Maybe even 12+Int because, after all, skills really don’t dominate most Pathfinder games anyway. Blue: Fantastic options, often essential to the function of your character. I really want to see someone role-play Voggz Bonechewer, halfling. Plays very similarly to the rogue swashbuckler archetype in 5e. Upon its release, the game spent 4 weeks atop the "Hotness" list on BoardGameGeek.com.The game received almost unanimously favorable reviews, with an 8.59/10 rating as of September 12, 2013. I use daggers with doubling rings that has allowed me to collect daggers made of different things for specific material based weaknesses. I’ve brained up a brawler rogue with the Ruffian racket using brass knuckles (reskin of a gauntlet) and maxing out strength and charisma for combat tricks and hefty intimidations. Pathfinder 2E Rogue Class – Be Sneaky! Orange: OK options, or useful options that only apply in rare circumstances 3. We're about to hit level 3, and I currently have Fast Learner, Combat Expertise, & Dodge for feats, with Offensive Defense as my sole Rogue Talent thus far. One cool thing I really want to try out is a halfling rogue who picks up adopted ancestry Goblin to pick up the Very Sneaky ancestry feat chain (2 feats), and use the halfling’s stealth ancestry feat that lets you hide behind larger creatures to build the ultimate stealth-combat character. But don't forget about your Debilitating Injury ability. Orange: OK options, or useful options that only apply in rare circumstances 3. They have all the skills. In Combat Play: The main reason why you would play a rogue from a combat perspective is for sneak attack damage. Rogue Talents: Basically Rogue-only feats, Rogue Talents offer a huge number of excellent ways to customize and improve your Rogue. I'm not terribly good at either. So, how do you play a Lawful Rogue? I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. The idea of playing a ruffian (flavour reasons) whose idea of "sneak attacks" is lifting the enemy up by their shirt collar and punching them repeatedly in the nose is also pretty funny. Remember - you're not just searching for the Flat-Footed condition itself on Nethys, but also for any condition that results in flat-footedness, or even methods of manipulating terrain and/or positioning to your advantage. Red: Bad, useless options, or options which are extremely situational. All three Rogue rackets can Melee well, with their respective weapon preferences. Remember, as a Spell-Like Ability if a Rogue has Vanish, it doesn't require any verbal or somatic components, so you can use it while stealthed. Facebook logo with white F icon on blue background. Gestalt probably kills the Rogue, whose job is to do anything the party is missing -- and your party has anything they could ever want. I'd also recommend taking the 1/6 Favored Class Bonus and rush to Rogue Level 12. Do you try your hand at poisons and snares? I will use the color coding scheme which has become common among Pathfinder build handbooks. We would play once a week and even continue play if 1 person or even 2 people were absent at times. Multiclass fighter at level 2, pick either Snagging Strike or Combat Grab from fighter list at level 4. You check doors for traps, then have your fighter go through first. Their minimum (4) and maximum (24) are the same too. Then use my 3rd action to... hide for the next round. Press question mark to learn the rest of the keyboard shortcuts. Yes, the Bard is Mr Knowledge in Pathfinder all right. This is the depressing reality of the rogue. (my Talents are Combat Trick and Powerful Sneak, but we also have an inquisitor so we flank a lot). We have a big party so I used gang up and never have issue getting sneak attack off. You can acro to your position on your turn. If any info I provided doesn't apply, I apologize - I'm not super familiar with that build. It should do fine if you do not play on the harder difficulties, take care of party composition and positioning and send the tank in first. Altima. And even then, you have class abilities that make the conditions apply more consistently as well, so look for ways to start combat Stealthed or Deceiving, and whatnot. With these powerful class skills a rogue could be an Acrobatic Flank Buddy, Lookout & Scout, Party Face, In the Know Guy, Backup Healer/Mage, and Trapfinder … He has a halfling thief racket rogue wielding a rapier and a short sword, but I'm interested in any info about the class and its playstyles. I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. Find out their secrets here!!! Flanking is your friend. When not skulking in the shadows, disarming traps, and stealing from the unaware, rogues may rub shoulders with powerful nobles or plot capers with fellow crooks. 4. 