Self-Interested Preface: Okay, so, as I understand it and correct me if I'm wrong (just kidding, you can't, these are words and you are reading them), the Unchained classes are meant to rebalance the Barbarian and Summoner for being too exploitable/powerful, the Monk for being too worth dipping into and then ignoring, and the Rogue for being too difficult to optimize. Honestly, the couple times I played my Knife Master it felt plenty overpowered, but I guess I understand. Now we have the Unchained Rogue, a boosted version of the rogue that is far easier to break. This character is a ratfolk with four natural attacks from level one that occupies the same space as an ally from level one to always have flanking (see: Swarming) at level one. This is one of those motherfucking builds.
It'd be easiest to look at Unchained Rogue's class page to get a full grasp of all this character's capabilities, but I'll try to synopsize: this character's a fucking damage machine. Flanking from an allied space, all of its attacks are slashing, which means it can do four non-lethal sneak attacks at level one at [full BAB] 1d4+1+1d6+1 x2 (claws), [BAB-5] 1d3+1+1d6+1 (bite), [BAB-5] 1d2+1+1d6+1 (tailblade). Every attack is, of course, Weapon Finesse'd, meaning the claws swing at a +7 (+4 DEX, +1 size, +2 flanking) and the bite and tailblade swing at a +2 (they're secondary natural attacks). Obviously, it gets better from there. The unchained rogue has a class ability called Finesse Training, which is a free Agile enchantment on an entire weapon type. It gets its first choice at level 3, bumping up claw damage to 1d4+4(+1 if non-lethal, +2d6+2 if sneak attacking), or 5-8 damage per claw. The Amulet of Mighty Fists affects every attack, even the tailblade due its "can apply feats or effects appropriate to natural attacks to tail attacks made with a tailblade" errata, which means weapon enhancements are cheap compared to a similar two-weapon fighting build.
This class is also using the Waylayer archetype which is compatible with the unchained rogue- it trades trapfinding and uncanny dodge for major boosts to surprise round capability, including bonus surprise round sneak attack damage at level 4 and a kind of minor pounce at level 12. At level 8 this character gets a rogue talent that makes any attack during the surprise round a sneak attack, even if they've already acted, and adds 1/2 level to surprise-round sneak attack damage. The Sandals of Quick Reaction aren't too expensive and also have some synergy with this build. If your party really needs a good trapfinder, this archetype can be skipped. This character is meant to deal crazy damage, though, and combat's more dangerous than traps. If you can kill an enemy spellcaster before a fight even starts, I'd say it's worth a lot more than an extra +1/2 level bonus to turning off an out-of-combat spike trap.
Most of this character's feats are spent on teamwork feats (allies with whom you share a space count as having the teamwork feats for your benefit), sneak attack boosts, and some defense. Outflank makes the flanking bonus a +4 at level 7, while Shake It Off adds a +1 to all saving throws for each adjacent ally at level 9. Stick Together helps keep this character close to its flankpal so the bonuses stay on from level 5 forward. It's also worth keeping in mind that you flank with ANY ally with whom you share a space, which includes summoned creatures, spellcasters, etc. At level 13, this character gains an extra swift-action attack, usable with flank. At level 15, Coordinated Charge means this character could potentially do more damage on its charge than the thing it's coordinating with (as I understand it, coordinated charge lets your character perform an entire charge action as an immediate action, essentially granting pounce. this seems way too good, though.).
The last thing I'd like to mention is Signature Skills, which were created specifically for this class and are automatically gained even five levels as a class feature. This character chooses Escape Artist at 5, Acrobatics or Disable Device (depending on the campaign) at 10, Stealth at 15 and Perception at 20.
-Escape Artist is surprisingly good, allowing a faster escape from grapples and entangles and eventually allowing an escape from slow and paralysis effects (also known as you're-about-to-be-coup-de-grace'd effects).
-Disable Device as a signature skill replaces Trapfinding, if your party still needs that. At level 10, this character could disable magical traps. Other than that, it's mostly speed improvements.
-Acrobatics lets this character avoid movement-triggered attacks of opportunity easier and use acrobatics to avoid falling, eventually getting a lesser version of the Stand Up rogue talent for free at level 15. It's a better defense against trip/prone effects than this character has naturally.
-Stealth, at level 15, means if you can get a full attack from stealth, all the attacks are sneak attacks. This makes like five ways this character can finagle multiple sneak attacks.
-Perception, you'll never get to, at level 20. However, it's like a skill-based See Invisibility at this point.
This build is broken and would be fun as fuck to play. It encourages player synergy and can deal some amazing damage consistently if played correctly. It's just a lil rat man, climbing on top of the party tank or a summoned dinosaur or whatever, scrambling from underneath their legs and shit to claw and claw and bite and bite and tailslash, dealing more damage than the series of full attacks with the greatsword in front of it.
Real quick, just for fun, here's a level 20 full attack damage breakdown assuming no magical items, occupying the same space as an ally and a tailblade.
That's 15 (BAB) + 7 (DEX) + 1 (size) + 4 (Outflank) = +27 attack for claws, and 27 - 2 (Multiattack) = +25 for bites and the tailblade.
