Look for the Flying Pincushion's latest installment of our Into the Breach series, Into the Breach: The Rogue, coming soon to a fine E-Book seller near you. So, make those Sleight of Hand checks, lift some gold from your party mates, and get ready to do things the rogue way.
Showing posts with label Rogue. Show all posts
Showing posts with label Rogue. Show all posts
Tuesday, May 10, 2016
Let the E Presses Roll!
Look for the Flying Pincushion's latest installment of our Into the Breach series, Into the Breach: The Rogue, coming soon to a fine E-Book seller near you. So, make those Sleight of Hand checks, lift some gold from your party mates, and get ready to do things the rogue way.
Thursday, April 21, 2016
Questions about Class: the Rogue
Greetings fine readers, it is my, Frank Gori’s, first go as questioner in our ongoing series Questions about Class. For this installment we are interviewing esteemed Flying Pincushioner David McCrae as we prepare to release Into The Breach: The Rogue and Tides of War: Rogue/X Feats..
FG: First off, thanks a lot for taking the time to let us pick your brain and for all the times you’ve been the “guy behind the mic.”
DM: No problem at all. I’m completely stoked for these two releases. And you guys know you can always count on me to step forward when I’m able to!
FG: Please, tell us a little about yourself and your contributions to Flying Pincushion.
DM: I hail from New Jersey, USA. I’m the author of 2 novels, and currently in the process of drafting my third. For Flying Pincushion, I’ve been developing the “Tides of War: Class/X” Feat books. I also have several archetypes and an alternate class submitted for more of the upcoming Into the Breach books. For Into the Breach: Rogue, I designed the Booksmart Scout, Honeypot, and (my favorite) the Trickster Chef.
FG: Rogues are one of my jams but I often end up in debates about the value of a rogue over say a bard or vivisectionist or even the investigator, what makes rogues unique and worth playing over other similar themed classes?
DM: Sometimes it’s hard to make a case for the rogue against classes such as those since those three classes have access to spells and extracts. I think that sometimes the only people who really understand the usefulness of the Core Rogue are the ones who look at what the class has to offer and strive to make it work as designed. I feel power creeping plays a huge factor into why many find the core rogue unappealing. If it doesn’t wreck bad guys consistently, it’s not worth a second look to many. But those who understand that playing a rogue is not about “wrecking bad guys” find them much more fun to play.
FG: I’ve seen a lot of debate over the traditional way to play a rogue so I’m curious what makes a rogue a rogue to you? Is there some sort of needed roleplaying trait or cannot lose class feature that makes a rogue a rogue for you?
DM: Roleplaying is HUGE for rogues. Their ability to be a party face stands right on par with the bard. But what really makes the rogue can be summed up in three words: Talents, talents, talents! The Rogue talents, like Alchemist discoveries for example, allow full and complete customization. Does your rogue talk the party out of fights? Does it use poisons? Does it blend in the shadows? How about using spell-like abilities? Does it do all four, and then some? This treasure trove of options to make effective, efficient rogues.
FG: Is there a best rogue build?
DM: As silly as this is going to sound at first, the best rogue build is the one you build for yourself and your party. Different parties have different needs. And no party, let alone single character, can be prepared for every possible situation. I like to play and grow my rogue to meet the party’s needs; pick up slack where others lack. In many cases, it’s becoming the party face.
FG: From an optimization standpoint what’s your favorite rogue trick?
DM: 3 simple feats: Skill Focus (Bluff), Combat Expertise, and Improved Feint. Nothing frustrates me more than to see a person playing a rogue trying to dictate where the other players should move during their turn just because they want to flank and get their sneak attack damage. Improved Feint allows you to do all the sneak attacks you want, without having to divert others from where they need to be or what they need to do.
FG: Is there a class dip that compliments the rogue well in particular?
DM: I can mention 10 classes a rogue can dip into, but then I’d be shamelessly plugging Tides of War; Rogue/X (haha). Really, though, I think bard is a shoe-in dipping class. It allows you to still maintain your party-face, grants you party buffs via bardic performances, and still gives you 6 +INT skill ranks per class level. Not to mention the spellcasting capabilities.
