Shortstuff
2016-09-21, 03:05 PM
So, I've been debating between a melee-centric Psychic Rogue or a ranged one. I'm thinking that I'll go with ranged because not having Weapon Finesse at level 1 really, really sucks when you're a melee rogue.
NOTE: I'd normally talk this over with my party members, but in this scenario, I don't even know who my party members are or what skills they'll have. Moreover, they're already going to have builds made, and we were asked to avoid playing Tier 1 characters unless they were severely unoptimized. Given that, I'm looking at trying to make a build that can make its enemies susceptible to sneak attacks all by itself.
I've got three routes I'm thinking of going, and I want some opinions.
ROUTE 1: Feinting shenanigans
I did some digging, I read the Psychic Rogue handbook, and I came upon a weird combination of feats and abilities that could prove pretty interesting. Namely...
Bow Feint - I always thought this was crappy, and I still think it is on its own. You pay a feat tax to use a ranged weapon to Feint. Wow.
Improved Feint - Okay, so with some DM permission, I'm allowed to apply Feint-oriented feats to Bow Feint, including this. Perform Bow Feint as a move action. Alright...
Surprising Riposte - Still a move action, but now my foe is flatfooted for the whole round, meaning he's able to be sneak attacked with impunity. Unfortunately, I'm down to a single action. Crap.
Group Fake-Out (Skill Trick) - Feint a whole group at once (at some penalties). Okay, interesting.
Hustle (Psychic Rogue Manifestation) - Gain an extra move action. Y'know, to allow yourself a full attack while feinting an entire group of enemies and making them flatfooted for the whole round.
This biggest weakness here is how goddamned feat intensive this is. I'm able to get either 4 or 5 feats at level 1, but so many of those would be burned to make this come online. It would be much easier to just summon a monster and have it grapple the enemy or toss some marbles or what-have-you.
(And let's not forget that there are plenty of creatures immune to Feint, or that have huge bonuses against it.)
Now, I can get this setup online by level 9. The trouble is that I'm lacking some serious damage boosters: No Craven, no Crossbow Sniper, no TWF or Imp. TWF with hand crossbows, you name it. I can splash Fighter at level 12 to get TWF + Imp. TWF (going pure Psychic Rogue 'til 11 so I can grab Skill Mastery), but dipping weakens me as a manifester and makes me worse at roguery.
Route 1.1 - I could also try getting Bow Feint and Surprising Riposte, but instead go a blasty way. Split Ray + my manifestations + Psychic Rogue sneak attack is much less costly for me than the above setup (needs Combat Expertise, Improved Feint, Split Ray and Surprising Riposte, but that's it). But the Sneak Attack seems to only apply to the first ray, not both. Either way, this leaves room for Psionic Shot and potentially Psionic Meditation (which can also be used with Hustle to get more Psionic Shots).
ROUTE 2: Bags of tricks
Much less intensive, but it presents its own problems. Basically, UPD and Manifest the crap out of everything.
At level 1, I grab Hidden Talent (Astral Construct). I use this thing to grapple monsters. I shoot the monsters. I use UPD to manifest other things that might be useful, and depend on having a big bag of tricks to ruin people's days. Marbles, summons, grease, you name it.
But the trouble is that Psychic Rogues don't get Improved Invisibility. I'm allowed to use my UPD as UMD, but at a -10 penalty, so my likelihood of succeeding in that regard is... crappy. So any sneak attack capabilities I get need to come from somehow penalizing my opponents or sniping, and sniping is kind'a crappy.
(Although... Is it possible to Greater Manyshot when sniping? Standard Action > Greater Manyshot, Move Action > Hide?)
Another problem is that the easiest solution (Astral Construct) makes me miss 20% of the time (IIRC) because my ally is providing concealment to my opponent. Not fun. Marbles work only against opponents of a certain size, I still need to spend a feat to get Grease (or else make my Psicrystal take Hidden Talent and then Feat Leech it away)... Problems.
ROUTE 3: Just go melee
The least costly solution, but it sucks for one very specific reason: the highest level I'll start off as in this campaign is 2. If I want to stay pure Psychic Rogue until at least 11, that means I've got to wait until level 3 to grab Weapon Finesse (since it requires BAB +1). This... this is really problematic.
To put it this way: my character is small sized and will have somewhere between 6 or 8 strength to start off at. Their BAB is going to be 1 at level 2. That means that I'll have a whopping +1 AB without Weapon Finesse. If I wanted to TWF, make that -1. If I charge, I can get to a grand total of +3 AB.
Yeah, I'm not liking that.
Now, it's not all bad. I do start with the first level power Compression, and I can use that to shrink myself and make myself get more AB (+1 more, to be exact). However, since I only have 4 Power Points at level 2, I can cast it... well, if I want a duration in minutes, I can make it last 2 minutes. And it takes a standard action to manifest. Once a day. Crap.
The obvious solution would be to dip Fighter or Swashbuckler for a single level at 2. But then I come into several problems: skill point deficiencies (I'd presumably be the party trap monkey), not getting Hustle until level 10, not getting Skill Mastery until level 12... I also fall behind as a manifester. I get an immediate return, but is it worth it?
I've already gotten a lot of leeway from my GM, so asking for Weapon Finesse to not require BAB +1 seems like I'd be pushing it.
The good news is that if I stay pure Psychic Rogue, by level 9 I could be TWFing the place up, have plenty of tricks to get SAD with (including ACTUALLY FLANKING THINGS), and if I really wanted to, I could go the same "Surprising Riposte" route that the first build goes.
