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Mapleswitch's Heretic:

Wis 12, Str 12, Dex 19, Con 14, Int 14, Cha 7
(Favored Class Rogue) Human (+2 dex) L4 +1 dex,
5d8+20 hp, +10 ranged, +8 melee (2 ranged attacks =
+8/+8, 3 ranged attacks = +6/+6/+6 ), Fort +5, Ref
+8, Will +4, AC 18, CMB +4, CMD 15
Level 5 Rogue/Level 1 Heretic (Inquisitor
Archetype)
Feats: Quick Draw, Two Weapon Fighting, Rapid Shot,
Point Blank Shot, Precise Shot
Blinkback Belt (5kg), 4 MW Daggers (1,208g),
Mithral Chain Shirt (1,100g), MW Thieves Tools
(100g)
8,592 g remaining
Abilities: Judgment (Escape: shoot them in the face
and rehide at no penalty), Lore of Escape (+wis to
Bluff and Stealth), Hide Tracks (enemies receive -5
to finding my tracks), Stern Gaze (+1
intimidate/sense motive), Domain, Orisons, 3d6
Sneak Attack, Trapfinding, Trap Sense +1, Evasion,
Uncanny Dodge, Combat Focus (Point Blank Shot), 1
other Rogue Talent
Domain: Ambush (create concealment to hide in)
Orisons: Create Water, Detect Magic, Acid Splash,
Light
L1 Spell: Cure Light Wounds, True Strike (2 L1
spells/day)
Skills: (1 rank) Climb (+5), Swim (+5), Intimidate
(+3), Survival (+5), Knowledge (arcana,
dungeoneering, nature, planes, religion) + 6
(6 ranks) Perception (+10), Stealth (+14), UMD
(+7), Disable Device (+15)
I recommend 3 attacks until you have to roll a 16
or better, then 2 attacks instead. If you have to
roll at 20 to hit with 2 attacks, might as well lob
a 3rd.
Broken Zenith's Shanker:

http://d20minmax.wikia.com/wiki/Shanker
Blave's Half Orc Scout Rogue:
The scout
archetype was already mentioned and I think it
works decent enough with the right build.
Half-Orc. Trade Ferocity for a bite attack (or
sacred tattoo and get a bite from another source
like a trait). The bite attack is for another
chance of inflicting sneak damage on a full attack.
Strength build. STR 16(+2 race), DEX 14, CON 14,
INT 12, WIS 12, CHA 7
Use a two-handed weapon (falchion/greataxe).
Feats:
1. Dodge
2. Weapon training: Weapon Focus
3. Power Attack
4. Combat Trick: Furious Focus
5. Mobility
6. Offensive Defense
7. Spring attack
At level 8 you can use a charge or spring attack to
get a free sneak attack. Spring attack is preferred
because you can use the movement after the attack
to get into flanking position without provoking
AoOs. Power Attack without penalty is great for
that too and helps with sneak immune foes. Mobility
is useful when charging enemies with reach. As soon
as you are in flanking position, full attack away
with axe+bite. The bite won't hit too often but
it's damage from a flank will be nice with sneak
attack.
Equipment wise, you should go for the highest
possible movement per round, i.e. light armor (or
mithral medium) and boots of striding and springing
or boots of haste.
You're still a glass cannon, but at least you can
sneak attack with reasonable ease and your damage
isn't laughable when you can't. Also no 2-weapon
penalties.
Mobility and Offensive Defense should help your
survival.
flamethrower49's Swashbuckler/Scout via awp382:

Fridthjofr
CN Male Human Vargr 7 (Swashbuckler/Scout)
Medium Size
Strength 20
Dexterity 16
Constitution 14
Intelligence 7
Wisdom 12
Charisma 10
Attack Unarmed Strike +11 (+5 BAB, +5 Str, +1
Magic) for 1d3+6 (+5 Str, +1 Magic)
Or Cold Iron Battleaxe +11 for 1d8+6 or +10 for
1d8+8 (two-hand grip)
Or Sling +9 for 1d6+6
Hit Points 7d8+14+4 = 56
Initiative +5 (+3 Dex, +2 Trait)
Speed 30 Feet
AC 22 (+5 Armor, +3 Dex, +1 Shield, +1 Natural, +1
Deflection, +1 Dodge)
Fortitude +6 (+2 Base, +2 Con, +2 Resistance)
Reflex +10 (+5 Base, +3 Dex, +2 Resistance)
Will +5 (+2 Base, +1 Wis, +2 Resistance) (+2 Morale
vs Fear)
CMB +11 (+5 BAB, +5 Str, +1 Magic)
CMD 25 (+5 BAB, +5 Str, +3 Dex, +1 Deflection, +1
Dodge)
Traits:
Chance Savior (+2 Initiative)
Armor Expert (-1 to Armor Check Penalty)
Feat and Talent scheme:
1: Sap Adept (+2 damage per sneak attack die if
nonlethal and bludgeoning.)
H1: Dodge (+1 AC)
2: Talent: Ninja Trick (Unarmed Combat Training)
(Improved Unarmed Strike)
3: Knockout Artist (+1 damage per sneak attack die
if unarmed nonlethal to someone denied their
dexterity bonus.)
4: Talent: Ninja Trick (Style Master - Crane Style)
(-2 Attack, +4 AC if fighting defensively.)
5: Sap Master (Double sneak attack dice if
nonlethal bludgeoning to someone flat-footed.)
6: Talent: Combat Trick (Outflank) (+4 to flank
with someone else with this feat. Free attack on a
crit!)
H2: Talent: Offensive Defense (+AC equal to sneak
attack dice after a sneak attack.)
7: Crane Wing (Block a melee attack 1/round while
using Crane Style)
Class Features
Sneak Attack 4d6
Martial Training May take the Combat Trick twice.
Proficient with battleaxe.
Evasion No damage on a successful reflex save.
Daring - +2 to Acrobatics checks and Will saves
against fear.
Scouts Charge Opponents are treated as flat-
footed on a charge.
Jason MF Kip's Halfling Rogue:

For the record: Master Sawatashi Hasegawa
CG Halfling Rogue 10
10 Str
25 Dex (19, +2 levels (4,8), +4 item)
12 Con
16 Int (14, +2 item)
10 Wis
10 Cha
AC: 20 (10 +2 Armor, +7 Dex, +1 Size) (+1 against
larger foes)
HP: 63
Fort: +5
Reflex: +14
Will : +4 (+1 Trait)
Initiative: +9 (+7 Dex, +2 trait)
BAB: 7/2
Speed: 30ft.
CMD:+6 (+8 against Disarm)
CMB: +23 (+25 against Disarm)
Pile o' Skills::
Acrobatics +15
Appraise +13
Bluff +8
Diplomacy +9
Disable +15
Disguise +8
Escape artist +15
Knowledge(Arcana) +13
Knowledge(Dungeoneering) +15
Knowledge(Local) +15
Knowledge(Nature)+12
Knowledge(Planes)+12
Knowledge(Religion)+12
Perception +10
Sense Motive +4
Sleight of Hand +25 (+5 item)
Stealth +19
UMD +13 (Headband Skill)
Feats/Rogue Talents::
1: Improved Unarmed Strike
2: Finesse Rogue
3: Sap Adept
4: Improved Steal (from Archetype)
4: Ninja Trick: Deflect Arrows
5: Sap Master
6: Ninja Trick: Combat Style: Kirin Style
7: Combat Expertise
8: Greater Steal
8: Combat Talent: Improved Disarm
9: Kirin Strike
10: Weapon Snatcher
Relevant Gear::
+1 Brawling Silken Ceremonial Armor
+3 Bodywrap of Mighty Strikes
+0 Agile, Ghost Touch Amulet of Mighty Fists
Headband of Int +2
Belt of Dex +4
Gloves of Larceny
Boots of the Cat
Swarmbane Clasp
Relevant Combat Numbers::
Melee: Unarmed Strike +20/+15 (+7/2 BAB, +7 DEX, +2
Brawling, +3 Bodywrap, +1 Size); 1d2 + 12 (+7 Dex,
+2 Brawling, +3 Bodywrap)
NOTE: The bodywrap can only be used on two unarmed
strikes per round. If I make both iteratives,
Attacks of opportunity are at +17, for 1d2+9.
Kirin Strike: If I have successfully identified a
creature with a Knowledge check, I can add an
additional +6 damage to a single strike.
Sneak Attack (Lethal): 5d6
Sneak Attack (Nonlethal): 10d6+10
Disarm: +27 (Weapon Snatcher)
Steal: +29
Ranged: +1 Merciful Sling +16; 1d3 damage
(Slinging from invisibility allows for Sap Master
to trigger.)
CWheezy's Sanctified Swashbuckler:

Rogue Man
Human Rogue (Sanctified Rogue, Swashbuckler) 10
CG Medium humanoid (human)
Init +8; Senses Perception +15
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+6 armor, +6 Dex,
+1 natural, +1 deflection)
hp 103 (10d8+50)
Fort +11, Ref +15, Will +11; +3 morale bonus vs.
fear
Defensive Abilities rogue talents (combat trick,
combat trick, defensive roll [1/day], finesse
rogue, improved evasion), evasion, improved
evasion; Resist daring
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile sap +13/+8 (1d6+7) and
+1 agile sap +13/+8 (1d6+4)
Ranged +1 adaptive composite longbow +14/+9
(1d8+2/x3)
Special Attacks sneak attack +5d6
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 16, Int 10, Wis 14, Cha 10
Base Atk +7; CMB +8; CMD 25
Feats Great Fortitude, Improved Two-weapon
Fighting, Iron Will, Sap Adept, Sap Master,
Toughness, Two-weapon Fighting, Weapon Finesse,
Weapon Focus (sap)
Traits indomitable faith, reactionary
Skills Acrobatics +22, Bluff +13, Climb +5,
Diplomacy +8, Disable Device +17, Escape Artist
+19, Knowledge (dungeoneering) +10, Knowledge
(local) +9, Perception +15, Stealth +19, Swim +5,
Use Magic Device +13
Languages Common
SQ divine epiphany
Other Gear +1 Mithral Kikko armor, +1 Adaptive
Composite longbow (Str +0), +1 Agile Sap, +1 Agile
Sap, Amulet of natural armor +1, Belt of physical
might (Dex & Con +2), Cloak of resistance +2, Decoy
ring, Headband of inspired wisdom +2, Ring of
protection +1, 2968 GP
--------------------
Special Abilities
--------------------
Daring +3 (Ex) +3 save vs. fear.
Decoy ring If withdraw/helpless, invisible 3 rds
and 4 illusory decoys run in opposite directions.
Defensive Roll (1/day) (Ex) When reduced below 0 Hp
by an attack, can attempt to halve dam with Reflex
save.
Divine Epiphany (CL 10) (1/day) (Su) Use augury
once per day.
Evasion (Ex) If you succeed at a Reflex save for
half damage, you take none instead.
Improved Evasion (Ex) If you succeed at a Reflex
save for half damage, you take none instead. If you
fail you take half damage.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when
dealing nonlethal damage
Sneak Attack +5d6 +5d6 damage if you flank your
target or your target is
I went the sap master route, which means his dpr
when not flanking is an amazing: 14.18.
That is pretty bad! BUT all is not lost here! The
swashbuckler archetype gives a morale bonus to
acrobatics checks, which is pretty nice. The
monster creation guide does not list an average
cmd, so I am going to use the Fire Giant. It's cmd
I beat on a 3, so I can flank pretty well!
When Rogue Man is flanking, his dpr jumps to:
124.36 (!!!) This is actually comparable to a
paladin smiting and full attacking an evil
outsider, and almost enough to incapacitate the
giant in one round.
Note: The dpr comes from the 10d6 sneak attack and
the flat +20 damage from sap adept and sap master.
Not only that damage, but Rogue Man has ok saves
and a variety of useful face skills! While he is
anaemic on his own, he shines with aid. His single
attack dpr when flanking is pretty good, at 46.92.
The main drawback here is that it is nonlethal
damage, which I actually don't find to be a
drawback, as in my games I often want enemies alive
for multiple reasons. It doesn't work against
constructs an undead, but then you are just equal
to a regular rogue in terms of sneak attack damage,
so it ends up not being an issue.
CWheezy's CORRECTED Sanctified Rogue:

Rogue Man
Human Rogue (Sanctified Rogue, Swashbuckler) 10
CG Medium humanoid (human)
Init +8; Senses Perception +15
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+6 armor, +6 Dex,
+1 natural, +1 deflection)
hp 93 (10d8+40)
Fort +9, Ref +15, Will +9; +3 morale bonus vs. fear
Defensive Abilities rogue talents (combat trick,
combat trick, defensive roll [1/day], finesse
rogue, improved evasion), evasion, improved
evasion; Resist daring
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile sap +13/+8 (1d6+7) and
+1 agile sap +13 (1d6+4)
Ranged +1 adaptive composite longbow +14/+9
(1d8+2/x3)
Special Attacks sneak attack +5d6
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 16, Int 10, Wis 14, Cha 10
Base Atk +7; CMB +8; CMD 25
Feats Dazzling Display, Enforcer, Sap Adept, Sap
Master, Shatter Defenses, Skill Focus (Acrobatics),
Two-weapon Fighting, Weapon Finesse, Weapon Focus
(sap)
Traits indomitable faith, reactionary
Skills Acrobatics +28, Bluff +8, Climb +5,
Diplomacy +8, Disable Device +21, Escape Artist
+19, Intimidate +13, Knowledge (dungeoneering) +7,
Knowledge (local) +7, Perception +15, Stealth +19,
Swim +5, Use Magic Device +13
Languages Common
SQ divine epiphany
Other Gear +1 Mithral Kikko armor, +1 Adaptive
Composite longbow (Str +0), +1 Agile Sap, +1 Agile
Sap, Amulet of natural armor +1, Belt of physical
might (Dex & Con +2), Cloak of resistance +2, Decoy
ring, Headband of inspired wisdom +2, Ring of
protection +1, Thieves' tools, masterwork, 2868 GP
--------------------
Special Abilities
--------------------
Daring +3 (Ex) +3 save vs. fear.
Dazzling Display (Sap) Intimidate check to
demoralize can affect those within 30' who see you.
Decoy ring If withdraw/helpless, invisible 3 rds
and 4 illusory decoys run in opposite directions.
Defensive Roll (1/day) (Ex) When reduced below 0 Hp
by an attack, can attempt to halve dam with Reflex
save.
Divine Epiphany (CL 10) (1/day) (Su) Use augury
once per day.
Enforcer If you deal nonlethal damage with a melee
weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If you succeed at a Reflex save for
half damage, you take none instead.
Improved Evasion (Ex) If you succeed at a Reflex
save for half damage, you take none instead. If you
fail you take half damage.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when
dealing nonlethal damage
Sneak Attack +5d6 +5d6 damage if you flank your
target or your target is flat-footed.
The dc to intimidate a fire giant is pretty low,
only 19, so a +13 intimidate will do the job.
Midnighter's Knife Master Rogue:

Here is my 2 cents on a working Rogue build.
Granted I had to dip 2 levels into Fighter (Lore
Master) to get the necessary feats early enough. I
am only listing the feats by level so you can fill
in race, stats, traits, etc as you see fit. The
final four levels are open as well as few games
ever get that far.
Rogue (Knife Master)
1 Two Weapon Fighting
2 Weapon Finesse (Finesse Rogue)
3 Improved Initiative
Fighter (Lore Master)
4 Quick Draw
5 Wave Strike, Combat Expertise, Improved Feint
Rogue (Knife Master)
6 Weapon Focus (Weapon Training)
7 Two Weapon Feint
8 Greater Feint (Combat Trick)
9 Improved Two Weapon Fighting
10 Befuddling Strike
11 Improved Disarm
12 Disarming Strike (Advanced Talent: Feat)
13 Critical Focus
14 Improved Evasion
15 Greater Two Weapon Fighting
16 Opportunist
17
18 (Advanced Talent)
19
20 (Advanced Talent)
The build assumes dual wielding Kukris to get the
max crit range and bonus sneak attack damage from
the Knife Master archetype. Agile and Keen weapon
enchants are highly recommended asap.
Combat is centered around the feint, with Wave
Strike allowing for a feint as a Swift action, and
Greater Feint assuring the target is flat-footed
until my next turn. Assuming the feint succeeds,
each attack that hits will also deal Sneak Attack
damage (if target type allows).
[edit]
Added Two Weapon Feint to allow for feints after
the first round (I knew there was a reason for
going TWF).
Wraithstrikes Ranger/Rogue not really valid for the discussion but worthwhile to make
comparisons with:

ranger 5 rogue 6
Dwarf Ranger (Guide) 6/Rogue 6
NG Medium humanoid (dwarf)
Init +5(7 in favored terrain; Senses darkvision 60
ft.;
Perception +23
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+9 armor, +3 Dex,
+2 natural, +2 deflection, +1 dodge)
hp 94 (6d10+6d8+24)
Fort +12 (+4 vs. hot or cold environments and to
resist damage from suffocation), Ref +16 (+2 bonus
vs. traps), Will +14; +2 vs. poison, +4 vs. spells
and spell-like abilities
Defensive Abilities defensive training, evasion,
trap sense, uncanny dodge
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 dwarven urgosh +14/+9 (1d6+6/19-20x3) and
. . +2 keen +15/+10 (1d8+7/19-20x3)
Ranged +1 composite longbow +14/+9 (1d8+6/x3)
Special Attacks hatred, ranger's focus, rogue
talents (fast stealth, ledge walker, positioning
attack [1/day]), sneak attack +3d6
Ranger (Guide) Spells Prepared (CL 3rd;
concentration +7):
1st (2/day)lead blades, longstrider
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 14, Int 11, Wis 18, Cha 8
Base Atk +10; CMB +15; CMD 31 (31 vs. bull rush, 31
vs. trip)
Feats Dodge, Double Slice, Endurance, Improved
Two-weapon Fighting, Iron Will, Lunge, Steel Soul,
Two-weapon Fighting, Weapon Focus (dwarven urgosh)
Traits indomitable faith, reactionary
Skills Acrobatics +11 (+7 jump), Appraise +0 (+2 to
determine the price of nonmagic items with precious
metals or gemstones), Bluff +4, Climb +12,
Diplomacy +3, Disable Device +21, Disguise +6,
Escape Artist +2, Fly +2, Heal +10, Intimidate +3,
Perception +23 (+26 to locate traps, +25 while in
??? terrain, +25 while in urban terrain, +25 to
notice unusual stonework, such as traps and hidden
doors in stone walls or floors), Ride +2, Sense
Motive +18, Spellcraft +14, Stealth +16 (+18 while
in ??? terrain, +18 while in urban terrain),
Survival +18 (+20 while in ??? terrain, +20 while
in urban terrain, +21 to track), Swim +10 (+14 to
resist nonlethal damage from exhaustion)
Languages Common, Dwarven
SQ combat styles (two-weapon combat), favored
terrain (urban +2), greed, hardy, slow and steady,
stability, stonecunning, terrain bond, track,
trapfinding +3, wild empathy
Other Gear +3 Mithral Agile breastplate, +1
Composite longbow (Str +5), +1 Keen Kukri, +2 Keen
Kukri, Amulet of natural armor +2, Belt of giant
strength +4, ???, Cloak of resistance +3, Headband
of inspired wisdom +4, Ring of protection +2, eyes
of the eagle, thieves kit 3084 GP
--------------------
Special Abilities
--------------------
Boots of friendly terrain ([???]) Gain a Favored
Terrain or increase bonus by 2 if already have
same.
Darkvision (60 feet) You can see in the dark (black
and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs
monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and
ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for
half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while
using the Stealth skill without penalty.
Favored Terrain (Urban +2) (Ex) +2 to rolls vs
Favored Terrain (Urban).
Greed +2 to Appraise checks to determine the price
of nonmagical goods that contain precious metals or
gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects
Gain a racial bonus to saves vs Poison, Spells and
Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs
Goblinoids/Orcs.
Ledge Walker (Ex) No penalty to use Acrobatics to
move full speed on narrow surfaces & not flat
footed.
Lunge Can increase reach by 5 ft, but take -2 to AC
for 1 rd.
Positioning Attack (1/day) (Ex) When hit a foe in
melee, move up to 30 ft without AoO, but must end
adjacent to that foe.
Ranger's Focus +4 (2/day) (Ex) +4 to hit and damage
focused target.
Slow and Steady Your base speed is never modified
by encumbrance.
Sneak Attack +3d6 +3d6 damage if you flank your
target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip
while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like
abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual
stonework. Free check within 10 feet.
Terrain Bond (Ex) Allies within LOS and hearing
gain +2 Initiative, Perception, Stealth, Survival
and don't leave tracks within your favored terrain.
Track +3 Add the listed bonus to survival checks
made to track.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC
against traps.
Trapfinding +3 Gain a bonus to find or disable
traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when
flat-footed.
Wild Empathy +5 (Ex) Improve the attitude of an
animal, as if using Diplomacy.
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I will try to get some DRP numbers up.
I will look at
DPR-no class features, and no flanking.
DRP with flanking and sneak attack
DPR with ranger's focus
DPR with ranger's focus, and flanking and sneak
attack.
I will either edit this post or make another
comment. I doubt it will take an hour so I should
editing this post in 30 minutes or so.
edit: I will also look at perception and stealth
checks and how that stack up against CR=character
level creatures equivalent creatures.
Taladars's short and sweet scout bow rogue:
My build for a Rogue (Scout) with a bow
1 Improved Initiative
2 (Combat Trick) Point Blank Shot
3 Precise Shot
5 Deadly Aim
9 Vital Strike
15 Improved Vital Strike
17 Improved Precise Shot
Gear: longbow, wand (gravity bow), greater bracers
of archery, greater sniper goggles
Start with a shortbow, as soon as you get the
bracers switch to a longbow. Use UMD to buff
yourself with gravity bow. Focus on dex to push
your initiave and catch foes flatfooted in the
first round. As soon as you're level 8, move at
least 10ft during combat and stay away from
enemies. You get only one shot each round, but you
still do a lot of d6's damage (+deadly aim
+goggles).
Leonardo's Sanctified poisoner archer:

Human Poisoner Sancified Rogue 10
Str 14, Dex 26, Con 10, Int 10, Wis 10, Cha 8
HP: 10d8 +10
AC: 19 (10 +8 dex +1 armor)
Touch: 19; FF: 13
Saves: Fortitude +5, Reflex +16, Will +5
BAB +7; CMB +11 ; CMD 29
Haste +17 - 1d8+ 5d6 + 18 + 5 bleed + (Purple Worm
poison - contact For=DC26 1d3str, frequency 1/round
12 rounds, cure: 2 consecutive saves)
Rapid Shot +17 - 1d8+ 5d6 + 18 + 5 bleed
1st Attack +17 - 1d8+ 5d6 + 18 + 5 bleed
2nd Attack +12 - 1d8+ 5d6 + 18 + 5 bleed
Traits: Reactionary +2 inic. Eyes and Ears of the
City +1 perception
Feats:Weapon Proficiense(Long Composite bow) Point
Blank Shot, Rapid Shot, Skill Focus(Perception),
Deadly Aim,
Rogue Talents:Bleeding Attack, Snipers Eye(allow
sneak attack arget with concelment), Weapon
Training, Follow Clues, Deadly Cocktail.
Skills (90 points):
Acrobatics +21 (10 ranks)
Diplomacy + 12 (10 ranks)
Climb + 19 (10 ranks)
Disable Device +23 (10 ranks)
Craft(alchemy) + 13 (10 ranks)
Perception/Track +23 (10 ranks)
Sleight of Hand +21 (10 ranks)
Stealth +21 (10 ranks)
Use Magic Device +12 (10 ranks)
Equipment: +2 Long composite bow (+2 str), Belt of
+4 Dex, Boots of Speed, Snipers goggle, Bracers of
he falcons aim, Padded Armomr, cloak of resistence
+1.
Thieves tools masterwork, Climbers kit.
STR Ranger's oatmeal raisin cookie:

Brute/Scout Half-Orc Rogue
TRADE ferocity for SACRED TATTOO
(Start with at least 18 STR)
Str 16+2 put at least 2 points in here at 4 and 8.
Dex 14
Con 14
Int 13 (your 3rd bump at 12 here is good.)
Wis 11
Cha 7
Trait-
Brute:You have spent long hours working for a crime
lord, either as a low-level enforcer or as a guard
or bouncer. Youre adept at frightening away
people.
Benefit: You gain a +2 trait bonus on Intimidate
checks.(Adds to your racial+2)
There is another trait that let's you use INT for
UMD Checks. Take that.
Use the following (you have 6 feats to pick)
1 SA 1d6, Frightening, Intimidating Prowess
2 Weapon Training- Wpn Fcs: Falchion, Evasion
3 Dazzling Display, SA 2d6, Brutal Beating
4 Befuddling Strike, Scouts Charge
5 Power Attack, SA 3d6
6 Combat trick: Cornugon Smash
7 Blindfight, SA 4d6
8 Offensive Defence, Skirmisher
9 Shatter Defences, SA 5d6
10 Crippling Strike or bleeding Attack
11 Combat Expertise, SA 6d6
12 Fast Tumble
13 Moonlight Stalker, SA 7d6
14 Oppourtunist
15 Extra Rogue Talent: Skill Mastery (Acrobatics,
Stealth, Perception), SA 8d6
16 Defensive Roll
17 Critical Focus, SA 9d6
18 Feat: Blinding Critical
19 Feat, SA 10d6
20 Talent, Master Strike
*Honorable Mention: Hide in plain sight. If your
game is predominantly played in one dominant
environment you must take this.
Why this rogue kicks ass!!!
Ok so this guy has a few things going for him.
1. He debuff the crap out of enemies. Between
dropping shaken, sickened, flat-footed, befuddled
and offensive defense he excels at making foes miss
him, while he SA's their punk a$$. They are sucking
-6 to Attack the rogue and -2 and no Dex to AC, -2
to saves. And they are trying to hit a foe with his
SA dice added to his AC. You have to choose between
Befuddling and Offensive defense but that's what
Iterative attacks are for.
2. He SA's, all the time. Anytime he moves 10 feet
or more. Sure there is flanking, but by level 9 he
doesn't need one (Shatter Defences make demoralized
foes flat-footed.) If he is moving less than 10
feet that means he is 5ft, stepping and SA full
attacking a Shatter Defences target.
3. Damage. SA all the time plus high Str power
attack. Plus Moonlight Stalker.
4. Reliable to hit. The daredevil boots, not
sucking a twf penalty, Moonlight Stalker are a nice
bunch of regular buffs the rogue can bring to his
own fight.
How does he Scout and Live?
This guy Stealth like a normal Scout. Out front
with no light source (Darkvision) as soon as you
get spotted or you spot something, you use a Wand
of Blur. (Grants concealment, turning on Moonlight
Stalker!)
Choose if you wanna charge a lone foe with a SA
Cornugon Smash (drops SA, Shaken, Sickened and
Offensive Defence on the first hit)
Or Stealth back and warn the party.
Nico's Lorewarden/Rogue multiclass:

Half-orc
Lore warden 2 / Scout 8.
=== Stats ===
Str 18 (22),Dex 14,con 14 ,Int 13,Wis 12, Cha 10
=== Defense ===
AC: 20 (+6 armor, +1 def, +1 nat +2 dex)
Touch AC:
Hp: 81 (2d10+8d8+30)
CMD: 27
=== Saves ===
Fort: +11
Ref : +12 (plus evasion)
Will: +10
=== Attacks ===
Vital strike
+2 silversheen greatsword + vital strike: +18
(4d6+20 19-20/x2)
Best case escenari: lead blades + vital strike +
sneak attack
+2 silversheen greatsword + vital strike: +18
(10d6+20 19-20/x2)
=== Traits ===
Indomitable will
reactionary
=== Feats And rogue talents===
1. Power attack, Iron will
2. Furious focus, combat expertise
3. Improved feint
4. Offensive defense
5. cornugon smash
6. Minor magic (acid splash
7. Combat trick (Greater feint)
8. Rogue talent (weapon focus)
9. Vital strike
10. Rogue talent (Intimidating prowess)
=== Skills ===
Perception: +19
Intimidate: +24
Bluff: +16
Diplomacy: +11
UMD: +16
Stealth: +20
ACrobatics: +15
Disable device: +11
Swim: +10
Climb: +10
=== Special ===
Darkvision 60 ft
Sacred Tattoo
Intimidating
Sneak attack +4d6
Evasion
Trapfinding
Trap sense
=== Gear ===
+2 silversheen greatsword
+2 Mihral Shadowed chianshirt
+2 cloack of resistance
+4 belt of str
+1 ring of protection
+1 Amulet of natural armor
+1 cracked pale green prism Ioun stone (attacks)
+1 cracked pale green prism Ioun stone (saves)
Elven boots
Eyes of the eagle
Circlet of persuation
Wand of vanish
Wand of cure light wound
Wand of shield
Wand of lead blades
Daelan's Master of MAny rogues:

20 point buy
level 12
Halfling Master of Many Styles Monk 2/Rogue 10(I
don't think an archetype would make this any
better)
Traits: Reactionary (Does any Rogue player NOT take
this?)
Master of the Sudden Strike
Str 12
Dex 20
Con 14
Int 14
Wis 14
Cha 9
Monk 1: Crane Style, Stunning Fist, Cautious
Fighter, Improved Unarmed Strike
Monk 2: Crane Wing
Rogue 1: Weapon Finesse
Rogue 2: Combat Trick: (Martial Weapon Proficiency:
Scimitar)
Rogue 3: Dervish Dance
Rogue 4: Befuddling Strike
Rogue 5: Uncanny Defense
Rogue 6: Weapon Training: Scimitar
Rogue 7: Outflank
Rogue 8: Positioning Attack
Rogue 9: Blundering Defense
Rogue 10: Opportunist
Important equipment: Scimitar, Monk's Robes,
anything that helps stealth or perception, or your
saves or AC (including boosts to Wisdom and Dex)
Important skills: Stealth, Perception, Perform:
Dance (only need the 2 ranks), Acrobatics, the rest
are up to you
Speaking of Saves (Without extra equipment)
Fort: +9
Ref: +16
Will: +9 (+11 vs Fear)
AC: 17 without equipment, +5 Dodge Bonus when
fighting defensively or taking total defense (which
you should be doing always) for a typical naked AC
of 22, FFAC of 22 or 10(Uncanny Dodge) Touch AC of,
you guessed it, 22. Monk's Robes raise those all up
by +1, and if you're completely naked you're doing
it wrong anyway.
This turned out to be a more defensive build than I
originally anticipated as I started writing this,
but its one I'd personally love to play. Moving
things around so that Two Weapon Fighting can be
achieved and you can mix Scimitar and kicks might
be fun too, but I'm not sure where I'd place it
yet. Also would like to include Improved
Initiative, but perhaps a +7 is enough until a spot
opens.
EDIT: Changed saves, having forgotten about
Halfling save bonuses.
Lord Malkov 1:

Dwarf Rogue(Scout)
Str: 20 (2 race, 2 levels, 2 belt)
Dex: 16 (1 levels, 2 belt)
Con: 18 (2 race 2 belt)
Int: 12
Wis: 12
Cha: 8 (-2 race)
Feats/Talents:
1:Bludgeoner
2:Weapon Training(Focus Dwarven Longhammer)
3:Sap Adept
4:Combat Trick(Power Attack)
5:Sap Master
6:Offensive Defense
7:Power Attack
8:Strong Impression
9:Vital Strike
10:Feat: Steel Soul
11:Enforcer
12:Entanglement of Blades
Items:
+2 Impact Dwarven Hammer
Belt of Physical Perfection +2
Headband of Ninjitsu
+3 Chain Shirt
+3 cloak of resistance
Ring of protection +2
Amulet of natural armor +2
Feather step slippers
Items can and will vary. There is a bunch of money
left here because I'm lazy.
Defense:
HP: 117 (12d8+48con+12favored)
AC: 24
Fort: +11(+15sp) Ref: +14(+18sp) Will: +8(+12sp)
Offense:
Skirmisher Vital Strike Attack (non-lethal):
Attack Bonus: +19 (+9 BAB, +5 str, +1 focus, +2
weapon, +2 headband, -0 furious focus)
Damage: 18d6+42, 105 avg. (3d6 weapon, 3d6 vital
strike, 6d6 sneak attack, 6d6 sap master, +24 sap
adept, +7 strength, +9 power attack, +2 weapon)
There you go, pure knockout master. Non-lethal
damage works against pretty much anything that is
alive, and if it doesn't there are fair odds that
you aren't getting sneak attack either.
Lord Malkov 2: The Swordlordening:
Now for Build number 2, which is a build I have
actually used.
Human Rogue 11, Swordlord 1
Str:10
Dex:24 (2 race, 2 levels, 4 belt)
Con:14
Int:14 (1 level)
Wis:10
Cha:14 (2 ioun stone)
Feats/Talents:
Human: Exotic Weapon Prof. Aldori Dueling Sword
1: Combat Expertise
2: Finesse Rogue
3: Improved Feint
4: Weapon Training(Focus Aldori Dueling Sword)
5: Dazzling Display
6: Offensive Defense
7: Hero's Display
8: Combat Trick: Shatter Defenses
9: PrC Swordlord (deft strike, dueling mastery)
Performing Combatant
10: Back to rogue
11: Dramatic Display, Feat Talent (Masterful
Display)
12: -
Items:
+2 Cruel Aldori Dueling Sword
Belt of Dex +4
Headband of Ninjitsu
+3 Chain Shirt
+3 cloak of resistance
Green Sphere Ioun Stone
Ring of protection +2
Amulet of natural armor +2
Boots of Springing and Striding
Circlet of Persuasion
Items can and will vary. There is a bunch of money
left here because I'm lazy again.
Relevant Skill Bonuses:
Feint: +22 (+12 ranks, +3 trained, +3 circlet, +2
headband, +2 cha)
Intimidate: +20 (+12 ranks, +3 trained, +3 circlet,
+2 charisma)
Combat Performance +12 (+3 circlet, +2 cha, +2 BAB,
+3 perform ranks, +2 feat)
Defense:
HP: 94 (11d8+1d10+24con+12favored)
AC: 30 (+7 shirt, +7 dex, +2 dueling mastery, +2
ring, +2 ammy)
AC with Offensive D.: 36
Fort: +8 Ref: +18 Will: +6
Offense:
BAB: +9/+4
The goal is to feint (+22), then perform (+12), to
intimidate all within 30ft (+20), and activate
dramatic display at the same time. This costs a
Move and a Swift.
Then Attack:
Attack: +20 (+7 dex, +2 sword, +1 focus, +2
headband, +2 dramatic display, -3 expertise)
Damage: 1d8+6d6+9, Avg 35 (1d8, +6d6 SA, +7 dex, +2
sword)
Riders: Target has defenses shattered, target is
sickened, you gain a +6 dodge bonus to AC from
offensive defense, you gain a +3 dodge bonus to AC
from combat expertise (Ac is now 39)
---------------------------------------------------
---------------------
At higher levels
the progression continues with these:
13:Dodge, Ninja Trick (Improved Unarmed Strike)
14:
15:Crane Style, Ninja Trick (Crane Wing)
So at level 15, assuming that you are doing the
exact same thing as before, with a +1 better armor,
ring and amulet, you can fight defensively and
offensive defense to get up to a 45 AC with a free
deflect on the first successful hit.
Spoiler:
[spoiler=Wraithkin, unrelated to Wraithstrike]
play a modified version of this in PFS. Yes, I
live, often playing up and inadvertently tanking.
People love the character. It might already be
posted but whatever. He is raging and power
attacking. You can move stuff around to make him
less min-maxed.
Oh, he sneaks on cleave, on knockout, on charge, on
10' movement, or on flank.
I suggest waiting on one feat and get Raging
Vitality. I just did this for the ten.
Sneak when using weapon and non-lethal is 8d8+16 +4
Bleed in addition to his base of 1d10+27.
You could also go earthbreaker. Just pick one, crit
range or crit multiplier.
Agronak
Male Half-Orc Barbarian 2/Rogue (Scout, Skulking
Slayer) 8
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft., scent;
Perception +20
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19 (+8 armor, +1
natural, +1 deflection)
hp 107 (2d12+8d8+48)
Fort +12, Ref +9, Will +7
Defensive Abilities evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft.
Melee +3 adamantine heavy flail +18/+13
(1d10+27/19-20)
Special Attacks bold strike, rage, rage powers
(scent), scout's charge, shifty, skirmisher, sneak
attack
+4d6
--------------------
Statistics
--------------------
Str 30, Dex 10, Con 19, Int 10, Wis 10, Cha 7
Base Atk +8; CMB +15; CMD 28
Feats Bludgeoner, Cleave, Cleaving Finish, Power
Attack, Sap Adept, Sap Master, Surprise Follow-
Through
Traits deadeye, veteran of battle
Skills Acrobatics -1 (+3 jump), Bluff +6, Climb
+14, Disable Device +7, Escape Artist -1, Fly -1,
Knowledge (dungeoneering) +13, Knowledge (local)
+13, Knowledge (nature) +13, Perception +20 (+22 to
find hidden objects (inc. secret doors and traps),
determine whether food is spoiled, or identify a
potion by
taste), Ride -1, Stealth -1, Swim +13; Racial
Modifiers pass for human, scavenger
Languages Common, Orc
SQ fast movement, rogue talents (bleeding attack
+4, combat trick, surprise follow-through, trap
spotter),
underhanded maneuvers
Combat Gear Jingasa of the fortunate soldier
(1/day); Other Gear +2 Mithral Agile breastplate,
+3
Adamantine Heavy flail, Amulet of natural armor +1,
Belt of giant strength +4, Cloak of resistance +2,
Eyes of the eagle, Ring of protection +1, 1085 GP
--------------------
Special Abilities
--------------------
Bleeding Attack +4 (Ex) Sneak attacks also deal 4
bleed damage/round.
Bludgeoner Inflict nonlethal damage with
bludgeoning weapons
Bold Strike (Ex) Sneak attack uses d8 when you
charge with a two-handed weapon.
Cleave If you hit a foe, attack an adjacent target
at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent
is knocked out
Darkvision (60 feet) You can see in the dark (black
and white vision only).
Evasion (Ex) If you succeed at a Reflex save for
half damage, you take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless
heavily loaded.
Jingasa of the fortunate soldier (1/day) Activate
to negate a critical hit or sneak attack as an
immediate
action.
Pass for Human +4 (Ex) +4 to disguise checks to
conceal half-orc heritage, with no penalty to
appear as
another race.
Power Attack -3/+6 You can subtract from your
attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will
saves, -2 to AC when enraged.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when
dealing nonlethal damage
Scavenger +2 Perception to find hidden objects
(inc. secret doors and traps), determine if food is
spoiled
or identify a potion by taste.
Scent (Ex) While raging, you gain the scent
ability.
Scent (Ex) Detect opponents within 15+ feet by
sense of smell.
Scout's Charge (Ex) Charge attacks deal sneak
attack damage as though foe is flat-footed.
Shifty +4 (Ex) + rogue level to Bluff checks to
feint.
Skirmisher (Ex) After move 10 ft, first attack
deals sneak attack damage as though foe is flat-
footed.
Sneak Attack +4d6 +4d6 damage if you flank your
target or your target is flat-footed.
Surprise Follow-Through When you are using Cleave,
your second foe is denied its Dex bonus.
Trap Spotter (Ex) Whenever you come within 10' of a
trap, the GM secretly rolls for you to find it.
Uncanny Dodge (Ex) Retain Dex bonus to AC when
flat-footed.
Underhanded Maneuvers +4/+6 Perform a dirty trick
or steal maneuver when you could sneak attack.
Veteran of Battle +1 Initiative, draw a weapon as a
free action during the surprise round.
Midnighter dips fighter a lot:

Here is a slightly different build still centered
around using feint to keep an opponent flat-footed.
Select race, traits, stats to taste. Keep in mind
that the feat build assumes Darkvision and/or Low-
light Vision is available.
Skills are also not listed. Keep in mind it is a
feint build which works off of Bluff.
I dipped heavily into fighter this time, mainly to
get Weapon Training. With 5 levels already
committed I saw no reason not to get the extra
feat/BAB by taking an additional fighter level.
I switched the feint catalyst to Moonlight Stalker
this go around thanks to STR Ranger reminding me
the effectiveness of Blur for gaining concealment
(for some reason I was stuck on my shadowy tiefling
casting darkness for concealment). As STR Ranger
noted, with a wand of Blur, or better yet a Cloak
of Displacement (minor), the Moonlight Stalker
chain is pretty sweet.
Fighter (Lore Warden) 6/Rogue (Knife Master) 14
Rogue
1 Improved Initiative
2 Weapon Finesse (Finesse Rogue)
3 Two Weapon Fighting
4 Weapon Focus: Kukri (Weapon Training)
Fighter
5 Blind Fight, Moonlight Stalker
6 Combat Expertise (Lore Warden bonus), Improved
Feint
Rogue
7 Moonlight Stalker Feint
8 Greater Feint (Combat Trick)
Fighter
9 Improved Two Weapon Fighting
10 Weapon Specialization
Rogue
11 Improved Disarm
12 Befuddling Strike
Fighter
13 Disarming Strike, Weapon Training 1
14 Critical Focus
Rogue
15 [Feat]
16 [Advanced Talent]
17 [Feat]
18 [Advanced Talent]
19 [Feat]
20 [Advanced Talent]
So what we have is a concealed Rogue, using a swift
action to feint (Moonlight Stalker Feint), causing
the target to be flat-footed until the beginning of
the Rogue's next turn (Greater Feint). With a high
amount of attacks, all doing multiple d8 (Knife
Master) damage, Weapon Specialization, and Weapon
Training (Gloves of Dueling ftw), the +hit/+dmg is
going to be respectable (against the right targets
of course).


Chainsaw Sam's full rogue moonlight stalker:
Figured I'd put together a full Rogue based
on Moonlight Stalker and related feats. Kept stats
pretty simple so people can adjust as they want.
Requires special vision. I'd prefer Half Elf, Half
Orc, or Elf to keep movement up.
I drew the build up as a Half-Elf for the sake of
simplicity while doing Abilities and left the Skill
Focus (likely Bluff) off for convenience of anyone
trying to adapt the build. Adjust fire as
necessary.
FULL ROGUE MOONLIGHT STALKER
Half-Elf Rogue 10 (Scout/Dagger Master)
ABILITIES
STR 10
DEX 18 (Levels 20, Belt 22)
CON 14 (belt 16)
INT 14
WIS 10
CHA 10
FEATS/TALENTS
(1) - Two Weapon Fighting
(2) - Finesse Rogue
(3) - Blind Fight
(4) - Combat Expertise
(5) - Moonlight Stalker
(6) - Offensive Defense
(7) - Moonlight Stalker Feint
(8) - [OPEN TALENT]
(9) - Improved Two Weapon Fighting
(10)- Skill Mastery - Bluff/UMD/Acrobatics + 2
GEAR
Cloak of Displacement (minor) 12k
+3 Chain Shirt 9k
+1 Agile Dagger 8k
+1 Agile Dagger 8k
+2 Ring of Protection 8k
+2 Belt of DEX/CON 10k
Minimum gear is 55k giving you a bit of breathing
room (wands, scrolls, potions, etc). Not having a
cloak of resistance is going to suck. I think you
could put Resistance +2 on a ring for 6k? Not sure.
AC 25 (Armor 7, Dex 6, Deflection 2)
Hit: 16 (BAB 7, DEX 6, Enhancement 1, Moonlight
Stalker 2)
Full Attack: 14/14/9/9
Damage: 1d4 + 7 (5d8 sneak)
20% concealment, gets to Reroll concealment during
attack. Not great, but nice perks.
Build is *really* tight on Feats/Talents. Would be
a LOT more flexible as a Human with a bonus Feat
and bonus Talent, but that isn't an option.
As far as race choice goes, I think I would lean
towards Elf. Pick up Darkvision racial trait and
maybe swap Elven Magic for Envoy which gives some
pretty decent utility (though Arcane Strike isn't
really an option since Moonlight Stalker Feint
requires a Swift). Half Elf picking up the Drow
Blooded and Dual Mind might be a decent shot too.
In either case, Elven Immunities will help with the
build's weak saves.
Half-Orc is also a decent option, though the build
isn't using Intimidate or fancy weapons.
EDIT: AC was wrong and a couple typos.
I'd like to fiddle with it to make everything work
with Unarmed Strike, but with Straight Rogue it
would delay certain important Feats/Talents.
Replace the Daggers with an Agile AoMF and add a
Brawling Enchant. Wouldn't come together before 10
without a dip in another class.
proftobe copies chainsawsam. Also loses squirtgun wars:

Copied it from lord malkov, but its a great 2
weapon fencer rogue build
doesn't need much str but high dex
Feats
Weapon Finesse (via finesse rogue talent)
Weapon Focus (Rapier)
Combat Expertise
Dazzling Display
Shatter Defenses
Two Weapon Fighting
Imp Two Weapon Fighting
Two-Weapon Feint
Hero's Display
Performing Combatant
You can get 3 extra feats along the way from the
Rogue Talents 'Feat' and 'Combat Trick' and 1 for
being human.
The other key rogue talent is Offensive Defense.
Your damage comes entirely from sneak attack.
So the basic plan is to use Two-Weapon Feint to
feint against your target. A successful feint
allows you to make a swift action performance
combat check. Performance combat lets you treat any
combat like a performance, which is why I liked it
for my swashbuckler. With Hero's Display, on a
successful performance check you can make a free
check to Intimidate everyone within 30 ft.
Then you make your attacks against your target.
Your earlier feint made him flat-footed to your
first attack, so you get sneak attack damage. If
this attack hits, it also activates Shatter
Defenses on that target making him flat-footed to
your attacks until the end of your next turn. So
all subsequent attacks also get sneak attack
damage.
It was pretty effective and I had a lot of fun with
it.
Performance checks are a bit tougher early on (it
is a DC 20 charisma check) but you get bonuses if
you have ranks in a perform skill like dance,
(which I also think fits for a fencer) and for a
high BAB.
Key item here is a Circlet of Persuasion which will
give you a +3 competence bonus on Charisma based
checks (only costs 4500gp) this will work for
feints, intimidates AND performance checksIf you
don't care about finding traps you can always take
the Rake archtype as well which will give you a
bonus on bluff checks. This is the way I went. You
also get a fallback sneak attack ability that lets
you intimidate on a sneak attack. I would also put
charisma up to 14 at 8th instead of pumping dex
again.
In the early levels you'll need to rely more on
flanking. The build doesn't truly come together
until level 9 when you take shatter defenses, but
at that point you should have 9 rank in intimidate,
+3 for class skill, +2 for charisma and +3 for
circlet of persuasion. That is +17 to beat 10+ 1/2
HD + wisdom modifier.
At level 10, lets say you have a +4 dexterity belt,
the CoP, and a pair of +1 weapons. That puts you at
24 Dex (+7). Obviously you might have better
weapons at this point, but this is a baseline
example.
So your full attack looks like this
(BAB = +7/+1, Dex +7, TWF -2, Weapon +1, Focus +1)
Rapier = +14/+9
Dagger = +13/+9
The Full Attack Sequence is:
(1) Feint +21 vs 10+BAB+Wisdom Mod. (avg of about
20 at this level so not too hard)(Bluff is 10
ranks, +3 for class skill, +3 for circlet, +2 for
charisma, +3 for rake's smile)
(2) If successful, Performance Check (DC 20). You
get +2 for charisma, +3 for the circlet, +2 for
your BAB, +2 for Hero's Display, and +2 for your
performance ranks. So you need to roll a 9. This
continues to get easier as time goes on.
(3) If successful, make a check to intimidate all
enemies within 30ft. at +18 vs. 10+ 1/2 HD + Wisdom
Mod. (again, avg of about DC 20 at this level).
(3a) If unsuccessful, make your attack against
target's flat-footed AC. On hit, activate Bravado's
Blade spending 2 dice. You will deal 4d6 damage and
make an intimidate check at +23 versus just that
target.
(4) Continue with the rest of your attacks against
the now flat footed target. Each hit will add +5d6
damage and give you a +5 dodge bonus to your armor
class.
In subsequent rounds you can forgo the feint and
just keep intimidating your nearby enemies with
performance and shattering their defenses. The
second full attack against that single target can
result in 22d6+2d4 damage overall, and as you gain
levels past 10, you can start to pick up other
sneak attack talents that let you deal str/dex dmg
or add bleed damage to your hits.
The only struggle for this character is being able
to land hits against heavily armored enemies... but
for me this made sense for a fencer. As you get
higher in level and have access to better weapons
and stat items this does get easier.
Taladars's Whip rogue:

Another Rogue (Scout) build, using a whip (very
specialised this time)
Half-Orc Fighter 1, Rogue (Scout) X
pick the racial trait: city-raised or beastmaster
for weapon proficiency (whips)
1 Fighter Power Attack, Cleave
2 Rogue
3 Rogue Great Cleave, Weapon Training: Weapon Focus
(Whip)
4 Rogue
5 Rogue Whip Mastery, Combat Trick: Surprise
Follow-Through
...
11 Rogue Improved Suprise Follow Through
Focus on Strength and start with a two-handed
weapon. As soon as you're level 5, switch to whip
and shield. The whip gives you a nice range for
your attacks. Use Power Attack only against foes
with low AC. Starting with level 9, move 10ft and
try to use Great Cleave to sneak two foes. When you
reach level 11, try to use Great Cleave to sneak as
many foes as possible.
Gear: get a mithral breastplate and a shield to
negate the -2 AC while using Cleave/Great Cleave.
You can still use Evasion.
Regr's Pony:

I'm currently playing a 7th level halfling
rogue/fighter (Bandit/Sniper_4-Crossbowman_3)
focused on ranged combat in the "Wrath of the
Righteous" campaign path. The main concept is to
optimize the "one shot one kill" tactics which of
course is not possible except on certain
circumstances but so far it is a quite pleasing
concept.
I used from ARG the low blow and swift as shadows
racial traits since the main method of damage is
sniping and confirming the critical ranged attacks
with a crossbow vs everyone larger is quite welcome
with a crossbow (reduce person wand makes wonders
also for me).
For Rogue talents I chose Snapshot (it has perfect
synergy with Bandit) and Sniper's Eye
While planning to get later underhanded for nasty
opening in surprise rounds, surprise attack for
those opponents with special abilities during
surprise round (yes thats you Diviner Wizard) and
for advanced rogue talent I'll get stealthy sniper.
I plan to get five more levels as fighter somewhere
between 11-13th level for crossbow expert and
improved deadshot yet even with 8 levels of fighter
there are very few feats to spare for an optimized
archery build so I chose to cover my lack of feats
with magic items so my feat progression goes as
follows:
R1st Point Blank Shot
R3rd Deadly Aim
F5th Far Shot, Rapid Reload (bonus Fighter)
F6th Weapon Focus (Crossbow) (bonus Fighter)
F7th Vital Strike
-----------------
R9th Extra Rogue Talent (Ninja Trick Extra Range)
F11th Devastating Strike, Weapon Specialization
(Crossbow) (bonus Fighter)
F13th Improved Vital Strike (bonus fighter),
Point Blank Master
R15th Improved Devastating Strike
R17th Critical Focus
R19th Disrupting Shot
F20th Greater Vital Strike (bonus Fighter)
A total of 12 levels of Rogue and 8 levels of
Fighter
I havent mentioned several Rogue Talents (and
advanced) since I havent thought about them yet
but as I mentioned earlier I have chosen some magic
items to cover my lack of feats.
-Crossbow enhancements:
Seeking, Distance, Stalking, Keen, +5 Enhancement
-Sniper Goggles (for those cases when real sniping
is needed)
-Wand of Weaponwand
-Wand of Vanish
-Wand of True Strike
-Ghost Touch Bolts +1
-Wand of Reduce Person
-Wand of Gravity Bow
-Bracers of Archery Greater
-Belt of Dexterity
It's a one trick pony alright but most "optimized"
characters are.
IMO by adding some rogue talents that could emulate
other class abilities and by introducing some new
archetypes or revise older ones like the sniper
(pls allow them to snipe with firearms) the rogue
can get the prestige it deserves as one of the main
four classes.
Alex Mack's paw punching kitty:

Here's a first idea for a Catfolk Claw build that
relies on the fact that claws deal bludgeoning and
piercing damage to do silly things with Blade of
Mercy and Sap Adept/Sap Master. By level 8 it has
it's primary schtick set up and before that it can
rely heavily on the super powerful Enforcer/Thug
combo.
Vicious claws combo rather nicely with Sap Master
later on. And once you have Shatter Defenses set up
at level 8 there's no stopping the hurt...
Catfolk Rogue (Thug)
Str 10
Dex 18 (Level increases go here)
Con 14
Wis 12
Int 11
Cha 14
Traits:
Adopted: Tusked
Blade of Mercy
Feats and Rogue Talents:
1 Enforcer
2 Finesse Rogue
3 Sap Adept
4 WF Claws
5 Sap Master
6 Vicious Claws
7 Dazzling display
8 Shatter Defense
9 Extra Rogue Talent (Offensive Defense)
Lord Malkov 3: The Snipening:

Build #3
The Ranged Enforcer:
Human Rogue (Sniper) level 12
Str:10
Dex:26 (+2 race, +3 levels, +4 belt)
Con:14
Int:10
Wis:12
Cha:10
Feats/Talents:
1:Point Blank Shot, Bludgeoner
2:Weapon Training (Focus: Shortbow)
3:Precise Shot
4:Combat Trick (Rapid Shot)
5:Dazzling Display
6:Sniper's Eye
7:Sap Adept
8:Ninja Trick (Darkvision)
9:Shatter Defenses
10:Feat Talent (Manyshot)
11:Sap Master
12:Crippling Strike*
Gear:
Headband of Ninjitsu
Belt of Dexterity +4
Shortbow +3
Sniper Goggless
Circlet of Persuasion
+3 Mithral Chain Shirt
+3 cloak of resistance
LOTS of blunt arrows (or a merciful bow)
Combat:
DEFENSES:
HP: 93
AC: 25
Fort:+9 Ref:+19 Will:+8
OFFENSE:
BAB: +9/+4
Full Attack w/ Shortbow: +20/+20/+15
Breakdown: +9 BAB, +8 Dex, +3 bow, +1 focus, +1
point blank, -2 Rapid Shot, (on SA, +2 for
headband)
Full Round of Combat all non-lethal:
1) Manyshot attack +20 1d6+4/1d6+4
2) Activate Enforcer: Intimidate +18 (12 ranks, 3
trained, 3 circlet)
3) Rapid Shot: +20 1d6+4 - shatters defenses
4) Third Shot: +17 1d6+4+12d6+48 (98 avg.)
Breakdown of SA: 6d6 base, 6d6 sap master, +24 sap
adept, +24 sniper goggles
In subsequent rounds, if a target is already
shattered:
Full Attack: +22/+22/+17
Total damage if all hit: 4d6+16+36d6+144 (average:
300 exactly)
Lord Malkov 4: I have no catchy title at 2 in the morning:
Build #4
The Big Game Hunter
Human Rogue level 11, Shadow Dancer 1 (at level 8)
Str:10
Dex:26 (+2 race, +3 levels, +4 belt)
Con:14
Int:10
Wis:12
Cha:10
Feats/Talents:
1:Point Blank Shot, Precise Shot
2:Firearm Training
3:Dodge
4:Grit (Amateur Gunslinger (Quick Clear), Extra
Grit)
5:Combat Reflexes
6:Sniper's Eye
7:Mobility
8:Shadow Dancer PrC: Hide in Plain Sight
9:Fast Stealth, Skill Focus Stealth
10: -
11:Stealthy Sniper, Vital Strike
12: -
Gear:
Belt of Dexterity +4
+2 Impact Musket
Sniper Goggles
+2 Shadow Mithral Chain Shirt
+3 cloak of resistance
Whatever else you want...
DEFENSES:
HP: 93
AC: 25
Fort:+8 Ref:+19 Will:+7
OFFENSE:
BAB: +8/+4
Grit: 3
Sniping:
Stealth Check +24 (12 ranks, 3 trained, 5 armor, 6
feat, 8 dex -10 sniping)
Vital Strike Snipe Shot: +19 (+8 bab, +2 weapon, +8
dex, +1 PBS)
Damage: 12d6+14
Lord Malkov 5: Lord Malkov earns a cookie...it's lemon crisp:
Build #5
The Table-Leg Bruiser
(Side note, I keep using humans, not because they
are better, but because they are easy to translate
into other races for builds. Obviously a half-elf
or a halfling is a better sniper etc, and
personally I think dwarves make the best rogues,
because they can actually get decent saves. End
side note)
This build is only effective against humanoids
wielding weapons
Human Flowing Monk of the Empty Hand level 2, Rogue
10
Str:12 (+2 belt)
Dex:23 (+2 race, +3 levels, +2 belt)
Con:16 (+2 belt)
Int:13
Wis:12
Cha:10
Feats/Talents:
Empty Hand: All normal weapons are treated as
Improvised Weapons.
1:Combat Reflexes, Combat Expertise, Two-Weapon
Fighting
2:-
3:Improved Disarm
4:Finesse Rogue
5:Catch Off-Guard
6:Weapon Training (Focus: Light Hammer)
7:Break Guard
8:Offensive Defense
9:Improved Two-Weapon Fighting
10:Deft Palm
11:Greater Disarm
12: Weapon Snatcher
Gear:
Belt of Physical Perfection +2
2x +2 Light Hammers
Headband of Ninjitsu
+3 Mithral Chain Shirt
+3 cloak of resistance
Gloves of Larceny
Duelist's Vambraces
Whatever else you want...
DEFENSES:
HP: 93
AC: 23
Fort:+11 Ref:+19 Will:+10
OFFENSE:
BAB: +8/+4
Weapon Snatch, Disarm: +30 (12 rank, 3 trained, 6
dex, 5 gloves, 4 feats)
Full Attack: +14/+14/+11/+9
Tactics:
(1) Disarm your opponent (sacrifice first attack)
+30
(2) Opponent is no longer armed, Catch Off-Guard =
flat footed.
(3) Activate Break Guard as a swift action to
attack +16 1d4+5d6+3
(4) finish attacking: +16/+13/+11 for 1d4+5d6+3 on
each hit.
In later levels, or in lieu of TWF feats, you can
grab the Sap Master line of feats. In fact, you can
effectively disarm/intimidate in the same round and
get sneak attacks without breaking stride or losing
any attacks. You still have flurry, so if you want
to go armorless, you can also still get an extra
attack (+7/+7/+2)
Leonardo's Journey into goblin land:

Goblin Rogue 9/ Oracle (Waves) 1
(25pt)
Str:10
Dex:28 (+4belt + 2 lv)
Con:10
Int:11
Wis:16 (+2 hb)
Cha:8
Inic: + 11(dex,trait) CA:24(dex, size,ice armor)
Feats/Talents:
1:Point Blank Shot,
2:Ki pool
3:Rapid Shot
4:minor magic
5:weapon focus (shuiriken)
6:Sniper's Eye
7:extra talente: ninja trick: flurry of stars
8:major magic (obscure mist)
9: revelation: Water Sight (oracle). Extra
revelation:ice armor
10: -
Bab+6/+1, +9Dex +1Size +1Haste(boots) +1WF +1PB
+1shuriken MW -2 Rapid Shot - 2 Flurry of Stars
+16/+16/+16/+16/+16/+11
Obscure mist centered on the goblin for SA all
turns and 20-50% miss chance on him.
Equip: belt 16k, headband 4k, boots 12k, 30k for
supplies
Wraithstrike tries again and succeeds:

rogue rogue
Dwarf Ranger (Guide) 1/Rogue 10
NG Medium humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +21
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 23 (+9 armor, +1 Dex,
+2 natural, +2 deflection)
hp 77 (1d10+10d8+22)
Fort +12, Ref +13 (+3 bonus vs. traps), Will +11;
+2 vs. poison, +4 vs. spells and spell-like
abilities
Defensive Abilities defensive training, evasion,
uncanny dodge, trap sense
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 keen scimitar +17/+12 (1d6+11/15-20)
Special Attacks hatred, ranger's focus, sneak
attack +5d6
Ranger (Guide) Spells Prepared (CL 0; concentration
+2):
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 14, Int 12, Wis 14, Cha 10
Base Atk +8; CMB +14; CMD 27 (27 vs. bull rush, 27
vs. trip)
Feats Furious Focus, Great Fortitude, Improved
Initiative, Iron Will, Power Attack, Steel Soul,
Weapon Focus (scimitar)
Traits indomitable faith, reactionary
Skills Acrobatics +14 (+10 jump), Appraise +1 (+3
to determine the price of nonmagic items with
precious metals or gemstones), Bluff +14, Climb
+10, Diplomacy +14, Disable Device +21, Disguise
+10, Escape Artist +0, Fly +0, Heal +6, Perception
+21 (+26 to locate traps, +23 to notice unusual
stonework, such as traps and hidden doors in stone
walls or floors), Ride +0, Sense Motive +13,
Spellcraft +15, Stealth +19, Survival +6 (+7 to
track), Swim +9, Use Magic Device +14
Languages Common, Dwarven, Giant
SQ greed, hardy, rogue talents (bleeding attack +5,
coax information, combat trick, crippling strike,
offensive defense), slow and steady, stability,
stonecunning, track, trapfinding +5, wild empathy
Other Gear +3 Shadow Mithral Agile breastplate, +2
Keen Scimitar, Amulet of natural armor +2, Belt of
giant strength +4, Cloak of resistance +3, Eyes of
the eagle, Ring of protection +2, Thieves' tools,
masterwork, 2935 GP
--------------------
Special Abilities
--------------------
Bleeding Attack +5 (Ex) Sneak attacks also deal 5
bleed damage/round.
Coax information (Ex) Can use Bluff or Diplomacy to
force an opponent to act friendly.
Crippling Strike (Ex) Your sneak attacks do 2
points of Strength damage.
Darkvision (60 feet) You can see in the dark (black
and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs
monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for
half damage, you take none instead.
Furious Focus If you are wielding a weapon in two
hands, ignore the penalty for your first attack of
each turn.
Greed +2 to Appraise checks to determine the price
of nonmagical goods that contain precious metals or
gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects
Gain a racial bonus to saves vs Poison, Spells and
Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs
Goblinoids/Orcs.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX
bonus to AC when flat-footed. You cannot be flanked
unless the attacker is Level 14+.
Offensive Defense (Ex) Sneak attack grants a +1
dodge bonus to AC for each die rolled vs. that foe.
Power Attack -3/+6 You can subtract from your
attack roll to add to your damage.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage
focused target.
Slow and Steady Your base speed is never modified
by encumbrance.
Sneak Attack +5d6 +5d6 damage if you flank your
target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip
while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like
abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual
stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks
made to track.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC
against traps.
Trapfinding +5 Gain a bonus to find or disable
traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an
animal, as if using Diplomacy.
Hero Lab and the Hero Lab logo are Registered
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under license.
This is a strength focused rogue.
stealth = 19
perception 21
DPR= 19.79
DPR with PA and Furious Focus 27.2
DPR with sneak attack and flanking + furious focus
52.86
All of the above + ranger's focus which is only
availible once per day 65.85
Fort 12 Reflex 13 Will 11<---Before the dwarf
bonuses or Steel Soul comes into play.
A CR 11 monster forces a save of 20 on average, and
most will saves will be spells or SLA. That means a
75% chance of success. The fort save is even
higher, which is a good thing.
I still have close to 3000 gp left over. That might
go towards a circlet of persuasion so my diplomacy,
bluff, and UMD checks get boost.
My AC is not that good, but I do have offensive
defensive. I also have crippling strike which
further decreases my chances of getting hit. With
the right wand I should be able to give myself a
mischance. Even a low level wand of mirror image
would be nice once I save the money to get one.
Lemmy reminds me of a good song:

Roxy The Duelist
Half-Elf Rogue 10
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 18 (+6 armor, +2
shield, +5 Dex)
hp 88 (10d8+40)
Fort +12, Ref +15 (+3 bonus vs. traps), Will +13;
+2 vs. enchantments
Defensive Abilities evasion, uncanny dodge, trap
sense; Immune magic sleep; charm and compulsion
spells (as Protection From Evil) Resist elven
immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +15/+10 (1d6+4/18-20) and
. . +1 silversheen cestus +14/+9 (1d4+4/19-20) and
. . +2 silversheen rapier +16/+11 (1d6+5/18-20)
Ranged +1 adaptive composite shortbow +14/+9
(1d6+4/x3)
Special Attacks sneak attack +5d6
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 16, Int 10, Wis 14, Cha 10
Base Atk +7; CMB +12; CMD 28
Feats Combat Reflexes, Defensive Combat Training,
Great Fortitude, Iron Will, Lunge, Power Attack,
Weapon Finesse, Weapon Focus (rapier)
Traits indomitable faith, resilient
Skills Acrobatics +18, Bluff +13, Disable Device
+23, Intimidate +13, Perception +17 (+22 to locate
traps), Sense Motive +15, Stealth +18, Survival +2
(+4 to avoid becoming lost), Use Magic Device +13;
Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, rogue talents (combat trick, finesse
rogue, offensive defense, slippery mind, weapon
training), trapfinding +5
Combat Gear Wand of Acid Splash, Wand of cure light
wounds; Other Gear +2 Mithral Chain shirt, +1
Mithral Buckler, +1 Adaptive Composite shortbow
(Str +3), +1 Rapier, +1 Silversheen Cestus, +2
Silversheen Rapier, Belt of physical perfection +2,
Cloak of resistance +3, Feather step slippers, Ioun
stone (clear spindle), Ioun stone (pale green prism
(cracked, Attack), Ioun torch, Traveler's any-tool,
Wayfinder (1 @ 0 lbs), Masterwork tool (Disable
Device), Masterwork tool (Stealth), 400 GP
--------------------
Special Abilities
--------------------
Combat Reflexes (6 AoO/round) Can make extra
attacks of opportunity/rd, and even when flat-
footed.
Elf Blood You are counted as both elven and human
for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic
sleep effects.
Evasion (Ex) If you succeed at a Reflex save for
half damage, you take none instead.
Feather step slippers Ignore difficult terrain as
though affected by feather step.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX
bonus to AC when flat-footed. You cannot be flanked
unless the attacker is Level 14+.
Ioun stone (clear spindle) Sustains bearer without
food or water.
Ioun torch This item is merely a burned out, dull
gray ioun stone with a continual flame spell cast
upon it. It retains the ability to float and orbit,
and allows the bearer to carry light and still have
his hands free.
Low-Light Vision See twice as far as a human in low
light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC
for 1 rd.
Offensive Defense (Ex) Sneak attack grants a +1
dodge bonus to AC for each die rolled vs. that foe.
Power Attack -2/+4 You can subtract from your
attack roll to add to your damage.
Slippery Mind (Ex) If you fail a save vs an
Enchantment spell/effect, can re-save next rd.
Sneak Attack +5d6 +5d6 damage if you flank your
target or your target is flat-footed.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC
against traps.
Trapfinding +5 Gain a bonus to find or disable
traps, including magical ones.
Traveler's any-tool Acts as masterwork tools for
most Craft or Profession skills.
Wand of Acid Splash Add this item to create a wand
of a chosen spell.
Wayfinder (1 @ 0 lbs) A small magical device
patterned off ancient relics of the Azlanti, a
wayfinder is typically made from silver and bears
gold accents. With a command word, you can use a
wayfinder to shine (as the light spell). The
wayfinder also acts as a nonmagical (magnetic)
compass, granting you a +2 circumstance bonus on
Survival checks to avoid becoming lost. All
wayfinders include a small indentation designed to
hold a single ioun stone.
It's amazing how many resources I had to spend just
so Roxy could have mediocre AC/CMD and decent/good
saves... And her accuracy is still bleh. :
(
Renegadeshephards Inquisitor:

Note if anyone will tell me how to make spoilers or
do so in a quote I'd appreciate it...
Second note: a tiefling matches this build almost
as well but gains more defense in exchange for less
skills. Also an archer build can replace the
dervish feats and still be work as well.
SKILL MONKEY/FACE ROGUE
Human Inquisitor 1/ Rogue X 20 point buy
STR 9
DEX 16
CON 12
INT. 16 (18)
WIS 14
CHA 7
Alternate racial traits: silver tongued and focused
study.
Feats and talents
1 skill focus
1 fast learner
3T weapon finesse
3 whatever combat feat u need
5T weapon focus
5 toughness
7T combat trick into toughness
7 any skill feat
8 free skill focus
Traits: + 1 fort and + 2 initiative is ideal
Tactics sub domain
Skills: ur choice but you have 14 a level.
LV 2 sample saves: +4 fort, +5 reflex, +4 will. Not
great but ok.
Why the inquisitor? Makes up for some weaknesses of
rogue without comprising anything.
1) infiltrator archetype handles the MAD of rogue
when he needs higher CHA by replacing on some face
skills. a +4 net swing to diplomacy and such is
nothing to sneeze at but u still get the 4 extra
points for attributes.
2) judgements shore up save weaknesses or adds to
chance to hit ur choice.
3) the increases in fort and will are great.
EDIT: the tactics is the biggest reason I do no
advocate improved initiative as you and the rest of
the party have the potential to get two rolls. In
this way you can contribute to the party in battle
in a lasting way beyond sneak attack tries.
Tacticslion posts a drow:

Rouge Roguey Rogue-like the Third (15 pt buy)
Rouge Roguey Rogue-like the Third (15 pt buy):
DROW; favored class: +1/2 to Bluff for feint and
secret messages
STR 12
DEX 17
CON 8
INT 10
WIS 11
CHA 16
SKILLS
Acrobatics, Bluff, Disable Device, Escape Artist,
Perception, Sleight of Hand, Stealth, Use Magic
Device
FEATS
1st: Stealthy
3rd: Spider Steps
5th: Drow Nobility
7th: Improved Drow Nobility
9th: Greater Drow Nobility
11th: Noble Spell Resistance
13th: Umbral Scion
15th: Improved Umbral Scion
TALENTS
2nd: Minor Magic (Penumbra)
4th: Fast Stealth
6th: Lasting Poison
8th: Sniper's Eye
10th: Another Day
12th: Defensive Roll
14th: Deadly Cocktail
16th: Deadly Sneak
You end up with a decent ranged sneak-attacker who
excels in darkness, subterfuge, poison (via race)
and has access to reasonably useful spell-likes
that aid in most situations. It certainly "feels"
like a rogue to me. EDIT 3/4: Also, from what I can
tell of a super-brief once- twice-over of the rules
(warning: my reading comprehension sucks tonight,
so beware the probable-mistake here), he should be
able to feint his way to sneak attacks while
maintaining a lack of melee, even if he's not
stealthy. Which he will be. Especially with his
darkvision range (which is a drow thing instead of
a rogue thing, I admit).
EDIT 4: actually, upon re-reading, feinting is a
melee-specific thing, unfortunately. So nevermind
that one, then, probably switch out the favored
class thing for another skill point and put it into
diplomacy or intimidate or one of the movement
skills.
Your hit points and fortitude will suck, though.
Like, they'll actively suck fortitude-focused
effects toward your character.
Besides having access to magic, going through the
Nobility line gets you ways to shore up your skills
(levitate being great for movement, suggestion for
diplomacy, and so on) and grants you improved Spell
Resistance - not the best thing (as noted in many a
monk thread), but certainly useful against
Fortitude spells and since you already have it, it
seems (to me) like you might as well have it.
Skills and hit points can be alleviated by making
it a 20 point buy and increasing CON and INT by a
few points each.
The minor magic aids in keeping your main weakness
(light blindness) negated. I'd rather get a
custom-made constant-penumbra item, but, even
though that's only 1,000 gold, it's not able to be
guaranteed access.
Other than that, the typical array of equipment was
mentioned by others - nab some cheap alchemical or
magical items to allow you to stealth under
circumstances.
The rogue is not a powerhouse, and likely could be
imitated by others (most notably the ninja, though
since that also gets poison-use, that's one less
useful class ability). It's just making a build
that looks neat to me (and doing so quickly) so I'm
not ignoring your OP request!
EDIT 3: I'm probably making a mistake somewhere. It
was a really quick build. Feel free to let me know
where I'm wrong.
Now, if only the GM would give me the Young
template, I'd be pretty daggum set for an amazing
scout...

MErgy's tongue is firmly in that cheek:
I
posted this in another recent rogue thread, but I
think it qualifies as a build that acknowledges and
attempts to surpass the rogue's inherent
weaknesses.
The Flankless Halfling:
Str 10, Dex 19, Con 12, Int 14, Wis 12, Cha 9
Alternate Racial Traits [ARG]: Fleet of Foot
(replaces Sure-Footed), Low Blow (replaces Keen
Senses), Underfoot (replaces Halfling Luck)
Traits: Axe to Grind [UCa], Pragmatic Activator
[UCa]
1 Dodge
2 Finesse Rogue [Weapon Finesse]
3 Mobility
4 Minor Magic [prestidigiation]
5 Arcane Strike
6 Combat Trick [Spring Attack]
7 Risky Striker [ARG]
8 Major Magic [liberating command [UCo]
9 Weapon Focus (rapier)
10 Familiar [UCo]
11 Improved Familiar
12 Feat [Improved Critical (rapier)]
The idea is that a rogue is decent when sneak
attacking. This build makes use of the single-
classed rogue's advantages: a great number of bonus
feat opportunities, no shortage of skills, and low
expectations.
Through a combination of the Risky Striker halfling
feat and Arcane Strike (qualification with Minor
Magic!), this little guy is actually doing pretty
good damage on a single hit; furthermore, he
doesn't have to stay in melee and put that d8 hit
die to the test, because Spring Attack. Of course,
if the tide is turning, a flanking full attack is
still a good time.
Potions of reduce person when combined with Spring
Attack means that even against medium foes he can
get Risky Striker going, and his surprisingly high
static damage makes critical hits surprisingly
meaningful. While reduced, clock him out at +23/+18
(1d3+20/15-20). Add to this the very nice Improved
Familiar he gets through an absolutely extravagant
spending of rogue talents, and there are some
definite contributions here.
Single-classed, no archetype. While an
archaeologist could do all of this, he would have
to make use of retraining to get an Improved
Familiar by level 12. Checkmate.

PeterrcosFunRogue:

An idea for a "fun" rogue to play, not particularly combat optimised, but able to handle himself,
and do lots of stuff outside of combat.
The character relies on movement to stay reasonably safe in combat, whilst allowing sneak
attacks when the opportunity arises. The character relies on sneak attacks for damage.
It is slightly outside of the spirit of the initial challenge as I take it to level 11.
20pt Build
Half Orc
Str 14
Dex 24 (+2 Race, +2 Advance, +4 Belt)
Con 10
Int 14
Wis 10
Chr 10
Swap out:
Weapon Familiarity for City-Raised (proficiency in Whip, we'll be using that a lot later, and +2
Knowledge (local) one of the more useful skills.
Traits:
Armor Expert: This character is all about skills and movement.
Acrobat: Again skills and movement.
Feats/Talents/Class Skills:
Level 1:
Sneak Attack +1d6, trapfinding
Feat Dodge: +1 AC (Starts a feat line)
Level 2:
Evasion
1st Talent: Weapon Finesse
Level 3:
Sneak Attack +2d6, trap sense +1
Feat: Whip Mastery (Lethal and non-lethal damage with a 15ft reach, allowing sneak attacks
against armoured opponents, and you don't provoke when using it)
Level 4:
Uncanny Dodge
2nd Talent: Mobility (+4 AC against attacks of opportunity)
Level 5:
Sneak Attack +3d6
Feat: Combat Expertise
Level 6:
Trap Sense +2
Rogue Talent: Bleeding Attack
Level 7:
Sneak Attack +4d6
Feat: Improved Whip Mastery (OK I now get a threatened area, but the real reason for getting
this is that I can now use the whip to steal unattended objects and to use it as it were a
grappling hook, so roguish I love it)
Level 8:
Improved Uncanny Dodge
Rogue Talent: Ninja Talent, Wall Climber (A climb speed, combined with Acrobatic Trait, I can climb
at double my speed with just a -2 penalty, whilst keeping my dex bonus to AC)
Level 9:
Sneak Attack +5d6, Trap sense +3
Feat: Spring Attack
Level 10:
Advanced Talent: Skill Mastery
Level 11:
Sneak Attack +6d6
Feat: Whirlwind Attack
Some Items
Wand of Enlarge person
Boots of Striding and Springing
Skills: (SM indicates skill mastery talent)
Acrobatics (SM)
Climb (SM)
Disable Device
Escape Artist (SM)
Knowledge Local
Perception
Sleight of Hand (SM)
Stealth (SM)
Swim
Use Magic Device
The character has plenty of things to do out of combat, being a great scout and with plenty of
movement options it would be difficult to stop them sneaking,climbing, jumping, squeezing, Lock
picking their way into anything.
In Combat, the customer spring attacks using acrobatics/mobility to get into flanking positions
whilst avoiding being out of position, note that this character can effectively use walls like floors
when considering lines of movement.
He's also on the look out for situations where numbers of creatures are committed to combat. First
round spring into position, second round Whirlwind attack. With Enlarge person you have a reach
of 30ft with your whip, so you can hit a lot of people with this with clever positioning.

YatchisFlexibleRogue

Here is a rogue build which tries to incorporate flexibility and utility without skimping out on
combat ability. I built him as a halfling straight up rogue, no archetypes. He focuses on using
daggers and fighting with two weapons, while taking advantage of his high dexterity. He has
power attack/cornugon smash for debuffing capability and some extra damage. Considering he is
a halfling he will hit more regularly than a medium sized race and has a healthy bonus to saves.
At early levels he has power attack to make sure his damage stays up there, and arcane spells
like ghost sound and vanish for utility. Offensive defensive is a favourite rogue talent of mine as it
allows a rogue to have a much higher ac than normal especially if you get all your sneak attacks
off. I also gave him trap spotter so that you never have to tell your dm you are searching for traps
and are always ready to find those nasty traps.
At higher levels I started with giving him a familiar (followed by improved familiar the next level for
an imp) to give him a companion to use all his wands etc on the rogue to buff him, whether its
haste, greater invisibility, fly, or simple things like glitter dust, an imp companion will help greatly
the rogue, while also staying out of trouble with invisibility.
At level 12 I gave him dispelling strike so he can make all those magical buffs that enemy wizards
cast on themselves disappear and at 14th lvl I gave him crippling strike to bring enemy strength
down to 0 with sneak attacks.
Combat wise, if this rogue gets to sneak attack (a high chance considering his invisibility and
ghost touch weapons) he does a serious amount of damage and is able to strip magical defences
and generally bring a lot of utility to any party. I even gave him spell craft so that he could identify
spells his enemies are casting and act appropriately, without having to rely on the party arcane
caster to tell him what his enemies are casting.
He is playable without a team and is versatile and can stand on his own if need be. With agile
weapons and his river rat trait, he does significant damage even without sneak attacks.
Meanwhile against anything he can sneak attack he will often outstrip the damage a fighter can
dish out. His familiar gives him alertness and can aid him on most actions and is unbelievably
useful in most combats. Given a couple cure wands he can even go around and act as a little
healer.
This rogue will also hit regularly with roughly a 2x+31/+26/+21 at level 20 (easily hitting with him
primary hits, and if he is invisible and/or flanking with his secondary/tertiary attacks too)
He has normal rogue weaknesses though and suffers when fighting someone with improved
uncanny dodge or something that is immune to his sneak attacks (thankfully even in those cases
he deals enough damage to be a threat and can always rely on his wands/scrolls to help in
combat, something most fighters flat out cannot do).
Flexible/Self Sufficient/Magical Rogue
20 point buy
Halfling (Fleet of Foot alternate Racial)
STR 13
DEX 19 (4,8,12,16,20)
CON 10
INT 12
WIS 10
CHA 10
At 20 w/items+tomes
STR 13
DEX 34
CON 18
INT 12
WIS 16
CHA 10
Traits
River Rat: +1 dmg w/daggers
Resilient: +1 fortitude
Adopted/Carefully Hidden: +1 will, +2 vs divination
Drawback:
Pick one to suit your character
Feats
1. Weapon Finesse
3. Two Weapon Fighting
5. Power Attack
7. Cornugon Smash
9. Improved Two Weapon Fighting
11. Improved Familiar (Imp)
13.Combat Reflexes
15.Weapon Focus (Daggers)
17. Greater Two Weapon Fighting
19. Medium Armor Proficiency
Rogue Talents
2. Offensive Defence
4. Trap Spotter
6. Minor Magic (Ghost Sound)
8. Major Magic (Vanish or Shield) <Vanish being the better choice until higher levels>
10. Familiar (Imp)
12. Dispelling Attack
14. Crippling Strike
16. Opportunist
18. Slippery Mind
20. Improved Evasion
Skills
Acrobatics 20 ranks
Appraise 4 ranks
Bluff 10 ranks
Disable Device 18 ranks
Disguise 4 ranks
Escape Artist 20 ranks
Intimidate 20 ranks
Perception 18 ranks
Sleight of Hand 6 ranks
Spellcraft 20 ranks
Stealth 19 ranks
Swim 1 ranks
Use Magic Device 20 ranks
Ultimate Gear Goals (Roughly 880 k worth)
2x Keen Ghost Touch Agile Daggers +5 (Roughly 128 k each)
Celestial Armor +5 (22.4 k original cost, +18 k for +5)
Belt of Physical Might+6 (Dex, Con) (90 k)
Cloak of Resistance +5 (25k)
Ring of Protection +5 (50 k)
Amulet of Natural Armor +5 (50 k)
Boots of Speed (12k)
Gem of Seeing (75k)
Lenses of Detection (3.5k)
Bag of Holding type IV (10k) (Extra gold should be spent on more bags)
Circlet of Persuasion (4.5k)
Headband of Inspired Wisdom+6 (36k)
Mw Thieves tools
Manual of Quickness of Action+4 (110k)
Manual of Bodily Health +2 (55k)
Wands:
Greater Invisibility CL 10 (30k)
Haste (11.25k)
Fly (11.25k)
Glitterdust (4.5k)
Displacement (11.25k)

TarksKittyClawScout

LINK

ChainsawSamsElventouchrogue

So lets talk about the Rogue's role in combat.