The first claw deals 1d4 (base) + 7 (DEX) + 10d6 (sneak attack) + 10 (trait) + Debilitating Injury* + 2 STR damage (Crippling Strike) + (the creature is not allowed to make attacks of opportunity for one round) (Slow Reactions) + Master Strike**
The second claw deals 1d4 (base) + 7 (DEX) + 10d6 (sneak attack) + 10 (trait) + Debilitating Injury* (+1 round) + 2
STR damage (Crippling Strike)
The bite deals 1d3 (base) + 7 (DEX) + 10d6 (sneak attack) + 10 (trait) + Debilitating Injury* (+1 round) + 2 STR damage (Crippling Strike)
The bite deals 1d3 (base) + 7 (DEX) + 10d6 (sneak attack) + 10 (trait) + Debilitating Injury* (+1 round) + 2 STR damage (Crippling Strike)
The tailblade deals 1d2 (base) + 7 (DEX) + 10d6 (sneak attack) + 10 (trait) + Debilitating Injury* (+1 round) + 2
STR damage (Crippling Strike)
The swift-action bite deals 1d3 (base) + 7 (DEX) + 10d6 (sneak attack) + 10 (trait) + Debilitating Injury* (+1 round) + 2
STR damage (Crippling Strike)
Assuming they all hit, that's a clean (11-64+17 + 11-64+17 + 11-63+17 + 11-63+17 + 11-62+17) 123-401 damage, 10 STR damage, no attacks of opportunity for a round, and the penalties from Debilitating Strike and Master Strike, all with no (non-tailblade) items or boosts or enhancements of any kind.
*Debilitating Strike is a modular scaling penalty applicable from level 4 forward. Its duration increases on subsequent sneak attacks.
**Master Strike is also a modular penalty, but its effect allows a saving throw. Its effect, however, is your choice of sleep/paralyzation/death.
**Master Strike is also a modular penalty, but its effect allows a saving throw. Its effect, however, is your choice of sleep/paralyzation/death.
This build created in December of 2015.
Unchained Rogue
(Waylayer), Level 20
Race: Ratfolk, +2
DEX, +2 INT, -2 STR (+1 Hit Point/+1 Skill Point/+1/2 to Escape Artist)
Racial Traits
Swarming (can share space with another Ratfolk; counts as
flanking if both are attacking the same enemy)
Tinker [+2 Craft (Alchemy), Perception, and Use Magic
Device]
Unnatural (-4 CHA when dealing with animals, +2 AC against
animals, animals count as one step less friendly)
Small (+1 AC, +1 attack, +4 Stealth, -1 CMD)
20' land speed
Darkvision 60'
Character Traits/Drawbacks
Drawback: (Detriment, Circumstance)
Combat: Blade Of The Society (+1 to sneak attack damage
rolls)
Race (Adopted, Orc): Tusked (gain a secondary 1d3 bite
attack)
Religion: Blade Of Mercy (Do not take -4 for attacking with
slashing weapons as non-lethal, +1 non-lethal damage when attacking with
slashing weapons as non-lethal)
Class Skills: Acrobatics,
Appraise, Bluff, Climb, Craft (Any), Diplomacy, Disable Device, Disguise, Escape
Artist, Intimidate, Knowledge (Dungeoneering), Knowledge (Local), Linguistics,
Perception, Perform (Any), Profession (Any), Sense Motive, Sleight Of Hand, Stealth,
Swim, and Use Magic Device.
Known Languages:
Common, Orc
1: Unchained Rogue (Waylayer) 1, +1 Hit Point
BAB: +0
Base Saves: +2/+6/+1
New Feats: Simple and Rogue Weapon Proficiencies, Light Armor
Proficiency, Rogue Sneak Attack, Staggering Reflexes, Weapon Finesse, [1st
Level Feat] Sharpclaw, [Anti-Hero] Scurrying Swarmer
Skills(9): Acrobatics,
Craft (Alchemy), Disable Device, Escape Artist, Knowledge (Dungeoneering),
Knowledge (Local), Perception, Stealth, Use Magic Device
Current Sneak Attack: 1d6+1
2: Unchained Rogue (Waylayer) 2, +1 Hit Point
BAB: +1
Base Saves: +2/+7/+1
New Feats: Evasion, [Rogue 2nd] Fast Stealth
Skills(9): Acrobatics, Climb,
Disable Device, Escape Artist, Heal, Perception, Stealth, Swim, Use Magic
Device
Current Sneak Attack: 1d6+1
3: Unchained Rogue (Waylayer) 3, +1 Hit Point
BAB: +2
Base Saves: +3/+7/+4
New Feats: Danger Sense 1, Finesse Training (3rd): Claw,
[3rd Level Feat] Iron Will
Skills(9): Acrobatics, Bluff,
Disable Device, Escape Artist, Linguistics (as desired), Perception, Stealth,
Survival, Use Magic Device
Current Sneak Attack: 2d6+2
4: Unchained Rogue (Waylayer) 4, +1 Hit Point
BAB: +3
Increased Ability Score: DEX +1
(20)
Base Saves: +3/+8/+4
New Feats: Ambuscading Sneak Attack, Debilitating Injury, [Rogue 4th]
Slow Reactions
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 2d6+2 / 2d8+2 in surprise round; no AoO for
one round
5: Unchained Rogue (Waylayer) 5, +1 Hit Point
BAB: +3
Base Saves: +3/+8/+4
New Feats: Rogue's Edge (5th): Escape Artist, [5th Level Feat] Stick Together
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 3d6+3 / 3d8+3 in surprise round; no AoO for
