0 +2 0 0
Diplomacy: Y Cha +5 0 +2 +3 0
Disguise: Y Cha +25 10 +2 +13 0
Escape Artist: Y Dex +8 0 +9 0 -1
Fly: N Dex +8 0 +9 0 -1
Heal: N Wis +1 0 +1 0 0
Intimidate: Y Cha +20 15 +2 +3 0
Perception: Y Wis +21(+28) 15 +1 +5(+7 traps) 0
Perform: Y Cha +5 0 +2 +3 0
Ride: N Dex +8 0 +9 0 -1
Sense Motive: Y Wis +16 15 +1 0 0
Stealth: Y Dex +33 15 +9 +10 -1
Survival: N Wis +1 0 +1 0 0
Swim: Y Str 0 0 +1 0 -1
Track: N Wis +1 0 +1 0 0
Disable Device: Y Dex +32 15 +9 +9 -1
Handle Animal: N Cha +5 0 +2 +3 0
Knowledge (Dungeoneering): Y Int +7 5 +2 0 0
Knowledge (Local): Y Int +2 0 +2 0 0
Knowledge (All Others): N Int +2 0 +2 0 0
Linguistics: Y Int +2 0 +2 0 0
Profession: Y Wis +1 0 +1 0 0
Sleight of Hand: Y Dex +23 15 +9 0 -1
Spellcraft: N Int +2 0 +2 0 0
Use Magic Device: Y Cha +20 15 +2 +3 0

Feats:
Human: Toughness
Level 1: Combat Reflexes
Level 3: Dodge
Level 5: Two Weapon Fighting
Level 7: Improved Initiative
Level 9: Imp. Two Weapon Fighting
Level 11: Dazzling Display
Level 13: Shatter Defenses
Level 15: Shadow Strike

Rogue Talents:
Level 2: Finesse Rogue (Weapon Finesse)
Level 4: Fast Stealth (Stealth at normal speed with no penalty)
Level 6: Weapon Training (Weapon Focus: Short Sword)
Level 8: Combat Trick (Feat: Quick Draw)
Level 10: Trap Spotter (Get's automatic Perception check to spot traps when within 10')
Level 12: Opportunist (Get's free attack of opportunity against adjancent enemy struck by ally 1/round)
Level 14: Entanglement of Blades (enemy struck by sneak attack unable to take 5' step for one round)

Class Features:
Sneak Attack: +8d6

Evasion:
No Damage on successful reflex save

Rogue Talents and Advanced Talents:
See above

Trapfinding:
+7 To Perception to find traps and to Disable Device checks. Can disable Magic Traps

Trap Sense:
+5 Bonus to Reflex saves and +5 Dodge Bonus to AC vs. Traps

Uncanny Dodge:
Never Flatfooted, doesn't lose dex vs. invisible

Improved Uncanny Dodge:
Cannot be Flanked,



Background:

Alyssa grew up in Silverpike, a sprawling Metropolis,
where she was found 25 years ago in front of the local
orphanage.

When she was 5 years old, she was adopted by a seemingly
sweet old lady, Miss Alaric. The old lady arrived with a
man, presumably her husband, and they went through all the
orphans, the caretakers didn't notice, but they were actually
carefully studying the children, picking out only a few,
then sending most of them back.

Alyssa was the very small for her age, but fast and alert,
she was one of three children Miss Alaric 'adopted' that day.

The next few years of Alyssa's life, she went through what most
would consider a very strange childhood, intense physical training,
games that involved sneaking after people without them seeing,
practicing telling lies without giving them away, etc.

Things changed a lot when Alyssa was 15, Miss Alaric took her and
another girl, Tara, to a big warehouse near the docks, where she
left them with the same man who had come with her to the Orphanage
all those years ago.

The man, Randyll Barnes, was the leader of the Silverspike Thieves Guild,
the two girls were being groomed to take over as his right hand.

The girls were put to work for earnest now, at first picking pockets in
the streets, conning people for spare change and eventually moving up to
burglaries and armed robberies. Their training also intensified, and
now included more intensive combat training, climbing houses, picking locks,
learning about how to seduce and lead on men (or if need be, women).

Barnes was an accomplished wizard, and for the more complicated jobs,
he would imbue them with some of his spells, from invisibility to
polymorphs. Alyssa has worked jobs in forms as different as cats, dogs, birds,
even a lizard once.

It soon became clear, however, that they couldn't both be Barnes's number 2.

And sure enough, one night when Alyssa was 18, she and Tara were given
the same task, acquiring a valuable suit of armor from Harren Trask,an accomplished
assassin, recently arrived in the city. He said he was above such things
as joining a Thieves Guild (besides, he wasn't a thief, he said). Barnes
felt the distinction was arbitrary, and sent his two top thiefs after his
prized suit of armor.

Arriving in Trasks lair in the sewers, with no sign of Tara, Alyssa approached the
locked chest their information said would contain the armor, only to suddenly
see a crossbow bolt sticking out of her shoulder, a feeling of numbness
spreading out from the impact.

"Sorry Aly, but it's come down to you or me, and I wanna keep living." Tara said
as she moved to open the chest. "The poison should finish you off in a couple
of minutes, you'll hardly feel a thing."