1. Hit things.
2. Do damage.
Gee, that was easy, we've already covered that.
Of course limiting the definition of the Rogue's role in combat to just those two factors is silly. We
have already honed in on Magic Item use a bit due to the class' easy access to the skill, but lets
take a further step back.
Access to Acrobatics. Restricted to light armor. A few talents related to movement and Acrobatics.
It becomes clear to me, both from the class' design and my experience with the class (both as a
player and a teammate), that another of the Rogue's chief roles is positioning. A flank qualifies for
Sneak Attacks, a flank helps shore up the class' abysmal hit bonus, and a flank makes the rogue a
contributing member of the team by allowing other teammates a bonus to hit.
The other classes commonly brought up in this discussion all have other methods of dealing with
hit chance. Monks can Flurry or do maneuvers, Rangers have full BAB, Inquisitors have judgments,
Bards have flutes or something, and Ninjas only just barely pretend to be team players.
The Rogue is the only class which requires a flank bonus and has no other method of pretending
that it doesn't.
So rather than ignoring this and building a Rogue which stands all by his onesies and tries to bluff
his way to sneak attacks somehow in a 1v1, lets reassess the Rogue's combat role:
1. Positioning/Flanking
2. Hit things
3. Do damage
While not forgetting the Rogue's other functions...
4. Spend as few Feats/Talents as possible in order to maximize whatever the hell else the party
needs you to do.
Tall order. The Rogue is never. Ever. Under any circumstances going to hit a monster's AC as well
as a full BAB class. Ever. These guys spend their whole lives training and fighting to hone their
bodies into killing machines. The Rogue on the other hand has spent his whole life slacking off in
bars, picking pockets, wenching, cheating in card games, and occasionally jumping someone with
his friends.
The Fighter has devoted his whole life to his art. The Rogue has taken short cuts and milled about
becoming a Jack of All Trades.
The Rogue is just plain never going to be a Fighter. So the Rogue shouldn't try to fight like one.
The Rogue is never going to hit an AC well, so the Rogue should just not hit AC.
Stop trying to think like a Fighter, going through problems, and think like a Rogue, going around
problems.
ELF ROGUE(SCOUT) 12
Yes, Elf. We'll get to why later. Scout is a given seeing as we want to focus on positioning. Scout
gives us sneak attacks while positioning, so that is two birds with one stone. Keep the default
Racial Traits.
STR 10
DEX 16 (+2 race, +3 levels)
CON 12
INT 12
WIS 14
CHA 10
Stat spread is easy enough. Could try to get more CON if you wanted, but I think it is smarter to
help shore up the WILL save (another thing Elf helps with).
1. Weapon Finesse ("THATS CRAZY!?" Trust me).
2. Minor Magic [Prestidigitation or Mage Hand are probably best]
3. [open feat]
4. Major Magic [Chill Touch]
5. [open feat]
6. Offensive Defense
7. [open feat]
8. [open talent]
9. [open feat]
10. Skill Mastery - Acro, UMD, + whatever your group needs
11. Quicken Spell-Like Ability [Chill Touch]
12. [open talent]
Couple of important distinctions:
MONSTER FEATS
Most of the following feats apply specifically to monsters, although some player characters might
qualify for them
Quicken Spell-Like Ability
Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions described in this
feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per
day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The
creature can perform another actionincluding the use of another spell-like ability (but not another
swift action)in the same round that it uses a quickened spell-like ability. The creature may use only
one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2
its caster level (round down) 4. For a summary, see Table: Quickened Spell-Like Abilities.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be
quickened.
Now the real reason why Elf was important.
FAVORED CLASS BONUS
1. HP
2. +1 minor magic
3. +1 minor magic
4. +1 major magic
5. +1 major magic
6. +1 minor magic
7. +1 major magic
8. +1 minor magic
9. +1 major magic
10. +1 minor magic
11. +1 major magic
The Rogue now has access to 7 castings of Chill Touch a day. This is a spell which will give the
rogue 12 touch attacks for 1d6 damage, and most importantly, easy access to Sneak Attacks
despite the Rogue's terrible to hit bonuses. Three of those castings can be done as a Swift Action
which does not provoke an attack of opportunity.
Without spending a single feat, you overcome spell resistance just like a level 12 Elf Wizard.
Keep a wand of Elemental Touch on hand incase of emergencies. The damage isn't subject to a
save and the spell allows no Spell Resistance, however it requires you to draw a wand and only
lasts 3 rounds. A Flame Blade wand lasts 3 minutes so it is a bit more convenient than Elemental
Touch, however it is limited to Fire Damage and subject to Spell Resistance. Carrying both wands
will ensure things are as hassle free as possible.
You don't have to worry about Damage Reduction and just with what is listed are hitting at 12/8
against touch AC, already plenty on most occasions. Add in a few magic items or feats and you can
increase things as much as you want. Two weapon fighting? Feinting? Skills? More acrobatics
stuff? Whatever.

ScaryHairytheKittyBoxerbyAlexMack
Here's a full build for Scary Hairy the Boxerkitty at level 9. It uses the Thug and Scout Archetypes.
At level 10 the build could get claw pounce which paired with scout would make charges
considerably more powerful. The Enforcer Shatter Defence combo with 4 attacks should make full
attack sneaks fairly easy to set up. In addition to massive DPR the build also has plenty of
debuffing potential with possibilities to hand out shaken or frightened via Enforcer/Frightening and
sickened via Brutal Beating.
So to me it looks like the build suffers from poor reflex and will saves and might also have
problems with DR and dudes immune to nonlethal damage as well as fear. I'm sure the fine
optimizers on these boards might have ideas on how to further improve on this build (e.g. Boots of
speed would bump up DPR). Nice thing is that it's probably playable from level 2 onwards so it
should work well for PFS should you be allowed to use Catfolk there...
Scary Hairy:
Scary Hairy the Boxerkitty
CG Catfolk Rogue (Thug/Scout Archetype)
AC: 25 HP: 77 CMB: 13 CMD : 22 Init: +7
Ref: +14 Fort: +6 Wil: +5
Str 8 (-2)
Dex 24 (10 pts; level increases; +4 magic item)
Con 14 (5)
Wis 12 (5)
Int 10 (0)
Cha 14 (2)
Traits:
Adopted: Tusked
Blade of Mercy
Feats and Rogue Talents:
1 Enforcer
2 Finesse Rogue
3 Sap Adept
4 WF Claws
5 Sap Master
6 Vicious Claws
7 Dazzling display
8 Combat Feat: Shatter Defense
9 Extra Rogue Talent (Offensive Defense)
Abilities:
Cats Claws
Cat's Luck
Scent
Sprinter
Frightening
Sneak Attack +5d6
Evasion
Brutal Beating
Scouts Charge
Skirmisher
Skills (72 ranks):
Intimidate +19
Stealth +19
Acrobatics +19
Perception +13
Disable Device +19
Diplomacy +14
Bluff +14
9 more ranks to assign by taste
Equipment 46,000 GP
Helm of Mammoth Lord 8,500
Belt of Mighty DEX +4 16000
Agile amulet of mighty fists 4000
Amulet of Natural Armor +1 2000
Ring of Protection +1 2000
Darkleaf Studded Leather +2 4775
Cloak of Protection +1 1000
Mask of Scary Hairy (+5 to intimdate) 2500
Jingasa of the Fortunate Soldier 5000
1225 GP to spare
DPR on a flat footed full attack against AC 22:
Claw: to hit +14 (65%) Damage: 1d4+10d8+18= 65.5
Bite: to hit +13 (60%) Damage: 1d4+5d6+7= 27
Gore: to hit +13 (60%) Damage: 1d6+5d6+7= 28
Total DPR
65.5*.65*2 + 27*.6 +28*.6= 118.15 (85.15 nonlethal)

Leonardos Gobo
I read some comments and try to improve my hero goblin. Instead of Lv10(25pt) a make him
lv12(20pts).
Goblin Rogue(Sanctified) 10/ Oracle(Waves) 1/ Monk(Sensei) 1
(20pt)
Str:10
Dex:26 (+4belt + 3 lv)
Con:12
Int:11
Wis:16 (+2 hb)
Cha:11
Inic: + 10(dex,trait) CA:30(dex, wis, size,ice armor, dodge, ring, amulet, haste)
Hp:12d8+34
For:11 Ref:21 Will:14
Feats/Talents:
1:Point Blank Shot,
2:Ki pool
3:Rapid Shot
4:Weapon Training (shuiriken)
5:Extra Ki
6:Sniper's Eye
7:extra talente: ninja trick: flurry of stars
8:ninja trick:Pressure Points
9: revelation: Water Sight (oracle). Extra revelation:ice armor
10:Monk Bonus Feat:Dodge
11: Toughness
12:Hide in plan sight
Stealth +31
Oracle Spells: Obscure Mist, Abundant Amunnition
Bab+7/+2, +8Dex +1Size +1Haste(boots) +1WF +1PB +3Wand -2 Rapid Shot -2Flurry of Stars
-2(BaB+1)Flurry Of bow
+1 bracer +1 inspire courage
Attacks: +19/+19/+19/+19/+19/+19/+14
damage: 1d2 +5 +5d6 + 10 +1str dmg
Obscure mist centered on the goblin for SA all turns and 20-50% miss chance on him. Abundat
Amunnition + Greater Magic Weapon.
Equip: belt 16k, headband 4k, boots of speed 12k, Bracers ofof Falcons Aim 13k, Sniper Goggles
20k, Cloak of Resistence+3 9k, rinf of prot+1 2k, Amulet of Nat. Arm+1 2k, Wand of magic weapon
greater CL12 13,5k

Wyvurns Familiar Rogue
I have played around with making feinting viable quite a bit. I don't think the moonlight stalker
chain really does it for me anyway because it is situational. The best way to do it is to have a
familiar do it.
Step 1: Get a familiar. Either through carnivalist, eldritch heritage, or minor magic, major magic,
and familiar rogue talents.
Step 2: Slap the valet archetype on it
Step 3: Improve it, evolve it, or both
Step 4: Take feint partner, improved feint partner, paired opportunists, combat reflexes
Example:
Half-elf or human swashbuckler rogue
1. skill focus: knowledge arcane, combat expertise
2. improved feint
3. eldritch heritage arcane
4. rogue talent of choice
5. combat reflexes
6. rogue talent of choice
7. improved familiar
8. greater feint
9. improved feint partner
10. paired opportunists
11. evolved familiar
12. opportunist
13. gang up
14. advanced rogue talent of choice
15. improved critical in what ever weapon you prefer
16. advanced rogue talent of choice
17. seize the moment
18. advanced rogue talent of choice
19. outflank
20. advanced rogue talent of choice
With this specific build, you feint as your move. You familiar gets an attack of opportunity--but oh
wait..you do too with paired opportunists. Then you take your standard action attack. Your familiar
takes a standard action to feint and you get an attack of opportunity as well. That's three attacks
at full BAB that will get sneak attack. If you or your familiar crits, add another. Your familiar will add
some dpr in as well. More so if you decide to do this with carnivalist.
You can rearrange things to taste, take carnivalist to get the familiar earlier, dip fighter to get
some feats sooner, etc. Broken Wing Gambit is a good feat as well for this build or even drop the
feint chain of feats and just let your familiar do it as it's action.
Focusing on dex is a good idea because you will generate quite a few attacks of opportunity.
Evolved familiar may or may not be needed. I created a character that 'found' a jeweled dagger
that was actually a Raktavarna. The bonus to bluff is nice here but any familiar with a positive
charisma modifier will do.
Admittedly, vivisectionist does it better as I did a dhampir vivisectionist with a mud (blood)
elemental tumor familiar. High ick factor with him. He even 'painfully regenerated' out of combat
because his familiar had an anatomy doll tuned to him.

Lord Malkov Builds a Whip Rogue
Okay on to Build number.... what am I up to #5?
The Dwarven Whipmaster
Dwarf Fighter 2, Rogue (Scout) 10
Str:22 (+2 belt, +3 levels)
Dex:14 (+2 belt)
Con:18 (+2 race, +2 belt)
Int:10
Wis:10 (+2 race)
Cha:8 (-2 race)
Feats/Talents:
1: Exotic Weapon Proficiency (Whip), Power Attack
2: Cleave
3: Great Cleave
4: Offensive Defense
5: Goblin Cleaver
6: Combat Trick(Surprise Follow Through)
7: Orc Hewer
8: Weapon Training (Focus:Whip)
9: Improved Surprise Follow Through
10: Entanglement of Blades
11: Lunge
12: Feat Whip Mastery
Gear:
+3 Scorpion Whip
+3 Full Plate
+3 Heavy Steel Shield
Ring of Protection +1
Amulet of Natural Armor +1
Belt of Physical Perfection +2
Headband of Ninjitsu
+3 cloak of resistance
Whatever else you want
DEFENSES
HP: 120
AC: 31
Fort:+12(14sp) Ref:+12(14sp) Will:+6(8sp)
OFFENSE
BAB: +9/+4
Whip Cleave Attack: +19 (+9 BAB, +6 str, +1 focus, +3 weapon)
Tactics, move to get scout bonus, lunge and cleave. This gives you a reach of 20ft and with a whip
you can attack ANY targets inside that reach.
Orc Hewer and great cleave will let you make secondary attacks against any medium or smaller
targets within reach, which is a 20ft burst around you. You keep mobility by being able to move
before cleaving. Your AC is still a 27 even with lunge and cleave (32 if you land a Sneak).
If you move, your first attack will be +21 vs. dexless AC, for 1d4+9+5d6
If you hit, use improved surprise follow through and keep on cleaving +21 for 1d4+9+5d6
Lord Malkov Builds a Punch Rogue
And for Build #6, the meteor puncher!!
Level 12 Half-Orc (scout/skulking slayer) Rogue
Sacred Tattoo trait of course
Str:24 (+2 race, +2 belt, +3 levels)
Dex:14 (+2 belt)
Con:16 (+2 belt)
Int:10
Wis:10
Cha:10
Feats/Talents:
1: Knockout Artist
2: Ninja Trick (Unarmed Combat Training: Imp Unarmed Strike)
3: Sap Adept
4: Weapon Training (Focus:Unarmed Strike)
5: Sap Master
6: Ninja Trick (Style:Dragon Style)
7: Power Attack
8: Offensive Defense
9: Dazzling Display
10: Combat Trick (Mocking Dance)
11: Performing Combatant
12: Confounding Blades
Gear:
+1 Amulet of Mighty Fists
+2 Brawling Chain Shirt
Ring of Protection +1
Amulet of Natural Armor +1
Belt of Physical Perfection +2
Headband of Ninjitsu
+3 cloak of resistance
Circlet of persuasion
Boots of Springing and Striding
Whatever else you want
DEFENSES
HP: 105
AC: 19
Fort:+11 Ref:+14 Will:+8
OFFENSES:
Charge and Punch!!!!
Attack Bonus: +21 (+9 BAB, +7 str, +1 focus, +2 charge, +2 headband, +2 armor, +1 amulet, -3
power attack)
Damage: 1d4+12d8+53 non-lethal (+7 str, +3 dragon style, +6 power attack, +12 knockout
artist, +24 sap adept, +12d8 sap master + skulking slayer)
After hitting, make a performance check (activated because of charging) +10 vs. DC 20 (+2 bab,
+3 perform ranks, +3 circlet, +2 feat). If successful, you can move up to your speed back away
from the target you charged, if you activated Confounding Blades, they can't make an AoO on you.
You are reset and ready to charge-punch again!!!
Average damage on a hit = 109.5!!

Sarfs Gillman Touch Rogue
The gillmen is exactly the same as the elf at 3rd level in terms of abilities so I'm not sure if thats
what you meant. I'm going to assume you meant 4th, which is when major magic comes online.
At 4th the elf will have 4 uses of chill touch which last 4 rounds a day. He will have an average
UMD of +7. The gillmen will have 2 uses of chill touch which last 4 rounds a day, as well he have an
average UMD of +8.
At this point, the gillmen will have to continue to rely on weapons, using chill touch to supplement
vs tougher opponents.
At 5th Level the elf has 4 uses of chill touch which last 5 rounds a day. He will have an average
UMD of +8, the gillmen will have 2 uses of chill touch which last 5 rounds a day. This is where I
offer the first deviation in the build. The gillmen rogue is particularly good at UMD, getting their
trap sense bonus to it. This is where I recommend taking skill focus (UMD). I believe this is the
most optimized point for it. This makes the Gillmens UMD 12, +17 if you can get an early item.
At 6th level the elf has 5 uses of chill touch which last 6 rounds a day. He will have an average
UMD of +14 (+5 item). The gillmen will have 2 uses of chill touch which last 6 rounds a day, as well
he will have an average UMD of +19.
At this point the gillmen cannot fail with a wand, I recommend using a Wand of Chill Touch CL 3 as
a fairly good backup weapon. Using your chill touch for longer, tougher fights, and the wand for
lower, easier fights.
At 9th Level the gillmen fails 3rd level scrolls only 10% of the time, the elf still has a 40% chance of
failure. In addition to this the elf still has a 10% chance of failing at a wand check.
After 10th we know the gillman will be fine so I just wanted to show you a quick run down of how
it would work. Basically what your doing by going the gillman route is trading early game use of
chill touch for greater versatility, albeit at the cost of the amazing gold free efficiency that chill
touch brings. Even if the elf took skill focus and followed the same route as the gillmen he would
fall slightly behind due to the gillmen rogues trap sense bonus to UMD. All in all, both builds are
definitely useable sub level 10 (I mean, you can still use weapons remember?) The elf becomes a
better, more reliable chill toucher earlier, while the gillmen becomes a better wand/scroll user
early. In the end game, both have similar play styles, while the gillman edges out the win vs spell
resistant foes and versatility, while the elf edges out the win in 5+ fights per day instances.
Bad Touch, Chainsawsam homage Build:

Gillman Rogue(SCOUT, Eldritch Raider) 12
(20 Point Build)
STR 10
DEX 18 (+1 4th level, +1 12th level)
CON 14 (+2 Race, +1 8th Level)
INT 14
WIS 10 (-2 Race)
CHA 13 (+2 Race)
The stat spread is very unoptimized. This is intentional, take dump stats where you like and
customize further based on your demands.
1. Weapon Finesse
2. Detect Magic Eldritch Raider Ability
3. [open feat] Iron Will
4. Major Magic [Chill Touch]
5. [open feat] Skill Focus (UMD)
6. Offensive Defense
7. [open feat] Skill Focus (Dungeoneering)
8. [open talent] Ninja Trick (Unarmed Strike)
9. [open feat] Eldritch Heritage (Aberrant)
10. Minor Eldritch Magic - Elemental Touch
10. Major Eldritch Magic - Vampiric Touch
11. [open feat] Improved Eldritch Heritage (Aberrant, getting reach)
12. [open talent] Dispelling Attack
1. +1 HP
2. +1 HP
3. +1 HP
4. +1 HP
5. +1/6 Talent
6. +1/6 Talent
7. +1/6 Talent
8. +1/6 Talent
9. +1/6 Talent
10. New Talent
11. +1/6 Talent (or +1 HP for PFS)
12. +1/6 Talent (or +1 HP for PFS)
Items
Amulet of Mighty Fists +3 (Assumed for attack purposes)
Melee Touch Attack - +13/+8 7d6 + fort vs -1 str +Dispelling attack or 7d6 + fort vs
stagger/sickened/fatigued, or ref vs catch on fire +Dispelling attack
Ranged Touch Attack (Acidic Ray) - +13/+8 7d6+5 +Dispelling attack
Unarmed Strike - +16/+11 1d4+3+Melee Touch Attack dmg/effects
With this recommended build you'd get efficiency with UMD as stated in the beginning of my post.
In addition, I've added a number of little "options" I think could be benefical (I was actually hoping
for some more input from the builds creator (thats you sam!) The Unarmed Strike ninja trick gives
an interesting way to get that extra "OOMPH" out of our attacks against opponents who have a
lower AC. Its important to get it this way rather than from weapons because if we have a touch on
our hands we wouldn't want to not use it for extra damage in junction with our sneaks. This could
potentially net us d4+str+5 enhancement(amulet of mighty fists). Quite a bit of bonus for 1 talent I
think. In addition the aberrant bloodline fits amazingly (both fluff and optimization). This gives a
way to make ranged touch attacks on demand, as well as a way to give our touch attacks reach.
That means that we can stay even further away from the big bads trying to eat us. The only issue
being we must use a handband of cha +2 to qualify for the improved version (not really a
problem..just saying)
In addition to this something else I'd like to point out - the debuff aspect. Chill touch gives
opponents -1 Str if they fail their fort save. If you chose to forgo cha on your rogue in favor of
more int, you could definitely get a very respectable fort save dc. Elemental Touch is even better
for debuffing, if they fail their fort save you can cause conditions such as staggered, sickened,
fatigued, or if you want a ref save, then you can cause on fire. These conditions are not to be
ignored, when your attacking for 7d6 (24.5 avg per touch) points of damage as well as a fort save
or your staggered? That has HUGE potential, foes will fail eventually, especially since you can hit
them multiple times per round.
Finally, we pushed back quicken spell like to level 13. This is so we can put it on elemental touch
instead. Giving us the combination of standard action vampiric touch for 12d6 (does this give us
12d6 temp? or 6d6 temp and 6d6 damage)and swift action elemental touch for 7d6 at level 13.
Elemental touch being the better spell we'd want quicken spell like here instead of chill touch.
Edit - Down the road you may want to look at maximize spell like ability Vampiric Touch. At 20th
level this gives you 60 dmg+10d6 60 temp hitpoints 2/day. While not amazing, in a pinch this could
definitely save your character. This is also if the sneak dice doesn't give temp hit points. If they do,
then you'd get even more temp hit points from this. Although the sneak dice wouldn't be
maximized.

Mergys Bodyguard Rogue

Perhaps a build could be made using a combination of Arcane Strike, Combat Reflexes, Bodyguard,
and gloves of arcane striking?
I believe a rogue could pull this off perhaps better than a bard due to receiving more feats. While
an elf or gnome fighter could also do it, they are usually better off doing damage. Since a rogue
struggles with damage but not often with positioning, a Bodyguard build could work.
Something like:
Halfling rogue
Str 10, Dex 19, Con 12, Int 14, Wis 12, Cha 9
Alternate Racial Traits Fleet of Foot,
Traits Helpful, Pragmatic Activator
1 Cautious Fighter
2 Finesse Rogue [Weapon Finesse]
3 Blundering Defence
4 Minor Magic (detect magic)
5 Arcane Strike
6 Combat Trick [Combat Reflexes]
7 Bodyguard
8 Major Magic (liberating command)
9 Step-Up
10 Familiar
11 Improved Familiar
12 Improved Evasion
With gloves of arcane striking (5000 gp) and +3 benevolent darkleaf leather armour (9,760 gp), this
little guy would be able to use Bodyguard to increase an attacked adjacent ally's AC by +10, and
with a +4 enhancement bonus to Dexterity, he could do this eight times per round.
He also has the halfling feats Cautious Fighter and Blundering Defence, allowing him to fight
defensively for -4 to his attack rolls but +5 to his AC, and also giving a +2 luck bonus to any
adjacent ally's AC. Naturally, a -4 is not really a problem, since he will usually be aiding his allies
(AC 10).

ScavionsStealthBeyondStealthGoblin

Buy Oils of Negate Armor. This build mainly shoots for 1 sneak attack a round, but if you can get
the flanks go for it. Get that Wand of Elemental touch asap. That is pretty cool. The cool part of
this build is I actually have a solid ac when I land my Sneak Attack for an AC of 34. Abuse abuse
abuse Hellcat Stealth and Shadow well.

Stealth beyond Stealth Goblin By Scavion
Made room for the Luckstone, took a hit to my AC. Forgot to add size modifiers. Saves are 2 higher
along with all ability and skill checks.