FG: You’re trying to sell someone on the idea of trying a Rogue, but they seem reluctant. What do you tell them?
DM: I think it’s easier to sell the idea to people who are accustomed to playing ¾ BAB classes and/or classes with only 1 good save. You would hear a lot of “Muh damage output!” and “Muh Will save!” if you were to try and convince the heavy hitters and the spell-slingers that a rogue is a good direction to take.
For someone who likes their damage output, direct them to options that optimize sneak attack, as well as the high skill ranks. Plenty of room to fit in Acrobatics to avoid those attacks of opportunity, and Bluff to more effectively feint, therefore making your ability to score sneak attack damage more consistent.
For spellcaster players it might be a little tougher. But Use Magic Device being a Charisma-based skill, a rogue can take Skill Focus (UMD) and optimize for Charisma. This way, they can stash wands and just UMD them when they want to cast a spell. Think of it like having 50+ spells per day.
FG: What makes the Rogue fun to play?
DM: Let’s not kid ourselves: there is a certain thrill you get when you’re rolling an extra 2, 3, 4, 5 dice when you deal damage for sneak attacks. But what makes playing a rogue more fun are those moments where you’ve helped that party make great progress without even having to draw a weapon. Bluffing your way through an encounter; sneaking past guards and dispatching them stealthily. Many encounters I’ve seen made easier or completely circumvented using a rogue’s skills, and it’s often hysterical.
When the rogue picks a lock, opens the door, and hears, “Who’s there?”...
And the rogue’s response is, “Housekeeping!”...
And the enemy believes it long enough for the rogue to get in close, dirty trick (blind), then shank for +4d6 sneak attack and drow poison to knock them out and steal all their gear...
...comedy gold that I don’t think many, if any, other classes can replicate.
FG: What do you feel is, bar-none, the most useful class feature of the Rogue?
DM: I’ll reiterate: the talents! Bar-none. Talents are what can make each individual rogue unique in the same sense bonus feats makes unique fighters, and discoveries make unique alchemists. The talents have such a wide variety of boons, bonuses, and effects, you could make a multitalented jack-of-all-trades just as easily as a well-optimized powerhouse.
FG: If there was one thing you could change about the Rogue class, what would it be?
DM: Fortitude save. Give the rogue a Fortitude save. Rogues deal with poisons and such things. They should have the Fortitude save to better protect themselves if they don’t feel the need to invest in Poisoner archetype.
FG: Thanks David for letting us interrogate you?
DM: Well, it was a successful interrogation for you! I know you had Zone of Truth up! You’re quite welcome all the same! ^.^
Friday, November 7, 2014
Builds: The Brogue
The Brogue
The Brogue
The Brogue is an old school two weapon style skirmisher that relies on teamwork to make sure he can hit. Two weapon style is not ideal unless you hit, so if you’re party looks to have a lot of teamwork/buffing/flanking built in (for example a summoner, a bard, and a cleric) the brogue can shine as a damage dealer. We start with lethal
weapons as we get our style down then move to non-lethal tactics when we get sap master to maximize damage.
weapons as we get our style down then move to non-lethal tactics when we get sap master to maximize damage.
Feats/Rogue Talents
Go human for 1/6th rogue talent favored class bonus for rogue levels 1-12 and for the Focused Study Alternate Trait.
