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ANSeranov

Rogue Smash build

Nov 26th, 2012
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  1. Smash build:
  2. (Can't really call this a 'Rogue' build after all...)
  3.  
  4. Half-Orc Barbarian 2 (Invulnerable Rager) / Rogue (Thug & Scout) 18
  5. The Barbarian levels are taken first
  6.  
  7. Attributes:
  8. STR - 16 (+2 racial bonus, +2 at 11th, 15th and 17th, +1 at 16th and 20th)
  9. DEX - 14
  10. CON - 14
  11. INT - 10
  12. WIS - 10
  13. CHA - 14 (+1 at 4t, 8th and 12th)
  14.  
  15. Traits:
  16. Berserker of the Society
  17. Opportunistic Gambler
  18. Toothy (racial alternative trait)
  19.  
  20. Feats and Class abilities:
  21. 1st - Power Attack
  22. 2nd - Intimidating Glare (Rage Power)
  23. 3rd - Bludgeoner
  24. 4th - Furious Focus
  25. 5th - Sap Adept
  26. 6th - Offensive Defense
  27. 7th - Sap Master
  28. 8th - Strong Impression
  29. 9th - Skill Focus: Survival
  30. 10th - Eldritch Heritage: Orc Bloodline (Touch of Rage)
  31. 11th - Improved Eldritch Heritage: Orc Bloodline (Strength of the Beast)
  32. 12th - Unwitting Ally
  33. 13th - Combat Reflexes
  34. 14th - Opportunist
  35. 15th - Dreadful Carnage
  36. 16th - Bleeding Strike
  37. 17th - Greater Eldritch Heritage: Orc Bloodline (Power of Giants)
  38. 18th - Vital Strike
  39. 19th - Improved Vital Strike
  40. 20th - Greater Vital Strike
  41.  
  42. Even level abilities are Rogue talents or feats granted by them unless otherwise noted. At 2nd level and thereafter you'll have 9 rounds of rage available to you.
  43.  
  44. This build takes advantage of Sap Mastery and the Scout's ability to deal more frequent sneak attack damage. The character is also very good at stacking the Shaken and Sickened conditions upon foes which amounts to a -4 attack penalty and -4 saves.
  45.  
  46. Case in point:
  47. At 7th level if you charge or move than 10' between attacks, you'll deal 2d6 (Earthbreaker damage) +6 (Strength) +6 (Power Attack) +6d6 (sneak attack) + 6d6 (Sap Master) +12 (Sap Adept) in non-lethal damage - assuming a non-magical weapon and no critical hits. That's 14d6+24 damage and, depending on your DM's interpretation, get you +3 or +6 AC or your troubles. That also doesn't count Rage or the eventual Touch of Rage ability you'll get through Eldritch Heritage feats and Opportunistic Gambler.
  48.  
  49. In the teens damage begins to go through the roof. The Earth-breaker is a great weapon because when you get Power of Giants it becomes a 3d6 base damage weapon and you gain reach with it. Also don't forget your bite attack.
  50.  
  51. Now this build takes advantage of non-lethal damage to great effect, but its important to remember that there are a lot of foes that are immune to non-lethal damage (like Undead and Constructs). A foe reduced to 0 hit points using non-lethal damage falls unconscious, which is almost as good as being dead, and in some cases better. He also deals plenty of lethal damage as well should he need to.
  52.  
  53. This character is far from perfect - I'd love to work in the feats Enforcer and Lunge - but he was inspired by a great background story and became a recurring NPC for my group. He can be a lot of fun to play and is very, very good at what he does. When considering this character, make sure you familiarize yourself with the Scout and Thug archetypes as well as the various feats and abilities. They can be tricky at times to reconcile but absolutely worth it when you do.
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