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I had been looking at the rowdy rogue myself but decided to go with the knife master instead as it increases sneak attack damage with knife weapons to use d8s at the cost of all other weapons only using d4s for sneak attack damage. Using only dagger type weapons for the entire game is no real problem though. Combine that with dual wielding and you'll outstrip the damage from vital strike as the game progresses.
It was between rowdy and knife master for myself aswell just think id rather go with a reach weapon as ive heard that when you attack in melee mobs will sometimes turn and hit you ignoring your tanks, this way i am still behind them and protected
You build him like a fighter basicly, you only have 1 hard hit. Can't think of any dex feats that is needed, but some dex is always nice for defence and initiative, and to hit your armor dex cap.
Also there is some crazy stuff you can do later on with trickster since you don't use full attack action, but ill leave you to figure that part out for yourself if you so choose.
In turn based, that hasnt really been my experience, otherwise the teifling rogue would have been spending much more time on the floor. Agro seems to be pretty easy to figure out, and they tend to stick.
I only play RtWP its only happened a few times so far but ive seen a few people posting here about it, Most likely a bug but an annoying one when you have to reload.