Level 11 Goblin Rogue (20 Point buy)
Traits: Fate's Favored (For abuse with a Luckstone and Jingasa later), Armor Expert
Favored Class Bonuses are damage dealt during a Surprise round or before an opponent has
acted.
Str:10
Dex:22(24)
Con:14
Int:10
Wis:10
Cha:11(15)
Feats/Talents:
1: Skill Focus (Stealth)
2: Finesse Rogue
3: Eldritch Heritage (Shadow)
4: Fast Stealth
5: Dampen Presence
6: Slow Reactions
7: Hellcat Stealth
8: Offensive Defense
9: Weapon Focus (Shortsword)
10: Skill Mastery (Stealth, Acrobatics, UMD)
11: Improved Eldritch Heritage (Shadowwell)
Gear:
+1 Agile Shortsword
Boots of the Soft Step
Belt of Dexterity +2
Headband of Alluring Charisma +4
+1 Shadow Mithril chainshirt
Masterwork Buckler
Cloak of Resistance +3
Ring of Prot +1
Amulet of Natural Armor +1
Stone of Good Luck
Skills:
Acrobatics +23
Disable Device +23 (28 vs, Traps)
Escape Artist +23
Perception +16
Stealth +39 (11 Ranks, Class Skill +3, Competence Bonus from Shadow +5, Racial Bonus and Small
+8, +7 Dex, +2 Luck Bonus, Skill Focus +3
UMD +16
Kn.Local +16
Kn.Dungeoneering +16
DEFENSES
HP: 75
AC: 25
Fort:+9 Ref:+18 Will:+7
OFFENSES:
Attack Bonus: +18/13
Damage: 1d4+7+6d6(+11 if the opponent hasn't acted yet or in the surprise round)

Arliss Drakkens Excellent Rogue Post

TarkXT, this is an excellent thread, but I believe at least 50% of the people went off the beaten
path or provided an incomplete build. I want to prove that you can build a rogue that is roguelike
and deadly and does not feel like a 5th wheel. Now this character does not have trapfinding...this
is a party support striker through and through.
This character focuses on sneak attack as much as possible, does NOT rely on stealth as a primary
vehicle and is also a very defensively-minded character when needed. She gains both Another Day
and Improved Evasion by 12th level, and by 8th is using use magic device for wands and scrolls as
a smart rogue with good efficacy.
She will be able to sneak attack people with 20% concealment as well, and can use see invisibility
when needed. Surprise!
How does this rogue sneak attack?
Opponent is flat-footed
Rogue flanks opponent with ally (Two-Weapon fighting increases the number of attacks)
Rogue charges opponent (from level 4)
Rogue feints as a move action (from level 5)
Rogue feints as part of full attack with Two-Weapon Feint (from level 7)
Rogue moves 10+ feet before attacking (from level 8)
Rogue declares a quarry once per day, sneak attacks for two rounds (from level 12)
Sneak attack effects
d8 dagger (d4 all others) every odd level
does 1 point of bleed damage with every die of sneak attack (from level 6)
If 2 sneak attacks hit the same opponent in one round, the opponent automatically takes 2d6
bleed in addition to the 1 bleed for every die of sneak attack (in this case, 8) (from 16th)
Total bleed on a sneak attack crit at 16th level is 2d6+8 bleed
Critical Effects
Crit on a 19-20/x2 with daggers
+4 to confirm crits (from level 13)
Opponent takes 2d6 additional bleed (from level 15)
The build:
Choose Human, starting scores (20 point buy):
Str 12, Dex 18, Con 14, Int 13, Wis 10, Cha 10
The +2 from Human went into Dex, obviously.
Arliss' Rogue Knife Master/Scout Levels 1-16
Alternate Racial Traits (note this is for a cold-based campaign)
Focused Study (gain skill focus at 1, 8 and 16th but lose starting bonus feat)
Heart of the Snows (Heart of the Snows Humans born in chilly climes treat cold climates as one
category less severe.
They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any
check or saving throw to avoid slipping and falling,
and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks
made in slippery conditions. This racial trait replaces skilled.)
Traits
Defensive Strategist (Religion-Torag) You are not flat-footed when you are an unaware
combatant, including surprise rounds
River Rat (+1 trait damage to daggers, +1 trait bonus to swim, swim is always a class skill)
*Carefully Hidden (+1 to will saves, +2 vs. divination spells)
*if your DM supports Drawbacks, take a drawback to qualify for a this third trait.
Feats:
LVL Feat and/or Talent
1 Two-Weapon Fighting
<Skill Focus: Bluff>
2 Rogue Talent: Finesse Rogue
3 Combat Expertise
4 Weapon Training (Dagger)
5 Improved Feint
6 Bleeding attack
Rogue Talent (Offensive Defense)
7 Improved Two-Weapon Feint
8 Combat Trick: Greater Feint
<Skill Focus: Use Magic Device>
9 Improved Two-Weapon Fighting
10 Rogue Talent (Another Day)
11 Quick Draw
12 Rogue Talent (Hunter's Surprise)
Rogue Talent (Improved Evasion)
13 Critical Focus
14 Skill Mastery (Bluff, Acrobatics, Stealth, Sleight of Hand)
15 Bleeding Critical
16 Greater Talent: Sneaking Precision
<Skill Focus: Sleight of Hand>
From magic items you will have most of the Shadow Strike feat and will effectively have Improved
Initiative and the Rogue Talent Resiliency. From a trait you effectively have Uncanny Dodge, which
this rogue lost.
Magic items in the high teens:
Circlet of Persuasion
Headband of the Ninjitsu
Sniper Goggles
+5 Cloak of Resistance
Celestial Armor
Vest of the Cockroach.
Belt of incredible dexterity +6
Bracelet of Bargaining
Gloves of Larceny
+5 Necklace of Natural Armor
+5 Ring of Protection
Ring of Freedom of Movement
Boots of Speed
+5 Dueling Dagger
+5 Keen Dagger
+2 Cold Iron Daggers
Various wands, staves, and scrolls
Handy Haversack et. al.
At about 16th level, this character will have roughly an AC of 37 without going into defensive
mode. She will have a base 42 AC against anyone with light blades and gain a +1 dodge bonus
per sneak attack die for anyone she sneak attacks. She can sneak attack about anything. With
boots of speed enabled, at 16th she would effectively be attacking at +30 for her highest bab
(+28 dual wielding), without resulting to use other wands such as divine power, etc. to gain even
more bonuses. Many of these attacks will be against flat-footed ACs, to boot. In addition, she has
magical touch and ranged touch spells as needed, and remember, bleed from multiple sources
stack. So, if she hits someone with scorching ray (sneak), that would be 5 bleed (fire) at 9th level,
which stacks with the bleeding attack of her dagger. The critical effects stack and are nice because
they do not offer a saving through. Later on, if she sneak attacks twice against the same target
they effectively take 2d6+8 bleed. Remember the magic items here offer +2 insight bonus to sneak
attacks as well as 2 additional points of damage per sneak die if thrown. Perhaps a belt of blades
is a worthwhile option here, or returning daggers.
Also note that while hasted, you can feint with the first thrown attack and do an offhand,
mainhand-5, offhand-5, mainhand-10, mainhand full bab thrown dagger combo. All of which are
sneak attacks mind you, and if you can have the magic item above, all the daggers appear on your
belt (if you skip the mainhand -10 or merely use a throwaway dagger for that throw because it will
likely miss anyway).
Average damage with a dagger at 16th is (d4+8d8+1Str+1Trait+5Enhancement)is 42 damage +8
bleed, crits give additional 2d6 stackable bleed, or if more than one sneak hit in the same round. If
the dagger was thrown, the average damage jumps to 58+8bleed+potentially 2d6 more bleed.
If you have a crafter in the party with Craft Wondrous, add a Blink Back Belt to your belt of
dexterity for maximum joy!
This rogue is effectively automatic with wands at 10th level and the bluff check should be +24 at
10th level with the +5 bluff magic item. From 7th level on, she can give up her primary attack and
use that to bluff, and at 8th the bluff carries a lot more weight. This character truly starts to sing
at 8th and above.
Focus on some key spells to bolster this character, and this character is extremely flexible in many
situations.
I hope you enjoy it as much as I think I am going to in this next campaign where I am determined
to prove that rogues rock!
Let's look at this character at 12th level. I slapped on some gear without trying to really
optimize--I ended up in the ballpark of 12th level...really i might have +2 daggers instead of
dueling and I'd have some smaller magic items like cracked ioun stones, wands, maybe eyes of the
eagle, etc. In reality you'd have a small trove of wands and a few scrolls by this time:
12th Level Arliss Rogue
Female Human Rogue (Knife Master, Scout) 12
CG Medium humanoid (human)
Init +11; Senses Perception +15
--------------------
Defense
--------------------
AC 25, touch 18, flat-footed 19 (+6 armor, +6 Dex, +1 natural, +2 deflection)
hp 87 (12d8+24)
Fort +9, Ref +18, Will +8; +2 trait bonus vs. divinaton effects, +2 vs. cold climates or slipping
Defensive Abilities blade sense, evasion, improved evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron dagger +16/+11 (1d4+2/19-20) and
. . +1 dueling adamantine dagger +16/+11 (1d4+3/19-20) and
. . unarmed strike +16/+11 (1d3+1)
Special Attacks scout's charge, skirmisher, sneak attack +6d8 dagger/+6d4 other
--------------------
Statistics
--------------------
Str 12, Dex 25, Con 14, Int 13, Wis 10, Cha 10
Base Atk +9; CMB +10 (+12 disarm, +12 reposition); CMD 28 (30 vs. disarm, 30 vs. trip)
Feats Combat Expertise, Greater Feint, Improved Feint, Improved Two-Weapon Feint, Improved
Two-weapon Fighting, Quick Draw, Skill Focus (Bluff), Skill Focus (Use Magic Device), Two-weapon
Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits carefully hidden, defensive strategist, river rat (marsh or river)
Skills Acrobatics +22, Bluff +21 (+23 to Feint, +23 competence to Feint), Climb +5, Diplomacy +15,
Disguise +4, Knowledge (local) +12, Linguistics +5, Perception +15, Sense Motive +15, Sleight of
Hand +27 (+33 to conceal a light blade, +31 to hide objects on your body (doesn't stack with
heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +27, Swim
+6, Use Magic Device +21
Languages Common, Skald
SQ heart of the snows, hidden blade, rogue talents (another day [1/day], bleeding attack +6,
combat trick, finesse rogue, hunter's surprise [1/day], improved evasion, offensive defense,
weapon training), unlearned
Combat Gear Sniper goggles, Oil (3); Other Gear +2 Shadow Mithral Chain shirt, +1 Cold Iron
Dagger, +1 Dueling Adamantine Dagger, Amulet of natural armor +1, Belt of incredible dexterity
+4, Boots of speed (10 rounds/day), Cloak of resistance +3, Gloves of larceny, Headband of
ninjitsu (1/day), Ring of protection +2, Backpack, masterwork (8 @ 6 lbs), Belt pouch (1 @ 1 lbs),
Blanket, Canteen, Chalk (5), Flint and steel, Lamp, Pocketed scarf, Powder (2), Soldier's uniform,
Whetstone, Wrist sheath, spring loaded (empty), Wrist sheath, spring loaded (empty), 22 GP, 10
SP, 1 CP
--------------------
Special Abilities
--------------------
Another Day (1/day) (Ex) If attack reduces below 1 hp, move 5 ft. If out of reach take 0 dam,
but staggered next rd.
Blade Sense +4 (Ex) +4 dodge bonus to AC vs. attacks made against you with light blades
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage/round.
Boots of speed (10 rounds/day) Affected by haste
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws
versus divination effects.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind
for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant.
This includes a surprise round that you don't get to act in, and before you get
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next
attack.
Headband of ninjitsu (1/day) +2 to hit on sneak att, can sneak att concealed. Activate to
feint/reposition as swift.
Heart of the Snows +2 to save vs. cold climates and to avoid slipping or falling.
Hidden Blade +6 +6 bonus on Slight of Hand checks to conceal a light blade.
Hunter's Surprise (1/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1
rd.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If
you fail you take half damage.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Two-Weapon Feint Make a Bluff check instead of your first attack
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that
foe.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of
attacks.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is
flat-footed.
Sneak Attack +6d8 +6d8 damage if you flank your target or your target is flat-footed while
wielding a dagger or dagger-like weapon.
Sniper goggles The leather strap attached to these bulbous lenses allows their wearer to fit them
to his head. The wearer of these goggles can make ranged sneak attacks from any distance
instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer
gains a +2 circumstance bonus on each sneak attack damage die.
Construction
Requirements Craft Wondrous Item, true strike; Cost 10,000 gp
Unlearned (Knowledge [local]) You cannot attempt untrained checks with knowledge skills other
than the one selected.
Other notes
A wand of shield would go a long way for this character.
This character out of the gate against an enemy wielding a light blade while using combat
expertise would be at AC32, 36 with a shield spell.
Final note: get rid of dueling, have dual +2 daggers and hasted = +20/+15/+20/+15 (without
flanking) sneak attacks against an opponent within 5' if your +23 Feint check works. Each hit
would do d4+6d8+10+ 6 bleed (does not stack) for an average of ~35 points of damage with 6
bleed. Thus if you hit 3 out of 4 times against a roughly AC25 opponent, then you would have
averaged 105 points of damage before the bleed sets in. Don't forget your extra 12 damage per
throw on thrown daggers :)

Sub Zeros Short and Sweet Archer

Just thinking. what about a scout rogue halfling with the swift as shadows archetype and sap line
of feats?
You'd have all the basic feats you need by level 8:
1. bludgeoner
2. sap adept
3. point blank shot
4. precise shot
5. sap master
6. weapon focus
7. deadly aim
8. snipers eye
assuming a 20 point buy
str 14 (16 prior racial)
dex 18 (16 prior racial)
con 12
int 8
wis 12
char 9 (7 prior to racial)
Now at level 8 your attack would look like:
1d4 (composite short bow) + 4d6 (sneak attack) + 4d6 (sap master) + 8 (sap adept) + 4 (deadly
aim)+ 2 (strength)+ 1 (point blank shot)= 45 damage per shot not including magical items.
Obviously this doesn't make it a top tier damage dealer, but you'd be almost impossible to target,
and could reliably get decent sneak attacks in. later you could pick up bracers of archery, and use
a longbow.
Seems like this would also be a great way to frustrate enemies while waiting for your party to
back you up.

Lord Twigs Skilled Scout

For a straight Rogue (Scout Archetype) with no house rules this is what I came up with.
Skilled Scout:

Nightflower
Female Elf Rogue (Scout) 10
CG Medium Humanoid
Init: +6
Senses: Perception +20; Low-Light Vision
DEFENSE
AC: 23 (10, +6 armor, +6 Dex, +1 deflection) (+3 vs. traps)
Touch: 18
Flat-footed: 18
HP: 63 (10d8+10)
Fort: +8 (3 base, +0 Con, +2 feat, +3 resistance)
Ref: +16 (7 base, +6 Dex, +3 resistance) (+3 vs. traps)
Will: +7 (3 base, +1 Wis, +3 resistance) (+2 vs. enchantment)
Defensive Abilities: Evasion, Immune sleep
OFFENSE
Speed: 30 ft.
Melee:
Dagger +7/+2 (1d4/19-20x2)
Ranged:
+3 Longbow +17/+12 (1d8+3/x3)
+3 Longbow w/ PBS and Sneak Attack +18 (1d8+4/x3 +5d6+5 bleed)
Special Attacks: Scouts Charge, Skirmisher, Sneak Attack +5d6
STATISTICS
Str: 10 +0 (10 base)
Dex: 22 +6 (15 base, +2 racial, +1 level, +4 enhancement)
Con: 10 +0 (12 base, -2 racial)
Int: 18 +4 (15 base, +2 racial, +1 level)
Wis: 12 +1 (12 base)
Cha: 12 +1 (12 base)
BAB: +7/+2; CMB: +7; CMD: 24
Feats: Alertness, Great Fortitude, Point Blank Shot, Precise Shot, Skill Focus: Acrobatics, Weapon
Focus: Longbow
Skills: Acrobatics +25(10r), Bluff +14(10r), Climb +13(10r), Disable Device +19(10r), Disguise
+14(10r), Knowledge (dungeoneering) +17(10r), Knowledge (local) +17(10r), Perception +20(10r),
Sense Motive +18(10r), Sleight of Hand +19(10r), Stealth +24(10r), Use Magic Device +14(10r)
Languages: Common, Elven +4
Special Qualities: +2 to Dex, +2 Int, -2 Con, Elven Immunities (+2 vs. enchantment, immune to
sleep), Keen Senses (+2 perception), Low-Light Vision, Silent Hunter (reduce stealth penalty when
moving by 5), Weapon Familiarity (proficient with longbows, longswords, rapiers, and shortbows,
and treat any weapon with the word elven in its name as a martial weapon)
Class Abilities: Evasion, Rogue Talent (Bleeding Attack, Fast Tumble, Snipers Eye, Trap Spotter,
Weapon Training), Scouts Charge, Skirmisher, Sneak Attack +5d6, Trapfinding, Trap Sense +3
Equipment:
+2 Shadow Mithril Chain Shirt (8,850gp)
Belt of Incredible Dexterity +4 (16,000)
Cloak of Resistance +3 (9,000gp)
Ring of Protection +1 (2,000gp)
3 Daggers (6 gp)
+3 Longbow (18,400gp)
40 Arrows (2gp)
20 Adamant Arrows (1,201gp)
Explorer's Outfit (0gp)
Handy Haversack (2,000gp)
Efficient Quiver (1,800gp)
Bedroll (0.1gp)
Waterskin (1gp)
Wand of Cure Light Wounds, 50ch (750gp)
Potion of Cure Moderate Wounds (300gp)
5 Alchemist Fire (100gp)
5 Acid Flask (50gp)
5 Smokestick (100gp)
5 Tanglefoot Bag (250gp)
60,810.1
Money: 1,189.9gp
62,000gp
Being an Elf hurts her Con and thus Fort save, but helps Dex, Int, Perception (with low-light
vision), Will vs. Enchantments and gets proficiency with longbow.
She has 12 skills, all maxed, some enhanced by race, feats, talents or magic.
In combat this character will need to get within 30' and stay there in order to get her Sneak
Attack. When she can get Sniper's Goggles she can stay farther away. The general strategy is to
Snap Shot in the surprise round then move and fire every round with Sneak Attack damage. She
makes no attempt at full attacking.
She will never be a huge damage dealer, but will annoy enemies with bleed damage and can
ignore most DR with the right arrows. Use Magic Device and alchemical items give her some
options. She should probably get some scroll for more flexibility

bfobars Touch Elf Rogue

Here is a build inspired by skinsawman's chill touch elf rogue. It has no magic items yet, but does
over 100 points of damage a round (with a haste) while piling on strength damage and sickened
debuffs.
Barfolomew McFeeley
ELF ROGUE(SCOUT/THUG) 12
Adjusted Elf Traits:
Elven Darkvision: 60 ft darkvision but dazzled in sunlight. Darkvision is good for a rogue and this
build doesn't care about a situational penalty.
STATS (20 point buy)
STR 8
DEX 22 (+2 race, +3 levels)
CON 12
INT 11
WIS 14
CHA 10
TRAITS
Warrior of Old
Armor Expert
FEATS
1. ERT: Minor Magic (Acid Splash)
2. Finesse Rogue
3. Two Weapon Fighting
4. Major Magic (Chill Touch)
5. Dodge
6. Offensive Defense*
7. Mobility
8. Combat Trick (Spring Attack)
9. Improved Two Weapon Fighting
10. Crippling Strike*
11. Quicken Spell-Like Ability [Chill Touch]
12. Entanglement of Blades*
FAVORED CLASS BONUS
1. +1 minor magic
2. +1 minor magic
3. +1 minor magic
4. +1 major magic
5. +1 major magic
6. +1 major magic
7. +1 minor magic
8. +1 major magic
9. +1 minor magic
10. +1 major magic
11. +1 minor magic
12. +1 major magic
SPECIAL ABILITIES
1. Frightening
2. Evasion
3. Brutal Beating
4. Scout's Charge
8. Skirmisher
SLAs
1st -- Chill touch (5/day), Quickened Chill Touch (3/day)
0th -- Acid Splash (9/day)
Next on this build I would probably add weapon focus (touch) and dazzling display to throw on a
shaken debuff. You could take this earlier and delay or forgo the spring attack chain.
How it works: On the opening round, use spring attack and skirmisher to get into a flank. If you
can't flank this round, fire an acid splash if you win initiative and can get in a sneak attack, then
start moving to flank. Swift cast chill touch (or blow a standard action if you've used all three). The
first sneak attack should be a brutal beating to sicken the enemy and crippling strike to start the
strength damage. The first melee sneak attack with chill touch should be offensive defense for the
AC bonus. Once you're in flanking and full attack position, Touch away. Use Offensive Defense to
keep the AC bonus up, Entanglement of blades to keep the enemy from tactical movement, and all
remaining attacks are crippling strikes to do strength damage. Reapply a brutal beating as
needed.
With a reasonable magic item spread, this build should expect something like +18/+18/+13/+13
for the attack bonus on a full attack against touch ACs. This means that most attacks always hit
most creatures. Lets look at a sequence.
round 1: Spring attack into a flank and land offensive defense+brutal beating+ chill touch. AC +5,
enemy debuff -2, 1d6 cold + 5d6 precision damage.
Scary time: between these two rounds, you may get full attacked. at least you have an effective
+7 bonus to your ac with sicken and offensive defense.
round 2: Full touch attack and somebody has cast haste on you: 5 touches all hit, monster cant 5
ft step, monster is sickened (-2 debuff), your ac bonus is +6 vs him, and you crippling struck for 3
points of str damage (-3 debuff), 5d6 cold damage, and 30d6 of precision damage (122.5
average).
Full attack counter between rounds has the enemy needing to roll 11 higher than at the start of
combat to hit you.
round 3: repeat round 2. Monster now has a total debuff on attack rolls of -8. I doubt there will be
a round 4.

Razhs Unarmed Rogue

Unarmed Rogue 2.0 (level 10):
Spoiler:

Human Unarmed Fighter 1 / Scout Rogue 9
Str 10, Dex 24, Con 13, Int 10, Wis 16, Cha 12
HP: 9d8+1d10 +10
AC: 23 (10 +5 armor +6 dex +2 deflect)
Touch: 18; FF: 17
Saves: Fortitude +9, Reflex +16, Will +9
BAB +7; CMB +7; CMD 24
Unarmed Strike +17/+17/+12 (1d3+4, 20/x2) [5d6+10 SA*]
*Against flat-footed opponents SA non-lethal damage will be 10d6+30, which will be constant
thanks to the combination of scout archetype and enforcer/shatter defenses feats.
Feats: (H=human bonus, R=rogue talent, F=fighter bonus)
1- Two-Weapon Fighting
1F-Improved Unarmed Strike
1F-Dragon Style
1H-Enforcer
3R-Rogue Finesse
3- Sap Adept
5R-Weapon Training
5- Dazzling Display
7R-Offensive Defense
7- Sap Master
9R-Combat Trick (Shatter Defenses)
9- Knockout Artist
Traits:
Reactionary (+2 Init)
Eyes and Ears of The City (+1 Perception)
Skills (74 + 9 favored class bonus):
Perception +17 (10 ranks) [21 to find traps]
Disable Device +22 (10 ranks) [26 to disable traps]
Acrobatics +20 (10 ranks)
Stealth +20 (10 ranks)
Sleight of Hand +20 (10 ranks)
Bluff +14 (10 ranks)
Intimidate +14 (10 ranks)
Use Magic Device +14 (10 ranks)
Sense Motive +7 (1 rank)
Climb +4 (1 rank)
Swim +4 (1 rank)
Equipment: Belt of Dex +4, Headband of Wis +2, +1 Brawling Mithral Chain shirt, +2 Amulet of
Mighty Fists, Cloak of Resistance +3, Ring of Protection +2, masterwork thieve tools

3 attacks, constantly getting SAs, 10d6+30 nonlethal damage per hit, offensive defence gets 10
dodge AC per turn if defense is needed.
Unarmed Rogue 2.0 (Level 20):
Spoiler:

Human Unarmed Fighter 1 / Scout Rogue 19
Str 10, Dex 32, Con 20, Int 10, Wis 24, Cha 18
HP: 19d8+1d10 +100
AC: 34 (10 +8 armor +11 dex +5 deflect)
Touch: 26; FF: 23
Saves: Fortitude +18, Reflex +27, Will +18
BAB +15; CMB +15; CMD +36
Unarmed Strike +30/+30/+30/+30/+30/+25/+25/+20/+20 (+2 Medusas Wrath, +1 Haste) (1d3+5,
20/x2) [10d6+20 SA*]
*Against flat-footed opponents SA non-lethal damage will be 20d6+60, which will be constant
thanks to the combination of scout archetype and enforcer/shatter defenses feats.
Feats: (H=human bonus, R=rogue talent, F=fighter bonus)
1- Two-Weapon Fighting
1F- Improved Unarmed Strike
1F- Dragon Style
1H- Enforcer
3R- Rogue Finesse
3- Sap Adept
5R- Weapon Training
5- Dazzling Display
7R- Offensive Defense
7- Sap Master
9R- Combat Trick (Shatter Defenses)
9- Knockout Artist
11R- Crippling Strike
11- Improved Two-Weapon Fighting
13R- Opportunist
13- Scorpion Style
15- Gorgons Fist
15R- Feat (Medusas Wrath)
17- Greater Two-Weapon Fighting
17R- Improved Evasion
19-
19R-
Traits:
Reactionary (+2 Init)
Eyes and Ears of The City (+1 Perception)
Skills (154 + 19 favored class bonus):
Perception +31 (20 ranks) [40 to find traps]
Disable Device +36 (20 ranks) [45 to disable traps]
Acrobatics +34 (20 ranks)
Stealth +34 (20 ranks)
Sleight of Hand +34 (20 ranks)
Bluff +27 (20 ranks)
Intimidate +27 (20 ranks)
Use Magic Device +27 (20 ranks)
Sense Motive +21 (11 ranks)
Climb +4 (1 rank)
Swim +4 (1 rank)
Equipment: Belt of Physical Might +6 (Dex, Con), Headband of Mental Prowess +6 (Wis, Cha),
Bracers of Armor +8, +5 Amulet of Mighty Fist, Cloak of Resistance +5, Ring of Protection +5, Boots
of Speed, Manual of Quickness in Action +4, Tome of Understanding +4, Masterwork Thieves Tools

9 attacks, constantly getting SAs, 20d6+60 nonlethal per hit, offensive defense can get 20 dodge
ac per turn, crippling strike can do up to -18 str penalty to a target.