Human Fighter 1 (Two Weapon Warrior): Two-Weapon Fighting, Weapon Finesse, Skill Focus (Knowledge: Nature* or Knowledge: Local)
2: Rogue 1: (Rake Archetype and Scout Archetype) (1d6 sneak)
3: Rogue 2: Eldritch Heritage (Sylvan or Arcane depending on GM), Combat Trick: Sap Adept
4: Rogue 3: (2d6 sneak)
5: Rogue 4: Bludgeoner, Weapon
training: Weapon Focus (I like brass knuckles here as I can hold a wand
and still punch but any finessable blunt weapon will do)
training: Weapon Focus (I like brass knuckles here as I can hold a wand
and still punch but any finessable blunt weapon will do)
6: Rogue 5: (3d6 sneak)
7: Fighter 2: Sap Master (double SA damage), Boon Companion or Improved Familiar (depending on GM’s ruling if Improved Familiar take a small critter like a Mephit)
8: Rogue 6: Skill Focus: Intimidate, Snapshot and Bleed Attack
9: Rogue 7: (4d6 SA damage) Quick Draw
10: Rogue 8: Offensive Defense
11: Fighter 3: Improved Two Weapon Fighting
12: Fighter 4: Weapon Specialization
13: Rogue 9: (5d6 SA damage) Dazzling display
14: Rogue 10: Opportunist
15: Rogue 11: (6d6 SA damage) Shatter Defenses
16: Rogue 12: Skill Focus: Perception, Skill Mastery, Hunter’s surprise
17: Rogue 13: Iron will
18: Rogue 14: Hard to Fool
19: Rogue 15: Great Fortitude
20: Rogue 16: Slippery Mind
Attributes
Dexterity>Charisma>Constitution>Wisdom>Intelligence>Strength.
Charisma should be 13, it doesn't need to be any higher, but it
shouldn't be any lower.
Charisma should be 13, it doesn't need to be any higher, but it
shouldn't be any lower.
Point Buy 20
Str: 10
Dex: 18 (16+2)
Con: 14
Int: 10
Wis: 12
Cha: 13
Attribute increases should go into Dex or optionally Charisma, favored class bonuses should go into hit points when not going into rogue talents.
Skills
Max Intimidate, Use Magic Device, Perception, Disable Device, Stealth, possibly Bluff and spread the rest around to remain versatile. Equipment that shores up mental attributes can be key.
Traits
Reactionary (+2 Initiative)
Any trait that shores up will saves
Variables
This build is about damage stacking and action economy. You get a flanking companion from Eldritch Heritage. This assumes you have a Animal companion, if you instead have a Familiar you might want to go with
Evolved Familiar to give a Skilled +8 to UMD. Another option is to take Leadership if your GM allows, this would speed up the build to a 1 feat investment or alternately you can take a different bloodline power.
Evolved Familiar to give a Skilled +8 to UMD. Another option is to take Leadership if your GM allows, this would speed up the build to a 1 feat investment or alternately you can take a different bloodline power.
Tactics at Level…
Level 1: Flank with your teammates, use two normal finessable weapons mostly, switch to one as needed if you have trouble hitting.
Level 3: You now have your own flanking buddy take full advantage, don’t switch to your blunt weapons yet. If you get an animal companion it is going to be a little weak until 7th level (-5 to the druid’s) but there are
plenty of good options until then. For the Familiar you have 3 options, goat and pig are both ok flankers, dodo is a flanker that gives you improved initiative but it is still a terrible choice.
plenty of good options until then. For the Familiar you have 3 options, goat and pig are both ok flankers, dodo is a flanker that gives you improved initiative but it is still a terrible choice.
Level 5: Switch to your knuckles now and feel free to hold a wand in one hand and a dagger to coup-de-gras in the other. You can also charge to lead off getting a sneak immediately thanks to scout archetype.
Level 7: Build starts to come together with stronger SA then standard and a stronger flanker.
Level 9: Enemies now suffer 8 bleed a round when you hit, with Quickdraw, snapshot, and blunted crossbow bolts you can switch up at will and lay down some very fast hurt on the first round.
Level 12: Last fighter level getting you some more damage. Be sure to have a
variety of “brass” knuckles so you can adjust for different DRs
variety of “brass” knuckles so you can adjust for different DRs
Level 13-16: Gain some intimidation options including the awesome shatter defenses.
Level 17-20: At this point you are simply shoring up weaknesses
If you find yourself having issues hitting or you are against something immune to SA use your outstanding UMD and wand cast as your standard action, duck into cover and use stealth on your move action.
