Spore
2016-04-28, 04:39 PM
So my group has recently switched off any and all Pathfinder and D&D product gaming. I simply cannot take my eyes off of this system and for this exercise I would like to cover the rogue's weaknesses in some areas, for both melee rogues AND skill monkeys.
Focussing on traps should not be a main point in this thread but it is considered an important part of skill monkeying.
A friend of mine made a quite successful Paladin 2/Bandit 7 focussing on what is basically "backstab pounce". She was a pretty good face, had great saves was effective at striking vital targets and the class combination made the character greater than its parts isolated.
I theorycrafted a Fighter 4/Rogue 5 for the revamp of my first Pathfinder character ever (a luckless, skillless sad bunch, basically the failure rogue most RPGs have a spoof npc for).
The rogue was the following beforehand:
Rogue 8: Along the lines of 10/20/16/12/8/10, TWFing, Weapon Finesse into double shortswords we regularly met enemies where I could either not overcome the DR or survive the flanking position due to the DM focussing the rogue rather than the slower Paladin (20ft vs. 30ft speed).
changing it into a more streamlined Weapon Master Fighter 4/Burglar Rogue 5, going to focus heavily on the shortswords. The build never came to fruition as we aborted that campaign as well.
What cool ideas have you been coming up with? I have an idea for Fighter/Rogue into Shadowdancer although this simply is quite the tax on sneak attack dice to the point of rogue levels being superfluous. Ranger/Rogue is quite obsolete with the "new" Slayer class.
Another idea I've never done was the optimization of sneak attack dice to the point of "oneshotting" someone. Sap Adept and Sap Master deals quite much damage incapacitating enemies (and leaving them alive to be questioned with your social skills).
Another idea was the Thug focussing on Intimidate, a few Barbarian levels and generally a mix between a beatstick and a ... well more fine beatstick.
Focussing on traps should not be a main point in this thread but it is considered an important part of skill monkeying.
A friend of mine made a quite successful Paladin 2/Bandit 7 focussing on what is basically "backstab pounce". She was a pretty good face, had great saves was effective at striking vital targets and the class combination made the character greater than its parts isolated.
I theorycrafted a Fighter 4/Rogue 5 for the revamp of my first Pathfinder character ever (a luckless, skillless sad bunch, basically the failure rogue most RPGs have a spoof npc for).
The rogue was the following beforehand:
Rogue 8: Along the lines of 10/20/16/12/8/10, TWFing, Weapon Finesse into double shortswords we regularly met enemies where I could either not overcome the DR or survive the flanking position due to the DM focussing the rogue rather than the slower Paladin (20ft vs. 30ft speed).
changing it into a more streamlined Weapon Master Fighter 4/Burglar Rogue 5, going to focus heavily on the shortswords. The build never came to fruition as we aborted that campaign as well.
What cool ideas have you been coming up with? I have an idea for Fighter/Rogue into Shadowdancer although this simply is quite the tax on sneak attack dice to the point of rogue levels being superfluous. Ranger/Rogue is quite obsolete with the "new" Slayer class.
Another idea I've never done was the optimization of sneak attack dice to the point of "oneshotting" someone. Sap Adept and Sap Master deals quite much damage incapacitating enemies (and leaving them alive to be questioned with your social skills).
Another idea was the Thug focussing on Intimidate, a few Barbarian levels and generally a mix between a beatstick and a ... well more fine beatstick.