Alex Macks Poof the Fastest

So heres my initial idea for the surprise round Goblin Shuriken flinger. The build as proposed
would usually be riding his wolf companion. This way in the surprise round wolf can move into
range and you can throw all of your shuriken. The main reason for getting an Animal Companion
however is the combination of Lookout, the bodyguard animal companion archetype ability
Tenacious Guardian and the Bandit Rogue Archetypes Ambush ability which ensures that you and
your AC get a full round action every surprise round. Things Id like to add to the current build are
boon companion and the pressure points rogue talent. The build listed here forgoes those for
added flexibility (weapon finesse) and DPR (WF shuriken).
The idea behind this build basically at all levels is to be super deadly in the surprise round and first
round of combat thanks to the Goblin Rogues Favored Class Bonus. Afterwards you (and at later
levels your animal friend) move into position to flank and try to clean up the scraps of what is a
hopefully decimated enemy force.
Poof is fast but poof not strong!
Blink too slow your eyes is gone!
Now that you is dead and gone
Poof now sing a happy song!
Poof the fastestest:

Goblin Ninja 10
Attributes:
STR 10 (2)
DEX 26 (10 +4 magic/+2 level increases)
CON 12 (2)
WIS 11 (1)
INT 10
CHA 12 (5)
HP 58 AC 24 Reflexes +17 Will +5 Fort +6
Feats and Rogue Powers
1 TWF
2 Finesse Rogue
3 PBS
4 Flurry of Shuriken
5 Nature Soul
6 Surprise Attack
7 Animal Ally
8 Combat Feat: Rapid Shot
9 Lookout
10 WF Shuriken
Equipment (62000 total):
Headband of Ninjutsu 15000
Boots of Speed 12000
Bracers of Falcons Aim 4000
Belt of DEX +4 16000
+2 Padded Armor 4000
+1 Amulet of Natural Armor 2000
+1 Ring of Protection 2000
+2 Cloak of Protection 4000
3k left over for melee weapon of choice

DPR for Surprise round full attack vs. AC 23:

Attack Bonus hasted is 23
+8 DEX +7 BAB +1 WF +1 PBS +1 Size +1 Falcons Bracers +2 Headband of Ninjutsu +1 MW
Shuriken +1 Haste
Penalties from RS, TWF and Flurry of Shuriken add up to -6 makes for +16 on normal attacks and
+11 on the secondary attack. So thats 75% likelihood of hitting on ordinary attacks and 50% on
secondary.
Damage per hit adds up to 1+5d6+11 (29.5)
We have 7 attacks at full attack and 1 at -5. So the DPR is
29.5*.75*7+29.5*.5=169.625 DPR
Also note that DPR without the TWF extra attack is actually only 1 point lowerso that sorta frees
up a feat slot

Psion-Psychos Whip Rogue
Hihi. Its been a while since ive been on these forms and will admit i have not ready any post
excluding the OP. Here is a whip rogue i made and played a while back to level 19. I made it
primarily because my friend was complaining about how weak the Rogue is and being a waste to
the party. This character is a face character, does decent dpr when there are multiple enemies,
does some minor debuffing, can sneak attack almost every round, and has ac comparable to tanks
in plate.
-Race / Class-
Half - Elf / Fighter - Lore Warden, Rogue - Thug
-Stats (20 pt)-
STR 28 (Base 15)(+2 racial)(+5 leveling)(+6 item)
DEX 20 (Base 14)(+6 item)
CON 16 (Base 10)
INT 08 (Base 13)
WIS 10 (Base 10)
CHA 20 (Base 14)(+6 item)
AC 41 (+ an addition 4 from combat expertise and an additional 5 from defending for a total of 50,
also + 10 more from Offensive Defensive)
Touch 21
Flat - Footed 30
-Class / Feats-
R01 EWP Whip, Dodge
R02 Talent Weapon Training (Weapon Focus Whip)
R03 Whip Mastery
R04 Talent Offensive Defense
F05 Mobility, Spring Attack
F06 Combat Expertise, Whirlwind Attack
R07 Dazzling Display
R08 Talent Strong Impression (Intimidating Prowess)
R09 Shatter Defenses
R10 Talent Combat Trick (Lunge)
R11 Skill Focus Intimidate
R12 A Talent Improved Evasion
R13 Persuasive
R14 A Talent Entanglement of Blades
R15 Improved Feint
R16 A Talent Feat (Greater Feint)
R17 Skill Focus Bluff
R18 A Talent Skill Mastery
R19 Deceitful
R20 A Talent (w/e u want)
Traits = Bully, Defensive Strategist
-Gear-
+5 Defending Holy Ghost Touch Whip
+5 Mithril Chain Shirt
+5 Shield Cloak
+5 Ring of Protection
+5 Natural Armor Necklace
Dusty Rose Prism (Ioun Stone)
Belt of Physical Might (Str/Dex)
Headband of Alluring Charisma
-Misc-
Character performs a full-round action intimidate to demoralize all enemy targets within a 30ft
radius then proceeds to attack with Whirlwind Lunge Attacks that apply Offensive Defense upon
all targets or Entanglement of Blades depending on situation. For single targets move action with
a whip attack or full-round action intimidate with full attack next round. Intimidate at cap level is
d20+48 (20 ranks +3 trained + 6 skill focus + 4 Persuasive +5 Cha +9 Str +1 trait) and bluff is
d20+38 (20 ranks +3 trained + 6 skill focus + 4 Deceitful +5 Cha).
If you are interested in other builds of mine they can be found below.
http://paizo.com/threads/rzs2phof?Builds-for-high-levels

Nazards Quarterstaff Rogue

I wanted to try building a rogue that followed the sap master line of feats. Earthbreaker seemed
like an optimal choice for a two-handed, Strength-based sap master, but I wanted to find a way to
get two-weapon attacks in for the extra sneak attack. Buying a huge strength was going to make
having a high enough Dex for TWF very difficult, so that left a ranger dip (which has nice things to
offer like skills, good BAB, and the favoured enemy mechanic) or a monk dip for flurry. I went with
weapon adept monk to replace the mostly useless Stunning Fist (DC way too low since it's just a
dip)with Perfect Strike, and pick up Weapon Focus for free (as well as Unarmed Strike and two
other bonus feats of my choice from a decent list), excellent save boost, and no loss of BAB when I
flurry.
I'm by no means an expert optimizer in any way, but here's what I came up with, written up at
ninth level. I'd love some suggestions on how to improve him. He took the monk levels at level 3
and 4. A big problem is that his AC tanks at this point; he needs spells like mage armour, though
the offensive defense helps a bit.
Staffman Sap Master:

NIESEN KURCH
Male human Rogue (Scout/Thug) 7/Monk (Weapon Adept) 2
LG Medium humanoid (human)
Init +4; Senses Perception +18
DEFENSE
AC 17 (Dex +3, +1 Wis, +1 dodge, +2 deflection), touch 17, flat-footed 13
CMD 29
HP 69 (7d8+14+7+2d8+4) (FC)
Fort (5) +10, Ref (8) +13, Will (5) +8 (+2 resistance from cloak)
Defensive Abilities
barbed vest: attacker hitting with unarmed or natural attacks must make Reflex save DC 15 or take 1
point of damage
evasion: on a successful Reflex save against an area effect spell that allows a save for half damage,
you take no damage
Immunities None
Resistances None
OFFENSE
Speed 30 ft
Melee
Single Attacks
+1 holy quarterstaff +14/+9 (1d6+10; 20/x3; B and good; lethal or non-lethal) (+2d6 vs evil)
+1 holy quarterstaff lethal sneak attack +14/+9 (1d6+10+4d6; 20/x3; B; lethal) (+2d6 vs evil)
+1 holy quarterstaff non-lethal sneak attack +14/+9 (1d6+10+4d6+8; 20/x3; B; non-lethal)
(+4d6+8 if opponent is flat-footed) (+2d6 vs evil)
MW cold iron sickle +13/+8 (1d6+6; 20/x2; S)
dagger +12/+7 (1d4+6; 19-20/x2; S or P)
Full Attacks
+1 holy quarterstaff +13/+13/+8 (1d6+7; 20/x3; B; lethal or non-lethal) (+2d6 vs evil)
+1 holy quarterstaff lethal sneak attack +13/+13/+8 (1d6+7+4d6; 20/x3; B; lethal) (+2d6 vs evil)
+1 holy quarterstaff non-lethal sneak attack +13/+13/+8 (1d6+7+4d6+8; 20/x3; B; non-lethal)
(+4d6+8 if opponent is flat-footed) (+2d6 vs evil)
Ranged
sling +9/+4 (1d4+6; 20/x2; 50 feet; B)
dagger +9 (1d4+6; 19-20/x2; 10 feet; P)
Special Actions
sneak attack: [/i]+4d6 against flanked or flat-footed opponents (+4d6+8 for non-lethal lethal)
(+4d6+8 if opponent is flat-footed)bludgeoning damage)
frightening: 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.
brutal beating: reduce sneak attack damage by 1d6 (or non-lethal bludgeoning sneak attack by
2d6+2) to make target sickened for a number of rounds equal to half her rogue level (3)
scouts charge: whenever a scout makes a charge, her attack deals sneak attackdamage as if the
target were flat-footed. Foes with uncanny dodge are immune to this ability.
daredevil softpaw boots: up to 10 rounds per day, can use boots to receive a +5 bonus on Acrobatics
checks to avoid AoOs. If no AoOs are incurred through movement, he receives a +2 bonus to attack
rolls for rest of turn.
STATISTICS
Abilities Str 22 (+6), Dex 16 (+3), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 12 (+1)
Base Attack +6/+1; Melee Touch +12/+7; Ranged Touch +9/+4
CMB +13
Feats
Sap Adept (human): when using a bludgeoning weapon to deal sneak attack damage, add (2) (twice
the number of sneak attack dice) to the total
Bludgeoner (1): use a lethal bludgeoning weapon to deal non-lethal damage with no penalty
Perfect Strike (M1):once per monk level, plus once per four other levels (3) per day, roll an attack roll
twice and take better result
Improved Unarmed Strike (M1): [i]considered armed when attacking without weapons
Dodge (M1): +1 dodge bonus to AC and CMD
Enforcer (3): Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate
check to demoralize your target as a free action. If you are successful, the target is shaken for a
number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened
for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal
to the damage dealt.
Weapon Focus quarterstaff (M2): +1 to attack with quarterstaff
Combat Reflexes (M2): can make 1 + Dex modifier (2) attacks of opportunity per round, and can make
attacks of opportunity while flat-footed
Dazzling Display (5): While wielding the weapon in which you have Weapon Focus, you can perform a
bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes
within 30 feet who can see your display.
Intimidating Prowess (R4): Apply Strength modifier to Intimidate as well as Charisma
Sap Master (7): Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a
flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak
attack damage for that attack.
Shatter Defenses (9): Any shaken, frightened, or panicked opponent hit by you this round is
flat-footed to your attacks until the end of your next turn. This includes any additional attacks you
make this round.
Rogue Talents
Slow Reactions* (R2): Opponents damaged by the rogue's sneak attack can't make attacks of
opportunity for 1 round.
Strong Impression (R4): Gain Intimidating Prowess as a bonus feat
Offensive Defense (R6): When a rogue with this talent hits a creature with a melee attack that deals
sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one
round.
Traits
Bred for War: You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB
because of your great size. You must be at least 6 feet tall.
Tactician: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an
attack of opportunity, you gain a +2 trait bonus on the attack roll.
Skills
Acrobatics (7) +13
Bluff (4) +8
Climb (4) +13
Disable Device (9) +15
Intimidate (9) +20
Perception (9) +18
Stealth (7) +13
Use Magic Device (6) +10
Languages
Common
COINS
PP 0
GP 737
SP 9
CP 10
EQUIPMENT
Carrying Capacity: Light 100 lbs; Medium 200 lbs; Heavy = 300 lbs; Current 74 lbs (Light)
Weapons +1 holy quarter staff (18,300 gp, 4 lbs), MW cold iron sickle (312 gp, 2 lbs), sling (0 gp,
0 lbs), sling bullets (0.1 gp, 5 lbs), dagger (2 gp, 1 lb)
Armour
Alchemical
Other Combat Gear
Scrolls
Potions
Wands mage armour (25) (375 gp), shield (25) (375 gp),
Other Magic Items ring of protection +2 (8,000 gp, 0 lbs), cloak of resistance +2 (4,000 gp, 1 lb),
belt of physical might (Str, Dex) +2 (10,000 gp, 1 lb), [i]eyes of the eagle (2,500 gp, 0 lbs), daredevil
softpaw boots (1,400 gp, 1 lb)
Mundane Gear explorer's outfit (-- gp, 8 lbs), bedroll (0.1 gp, 5 lbs), belt pouch (1 gp, 0.5 lbs),
waterskin (1 gp, 4 lbs), silk rope - 50 feet (10 gp, 5 lbs), hooded lantern (7 gp, 2 lbs), 3 x Oil (0.3
gp, 3 lbs), backpack (2 gp, 2 lbs), thieves' tools (30 gp, 1 lb), grappling hook (1 gp, 4 lbs), rations x
4 (2 gp, 4 lbs), crowbar (2 gp, 5 lbs), caltrops x 2 (2 gp, 4 lbs), pitons x 5 (0.5 gp, 2.5 lbs), barbed
vest (10 gp, 4 lbs), drill (0.5 gp, 1 lb), chalk x 5 (0.05 gp, 0 lbs), ear trumpet (5 gp, 2 lbs), saw (0.2
gp, 4 lbs), notebook (1 gp, 0 lbs), pencil (0.1 gp, 0 lbs)

Lord Malkovs Knife Master

You can build a decent dagger rogue, the only problem is that Sap Master is really really really
really good. If you can use it, you will see huge damage. If you are going to stealth, well then
sniping is the easiest route for that. A TWF rogue can work, it just highlights some of the rogues
issues.
However, for argument's sake, lets go through a knife master. There are two ways to do this,
throwing or melee. It can be tough to do both, and getting sneak attacks on a full ranged attack is
not easy.
It may seem like you can feint at range, but the Archer fighter archtype confirms that you cannot,
so, invisibility is probably the best way to get a full ranged dagger SA. The other issue with thrown
weapons is that you basically just need a blinkback belt. Returning doesn't get your weapons back
until the end of your turn. This takes up an incredibly valuable slot, so you are stuck paying +50%
to put it in a diff. slot, or you are limited to a very few items.
In the end, there is no mechanical benefit to using a dagger... it feels like it should be more
accurate somehow, but it isn't. There also aren't really any particular feats that support daggers
or light weapons.
Sure, a dagger master gets +1 dmg per SA die, but that is about it. You need combat expertise,
imp feint, TW feint, TWF just to be functional, and this is a heavy feat investment. You are also
starting to get a little MAD when you get stuck with needing a 13 int on a class that get 8+ skill/lvl.
Anyway, here is a knife-master build:
Human Fighter 1, Rogue (knife master/scout) lvl 11
Str: 12 (+2 belt)
Dex: 23 (+2 race, +3 levels, +2 belt)
Con: 14 (+2 belt)
Int: 13
Wis: 10
Cha: 14
Feats/Talents:
1: Combat Expertise, Improved Feint (fighter), Two-Weapon Fighting (Human)
3: Two-Weapon Feint, Finesse Rogue
5: Dazzling Display , Weapon Training (Focus Kukri)
7: Hero's Display, Combat Trick (Performing Combatant)
9: Shatter Defenses, Offensive Defense
11: Imp. Two Weapon Fighting, Feat: Dramatic Display
13: Masterful display, Open Talent
Gear:
2x +2 Kukri
+3 Mithral Chain
+2 belt of physical perfection
Duelists Vambraces
Headband of Ninjitsu
Circlet of Persuasion
+3 cloak of resistance.
Other stuff.
OFFENSE:
BAB: +10/+5 SA:6d8 with knives
Attack Sequence
Sacrifice first attack to feint. +23 (13 rank, 3 train, 2 cha, 2 head, 3 circlet)
Perform Check to activate Hero's Display and Dramatic Display +13 vs. DC 20(+3 BAB, +3 perform
ranks, +3 circlet, +2 cha, +2 feat)
Use Heros Display to intimidate all in 30ft. +20 (12 ranks, 3 train, 2 cha, 3 circlet)
If that all works, which you have fair odds on, you will finish up your attacks (10 BAB, 6 dex, 2
weapon, 1 focus, 2 headband, 2 dram. display, -2 TWF)
Attack Bonus:
1st MH: Spent of feinting.
1st OH: +21, 1d4+6d8+7
2nd MH: +16, 1d4+6d8+7
2nd OH: +18, 1d4+6d8+7 (use vambraces)
Average flat footed AC of CR 13s is about 27-28, so you have moderate hit chances. Your attacks
will deal 36.5 damage on average, but this is just really weak. Even if everything hit in a full round,
you are talking appx 115 dmg. A sap master scout can land that in one swing while moving at level
12.

Mattastrophics Rouge Kissed Lady

Mattastrophic's Rouge-Kissed Lady
Human Swashbuckler Rogue, though this is very flexible. I like Lore Warden2/Rake Rogue a lot, for
example.
The attributes are pretty flexible, as well.
10 Str
16+2 Dex
14 Con
14 Int
8 Wis
12 Cha
And of course, so is the feat list. I'll post the "vitals."
1: Improved Initiative, Combat Expertise - start with Weapon Finesse at character creation, then
swap into Combat Expertise upon hitting 2nd level.
Rog2: Finesse Rogue: Weapon Finesse
3: Gang Up - this can be retrained later, see below
Rog4: ??
5: Improved Trip
Rog6: ??
Human Rog6: ??
7: Combat Reflexes
Rog8: Combat Trick: Greater Trip
At this point, now that the Lady has hit BAB +6, she is free to retrain Gang Up into a leg of feint
tree, such as Two-Weapon Fighting/Improved Two-Weapon Fighting/Improved Two-Weapon Feint,
or in the Monk/Ninja version, Feinting Flurry/Improved Feint/Greater Feint. Moonlight
Stalker/Moonlight Stalker Feint/Improved Feint/Greater Feint is even a possibility, made easier by
using eyes of the owl for low-light vision, and an incandescent blue sphere ioun stone slotted in a
wayfinder (see Seekers of Secrets) for Blind-Fight. Or she can keep Gang Up if it continues to work.
Essentially, for the Lady, Gang Up helps her get sneak attacks in the low-level game, and a feint
chain takes over once she hits BAB +6.
Meanwhile, Trip is arguably the most powerful maneuver in the game at these levels, made even
better by the fact that the Lady can use any weapon (and thus its enhancement bonuses) to trip,
and that Weapon Finesse lets her add her Dex modifier to the attempt instead of her Strength
modifier. Trip also lowers her foes' AC by 4, effectively adds 4 to her own AC, and the target has to
spend a move action and suffer one or more AOs to remove the condition. Trip also helps keep the
target locked in place, making for easier flanks when Gang Up doesn't kick in.
Of course, if Trip is powerful, then Greater Trip is super-powerful, especially when the Lady and an
ally or two are all threatening the target. I personally had to refrain from using Greater Trip after
seeing it in action, because it led to so many super-easy combats in Tier 10-11 PFS.
There are a lot of ??s in the feat list because, well, there's a lot of room to do whatever you want
with the feats. Note that those ??s can quickly become a full chain of feats thanks to retraining.
What really matters is taking Combat Expertise and using it as a prerequisite for things like Gang
Up, Improved/Greater Trip, and the feint chain.
I've had a lot of success with Rogues in PFS, and the "build-sketch" above pretty much highlights
the "core" of that success. As long as you can leverage your Sneak Attack dice and Rogue Talents
to make Sneak Attack work consistently, you're fine.
I also believe that the full Sneak Attack progression and the number of Talents represents
something about the Rogue that the Investigator, Swashbuckler, and Slayer can't keep up with.
And that's a nice thing to know.
-Matt

Ricardos Lore Warden Rogue

So, after reading this thread, and doing some research (updated Rogue Edolon's guide to Rogues
was invaluable here), i kinda figured out the following basic build, that makes use of the Scout
Rogue archetype and includes two levels ofLore Warden Fighter archetype (which you can check
here):
Rogue Build:

LVL_BAB_CL_____FEATS/FEATURES
1___0___ROG1___Two-Weapon Fighting
2___1___ROG2___Finesse Rogue
3___2___FTR1___Dodge, Mobility (Bonus Feat)
4___3___FTR2___Combat Expertise, Two-Weapon Feint (Bonus Feat)
5___4___ROG3___Shadow Strike
6___5___ROG4___Scout's Charge, Rogue Talent (at choice)
7___5___ROG5___Spring Attack
8___6___ROG6___Combat Trick: Improved Two-Weapon Fighting
9___7___ROG7___Improved Two-Weapon Feint
10__8___ROG8___Skirmisher, Rogue Talent (at choice)
This build is not completely filled, as you can see (open Rogue Talents at Character levels 6 and
10, no specific race, no selected traits, no ties with specific weapon), in order to allow more
customization. It can even be combined with the Sniper Rogue archetype, for more opportunities
to use Sneak Attack. The Lore Warden Fighter archetype is neat, since it replaces Combat
Expertise for Bravery, even if you don't qualify for the feat (i.e, Int 12-). Hope it can be helpful.
P.S: My first successful attempt to use a spoiler in a post. Yay!!!! =D

AndIMustMasks Horizon Rogue

I saw the horizon walker thread earlier today and thought, "why not?". So here's a "stealth
beyond stealth" rogue/horizon walker who does lots of roguey things (sneaks around, spots
traps, stabs things, woos the ladies) and can flank with himself eventually.
Spoiler:
Human (Focused Study) Rogue (Scout) 6 / horizon walker 3 / Rogue +11
Str 10
Dex 16 (5pts +2 racial) +4 level (4th/8th/16th/20th)
Con 14 (5pts)
Int 13 (3pts) +1 level (12th)
Wis 12 (2pts)
Cha 14 (5pts)
traits:
-militia (+1 to hit while flanking)
-???
feats:
ROG 1 - Weapon Finesse, Skill Focus (Stealth)
ROG 3 - Eldritch Heritage (Shadow)
ROG 5 - Endurance
ROG 7 - Hellcat Stealth
HW 8 - Skill Focus (Perception)
HW 9 - Dampen Presence
ROG 11 - Dimensional Agility
ROG 13 - Improved Eldritch Heritage (shadow)
ROG 15 - Dimensional Dervish
ROG 16 - Skill Focus (Use Magic Device)
ROG 17 - Dimensional Savant
ROG 19 - ???
talents (total rogue level):
2 (2) - Combat Trick (dervish dance)
4 (4) - Offensive Defense
6 (6) - Trap Spotter, Minor Magic (Detect Magic)*
11 (8) - Weapon Training (Scimitar)
13 (10) - Feat (Dimensional Assault)
15 (12) - Skill Mastery (acrobatics, stealth, disable device, perception), Terrain Mastery*
17 (14) - Improved Evasion
19 (16) - Crippling Strike
* - bonus rogue talent from human FCB (remaining 5 spent on hp)
BAB: +15 (0/1/1/1/0/1 | 1/1/1 | 1/1/0/1/1/1/0/1/1/1/0)
Saves: 10/13/7 (before gear)
abilities:
Sneak attack (9d6)
Trapfinding (+8)
Trap Sense (+5)
Evasion (improved later)
Scouts Charge
Skirmisher
Favored Terrain (Urban +6, Astral +4, Forest +2)
Terrain Mastery (Astral)
Terrain Dominance (Astral)
Notable gear to look out for:
-+X menacing heartseeker keen Scimitar
-headband of ninjutsu
-bane baldric
-ring of swarming stabs
-boots of soft step
-lots of oils of negate aroma
-lots of potions of heroism
-the usual' defensive stuff (ring of protection, cloak of resistance, amulet of natural armor, etc.)
-the best light armor you can get your grubby little hands on (with enough max dex to not limit it)
Attack bonuses: weapon focus (+1), weapon enhancement (+1-5), bane baldric (+2), and heroism
(+2). more with haste from a party member.
While flanking you get the above along with: +2 (flanking), +2 (menacing), and +1 (trait)
After setting up sneak--which is likely, given respectable stealth and HiPS in light and dark, from
blindsight/sense, tremorsense, and scent--you hit them at flat-footed AC.
You also get +1d6 precision damage from the ring of swarming stabs and +2d6 from the bane
baldric

also; trap spotter, minor magic (detect magic), and eventually skill mastery (acrobatics, stealth,
disable device, perception) make for easy trap detection and removal, while still being useful at
other things (namely detecting magic, stealth, perception, and acrobatics). you also get more skill
masteries with more int, and more DimDoors/day with more wis, so consider getting items for
those and a dex/con belt.
While this isn't the strongest thing in the world, it's respectable at least.

J Weathers Kitsune

Okay, so I have been playing Rogues for quite some time, and have had much better luck in this
class than any other I have played. The problem, as we have determined, is the damage that the
Rogue can deal out. The Rogues abilities seem to set for the ROLEplaying aspect, rather than the
ROLLplaying aspect (which isnt bad. Through some awesome roleplaying, I was able to acquire an
adamantine golom of my very own). But, the idea of being only centered on the roleplaying is not
entirely true. The problem is avoiding the lure to power-game. Rogues are meant to look at
problems from different angles. I have found that being a skill monkey is fun, especially for stealing
magic items (cant tell you how many amazing things Ive gotten), and archery, if done right, can
be amazing. Unfortunately, continually getting that sneak in is hard. I will post a couple of my
entire builds later, but for a basic idea of feats, I would suggest getting Weapon Finesse (use a
rapier they count), Combat Expertise, and Improved Feint. Wait. I almost forgotALWAYS get
Improved Initiative. As a Rogue, getting the in the first strike is invaluable. Back on topic what is
the point of the above feats?
*Sneak Attack
*Feint
*Sneak Attack
*Feint
*Repeat until target is dead...
Voila
Oh, and Use Magic Device is also an amazing skill to invest in just make sure you REALLY INVEST
in it, if you are going to. You want to have 100% chance of succeeding by the time you are lvl 10.
I am also experimenting with the following build, and am wondering if I could get the input of more
experienced players. I am mostly doing it for fun (I like the ROLEplaying part of Pathfinder more
than the ROLLplaying).
Name: The Wandering Fool - Kashikoi Bushi (Meaning Clever Warrior)
Race: Kitsune
Character Class and Level: 6th lvl Rogue; 1st lvl Barbarian
Homeland: Varisia
Size: med.
Gender: Male
Age: 19 yrs.
Height: 5 10
Weight: 125lbs.
Hair: red
Eyes: green
Alignment: CG
-----
STR: 11 (+0)
DEX: 20 (+5)
CON: 8 (-1)
INT: 17 (+3)
WIS: 8 (-1)
CHA: 16 (+3)
HP: 52
Languages: Common, Sylvan; Aklo, Elven, Tengu
4 Feats: Exotic Weapon Proficiency (curve blade, elven); Realistic Likeness (Kitsune); Throw
Anything; Dodge
4 RT: Fast Stealth; Weapon Finesse; Weapon Training (Weapon Focus: curve blade, elven);
Combat Trick: Agile Maneuvers
---
Base Attack Bonus: +5
Rogue Arch-type: Scout
I havent determined much else yet, but this is the basic concept. 40 ft. speed, Loss of Uncanny
Dodge due to Scout Arch-type compensated with Uncanny Dodge from Barbarian at lvl 2, Rage;
Abstaining (against my own judgment) from Improved Initiative so I can obtain Realistic Likeness;
and finallyThrow Anything
GREATSWORDS!!!
I shall be flinging greatswords at my enemies, smiting them down with Roguish fury! (ranged
weapon, apply Dexterity mod. no penalty because of feat = a nice "+ 10" to attack...ooh rah!)
Hope I was helpful, give me your thoughts, and thanks!

Alex Macks Carnivalist Base

I've been pondering a Carnivalist Rogue with a Valet Familiar and some teamwork feats. Familiar
has to be small size in order to be able to flank so of the basic familiars a donkey rat seems to be
your best bet. Once you hit level 7 it's mephit all the way baby! Small size for flanking, 3 attacks
per round, awesome mobility and some evil spell abilities, and the ability to wield wands, what's
not to love.
Things to consider:
1) Teamwork feats: Precise Strike seems a given as does Outflank. Outflank combos nicely with
Paired Opportunist (and keen weapons) as does the Opportunist advanced Rogue Talent. Broken
Wing Gambit plays well with these feats also...
2) Familiar Survivability: A familiar has half it's master's HPs and it's animals base AC plus a scaling
natural armor DC (+1 per half level). The level 1 Donkey rat has an AC of 15, investing in some
form of light masterwork armor might come in handy. ncreasing the rogues HPs is a good idea so
thoughness and high Con sound like a good idea. Mephits fly and use wands so they come in
handy.
3) Familiar Offenses: Outflank will be your friend here. A familiar with multiple natural attacks
would come in handy as well as a good dex.
4)Additional familiars: Arcane Bloodline can grant you an extra familiar. However I'm not sure if it
shares your teamwork feats.
A proposed build for a Half Elf Carnivalist, Half Elf as you'll need EWP. Equipment will require a
keen Fauchard.
STR 18
Dex 14
CON 14
Int 8
WIS 12
CHA 10
Traits:
??? Any good ones for familiars?
??? Any ones that increase HP?
1 Precise Strike
EWP: Fauchard
3 Combat Reflexes
5 Toughness/Broken Wing Gambit
7 Imp. Familiar
8 Rogue Talent: Outflank
9 Paired Opportunist
10 Opportunist
Alternatively you could also go dex based TWF but you'd prolly have to forgo the whole paired
opportunist stick due to heavy duty feat requirements. This might be better as I feel above build is
trying to achieve too many things at once.
Any thoughts?

Grays Dex Rogue

eres a build that Im thinking of playing in Reign of Winter. First, Im building her in a way to
synergize with the rest of the group. The OP has a nice thread on group tactics.
Go to
[url=http://paizo.com/threads/rzs2p576&page=2?On-building-a-balanced-group-working-out-just
#1[/url].
She is going to be an Arm for the most part. My goals are to set up flanks reliably not just for my
Sneak Attacks, but for the groups barbarian as well.
Human Rogue; Dex 18, Int 14, Chr 13, Con12, Wis and Str 10
My feat and talent selection could be as follows, but the order could change slightly as I see how
the game progresses.
1. Combat Expertise, Acrobatic (Atk +0, CMB +0, Acro +10)
2. Finesse Rogue
3. Agile Maneuvers (Atk +6, CMB +6, Acro+12)
4. Weapon Focus (daggers)
5. Improved Dirty Trick (Atk +8, CMB+9, Acro +14)
6. Bleeding Attack
7. Skill Focus Acrobatics
8. Greater Dirty Trick (Atk +12, CMB +15, Acro +21)
9. Gang Up
10. Skill Mastery
When I compare my attack bonuses, Acrobatic checks, and CMB vs appropriate CR creatures, I
should be doing fine. As levels increase my CMB become worse vs opponents, but mostly against
Hammer type creatures. At higher levels, Id be looking to use Dirty Trick to disable opponents that
should have low CMDs.
If I can get an Agile weapon my damage is also doing much better, which keeps me in the Arm
spot as a member of the team.