After several minutes of work, the lock finally opened, revealing absolutely nothing
inside. As Tara realized something was up, she turned around, only to find Alyssas
twin blades stickin into her chest. "Really T? Red viper poison? That's so predictable.
I took a dose of antivenom before I came here, but enough exposition, I've got a date
to keep." Just then, a slender man in his 40's emerged from the shadows and dumped
on the floor the heads of Miss Alaric and Randyll Barnes. "Thanks for the tipoff
kid, as promised, here's the head you wanted, and a bonus one, I trust we are even now?"

Not knowing how to feel, Alyssa had hated Barnes with a passion, his death did
nothing to her, and though Miss Alaric had been a cold, distant woman, she was
nevertheless the closest thing to family she had had.

She asked to join Trask, but he only laughed her off, telling her that assassins
worked alone. But he did put her in touch with an adventuring group he was acquainted
with, which was when Alyssa's career as a professional adventurer began.

She worked with the group for a few years, being startled one day when a chest appeared
on the road in front of her in the middle of the day. She opened it (after painstakingly
searching it for traps), inside were a couple of potions, a bowl of some dark liquid
and a letter.

"It's sad when you live your life making no connections with other people, I hardly knew
you, but you're the closest thing I've got to a human connection, if the chest appeared
I'm most likely dead. Keep it, along with whatever the contingency spell lifted
from my corpse, it should be in the chest.
-Under NO circumstances are you to attempt to have me raised-
*Trask

Looking through the chest more closely, Alyssa found a few magic wands, and when she
took the bowl with the liquid, she was surprised to find that it wasn't liquid at all
but an armor of such finely crafted links that they were hardly distinguishable, additionally
there seemed to be a deep, black blurring effect on them, with occasional violet shimmers,
making the whole suit look like a flowing black pool.

She soon moved on from that group, after irreconcilable differences between her and
the party cleric. She joined up with her current party and has been with them for the
past two years.

Morbis Meh
2012-03-02, 11:50 AM
May I suggest altering your short sword enhancements from just +4, there is an enhancement on the Pfsrd called agile that adds your dex to damage instead of str, this will make you more sad and increase your damage output.

Aasimar
2012-03-02, 11:54 AM
I saw that, but I'm not sure it's allowed in the game, the GM is allowing the core book, advanced book, ultimate battle and ultimate magic.

But I'll ask.

Anything else?

Chained Birds
2012-03-02, 01:08 PM
Why Nimble Moves? Seems like a waste for your level 7 feat. Though no feat suggestions at the moment as I'm too lazy to look one up.

I would suggest going with the Scout Rogue Archetype and trade off your Uncanny Dodges (they will be missed but...) so you can always deal Sneak Attack at the end of a Charge, and by merely moving (I think) 10ft at your current level.

Aasimar
2012-03-02, 01:29 PM
I appreciate the suggestion, but I'd really rather not give up uncanny dodge, and charging all the time would void all my hard work building up two weapon fighting.

I have dazzling display and shatter defenses for those situations where I JUST can't get sneak attack, giving me a pretty good chance of getting it next round at least. (maybe I should switch nimble moves for Skill Focus: Intimidate then?)

Update: GM ok'd Agile Weapons, consider both short swords +3 Agile now.

Particle_Man
2012-03-02, 05:40 PM
Maybe look into swords, short, of subtlety?

gorfnab
2012-03-02, 08:40 PM
How about the Ninja (http://www.d20pfsrd.com/classes/alternate-classes/ninja) from Ultimate Combat instead of Rogue?

Aasimar
2012-03-02, 09:28 PM
There are some merits to the ninja idea, I'll admit.

But I've sorta got my heart set on a rogue, and...I dunno, ninja is just a completely different flavor that I'm not looking for.

Duncan_Ruadrik
2012-03-03, 03:31 AM
personally, I love a 1 wizard dip fr rogues. you lose 1 BAB, a couple HP, get a +2 to will saves, a familiar that can add +3 to various skill OR a familiar that gives you a +2 to various saves ( Will and Fort are the best, I'd go Will) a few cantrips and first level spells that, though minor, can be just the thing to get you out of a jam, trick a foe, or impress the ladies. (or whatever your character be into.) also, and this is what I especially like, is 100% chance of success using any wand or scroll on the Wizard list. you have 14 INT, that allows the use of 4th level spell trigger items. why not use it? plus, familiars within your square give you Alertness for free, and no Rogue ever said 'No' to bonuses to perception.

IF 3.5 IS ALLOWED: grab a rapier, a buckler, and a wand bracer from Dungeonscape, as well as a wand chamber for both your sword and buckler. That way, you can have three wands in hand: one in rapier, one in buckler, and one in free hand of buckler arm. Wand Bracer allows access to five more wands with a swift action, you just gotta drop the one currently held in your free hand.

THen get ToB Snap Kick, and basically TWF for less feats, and can do it after a move action. plus have increased AC from the buckler.

Do it, you know you want to.

Aasimar
2012-03-03, 02:08 PM
Would it be worth it to switch from taking exta hp as a favored class ability, to taking 1/6 extra rogue talents for them?

Net effect is losing 15 hp for Fast Tumble and Hunter's surprise (and being halfway towards a third talent)?