I've been reading some threads about the archetypical Rogue. You know, the sneaky thief type. And I've read some others about how the Rogue class is flexible, and that being a thief is not a necessity with this class.
So, this provoked some thinking on my part (a rare occurrence
). What if I wanted to build a Swashbuckling Rogue? The flamboyant, dashing and daring, acrobatic, unarmored fencer?
Looking at the core books, I have found this to be somewhat unsatisfying. However, taking a peek at the Swashbuckling Adventures and Evil (AEG) splatbooks, things get interesting. (I've included short descriptions for the feats in these books)
So, I've made the following CL 9 fighter-rogue build. If you could, please give your comments on the munchkinness (sp?) of this build. I've used up a lot of feats to optimize the use of dexterity and to boost unarmored AC. Also, I'll discuss some tactics this character would use, please comment on rulings.
Here it is:
(I use some standard values for abilities, based on our rolling method: 4d6, one reroll, 13,17,14,14,12,12, move up to 3 points around, place rolls anywhere)
Ronnie the Roguish, Male Human Rogue5 Fighter4 CR 9; Size: M Type HUMANOID; HD (5d6)+(4d10)+18; hp 64; Init +8 (+8 Dex, +0 Misc); Spd Walk 30'; AC 30 (flatfooted 30, touch 27), *Rapier +1 (Keen) +16/+11 0'P (1d6+9 15-20/x2 Primary M threat range doubled); SA: Evasion (Ex), Sneak Attack +3d6, Uncanny Dodge (Dex bonus to AC); Vision: Normal AL: CG; Sv: Fort +9, Ref +15, Will +5; Str 10, Dex 26, Con 14, Int 12, Wis 12, Cha 14
Skills: Balance +22, Bluff +14, Climb +5, Diplomacy +10, Escape Artist +20, Innuendo +2, Intimidate +9, Jump +14, Ride +9, Sense Motive +7, Swim +2, Tumble +22, Use Magic Device +10, Use Rope +12;
Feats: Combat Reflexes, Expert Tactician, Extra Finesse (Rapier), Improved Feint, Ultimate Feint, Unarmored Defense Proficiency (Beginner), Unarmored Defense Proficiency (Intermediate), Weapon Finesse (Rapier)
Possessions: 1 Amulet of Natural Armor +1, 1 Vest of Resistance +2, 1 Bracers of Armor +2, 1 Gloves of Dexterity +4, 1 Outfit (Explorer's), 1 Rapier +1 (Keen), 1 Ring of Protection +1,
(Ok, I bust the budget by 320 gp, so sue me. Or give me a credit card)
Splatbook Feat descriptions:
SA = Swashbuckling Adventures
EVIL = Evil (AEG)
Extra Finesse (SA): add Dex bonus to damage for a weapon that is Weapon Finesse'd
Improved Feint (EVIL): +3 on Bluff checks in combat
Ultimate Feint (EVIL): Bluff (feint) in combat as a free action
Unarmored Defense Proficiency (SA): Three levels of feats to improve AC while not wearing armor, based on CL
Tactics:
- Due to high AC and Tumbling skills, would attempt to position himself to flank and deal sneak attacks. (Outrageous actions as much as possible); or
- Darts in and out of combat. AoO's are not much of a problem. Use Bluff to feint and deal sneak attack damage + 1 extra attack (Expert Tactician) or move out of range using the extra partial action. (Taunt as much as possible); or
- Stands fast and full attacks, feinting before each attack, dealing sneak attack damage
The last two bother me a bit, because having a good chance of dealing 4d6+9 damage per attack seems a bit much. Is there a limit on the number of feints in a round, considering the Ultimate Feint feat allows it as a free action? And what happens when Expert Tactician kicks in? Seems it would kick in every time, giving extra partial actions. Borders on brokenness.
Down the road for this character, other than using up another feat in the Unarmored Defense Proficiency line, there is Dodge/Acrobatic Dodge (SA, Dex mod times per day a Reflex save vs DC 20+magic bonus of a melee or ranged attack that would hit makes it miss instead). Again, makes this character very hard to hit...