James Knowles Spiked Chainer

I haven't read thru the rest of the posts so I apologize now if this build or a similar build has
already been posted.
I'm sure that if you start adding crap from all the splatbooks, etc. that this build could be broken
even further, but IMO it's pretty solid as is.
Human Spiked Chain Tripper - Pure rogue..Core Rulebook only (plus agile weapon enchant). 20pt
buy
Stats: str 7; dex 20; con 10; int 13; wis 10; cha 12 (stat bumps at 4/8/12 and 20 goto dex/16 to
cha) also between 15-16 should be able to afford a book +5 dex).
human: combat expertise: only here 'cuz it's a prereq for im. trip
1st: agile manuevers: use dex instead of str for CMB
2nd: combat trick: im. trip: +2 CMB for trips & don't provoke AoO.
this lets you start with a +7 cmb with trip manuevers (+5 dex, +2 trip weapon)that increases to
+10 at 2nd lvl.
CBR pp.199 paragraph 2: when you attempt to perform a combat manuever you make an attack
roll and add your CMB in place of your normal attack bonus. so instead of the -4 non-proficient
penalty you can use your +7 CMB when tripping without being prof in the s. chain. (yes it's chessy,
but it's also legal RAW).
3rd: exotic prof s.chain
4th: finesse rogue
this will allow you to actually hit the target when he provokes for standing up after the trip. also
sometime between 3-4 you should have enough gold for the agile enchantment on your chain
(depending on how closely your DM follows the WBL guidelines). OR if playing with mythic rules,
mythic weapon finesse also allows you to add dex to damage rolls.
5th: quick draw
6th: minor magic: any (i normally take ghost sound)
7th: acane strike
8th: g. trip: +2 trip & opponent provokes when tripped AND when he stands back up.
9th: weapon training: weapon focus - s.chain.
these lvls are for increasing damage potential.
from here there's several different routes to go: combat reflexes and lunge are good continuing
points, and i'm kind of partial to the vital strike chain. you could also start boosting either bluff (for
improved/greater feint) or intimidate (for dazzling display/shatter defenses). so many options. not
to mention the rogues absolute best friend...UMD.
Granted, a fighter(with 1 arcane caster lvl) or a bard can do this exact same build with a better
chance to hit. However, neither of them gets the extra sneak attack damage against the target
which evens things out in my view.

Eggplantmans Try

've been following the thread for a time and once I got past the idea that you were not after
homebrew fixes, I liked the challenge.
For one thing, I think you need to look at just the core book to determine if rogues can work.
Secondly, you need to see if rogues can work at every level and for most races.
My opinion is that the rogue can work fine but needs a lot of effort on the part of the player to pull
it off well. The player has to really think like a rogue by pulling on every advantage and really
thinking ahead. Also, the rogue needs to pick a specialty or two and work with it.
The challenge is then to show rogues of various levels and race combinations that work in some
fashion and would be fun to play using the core book only. If you can't do that, the rogue needs
some fixing.
This build is not the best but I'll give it a try.
Halfling rogue lvl 1
Weapons: longspear, dagger, light crossbow, tanglefoot bag
Armor: studded leather
Feat: Skill focus - stealth
Skills: acrobatics, Climb, Diplomacy, disable device, Escape artist, perception, Sleight of hand,
stealth, use magic device
Str 10
Dex 18
Con 12
Int 13
Wis 12
Cha 12
Tactics (without this, the rogue suffers): Avoid detection at all costs, Use longspear in melee if
possible and fight defensively if allies are unavailable and run at first opportunity. Use ranged
attacks first by always carrying a dagger in hand or light crossbow if trouble is expected. Climb to
a safe position and snipe if possible.
Rough, I know but this is how the rogue has to be approached. If thrown into an arena, they do
not do well and that's why they should never let that happen. This is my contribution.

Shaman Bonds MoM Dip rogue

At the risk of sounding like the guy that "totally has a super-hot girlfriend in Canada," I've just lost
my second Lv 5 response to you Sub Zero. But thanks to everyone who insinuated that I don't
know how numbers work. Until you explained how bigger and smaller numbers worked, I was
positively stymied. Anyways, hopefully these brief skeleton outlines can be used as as a jumping
off point for criticism until I have a little free time again. I picked lv 5 arbitrarily to see how quickly I
could get the feat trees rolling.
Rudimentary Builds: Human, 20 point buy, Thug rogue for life
STR 8
DEX 19
CON 12
INT 13
WIS 12
CHA 12
Human MM Monk 1/ Thug Rogue X
Combat Relevant Gear: Deliquescent Gloves, Dusty Rose Ioun Stone in Wayfinder, Dex Belt, Shield
Wand in Wrist Sheathe (Bane Baldric eventually)
MM Monk 1/ Thug Rogue X
1. Improved Unarmed Strike
1. Improved Dirty Trick
1. Enforcer
1. Weapon Finesse
2. [Rogue Thug. Nothing stunning]
3. Sap Adept
3. Minor Magic: Acid Splash
4. [Rogue Thug. Nothing stunning]
5. Major Magic: Snowball
5. Skill Focus: Stealth
Down the Pipeline: Hellcat Stealth, Sap Master, Offensive Defense
Human Scryer 1/Thug X
Combat Relevant Gear: Sword Cane, Dusty Rose Ioun Stone in Wayfinder, Dex Belt, Shield Wand
in Wrist Sheathe (Bane Baldric eventually)
Traits: Blade of Mercy, Magical Knack
1. Combat Expertise
1. Improved Disarm
2. (Divination Wizard with free alertness, Compsognathus because Dinos are cool, a free true
strike for those hits you just NEED to land, Snowball, and Vanish, act in all surprise rounds, Spell
Focus if youre PFS or have a lenient GM, Scribe Scroll if not.
3. Finesse Rogue
4. Catch Off-Guard
5. Spell Spec: Snowball (if PFS) Enforcer (if not)
Down the pipeline: Enforcer (if you dont have it yet) Sap Adept line, Stealth beyond Stealth
In (the exceedingly) brief, both are capable of making touch attacks against enemy AC, have spent
their money, as it comes available because I'm far too harried for WBL tables at the moment, to
increase to hit, CMB and conveniently AC with the same Ioun Stone,Dex belt, naturally, etc. No, I
wouldn't recommend taking feats in this order unless you can retrain, since you'll need Weapon
Finesse ASAP. One builds trades utility for basic DPS, but nevertheless, both builds can become to
come together pretty early and can significantly debuff enemy to hit and all important saves , also
with another dip, you can trade 1d6 sneak attack for a combination between unarmed and catch
off guard, with the stealth beyond stealth build idea (which remains both fabulous and,
regrettably, not mine) easily accessible.
The advantages the control rogue enjoys over other classes:
1) The Thug archetype, which adds a significant bonus to your debuff, adding to your continued
good health, buggering your enemies' saves, (The hot sorceress in the corner is winking
suggestively at you in appreciation for this. You're welcome.) and allows you to pretend you're Ian
Dury from the Drip Fed Fred music video. Go ahead, I'll wait while you educate yourselves in pop
culture and remember why you wanted to play rogues to begin with.
2)Your stat array and feat selection. You'll notice that all of my stats are largely mediocre. That's
by both design and laziness. Dex helps your AC, and you can't afford to be punched in the face too
frequently, even with 14 Con, so feel free to revel in your role as a skill monkey controller. Frankly,
you're the middle child of D&D; no one expects you to amount to anything and you got no real
class features holding you down from a dip or two into classes which compliment yours. The fact
that you can turn your carefree stat approach into several viable options that the "optimized
classes" can't touch. For example, sure other classes could build like you, and with enough INT,
they could match your skills even, but you have built in damage (Sneak Attack) The thug
archetype, and no room for anything as plebeian as power attack. You're busy turning
unnoticeable with Hellcat Stealth, punching people out like you're Indiana sodding Jones, throwing
sneak attack snowballs, and scrying through doors to care about posers. Rangers can find traps
and crank out DPS, Bards can buff, and cast spells or attack. You can do it all. At once. And look like
a total pro the entire time.
3) Why not play a vivisectionist? Honestly, that's a really good question, one that I had to
scramble to rationalize when I typed the original draft. Honestly, Int as a primary stat and
spellcasting go in the alchemists favor, but again the thug archetype, as well as the later rogue
talents which let you capitalize on disarming (Weapon Snatcher), using your rocking initiative,
(Snap Shot, and the compsognothus familiar you took during your diviner dip, you did take those,
right) and not dying (Offensive Defense)seem to make it at least a matter of personal choice
rather than a clear cut answer. Of course, I could well be missing something obvious, and I'm sure
someone can capitalize on my argument for the Control Rogue and make a better build than my
meager contribution

Frodoof9fingers Grapple Rogue

couple of people wanted to see my idea of a grapple rogue, so here it is.
(As a heads up, I only have the bare minimums in here so that people can adapt to thier own
needs or preferences, such as getting toughness/improved initiative/iron will etc...)
The Grapple Rogue made Possible
Maneuver Master Monk 1/Rogue 12
Stats: (assuming some race with a +2 to strength)
Str 22 Dex 12 Con 14 Int 7 Wis 12 Char 12
BaB: 9
Feats:
1. Weapon Focus: Grapple
*Improved Unarmed Strike
*Improved Grapple
3. Sap Adept -Any Rogue Talent
5. (Your Choice) -Any Rogue Talent
7. Sap Master -Any Rogue Talent
9. Greater Grapple -Any Rogue Talent
11.(You choose) -Any Rogue Talent
13.Pinning Knockout -Combat Talent: Rapid Grappler
*Bonus Feats
Items to get/consider
Dan Bongs (2 + enhancement bonus to grapples)
or
(*11,000) Adhesive Brawling Armor (+4 total bonus to grapples) and
(64,000) Amulet of Mighty Fists +4
(I will use the armor for this example)
(18,500) Anaconda's Coils +2 competence bonus to grapples
*The cheapest you can buy/get this
Your stats
Unarmed strike at highest BaB = 20
Grapple CMB = 31
Monster Averages @ CR 13:
CMD 38 CMD 25 AC 27
-----------------------------------------------------
Round 1:
30(grapple)/20(attack)/15(attack)
Damage: 2d6+26(unarmed strikes) + 1d6+7(Constrict)
=43.5 average damage (assuming all attacks hit)
Round 2:
***35(Pin Them)/*20(attack)/*15(attack)
(2d6+26 (unarmed strikes) + 12d6+24 (sneak attacks with sap adept)) X 2 (pinning knockout) +
1d6+7(**Constrict)
=160.5 average damage (assuming all attacks hit)
Or...
Round 2: With 3 grapple checks (using rapid grappler)
***35(Pin them)/35(Tie them up)/35(Deal Damage)
3d6+21(**Constrict) + (1d6+13(unarmed Strike) + 12d6+12(Sneak attack with sap adepts and
sap master) X2)
=172.5 average damage (assuming all attacks hit)
Round 3:
***35(Tie them up)/*20(attack)/*15(attack)
(2d6 + 26 (unarmed strikes) + 24d6+24 (sneak attacks with sap adept and sap master)) X
2(pinning knockout) + 1d6+7(**Constrict)
=292.5 average damage (assuming all attacks hit)
Or...
Round 3: All grapple checks with rapid grappler
***35(Tie them up)/*35(deal grapple damage)/*35(deal grapple damage)
(2d6 + 26 (unarmed strikes) + 24d6+24 (sneak attacks with sap adept and sap master)) X
2(pinning knockout) + 3d6+21(**Constrict)
=313.5 average damage (assuming all attacks hit, which they should at this point, just saying)
Now most of that damage is non-lethal mind you. I don't have strangler in these calculations
because it requires you to choose to deal damage instead of pinning.
*Remember, at this point the enemy is pinned and you are not, making these an easier rolls
**Would constrict trigger a sneak attack?
***After the first round, if they don't break free from a grapple you gain a +5 to your grapple
checks. This means your CMD is very important (Consider getting the HD = BaB for CMD feat and
items that improve CMD versus grapple)
I may have a few things wrong, but this is the jist of the grapple rogue. It's very doable. When
you need to, you can use a wand of true strike to help with grapple checks after you get greater
grapple. Swift grappler only works when you use a move action to maintain a grapple, so that's
not ideal. You may consider getting it for when you do something other than flurry.
Dan Bongs may be a good way to go, but you can't use the armor enchants with them, and you
have get two feats to make them work correctly (Exotic Weapon Prof. and Bludgeoner)
Finally, there may be a few errors in here, but it should be mostly correct. Also, when tied up, your
bound, which makes you helpless, which means your flatfooted. Thats my honest opinion, but if
you want to, check it out on the rules forms. It's definitely a toss up between yes and no.

Gworeths Swashbuckler

So, late in the game... I haven't really any idea if this has been posted yet, but this is a character
I've been touing with to try and take for a spin.
Meet Ragnar the Orc Swashbuckler (!)
(Alternatively, I'd dip for 1 lvl of fighter otherwise I'd have to... cheat)
Str 18; Dex 14; Con 13; Int 10; Wis 10; Cha 12
Feats/Talents:
1) Skill Focus (Intimidate)
2) Power Attack (T)
3) Furious Focus
4) Weapon Focus (Great Axe)(T); +1 Str
5) Dazzling Display
6) Intimidating Prowess (T)(The rogue talent version, of course)
7) Dodge (Doesn't hurt)
8) Shatter Defenses (T); +1 Str
9) Vital Strike
10)Crippling Strike (T) Just for fun...
At lvl 10, without any magic of any sorts, He'd have a +27 to his intimidate checks if he also got a
trait bonus from somewhere. If he chose Persuasive instead of Dodge, he'd end up on +31. Watch
that dragon cower in fear.... ;)
He'd be an okay debuffer and while they are shaken for the whole combat, he'll be able to Sneak
Attack at will and adding extra juice to the beat down with Vital Strike...
What do you have to say about this guy?

Thesidekicks Inquisirogue

i keep hearing these wierd statements from people... i know a CRB rogue doesnt have many
choices for boosting to hit, but a rogue can get pretty close to a fighter's bonus to hit assuming
hes flanking. a multi class dip is needed for solo tactics for it to truely shine, but i mean i would
lose out on +2d6 damage for a +4 to hit while flanking and not needing opposed positioning for
flanking.
lets see if i can rebuild my to hit rogue...
7 rogue/ 3 inquisitor
str 10
dex 20 (16+2(+2 levels (24 cats grace))
con 16 (14+2 belt)
wis 16 (14+2 headband)
in 12
cha 8
+hit:
bab 7 (level 10)+ dex 7 (cats grace)+ 4 (out flank)+ 2 (Menacing
enchant)+ 4 (Sword of Subtlety)-2 TWF = 22 at level 10 this isnt counting feats that can also
increase to hit like weapon focus, feinting, etc...
i mean a fighter wont have much more then that, and if positioning is your main issue "well you
cant alwayse get into a flank..." then you have feats Gang Up which allow you to get into the fray
first,apply SA, then allow your slower melee buddies to catch up on their turn.
or if you dont like that, prestige into horizon walker instead of inquisitor, you lose out on +2 to
hit(and a ton of other really cool bonus features), but you gain DD, which allows for Dimentional
agility chain for full attack flanks when you want them.
and this isnt even a minmaxed damage dealer, im placing importance on non combat, functions as
well as survivability, and retaining WBL for the sake of including necessary to life magic and
mundane items.
in conclusion i think that a well built rogue can function just right in a good group. the 3/4 bab ,
imo, is more of a way to prevent access to feats, but you make up for that lack of BAB in
situational bonuses to attack.

Gatekeep3rs Elf
My alternate rogue: built to make an enemy drop without necessarily killing him
Half Elf
Rogue lvl 11
HP 80
AC 21
Init +11
Str 10
Dex 28
Con 13
Int 10
Wis 10
Cha 10
Feats: Weapon Finesse, skill focus (stealth), two weapon fighting, combat expertise, gang up,
improved two weapon fighting, stealthy
Rogue talents: camouflage, fast stealth, offensive defense, slow reactions
Advanced rogue talent: crippling strike
Traits: bandit (stealth), reactionary
Skills: stealth 44, disable device 23, disguise 14, acrobatics 23, diplomacy 14, perception 14,
knowledge planes 11, profession bartender 14
Attacks
16, 16, 11, 11 : two +1 daggers
Armor +1 improved shadow darkleaf quilted cloth armor
Magic gear
Ring of invisibility
Belt of dex +6
Unfettered shirt
Nightmare boots
Half elf specific traits
Adaptability, drow blooded, keen senses, elven immunity

Tumskundes Carnival Dwarf

I've had an idea kicking around for a while, inspired by one of my players.
His was a straight Carnie Rogue.
Dwarf Carnivalist 7
Traits
Alluring
Dirty Fighter.
Feats
Escape route
Precise Strike
Improved Familiar
Out Flank
Familar
Started with a Goat with the Valet archtype
Switched to an Earth Elemental with the Valet archtype at level 5
He had Str 14, Dex 14, Con 18, Int 13, Wis 10, Cha 10 and lucked out with HP rolls, sitting at a
solid 80 HP.
He fought with a Warhammer and buckler, while not a "Mad" sneak attacker he was fairly reliable
as his familar used Earthglide to pass under single opponents to out flank them, and they would
daisy chain retreats when the going got tough. Both made use of the teamwork feats and both hit
for +3d6 sneak attacks. I know his next plan was to move into two weapon fighting to build on his
sneak attack routine.
Not sure how tough this would be for another player as he was incredibly smart with his
placement to minimise any threats to himself and his familiar. I have some ideas on how to
improve on this, but the concept itself is the same, use abilities to get a valet familiar and use it to
provide you with sneak attacks, flanking bonuses and AoO immunity when moving. But YMMV.

Grays Int Rogue

I was playing with the INT based rogue someone mentioned earlier.
Consider a Rogue with a Int 18 and a Dex 16.
Feats and Talent Path with Starting Trait of Reactionary
1. Point Blank Shot, Precise Shot
2. Combat Trick: Focused Shot
3. Deadly Aim
4. Weapon Focus: Bow
5. Improved Initiative
6. Snap Shot
So at this level I have an Initiative +9, so I should be going in the surprise round and the first
round if I can pull off my Stealth (+11 which isnt fantastic, but workable). I have +9 to hit with my
bow, and 1d6+6 (plus 3d6 on SA). This is within 30ft, and Ive equipped myself only with the +1
bow that the archeologist bard possesses. I guess I could have taken Deadly Aim instead of
Improved Initiative to bring that up to 1d6+10 plus 3d6, but I guess Id play around with it a bit as
the game progresses.
In comparison, I should be acting before the bard even if I didnt act in the surprise round. So I
most likely did 24pts of damage in round 1. The bard really spends his first round to swift action
Luck, so hes at 1d6+9 for 12pts. Round 2 hes adds Arcane Strike on top of Luck and hits for
1d6+11 (14). I hit for 1d6+10 (13). The total is Rogue 37 vs Bard 26. Most combats (IME) end by
round 2 or 3, but in this round the gap closes a bit at Rogue 50 vs Bard 40.
FrodoOf9Fingers Archer Rogue

Ok, I have one build for just level 13 (Finals approaching, not much time). This build takes
advantage of the concealment idea, where total concealment = loss of dexterity bonus (If you
have arguments about this, take it to the recent threat on the rules forum, though it's generally
accepted so far). This ESPECIALLY makes Drow Rogues shine (Although they are not legal for PFS,
sad day)
A sample Rogue Build:
Drow Rogue (Swashbuckler)
1 Drow Nobility
2 Point Blank Shot
3 Improved Drow Nobility
4 Precise Shot
5 Greater Drow Nobility (Completely online here, rest is fluff)
6 Sniper's Eye
7 Rapid Shot
8 Bleeding SA
9 Combat Expertise
10 --
11 Blind Fight
12 --
13 Moonlight Stalker
Starting Stats
10 17(19) 14(12) 7 12 11 (13)
At level 13:
10 22 12 7 12 13
Sniper Goggles Greater (+2 dmg per SA) 50,000
Bracers (+2 attack, +1 dmg) 25,000
+5 Bow of Awesomeness 50,000
Belt of incredible DEX +4 16,000
BaB +9, Dex +8, Weapon +5, Bracers +2 = 24
In darkness...
+2 = 26
24/24/19
Damage = 1d8 (longbow) +5 (weapon enchantment) + 1(Bracers) + 2(Moonlight) + 7d6(Sneak
Attack) + 14(Sniper goggles) + 7Bleed
Average Damage (No critical) = 51 +7Bleed per hit.
As long as the target stays out of the darkness (Use fly, or levitate the darkness object up so it's
a sphere that only includes you and a few squares), or doesn't have you in range of blind sense,
or is immune to sneak attacks, you can get sneak attacks.
This build can be VERY cruel if performed correctly. At level 5, you can keep darkness up
indefinitely. As long as your NOT in direct sunlight, you have concealment, and as long as you stay
in the shade you have total concealment (Non-magical torches in caves do nothing in this
darkness, so automatically complete darkness). Also note that if they can't see you, they have to
guess where you are, and they have a -50% chance to hit you if they guess right. Attach the
object creating the darkness to a 5ft rope... Shooting the center square is now impossible :).
Lots of stuff you can add to this, past level 6 all of the feats/talents are fluff that are not essential
to the build (Though rapid shot does add ALOT of damage).
Once again, low on time, and I still have other builds to share! I'll see you guys next time!

FizzyGoos Favorite Rogue

I love playing my rogue.
Background
The campaign was started when 4th edition came out, using that system, and when our
characters reached 4th level we decided we preferred 3.5 so we looked into Pathfinder and
abruptly switched/transferred our 4th level characters to 4th level Pathfinder characters.
The setting is based in Waterdeep-Forgotten Realms. And I have a lot of fun in the
acting/role-playing aspect of the character in addition to enjoying combat. My character, a street
urchin who wormed his way into noble society, frequenting their parties, under a noble alias from
Baldur's Gate, invests in disguise and knowledge local/nobility so he's not "combat maxed."
Near the end of 6th level my rogue "died" in a battle in which he fought an alchemist who
poisoned him. While the alchemist's sister and their minions were fighting the rest of the party, my
rogue intimidated the alchemist to retreat in the combined style of Inigo Montoya & The Man in
Black ending scenes. It was beautiful. The enemies fled. My character stood leaning against our
overturned wagon. The party congratulated my rogue. A minute later, a failed save against the
poison, and he fell dead.
We use Hero Points (max points = 3 times current level) for various things (extra actions, recall
spells, bonus to a d20 roll), and can use them as a dues ex machina to cheat death (at a cost of
level + 1 Hero Points, if you have them at the time of death). Secretly I told the DM I would do so,
but lied to the faces of the other players that I didn't have the Hero Points. That night, my rogues'
body was stolen from the party. I "rolled" up a wizard (point buy) and introduced him in the next
session.
On the side, confirming with my DM, I set the background that the body was left on a merchant
ship traveling up the coast and was just "mostly dead." When he revived he soon found himself
among pirates and worked his way up until he captained his own ship, and then...after two years
of real time, 5.5 months in game time (with a timeline outlying when and where my rogue was on
the high seas), my rogue returned to Waterdeep at the predetermined date. This literally
happened last game. The party is now 11th level and we've entered the Gray Waste to rescue
another character's sibling.
So I've only actively played this rogue in Pathfinder from 4th to 6th level (over about a year) and
at 11th level (one session so far).
But I've loved every minute of it.
The Build Choices
Attributes
Dexterity is primary
Charisma is secondary
Strength and Intelligence are above average
Constitution is average
Wisdom is below average (not wise trying to pass as a noble, hehe).
Feats
Human Bonus: Agile Maneuvers
1st-level: Dodge
3rd-level: Alertness
5th-level: Mobility
7th-level: Leadership (his core ship's crew and first mate...background NPCs unless the rest of the
party wants to travel the seas/become pirates for a while)
9th-level: Quick Draw
11th-level: Fleet
Rogue Talents
2nd-level: Finesse Rogue; Weapon Finesse
4th-level: Ledge Walker
6th-level: Combat Trick; Spring Attack
8th-level: Coax Information
10th-level: Skill Mastery: Acrobatics, Bluff, Slight of Hand, Stealth.
Skills
Acrobatics, Bluff, and Stealth are the only maxed out skills. But with rogue base 8 skill points per
level, +1 for Intelligence, +1 for Human, and +1 for favored class (save for 2 levels where I took
bonus hp), that's 11 skill points per level for 121 skill points (-2 for the hp) for a total of 119.
So
Acrobatics 11 ranks
Appraise 2 ranks
Bluff 11 ranks
Climb 7 ranks
Craft (cartography) 2 ranks
Diplomacy 7 ranks
Disable Device 4 ranks
Disguise 6 ranks
Escape Artist 5 ranks
Fly 1 rank
Intimidate 5 ranks
Knowledge (Dungeoneering) 1 rank
Knowledge (Local) 2 ranks
Knowledge (Nobility) 1 rank
Knowledge (Nature-Oceans) 5 ranks
Linguistics 4 ranks
Perception 9 ranks
Profession (sailor) 3 ranks
Sense Motive 7 ranks
Slight of Hand 8 ranks
Stealth 11 ranks
Survival 2 ranks
Swim 4 ranks
Use Magic Device 1 rank
Conclusions
In playing a Pathfinder rogue for over a year plus one session...no complaints on the class. I've
used bluff to feint in order to sneak attack when flanking hasn't been an option. I've had him
survive several excursions into Undermountain. I've used intimidate to shaken a foe who had
already killed him. I've established a false identity as a well-respected noble in a major city. I've
become a feared pirate captain (albeit "off-stage"). And so on.
So concerning "We wish to make a rogue (PURE rogue) that can perform roguish functions while
dealing enough damage in combat to be on par with his spellcasting peers (bards, aclehmists,
etc.)."
Then, yeah. Between flanking and feinting I've felt my rogue's pulling his "damage weight" while
filling social, stealth, and trap/lock roles. Or on the flip side, I've been annoyed when my rogue
hasn't been able to gain flanking/feinting advantage just as much as I'm annoyed when enemies
have made their saves against my wizard's spells.
Now if my rogue's going to survive the Gray Waste...that's a totally different question. Our colorful
beacon of good-and-beauty Sunite Paladin leads me to think we're doomed, but that might just be
the plane talking.
Khrysaors Scout MoM Dip Rogue
Sample Build:
Human rogue (scout archetype) Lv. 9
Favored class bonus +1/6 rogue talent
Stats:

STR 13
DEX 19 (15 base +2 race +2 leveling)
CON 12
INT 8
WIS 16
CHA 10
Min/Max Stats:

STR 11
DEX 22 (18 base +2 race +2 leveling)
CON 12
INT 7
WIS 16
CHA 7
Feats:

[Lv. 1] Enforcer, Improved Unarmed Strike
[Lv. 2] Finesse Rogue
[Lv. 3] Sap Adept
[Lv. 4] Style Master: Snake Style
[Lv. 5] Sap Master
[Lv. 6] Weapon Training: IUS, Offensive Defense
[Lv. 7] Dazzling Display
[Lv. 8] Combat Trick: Shatter Defenses
[Lv. 9] Snake Sidewind
Unarmed Fighter Dip:

1 level dip in Unarmed Fighter:
Style feat you don't need to qualify for
Improved Unarmed Strike feat
+1 BAB.
1d10 vs 1d8 hp
Fort +2
Master of Many Styles Monk Dip:

1 level dip in Monk Master of Many Styles:
Style feat you don't need to qualify for.
Stunning Fist (not overly useful)
Improved Unarmed Strike
1d6 Unarmed damage vs 1d3
+2 all saves
With either of the above you could take Snake Fang to avoid taking the prerequisites and then
take Snake Style when it fits. If things are flat footed against you from shatter defenses, them
missing you will be their death as you can take 2 swings as long as each hits and both at your
highest attack modifier.
With Sap Adept and Master you're dealing 10d6+20 on your sneak attacks, you're inflicting
shaken, effectively giving you a +2 AC increasing the chances that your snake fang will proc. The
dip is kinda dependent or else you're waiting until level 11 and missing your first advanced talent
to burn on Feat: Combat Reflexes. Although you'd still want combat reflexes eventually so you
could have more snake fang procs per round based on your AoOs except the following immediate
action attack.