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Okay. With all that said, what would you folks suggest? Also, is there anything obvious I'm missing?
NOTE: I'd normally talk this over with my party members, but in this scenario, I don't even know who my party members are or what skills they'll have. Moreover, they're already going to have builds made, and we were asked to avoid playing Tier 1 characters unless they were severely unoptimized. Given that, I'm looking at trying to make a build that can make its enemies susceptible to sneak attacks all by itself.
I've got three routes I'm thinking of going, and I want some opinions.
ROUTE 1: Feinting shenanigans
I did some digging, I read the Psychic Rogue handbook, and I came upon a weird combination of feats and abilities that could prove pretty interesting. Namely...
Bow Feint - I always thought this was crappy, and I still think it is on its own. You pay a feat tax to use a ranged weapon to Feint. Wow.
Improved Feint - Okay, so with some DM permission, I'm allowed to apply Feint-oriented feats to Bow Feint, including this. Perform Bow Feint as a move action. Alright...
Surprising Riposte - Still a move action, but now my foe is flatfooted for the whole round, meaning he's able to be sneak attacked with impunity. Unfortunately, I'm down to a single action. Crap.
Group Fake-Out (Skill Trick) - Feint a whole group at once (at some penalties). Okay, interesting.
Hustle (Psychic Rogue Manifestation) - Gain an extra move action. Y'know, to allow yourself a full attack while feinting an entire group of enemies and making them flatfooted for the whole round.
This biggest weakness here is how goddamned feat intensive this is. I'm able to get either 4 or 5 feats at level 1, but so many of those would be burned to make this come online. It would be much easier to just summon a monster and have it grapple the enemy or toss some marbles or what-have-you.
(And let's not forget that there are plenty of creatures immune to Feint, or that have huge bonuses against it.)
Now, I can get this setup online by level 9. The trouble is that I'm lacking some serious damage boosters: No Craven, no Crossbow Sniper, no TWF or Imp. TWF with hand crossbows, you name it. I can splash Fighter at level 12 to get TWF + Imp. TWF (going pure Psychic Rogue 'til 11 so I can grab Skill Mastery), but dipping weakens me as a manifester and makes me worse at roguery.
Route 1.1 - I could also try getting Bow Feint and Surprising Riposte, but instead go a blasty way. Split Ray + my manifestations + Psychic Rogue sneak attack is much less costly for me than the above setup (needs Combat Expertise, Improved Feint, Split Ray and Surprising Riposte, but that's it). But the Sneak Attack seems to only apply to the first ray, not both. Either way, this leaves room for Psionic Shot and potentially Psionic Meditation (which can also be used with Hustle to get more Psionic Shots).
ROUTE 2: Bags of tricks
Much less intensive, but it presents its own problems. Basically, UPD and Manifest the crap out of everything.
At level 1, I grab Hidden Talent (Astral Construct). I use this thing to grapple monsters. I shoot the monsters. I use UPD to manifest other things that might be useful, and depend on having a big bag of tricks to ruin people's days. Marbles, summons, grease, you name it.
But the trouble is that Psychic Rogues don't get Improved Invisibility. I'm allowed to use my UPD as UMD, but at a -10 penalty, so my likelihood of succeeding in that regard is... crappy. So any sneak attack capabilities I get need to come from somehow penalizing my opponents or sniping, and sniping is kind'a crappy.
(Although... Is it possible to Greater Manyshot when sniping? Standard Action > Greater Manyshot, Move Action > Hide?)
Another problem is that the easiest solution (Astral Construct) makes me miss 20% of the time (IIRC) because my ally is providing concealment to my opponent. Not fun. Marbles work only against opponents of a certain size, I still need to spend a feat to get Grease (or else make my Psicrystal take Hidden Talent and then Feat Leech it away)... Problems.
ROUTE 3: Just go melee
The least costly solution, but it sucks for one very specific reason: the highest level I'll start off as in this campaign is 2. If I want to stay pure Psychic Rogue until at least 11, that means I've got to wait until level 3 to grab Weapon Finesse (since it requires BAB +1). This... this is really problematic.
To put it this way: my character is small sized and will have somewhere between 6 or 8 strength to start off at. Their BAB is going to be 1 at level 2. That means that I'll have a whopping +1 AB without Weapon Finesse. If I wanted to TWF, make that -1. If I charge, I can get to a grand total of +3 AB.
Yeah, I'm not liking that.
Now, it's not all bad. I do start with the first level power Compression, and I can use that to shrink myself and make myself get more AB (+1 more, to be exact). However, since I only have 4 Power Points at level 2, I can cast it... well, if I want a duration in minutes, I can make it last 2 minutes. And it takes a standard action to manifest. Once a day. Crap.
The obvious solution would be to dip Fighter or Swashbuckler for a single level at 2. But then I come into several problems: skill point deficiencies (I'd presumably be the party trap monkey), not getting Hustle until level 10, not getting Skill Mastery until level 12... I also fall behind as a manifester. I get an immediate return, but is it worth it?
I've already gotten a lot of leeway from my GM, so asking for Weapon Finesse to not require BAB +1 seems like I'd be pushing it.
The good news is that if I stay pure Psychic Rogue, by level 9 I could be TWFing the place up, have plenty of tricks to get SAD with (including ACTUALLY FLANKING THINGS), and if I really wanted to, I could go the same "Surprising Riposte" route that the first build goes.
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Okay. With all that said, what would you folks suggest? Also, is there anything obvious I'm missing?