Labels:
3.5 D&D,
Build,
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Frank Gori,
Pathfinder,
Rogue
Builds: Drive by Skirmisher
Drive By Skirmisher
Drive By Skirmisher
As implied by the name the Drive By Skirmisher is a hit and run specialist that takes advantage of mounted combat. We’re going to be a small race and dip 4 levels of cavalier for some truly impressive power-ups. Your GM will have nightmares about this build.
Feats/Rogue Talents
Halfling, Gnome, and Goblin top my list as favorites for this build.The main key is small size everything else is simply a bonus, though I will point out halflings have a great alternate racial trait called outrider that adds
a +2 to handle animal and ride checks which is where I’ll start.
a +2 to handle animal and ride checks which is where I’ll start.
Halfling Cavalier 1 (Strategist Archetype/Order of Flame): Mounted Combat (go with the Wolf), Stealth Synergy (Teamwork Feat)
2: Rogue 1: (Swashbuckler and Scout Archetypes) (1d6 sneak)
3: Rogue 2: Dervish Dancer, Finesse Rogue
4: Rogue 3: (2d6 sneak)
5: Rogue 4: Ride by Attack, Combat Trick (Power Attack)
6: Cavalier 2: Order ability Foolhardy Rush
7: Cavalier 3: Spirited Charge
8: Rogue 5: (3d6 sneak)
9: Rogue 6: Boon Companion, Weapon Training (Weapon Focus: Scimitar)
10: Rogue 7: (4d6 SA)
11: Cavalier 4: Cleave
12: Rogue 8: Combat Trick (Trick Riding)
13: Rogue 9: Indomnible Mount, (5d6 SA damage)
14: Rogue 10: Feat Mounted Skirmisher
15: Rogue 11: Amature Swashbuckle (Parry and Reposite) (6d6 SA damage)
14: Rogue 12: Skill Mastery
17: Rogue 13: (7d6 SA damage) Extra Panache
18: Rogue 14: Crippling Strike
19: Rogue 15: (8d6 SA damage) Pommel Strike Deed
20: Rogue 16: Confounding Blades
Attributes
Dexterity>Constitution>Strength>Charisma>Intelligence>Wisdom.
Ultimately we want Strength for Power attack and cleave.
Ultimately we want Strength for Power attack and cleave.
Point Buy 20
Str: 12 (14-2)
Dex: 18 (16+2)
Con: 14
Int: 10
Wis: 10
Cha: 12 (10+2)
Attribute increases should go into Strength to 13 then Dexterity, Favored class bonuses should go into hit points or skill points as you need.
Skills
Max Ride, Use Magic Device, Perception, Disable Device, Stealth, possibly Bluff and spread the rest around to remain versatile. Equipment that shores up mental attributes can be key.
Traits
Reactionary (+2 Initiative)
Any trait that shores up will saves
Variables
This build helps you keep your wolf alive for no real trade off in action economy and most importantly lets you deal massive amounts of damage utilizing spirited charge and sneak attack while mounted, then you
simply ride on by forcing the enemy to make a move action to fight back (if they live.) A nasty alternative to this could well be going lance instead, or switching up for some archery fun.
simply ride on by forcing the enemy to make a move action to fight back (if they live.) A nasty alternative to this could well be going lance instead, or switching up for some archery fun.
Tactics at Level…
Level 1: Your wolf is better than you, sucks for a level.
Level 3: You hit well but are more likely to use your wolf as a flanking buddy at this stage.
Level 5: You main tricks are paying out, you get SA on a charge and your mount can continue it’s double move.
Level 7: Build starts to come together with mounted charge making sure you can hit things well and spirited charge making sure that the damage is outstanding
Level 9: Boost to hit ability and Animal Companion.
Level 10-15: All about grabbing the extras of mounted combat.
Level 16-20: Panache for personal defense.
If you find yourself having issues hitting or you are against something immune to SA use your outstanding UMD and wand cast as your standard action, duck into cover and use stealth on your move action.
Labels:
3.5 D&D,
Build,
cavalier,
Frank Gori,
Pathfinder,
Rogue
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