Espy Kismets Current Rogue

So this is a character I'm working on. It does have a custom race, but the flying stuff could be
dropped easily for other things
This rogue puts fear into the hearts of men, constantly invoking fear every step of the way.
Eventually gets to the point he can use dazzling display at a free action in a sense, causing
opponents to begin running from him.
Opponents that are scared become victims of the rogue's sneak attack. Major magic is probably
better as Enlarge person for more damage, and higher intimidate.
Sneak attacks cause bleed or dispel the enemies buffs. Because enemies are afraid, -2 to attack
rolls. He can sicken them for another penalty to attack rolls. He could just simply get larger groups
to run from him.
Unnamed Hero #2
Threstal Fighter (Gladiator) 4/Rogue (Thug) 16
N Medium fey
Hero Points 1
Init +3; Senses darkvision 120 ft., low-light vision; Perception +23
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 168 (4d10+16d8)
Fort +9, Ref +14, Will +6
Defensive Abilities evasion, uncanny dodge
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (clumsy)
Special Attacks sneak attack +8d6
Spell-Like Abilities
. . 3/dayminor magic
. . 2/daymajor magic
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +16; CMB +20; CMD 33
Feats Combat Reflexes, Dazzling Display, Flyby Attack, Gory Finish, Hammer the Gap, Hero's
Display, Hover, Intimidating Prowess, Master Combat Performer, Performance Weapon Mastery,
Performing Combatant, Savage Display, Shatter Defenses, Weapon Focus (scythe), Weapon
Specialization (scythe), Wingover
Skills Acrobatics +26, Appraise +6, Bluff +7, Climb +8, Diplomacy +7, Disable Device +6, Disguise
+26, Escape Artist +8, Fly +18, Handle Animal +7, Intimidate +30, Perception +23, Perform (act)
+26, Sense Motive +23, Sleight of Hand +7, Stealth +26, Survival +4, Swim +8, Use Magic Device
+26; Racial Modifiers frightening
Languages Common
SQ brutal beating, fame, hero points, piecemeal armor proficiency, rogue talents (bleeding attack
+8, combat trick, dispelling attack, hide in plain sight [favored terrain [urban]], major magic
[unerring weapon] [2/day], minor magic [message] [3/day], skill mastery [intimidate, stealth],
strong impression)
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Bleeding Attack +8 (Ex) Sneak attacks also deal 8 bleed damage/round.
Brutal Beating (8 rds) (Ex) Forgo 1d6 sneak attack damage to sicken the target for 8 rds.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when
flat-footed.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Dazzling Display (Scythe) Intimidate check to demoralize can affect those within 30' who see you.
Dispelling Attack (Su) Your sneak attacks attempt to dispel the target's active spells.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fame (1 victory points) (Ex) Begins a performance combat with at least 1 victory points.
Flight (30 feet, Clumsy) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Gory Finish Make an Intimidate check if you reduce an opponent to negative hit points
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra
damage
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hero's Display Gain +2 on performance combat checks; may demoralize opponents
Hide in Plain Sight (Favored Terrain [Urban]) (Ex) In your selected terrain, you can use Stealth to
hide, even while being observed.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Improved Uncanny Dodge (Lv >=20) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be
flanked unless the attacker is Level 20+.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Magic (Unerring Weapon) (2/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Master Combat Performer Make a performance combat check as a free action
Minor Magic (Message) (3/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Performance Weapon Mastery All weapons you are proficient with act as if they had the
performance quality
Performing Combatant Can make combat performance checks in any combat
Piecemeal Armor Proficiency A gladiator using piecemeal armor is considered to be wearing a suit
of armor as long as he wearing two or three armor pieces, gaining the +1 to armor bonus but still
taking the +5% chance of arcane spell failure if the pieces are mixed.
Note{/
Savage Display Gain +2 on Performance checks and +1d6 on damage rolls
Skill Mastery (Intimidate, Stealth) You can always take 10 with (3 + int modifier) skills.
Sneak Attack +8d6 +8d6 damage if you flank your target or your target is flat-footed.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free
download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are
used under license.

BigDaddyJugs ECB build

Unnamed Hero
Half-Elf Rogue 10
N Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 18 (+8 armor, +5 Dex, +1 natural, +1 deflection, +1 dodge)
hp 73 (10d8+20)
Fort +7, Ref +16 (+3 bonus vs. traps), Will +6; +2 vs. enchantments
Defensive Abilities evasion, uncanny dodge, trap sense; Immune magic sleep; Resist elven
immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen elven curve blade +14/+14/+9 (1d10+10/15-20/2)
Ranged +1 adaptive composite shortbow +15/+15/+10 (1d6+3/3)
Special Attacks sneak attack +5d6
--------------------
Statistics
--------------------
Str 14, Dex 23, Con 14, Int 10, Wis 12, Cha 10
Base Atk +7; CMB +8; CMD 24
Feats Combat Reflexes, Cornugon Smash, Dazzling Display, Furious Focus, Lunge, Power Attack,
Weapon Finesse, Weapon Focus (elven curve blade)
Traits armor expert, elven reflexes
Skills Acrobatics +19, Diplomacy +13, Escape Artist +14, Intimidate +13, Knowledge
(dungeoneering) +13, Knowledge (local) +13, Linguistics +8, Perception +16 (+21 to locate traps),
Stealth +19, Use Magic Device +13; Racial Modifiers +2 Perception
Languages Abyssal, Common, Draconic, Elven, Giant, Goblin, Orc
SQ elf blood, rogue talents (bonus feat, fast stealth, finesse rogue, offensive defense, weapon
training), trapfinding +5
Other Gear +2 Mithral Breastplate, +1 Adaptive Composite shortbow (Str +0), +1 Keen Elven curve
blade, Amulet of natural armor +1, Belt of incredible dexterity +4, Boots of speed (10 rounds/day),
Cloak of resistance +2, Ring of protection +1, 7045 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Boots of speed (10 rounds/day) Affected by haste
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when
flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an
immediate Intimidate check as a free action to attempt to demoralize your opponent.
Dazzling Display (Elven curve blade) Intimidate check to demoralize can affect those within 30'
who see you.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of
each turn.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be
flanked unless the attacker is Level 14+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that
foe.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.

Darche Shneiders Fear Rogue

his is the build here. Mind you it is using a crafted race, but the race hardly adds anything but
some flying fun. Replace it with a human or kitsune and you get the same thing about. Better yet,
an iffrit.
20 point build, limited to PRD only material other than the race.
The strategy is pretty much for him.. (Switching First level of rogue with second level of fighter)
Level 1 - Just kill the enemy.
Level 2 - Just Kill, or spend one round to Dazzle
Level 3 and 4 - Start doing hero's display every round. Why the heck not? Not like you have
anything important to use with a swift action. now you're using Dazzling display pretty much every
round.
Level 5 and 6 - Sacrifice 1 die of sneak attack to inflict sickened on the enemy now as well when
you can..
Level 7+ - Make them fear you. Make them scream. Cry in terror. Oh and you can make things so
much worse too..
You could add in Befuddling Strike into the mix.
-2 to Hit demoralize
-2 to hit sickened
-2 to hit Befuddling...
Total of -6 to hit you. Or a 30% chance to hit.. gone. If you start getting surrounded.. Invoke the
ability to make some of the enemies frighted for 1 round. Its a little less desirable. but it can help
to mitigate damage.
ACTUALLY Offensive Defense is better. Because it adds more AC to you.
Minor magic can't help too much. but as a rogue, you could use it to pass messages to friends.
Major Magic - Enlarge person. +4 to intimidate, more damage. Greater reach. The dread pirate
Roberts has come for your souls.
But the kicker is Dispelling Strike. Cause come on, You know they are going to be enchanted with
stuff to kill you. RIP IT FROM THEM.

nnamed Hero #2
Threstal Fighter (Gladiator) 4/Rogue (Thug) 16
N Medium fey
Hero Points 1
Init +3; Senses darkvision 120 ft., low-light vision; Perception +23
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 168 (4d10+16d8)
Fort +9, Ref +14, Will +6
Defensive Abilities evasion, uncanny dodge
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (clumsy)
Special Attacks sneak attack +8d6
Spell-Like Abilities
. . 3/dayminor magic
. . 2/daymajor magic
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +16; CMB +20; CMD 33
Feats Combat Reflexes, Dazzling Display, Flyby Attack, Gory Finish, Hammer the Gap, Hero's
Display, Hover, Intimidating Prowess, Master Combat Performer, Performance Weapon Mastery,
Performing Combatant, Savage Display, Shatter Defenses, Weapon Focus (scythe), Weapon
Specialization (scythe), Wingover
Skills Acrobatics +26, Appraise +6, Bluff +7, Climb +8, Diplomacy +7, Disable Device +6, Disguise
+26, Escape Artist +8, Fly +18, Handle Animal +7, Intimidate +30, Perception +23, Perform (act)
+26, Sense Motive +23, Sleight of Hand +7, Stealth +26, Survival +4, Swim +8, Use Magic Device
+26; Racial Modifiers frightening
Languages Common
SQ brutal beating, fame, hero points, piecemeal armor proficiency, rogue talents (bleeding attack
+8, combat trick, dispelling attack, hide in plain sight [favored terrain [urban]], major magic
[unerring weapon] [2/day], minor magic [message] [3/day], skill mastery [intimidate, stealth],
strong impression)
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Bleeding Attack +8 (Ex) Sneak attacks also deal 8 bleed damage/round.
Brutal Beating (8 rds) (Ex) Forgo 1d6 sneak attack damage to sicken the target for 8 rds.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when
flat-footed.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Dazzling Display (Scythe) Intimidate check to demoralize can affect those within 30' who see
you.
Dispelling Attack (Su) Your sneak attacks attempt to dispel the target's active spells.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fame (1 victory points) (Ex) Begins a performance combat with at least 1 victory points.
Flight (30 feet, Clumsy) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Gory Finish Make an Intimidate check if you reduce an opponent to negative hit points
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra
damage
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hero's Display Gain +2 on performance combat checks; may demoralize opponents
Hide in Plain Sight (Favored Terrain [Urban]) (Ex) In your selected terrain, you can use Stealth
to hide, even while being observed.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Improved Uncanny Dodge (Lv >=20) (Ex) Retain DEX bonus to AC when flat-footed. You cannot
be flanked unless the attacker is Level 20+.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Magic (Unerring Weapon) (2/day) (Sp) Gain the chosen 1st-level spell as a spell-like
ability.
Master Combat Performer Make a performance combat check as a free action
Minor Magic (Message) (3/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Performance Weapon Mastery All weapons you are proficient with act as if they had the
performance quality
Performing Combatant Can make combat performance checks in any combat
Piecemeal Armor Proficiency A gladiator using piecemeal armor is considered to be wearing a
suit of armor as long as he wearing two or three armor pieces, gaining the +1 to armor bonus but
still taking the +5% chance of arcane spell failure if the pieces are mixed.
Note{/
Savage Display Gain +2 on Performance checks and +1d6 on damage rolls
Skill Mastery (Intimidate, Stealth) You can always take 10 with (3 + int modifier) skills.
Sneak Attack +8d6 +8d6 damage if you flank your target or your target is flat-footed.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free
download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are
used under license.

SubZeros Archer Rogue

So Darche Schneider has inspired me to look into making a ranged rogue that works. I'd love some
criticism on the build to see if we can't get it up to par together.
The first 2 levels will be weaponmaster fighter (mostly to accelerate the build), with a 3rd level of
fighter at level 7 (this gets us weapontraining for a +3 bonus using gloves of dueling, and as we
know rogues need to hit. It also gets us shatter defenses at level 7 which is much better then
level 9). The rest of the levels will be thug rogue for the chance to cause fear.
20 point buy stats:
str-14
dex-18 (after racial)
con-12
int-7 (bumb this up to 8 and you can lower charisma to 12 for non-dump)
wis-12
char-14
Feats:
1. point blank shot, precise shot, dazzling display
2. heroes display
3. performing combatant
4. rapid shot
5. dramatic display
6. weapon focus
7. shatter defenses
8. -
9. snipers eye, masterful display
10. -
11. resiliency, improved precise shot
12. -
13. crippling strike, deadly aim
for the first 2 levels your just a run of the mill fighter using a bow. Level 3 allows you to start
making intimidate checks as a swift action. (or I should say gives us a 65% chance to intimidate as
a swift action).
By level 5, we can choose to intimidate, or add a +2 attack via dramatic display. Are attack bonus
isn't lagging as far behind a traditional rogue, and the 2 arrows should still pack enough punch to
be relevant. (note: intimidate will last 2+ turns meaning we get the +2 attack at least every other
round). (also by this time it's an 85% chance to get off the perform check)
At level 7 we get shatter defenses (still later then I'd like, but earlier then level 9 like a pure
rogue), and our iterative attack. (the perform check now auto goes off
The best part about this is that we get to intimidate as a swift action, and the first hit will cause
the opponent to be prone to sneak attacks. This means we aren't eating up precious resources, to
get this off. Furthermore at level 9 masterful display will let us intimidate, and get a +2 attack at
the same time.
Snipers eye should help keep giving us sneak attack even with concealment, and I delayed
improved precise shot with the knowledge that we could get an enchant to cover us until we could
afford the feat.
After level 10 we get the gravy feats/abilities. Level 11 nets us improved precise shot (because it's
a must-have feat), and resiliency (to help keep us alive). Level 13 nets us crippling strike (now
were debilitating them) and deadly aim (not super useful and open to replacement for us. Iron will
comes to mind here).
benefits:
-earlier access to shatter defenses
-swift intimidate sets up full attack ranged attack
-weapon training gives us a net +3 attack/damage (which we sorely need)
-performance combat also eventually nets us another +2 attack
-fighters helps bump the fort save
-sneak attack is now more reliable (in theory it should replace deadly aim since rogues can't afford
the negative to hit penalties associated with it)
Cons:
-if your immune to intimidate this won't function (although at least your at range
- no improved initiative till later lessens the chance to go first
- rogue saves are in the least important place (reflex, instead of will/fort)
- for the first few levels your a fighter not a rogue
- if you don't like being boisterous the performance side of the build will grate on your nerves
(essentially your playing the part of an attention seeker)
- lose 1d6 sneak attack die

Zedorlands Contribution
Contributing!
One option to enable flanking without placing your own hide at risk is the use of minions. Whether
that happens through scrolls of summon or a familiar. However, the animal archive introduced the
feat chain to allow any character to aquifer an animal companion as a ranger (hd -3).
So the build
Human rogue 5
Eye for talent alternate race feature (+2 intelligence to companion from the get go)
Str 8
Dex 16+ 2 racial + 2 levels = 20
Con 14
Int 12
Wiz 13
Cha 11
Feats
Green adept (or some such
Finesse rogue- weapon finesse
Lvl 4- companion feat
Lvl 5- boon companion
Lvl 3- improved flanking teamwork feat (to be taken by animal as well)
Other feats as you like
Reliably set up flanking with animal companion to enable sneak attack, with additonal damage
from animal companion. Add a wolf companion and take the combined tripping teamwork feat and
combat reflexes to enable further attacks with sneak attack each round, triggering when the
opponent is tripped by the wolf.
This is a (relatively) low cost way to enable sneak attack, get a solid combat companion to help
your dpr, and potential aid in some skills (tracking for instance)
It should be said though that an animal domain inquisitor can do the same, but gets the teamwork
feats for free, doesn't need to spend the feats on getting the companion in the first place. And
gets spells. And bonuses to skills by default. And gets more bonuses to hit. And damage. Sigh,
rogues need help.

SubZeros Dashing Archer

The Dashing Archer:
(forgive my bi-polarness on performance from earlier, I found a way to make it work, btw: thanks
Aelryinth I hadn't thought about taking 10)
What does the rogue have that other classes miss out on.
- sneak attack (uncommon anyway)
- rogues talents grant 3 bonus combat feats (combat trick, ninja trick (combat trick), weapon
focus) this is more then the ninja/alchemist/bard who could also use this build for sneak attack
later
- that's about it for combat
What this build can does well:
- reliable iterative attacks that deal sneak attack at level 7+
- better to-hit then the typical rogue
- more reliable damage (+3 to attack and damage via weapon training)
- feels roguish (performance feats make for a dramatic acting rogue)
What this build needs help with/ weaknesses:
- creatures immune to sneak attack (like most rogues)
- creatures immune to demoralization (the primary means of getting sneak attack)
- pretty much requires that you have a circlet of persuasion (not a fan of having to have a
particular item to make a build work
- 3 levels of fighter take away from the rogue a bit (but it is really worth it for the +3
attack/damage, fort save, bonus feats)
- until you have a +10 bonus on performance roll the bonuses are unreliable
The build:

thug rogue 10/weapon master fighter 3 (fighter taken for levels 1,2,7)
stat
str-14
dex-18 (after racial)
con- 12
wis- 12
int- 7
char- 14
feats:
1. point blank shot, precise shot, dazzling display
2. dramatic display
3. performing combatant
4. rapid shot
5. heroes display
6. performance mastery
7. shatter defenses
8.
9. weapon focus, improved precise shot
10.
11. snipers eye, many shot
12.
13. iron will, crippling strike
Tactics:
levels 1-3
your basically a bow wielder who during the surprise round will get sneak attack. I took dramatic
display first since, the swift action demoralize isn't relevant until shatter defenses is online at level
7, and a sporadic +2 attack is always welcome.
level 4-6
things are starting to feel more roguish. The moment you grab the circlet of persuasion you auto
get the performance feats off, and with performance mastery you get a swift action intimidate
followed by a +2 attack (later you can grab the +1d6 damage to use when needed). Sneak
attacks aren't super reliable, but with rapid shot you can still contribute in a meaningful way.
level 7
this is when the build comes online fully. First, you get weapon training, which when paired with
gloves of dueling gives you a +3 attack/damage bonus. Second, shatter defenses works now.
This means in a surprise round you can make a performance check to demoralize a foe (swift
action) followed by an attack that will deal sneak attack damage. Essentially this is the dashing
archer part of the build, using your charisma to denounce how your foe is about to succumb to an
untimely demise, followed by SNEAK ATTACK. Since the intimidate will last a minimum of 2 rounds
you can use dramatic display the following round to negate the rapid shot penalty.
7+
Everything from here is gravy. Manyshot is still a good feat, and improved precise shot is
important. Snipers eye will help ensure you always get sneak attack against concealment.
Crippling shot combined with ranged attacks seem thematically appropriate as the rogue whittles
away at an opponents strength.
Of course all of this is based on the premise that you can take 10 on the performance check. If
not, the build is not nearly as reliable, and you'd need to lose a feat to grab performance weapon
mastery, and dump strength to pull up charisma. All of this really hurts the build in a sad sad way.
Attack at level 9:
Attack: +3 (weapon training, assuming gloves of dueling)+ 8 (bab) + 6 (dex, assuming level 4,8 go
to dex, +2 belt) + 1 (point blank) + 1 (weapon focus)+ 2 (dramatic display) -2 (rapid shot) + 1
(bracers of the falcon) + 3 (enchant bonus)= 23/23/18
damage: 1d8 (base) +2 (strength) + 1 (point blank shot) + 3 (weapon training) + 3 (enchant) +
3d6 (sneak attack)= 24 average per hit
Attack at level 12 (max pfs level, i think)
Attack: +3 (weapon training, assuming gloves of dueling)+ 9 (bab) + 7 (dex, assuming level 4,8 go
to dex, and +4 belt) + 1 (point blank) + 1 (weapon focus)+ 2 (dramatic display) -2 (rapid shot) + 2
(bracers of archery) + 4 (enchant bonus)= 27/27/22
damage: 1d8 (base) +2 (strength) + 1 (point blank shot) + 3 (weapon training) + 3 (enchant) +
5d6 (sneak attack)= 31 average per hit

Lord Malkovs Dwarf Scout

Since it has been a very long time since I posted it, I think it is time to reintroduce the very potent
Dwarven Knockout Hammer build.
It takes advantage of the three greatest things available to rogues:
1. Sap Master fo rthat oh-so-sexy damage boost
2. Scout archtype for the easiest setup you can get
3. Dwarf for the Longhammer, the increased armored mobility, and most importantly the saving
throws.
Level 12 Dwarf, Fighter 1, Rogue (Scout) 11 (20pt.)
Traits: Armor Expert, Grounded
Str: 22 (+3 levels, +2 belt)
Dex: 14 (+2 belt)
Con: 18 (+2 race, +2 belt)
Int: 10
Wis: 12 (+2 race)
Cha: 8 (-2 race)
Feats/Talents:
Fighter:
1 - Bludgeoner, Power Attack
Rogue:
3 - Furious Focus, Weapon Training: Weapon Focus (Dwarven Longhammer)
5 - Sap Adept, Offensive Defense
7 - Iron Will, Combat Trick (Sap Master)
9 - Vital Strike, Fast Getaway
11 - Steel Soul, Slippery Mind
Gear:
+2 Impact Dwarven Longhammer
+2 belt of physical perfection
Headband of Ninjitsu
+3 Mithral Full-Plate
Featherstep Slippers
Jingasa of the Fortunate Soldier
+3 cloak of resistance
+2 ring of protection
+2 amulet of natural armor
Deliquescent Gloves
Cracked Pale Green Prism
Other fun stuff... chimes of opening, MW thieves tools, Rope of Knots, potions of fly, etc. etc.
DEFENSES:
HP: 117
AC: 29 (10, +12 armor, +1 jingasa, +2 dex, +2 ring, +2 amulet)
Fort: +11 Ref: +14 Will: +10
(+4 versus spells, +2 versus poisons, reroll saves versus enchantments)
OFFENSE:
Just move and vital strike... sap master kicks in due to skirmisher from the scout archetype, and all
is golden.
Attack Bonus: +21 (+9 bab, +6 str, +1 focus, +2 weapon, +1 ioun stone, +2 headband, -0 Power
attack/furious focus)
Base Vital Strike Damage: 6d6
Damage Bonuses: +20+1d6 (+9 strength, +2 weapon, +9 power attack, +1d6 acid deliquescent
gloves)
Lethal Sneak Attack: +6d6
Non-Lethal Sneak Attack: +12d6+24 (Sap master, Sad Adept.
So, the big knockout blow, non-lethal sneak attack after moving:
+21 to hit, for 18d6+44+1d6 acid, average: 110.5 damage
(Max Damage: 158, Max of 196 on a crit)
If that isn't an option (non-living target) then that same attack is:
+21 to hit, for 12d6+20+1d6 acid, average 65.5 damage.
Simple build, works at all levels, good saves, decent AC, good damage.... not sure what else
needs to be said.

Whisperknives TWF Crossbower.

Ok how about this for a rogue build. (20 points)
Halfling: Level 9 Two Weapon Crossbower
Take the Swift as Shadows Racial
Str: 10
Dex: 22 (16 + 2 racial + 2 level up + 2 item)
Con: 12
Int: 12
Wis: 12
Cha: 12
Feats:
Level 1 Point Blank Shot
Level 3: Precise Shot
Level 5: Rapid Shot
Level 7: Rapid Reload
Level 9: Improved 2 weapon
Rogue Talents:
2. Sniper's Eye
4. Stealthy Sniper (just in case of concealment)
6. Ninja Trick - Combat Trick - Cross Bow Mastery
8. Combat Trick - Two Weapon Fighting
Gear:
+2 Dex Item
Sniper Goggles
+ 1 Mithril Chain shirt
Necklace of the Mage: To help with reloading
+1 Hand Crossbow x2
So without going into the other aspects.
Stealth up or flank
Two weapon and Improved 2 weapon rapid shot and such will give you
11/11/11/11/6/6 (might be one less depending on if rapid show works for both or just one)
for 1D3 + 5D6 Sneak attack + 10 (Sniper goggles) each.
That would be roughly 29 per attack, so average is 174 damage a turn. Not only that but between
the stealthy sniper talent and swift as shadows racial, there is no penalty to snipe while
stealthed.
All that with the base Rogue, no archetypes.
If something is a little off, forgive me, I did this from memory.

Lord Malkovs Dwarven Face Puncher

Again, you can do this as a light armored build... just go full on rogue and erase 5 points of armor
class.
If it needs to be Dex based as well, then you can change over to dex based weapon finesse build
that uses a Fist/Gauntlet and a Mithral Heavy steel shield.... being mithral, the shield has no ACP,
so you do not need proficiency and the Weapon Finesse penalty does not apply. That covers the
AC gap from armor, plus some for having a high dex. No need to dip in to fighter at all.
Dwarf still covers the saving throws up pretty well.
Then you probably shouldn't bother with vital strike, since your damage die is so low, but you are
still going to get 12d6+24 out of sap master, and you will have a higher AC and Reflex save.
So here is the revised build. No fighter dip, no heavy armor, fully dex focused. Still works.... just
not nearly as well at lower levels.
Dwarven Face Puncher:
Level 12 Dwarf, Fighter 1, Rogue (Scout) 11 (20pt.)
Traits: Armor Expert, Grounded
Str: 14 (+3 levels, +2 belt)
Dex: 22 (+2 belt)
Con: 18 (+2 race, +2 belt)
Int: 10
Wis: 12 (+2 race)
Cha: 8 (-2 race)
Feats/Talents:
Fighter:
1 - Improved Unarmed Strike
2 - Finesse Rogue
3 - Sap Adept
4 - Weapon Training: Unarmed Strike
5 - Sap Master
6 - Offensive Defense
7 - Knockout Artist
8 - Combat Trick (Sap Master)
9 - Power Attack
10 - Slippery Mind
11 - Steel Soul
12 - fill something in, whatever you like
Gear:
+2 Agile Brass Knuckle
+2 belt of physical perfection
Headband of Ninjitsu
+2 Brawling Mithral Chain Shirt
+3 Mithral Heavy Steel Shield
Featherstep Slippers
Jingasa of the Fortunate Soldier
+3 cloak of resistance
+2 ring of protection
+2 amulet of natural armor
Deliquescent Gloves
Cracked Pale Green Prism
Other fun stuff... chimes of opening, MW thieves tools, Rope of Knots, potions of fly, etc. etc.
DEFENSES:
HP: 117
AC: 32 (10, +6 armor, +1 jingasa, +6 dex, +2 ring, +2 amulet, +5 shield)
Fort: +11 Ref: +18 Will: +10
(+4 versus spells, +2 versus poisons, reroll saves versus enchantments)
OFFENSE:
STILL just move and vital strike... sap master kicks in due to skirmisher from the scout archetype,
only now we can add some more damage from knockout artist.
Attack Bonus: +20 (+9 bab, +6 dex, +1 focus, +2 weapon, +1 ioun stone, +2 headband, +2
brawling armor, -3 power attack)
Damage Bonus: +16+1d6 acid (+6 dex, +2 weapon, +2 armor, +6 power attack, +1d6 acid)
Non-lethal Sneak Attack Damage: 12d6+36 (sap master, sap adept, knockout artist)
So, move and swing, +20 for 1d3+12d6+52+1d6 acid non-lethal. (99.5 avg)

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