1 Regions 2 Races 3 Religions 4 References Thief, vagabond, scout, con man. No sneak attack, no flanking, always trying to steal from the party and then being surprised when they got upset with him, etc. You need to increase it as high as possible and NEVER penalize it. I have been playing a Elven Rogue with the Thief Rogue Racket I have +1 rapier and +1 striking short sword. He's claimed to play 5e for years, but it also felt like he didn't even know the bare basics of a rogue at all. Dual wield is worthless without a class feat giving it an unique benefit and the rogue is the only class which has a dual-wield feat but whose feat is terrible. That makes Acrobatics your friend. This will be my first and last only time DMing a 1e campaign as I plan to move onto 2e. Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. You are not particularly good at Knowledge skills either, so why not dump it? What's the best build? Looking for tips on playing a Rogue (self.Pathfinder_RPG) submitted 3 years ago by PH33N1CK5 The group that I'm playing with all decided to take a step out of our comfort zones for this game, which is good - the RP is fantastic, we've got a great group dynamic running. Red: Bad, useless options, or options which are extremely situational. I support a limited subset of Pathfinder's rules content. Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Finesse Weapons let you use their attack rolls with Dex rather than Strength. Most of them play off racial archetypes, ... or a rogue’s sneak attack continue to progress at the appropriate rate. Asking in order to be more able to advise one of my players. Its legendary VQ Series engine now develops a brawny 284 horsepower and 259 pound-feet of torque. How do you fight? You've get decently high strength and you're medium sized, so working towards a spiked chain/combat maneuver build may be a good idea (you already have combat expertise, so that's great). An examination of everything that has changed between 1st and 2nd edition, intended to highlight new and potentially unfamiliar mechanics. Trip/Disarm will be your salt and pepper. The rogue is the master of many faces, using her skills and talents to get herself both into and out of trouble with rakish aplomb. Love and hate sneak attack. I will remain a player though for 1e campaigns should any of my friends wish to … (I suppose Ruffians get better use out of slings, javelins, and other thrown weapons, but that's neither here nor there, and it's not like they're bad with a bow...). If you would like help with Pathfinder player options not covered here, please email meand I am happy to provide additional assistance. I use the Twin Feint move all the time, That way the second attack with my +1 striking short sword is always against flat footed. It all comes down to tactics and feats, is my impression. Source Pathfinder Roleplaynng Game: Pathfinder Unchained. That means that Piranha Strike, Combat Expertise and Power Attack (and even TWF to some extent) are usually bad ideas. Any help at all would be greatly appreciated - I feel like I'm just falling flat here. I didn't even know about Offensive Defense until your post, /u/PH33N1CK5. While others may call them charlatans and burglars, e… THAC0. Red: Bad, useless options, or options which are extremely situational. Don't forget, you can always Retrain, so the second you hit Level 10 Rogue, not only can you take Crippling Strike, but you can also retrain one of your previous Rogue Talents to get the new Advanced Rogue Talent Double Debilitation. Starting at 2nd level, a rogue gains one rogue talent. For useful links, visit http://pf2.tools/, Press J to jump to the feed. 2. Where Thieves and Scoundrels shine more is in the Bow use. As a rogue, you get Skill Increases at every level after 2nd, giving you 5 opportunities to raise skills to Expert, 8 to raise skills as high as Master, and 6 to raise skills as high as Legendary. Unless you have a fighter or barbarian playing an intimidate focused build. When not skulking in the shadows, disarming traps, and stealing from the unaware, rogues may rub shoulders with powerful nobles or plot capers with fellow crooks. Can fit other cars, google your wheel stud thread. Any unsuspected synergies? Versa. G… Red: Bad, useless options, or options which are extremely situational. Green: Good options. The Rogue Deck is packed with new poisons, weapons, and other goodies to take your character all the way through any Pathfinder Adventure Card Game Base Set or Pathfinder Society Adventure Card Guild organized play campaign. I actually encourage you to check out the archetypes from Pathfinder First Edition, as there are a ton of really interesting hooks ripe for the picking. I'm running a pure dex rogue/halfling opportunist with TWF and weapon finesse, so my build is going to be a bit different than yours, but some general tips: Rogues are not solo characters! This gives you free sneak attack damage w/o the need for stealth and helps provide support for your melee fighter. You mentioned being melee, so just wanted to make sure that you were aware that you are no longer Hidden (and your opponent no longer flat-footed) if you have to Stride into melee range. 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