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*Pathfinder & Starfinder
Rogue survival in the land of the unliving. Looking for advice...
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<blockquote data-quote="nittanytbone" data-source="post: 3112340" data-attributes="member: 35709"><p>1) You have the feats to be a trip-monkey, but you're small size, which means you will always suck at tripping and disarming. You need to get rid of these feats. Convince your GM to let you ditch Combat Expertise using the PHB2 retraining rules -- Imp Trip and Imp Disarm will always be useless to you and they'll only get more useless as you go up in level, so combat expertise is a WASTED feat.</p><p></p><p>2) You have a lot invested in the Spiked Chain. It is a sucky weapon for you IMHO but since you have the EWP, I'd go with something to make it useful. Options: Combat Reflexes-->Hold the Line (CW) OR Exotic Weapon Master (CW) with the feat that lets you strike twice -- your SA damage will add up (not vs undead, but vs anything else).</p><p></p><p>3) You need a PrC with good Fort/Will saves, and maybe some anti-undead abilities. Hunter of the Dead (CW) leaps to mind if you can somehow get five ranks of knowledge (religion). Occult Slayer is another excellent choice (good will saves) if you can get the skill ranks in Arcana and Spellcraft -- taking WF (Spiked Chain) and swapping Combat Expertise for Improved Initiative is really easy, and sets you up nicely for Exotic Weapon Master.</p><p></p><p>I would suggest the following:</p><p></p><p>*Retrain under PHB2</p><p>*Swap Combat Expertise for Improved Initiative and Take Weapon Focus (Spiked Chain). Shuffle a few ranks into Know (Arcana) and Spellcraft, and take your next level in Occult Slayer (fixes your will save)</p><p>*Next take a level of Exotic Weapon Master (fixes your fort save) with the Flurry of Strikes special ability.</p><p></p><p>At that point you can take more Rogue (for the high level special ability fun) or more Occult Slayer (to kill spell using undead -- they're the worst anyways).</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 3112340, member: 35709"] 1) You have the feats to be a trip-monkey, but you're small size, which means you will always suck at tripping and disarming. You need to get rid of these feats. Convince your GM to let you ditch Combat Expertise using the PHB2 retraining rules -- Imp Trip and Imp Disarm will always be useless to you and they'll only get more useless as you go up in level, so combat expertise is a WASTED feat. 2) You have a lot invested in the Spiked Chain. It is a sucky weapon for you IMHO but since you have the EWP, I'd go with something to make it useful. Options: Combat Reflexes-->Hold the Line (CW) OR Exotic Weapon Master (CW) with the feat that lets you strike twice -- your SA damage will add up (not vs undead, but vs anything else). 3) You need a PrC with good Fort/Will saves, and maybe some anti-undead abilities. Hunter of the Dead (CW) leaps to mind if you can somehow get five ranks of knowledge (religion). Occult Slayer is another excellent choice (good will saves) if you can get the skill ranks in Arcana and Spellcraft -- taking WF (Spiked Chain) and swapping Combat Expertise for Improved Initiative is really easy, and sets you up nicely for Exotic Weapon Master. I would suggest the following: *Retrain under PHB2 *Swap Combat Expertise for Improved Initiative and Take Weapon Focus (Spiked Chain). Shuffle a few ranks into Know (Arcana) and Spellcraft, and take your next level in Occult Slayer (fixes your will save) *Next take a level of Exotic Weapon Master (fixes your fort save) with the Flurry of Strikes special ability. At that point you can take more Rogue (for the high level special ability fun) or more Occult Slayer (to kill spell using undead -- they're the worst anyways). [/QUOTE]
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Rogue survival in the land of the unliving. Looking for advice...
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