Thoughts? Thanks in advance!
Andargor
So, this provoked some thinking on my part (a rare occurrence

Looking at the core books, I have found this to be somewhat unsatisfying. However, taking a peek at the Swashbuckling Adventures and Evil (AEG) splatbooks, things get interesting. (I've included short descriptions for the feats in these books)
So, I've made the following CL 9 fighter-rogue build. If you could, please give your comments on the munchkinness (sp?) of this build. I've used up a lot of feats to optimize the use of dexterity and to boost unarmored AC. Also, I'll discuss some tactics this character would use, please comment on rulings.
Here it is:
(I use some standard values for abilities, based on our rolling method: 4d6, one reroll, 13,17,14,14,12,12, move up to 3 points around, place rolls anywhere)
Ronnie the Roguish, Male Human Rogue5 Fighter4 CR 9; Size: M Type HUMANOID; HD (5d6)+(4d10)+18; hp 64; Init +8 (+8 Dex, +0 Misc); Spd Walk 30'; AC 30 (flatfooted 30, touch 27), *Rapier +1 (Keen) +16/+11 0'P (1d6+9 15-20/x2 Primary M threat range doubled); SA: Evasion (Ex), Sneak Attack +3d6, Uncanny Dodge (Dex bonus to AC); Vision: Normal AL: CG; Sv: Fort +9, Ref +15, Will +5; Str 10, Dex 26, Con 14, Int 12, Wis 12, Cha 14
Skills: Balance +22, Bluff +14, Climb +5, Diplomacy +10, Escape Artist +20, Innuendo +2, Intimidate +9, Jump +14, Ride +9, Sense Motive +7, Swim +2, Tumble +22, Use Magic Device +10, Use Rope +12;
Feats: Combat Reflexes, Expert Tactician, Extra Finesse (Rapier), Improved Feint, Ultimate Feint, Unarmored Defense Proficiency (Beginner), Unarmored Defense Proficiency (Intermediate), Weapon Finesse (Rapier)
Possessions: 1 Amulet of Natural Armor +1, 1 Vest of Resistance +2, 1 Bracers of Armor +2, 1 Gloves of Dexterity +4, 1 Outfit (Explorer's), 1 Rapier +1 (Keen), 1 Ring of Protection +1,
(Ok, I bust the budget by 320 gp, so sue me. Or give me a credit card)
Splatbook Feat descriptions:
SA = Swashbuckling Adventures
EVIL = Evil (AEG)
Extra Finesse (SA): add Dex bonus to damage for a weapon that is Weapon Finesse'd
Improved Feint (EVIL): +3 on Bluff checks in combat
Ultimate Feint (EVIL): Bluff (feint) in combat as a free action
Unarmored Defense Proficiency (SA): Three levels of feats to improve AC while not wearing armor, based on CL
Tactics:
- Due to high AC and Tumbling skills, would attempt to position himself to flank and deal sneak attacks. (Outrageous actions as much as possible); or
- Darts in and out of combat. AoO's are not much of a problem. Use Bluff to feint and deal sneak attack damage + 1 extra attack (Expert Tactician) or move out of range using the extra partial action. (Taunt as much as possible); or
- Stands fast and full attacks, feinting before each attack, dealing sneak attack damage
The last two bother me a bit, because having a good chance of dealing 4d6+9 damage per attack seems a bit much. Is there a limit on the number of feints in a round, considering the Ultimate Feint feat allows it as a free action? And what happens when Expert Tactician kicks in? Seems it would kick in every time, giving extra partial actions. Borders on brokenness.
Down the road for this character, other than using up another feat in the Unarmored Defense Proficiency line, there is Dodge/Acrobatic Dodge (SA, Dex mod times per day a Reflex save vs DC 20+magic bonus of a melee or ranged attack that would hit makes it miss instead). Again, makes this character very hard to hit...
Thoughts? Thanks in advance!
Andargor
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