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Plus this is an rpg. If you care about metagaming, just make 6 sylvan sorcerers with tanking pets and build 6 ranged touch casters. everything else is obsolete.
If you want to play a rogue, just play a rogue, the class is fine.
Rogue is fun to play archetyped or not, depending on what kind of combat you want them to run really.
I personally dont like the caster variant, its probably better to just play a sorc at that point, but they arent bad either.
Lot of daggers with fun effects that a caster probs wouldn't want to use in this game, and the trickster path is kinda op with a rogue, ranger or similar class as the base.
The base rogue... I honestly say go with some fun sneak attack options, and dual a shortsword dagger or double dagger, depending on what you end up with for effects on them... my run with those had without a crit anywhere from 15 to 60 damage ish, and good chances to stun, paralyze, blind and... something or other else.EARLY on i reccomend using Ember, Daeran, Seelah, Lann/Wen, Ulbrig for harrasment and I hired a Druid for support.
Later added a wizard to replace Ember, Lann/Wen was Replaced by Arue our best lady, and the rest are easily switched depending on what you want at the time...
If you DONT know some character names... dont worry about it, you'll probably find them eventually!
You said it all.
Can't add anything else....well perhaps one small comment:
Yes and no.
A good rogue need a good BBA so you don't miss too mucha nd can deal good sneak attack damage, which is absurd late game, so a slayer will be always better than any rogue in this contest.
IN THE TABLETOP rogues work better for the Roleplay.
for numbers in this virtual game, where a dagger hit makes a character explode, just pick classes that actually hit like drake said. AC touch is good, or very high BBA+mods.
But your right in that, for the most part, other classes can do quite a bit of what rogues do. But some of the rogue tricks are quite strong (like the one that applies a dispel magic on each sneak attack). Rogues in Pathfinder are skill monkeys, but we don't have the normal skill list in this game, but a greatly condensed list which makes one of their major perks much less useful. Especially with a 6 person party.
I second mk11 in that the Rowdy is a very different way, and interesting with mythic feats, way to play a rogue. I had a playthrough where I made Camillia a Rowdy with an elven curved blade and she was taking heads right and left.
i can at least attest that dark lurker is very very funny to play.
Which is the same as the dispel magic spell. The spell uses caster level only (it doesn't involved DC, so most caster feats don't work with it, only spell specialization that gives +1 to CL for only one spell, so you need 3 feats for just +1, the dispel feats are a recent addition with the last DLC). And contrary to dispel magic, you can spam dispel attack since you'll do it for each sneak attack.
By the way most stuff and feats working for dispel magic, work with dispeling attacks. The ability is a very good way of removing buffs and procs often, I use it all the time on core difficulty. Although it's true that in earlier versions, the ability was bugged and did not add character level to the rolls, so it never landed. But it's been patched since and works fine now.
looks like they nerfed display into the abyss. at least greater display is still displaying multiply "buffs"
You could also do this with the mythic feat (Weapon Finesse) however if you intend to specialize in a single weapon (like Kukris for the crit range...) then you can get this benefit earlier and while saving a mythic feat.
This only requires a Level 3 Dip into Rogue tho... So I tend to think of Rogue as a Dip class overall. Although I like using Woljif as a pure Eldritch Scoundrel. The loss of sneak attack dice is misleading due to the lv 2 spell "Sense Vitals" basically compensating for that.
I always like making him a sword saint. Hitting an opponent's touch ac with a full rounds of attacks for offense, + intel bonus to intiative to go first, + intel bonus to AC for "you can't touch this", +int bonus to attack for the round for "I am gonna hit this"
In actual play unlocking caster levels earlier and with higher duration is really nice. Particularly for haste. While I like to play with theorycraft multiclass builds I tend to reserve it for Martials in actual play.
I also think part of the reason for the Vivisectionist hype is simply that most don't realize that Eldritch Scoundrel doesn't really lose backstab damage thanks to Sense Vitals. Give Woljif "Sorcerous Reflexes" and you can even cast it as a swift action for the significant fights.