one round
6: Unchained Rogue (Waylayer) 6, +1 Hit Point
BAB: +4
Base Saves: +4/+9/+5
New Feats: [Rogue 6th] Combat Trick: Combat Reflexes
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 3d6+3 / 3d8+3 in surprise round; no AoO for
one round
7: Unchained Rogue (Waylayer) 7, +1 Hit Point
BAB: +5
Base Saves: +4/+9/+5
New Feats: [7th Level Feat] Outflank
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 4d6+4 / 4d8+4 in surprise round; no AoO for
one round
8: Unchained Rogue (Waylayer) 8, +1 Hit Point
BAB: +6/+1
Increased Ability Score: DEX +1
(21)
Base Saves: +4/+10/+5
New Feats: Danger Awareness, [Rogue 8th] Surprise Attack
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 4d6+4 / 4d8+4+4 in surprise round; no AoO
for one round
9: Unchained Rogue (Waylayer) 9, +1 Hit Point
BAB: +6/+1
Base Saves: +5/+10/+6 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: [9th Level Feat] Shake It Off
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 5d6+5 / 5d8+5+4 in surprise round; no AoO
for one round
10: Unchained Rogue (Waylayer) 10, +1 Hit Point
BAB: +7/+2
Base Saves: +5/+11/+6 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: Advanced Talents, Rogue's Edge Advancement (10th), Rogue's
Edge (10th): Acrobatics or Disable Device, [Rogue 10th] Opportunist
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 5d6+5 / 5d8+5+5 in surprise round; no AoO
for one round
11: Unchained Rogue (Waylayer) 11, +1 Hit Point
BAB: +8/+3
Base Saves: +5/+11/+6 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: Finesse Training(11th): Bite, [11th Level Feat] Stand Still
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 6d6+6 / 6d8+6+5 in surprise round; no AoO
for one round
12: Unchained Rogue (Waylayer) 12, +1 Hit Point
BAB: +9/+4
Increased Ability Score: DEX +1
(22)
Base Saves: +6/+13/+7 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: Exceptional Reflexes
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 6d6+6 / 6d8+6+6 in surprise round; no AoO
for one round
13: Unchained Rogue (Waylayer) 13, +1 Hit Point
BAB: +9/+4
Base Saves: +6/+13/+7 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: [13th Level Feat] Snapping Flank
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 7d6+7 / 7d8+7+6 in surprise round; no AoO
for one round
14: Unchained Rogue (Waylayer) 14, +1 Hit Point
BAB: +10/+5
Base Saves: +6/+14/+7 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: [Rogue 14th] Slippery Mind
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 7d6+7 / 7d8+7+7 in surprise round; no AoO
for one round
15: Unchained Rogue (Waylayer) 15, +1 Hit Point
BAB: +11/+6/+1
Base Saves: +7/+14/+8 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: Rogue's Edge Advancement (15th), Rogue's Edge (15th):
Stealth, [15th Level Feat] Coordinated Charge
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 8d6+8 / 8d8+8+7 in surprise round; no AoO
for one round
16: Unchained Rogue (Waylayer) 16, +1 Hit Point
BAB: +12/+7/+2
Increased Ability Score: DEX +1
(23)
Base Saves: +7/+15/+8 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: [Rogue 16th] Crippling Strike
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 8d6+8 / 8d8+8+8 in surprise round; no AoO
for one round, 2 STR damage
17: Unchained Rogue (Waylayer) 17, +1 Hit Point
BAB: +12/+7/+2
Base Saves: +7/+15/+8 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: [17th Level Feat] Multiattack
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 9d6+9 / 9d8+9+8 in surprise round; no AoO
for one round, 2 STR damage
18: Unchained Rogue (Waylayer) 18, +1 Hit Point
BAB: +13/+8/+3
Base Saves: +8/+16/+9 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: [Rogue 18th] Defensive Roll
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 9d6+9 / 9d8+9+9 in surprise round; no AoO
for one round, 2 STR damage
19: Unchained Rogue (Waylayer) 19, +1 Hit Point
BAB: +14/+9/+4
Base Saves: +8/+16/+9 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: Finesse Training (19th): Tailblade, [19th Level Feat] Stand
Still
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 10d6+10 / 10d8+10+9 in surprise round; no
AoO for one round, 2 STR damage
20: Unchained Rogue (Waylayer) 20, +1 Hit Point
BAB: +15/+10/+5
Increased Ability Score: DEX +1
(24)
Base Saves: +8/+18/+9 (+1/+1/+1
if flanking/occupying same space as ally)
New Feats: Masterful Reflexes, Master Strike, Rogue's Edge
Advancement (20th), Rogue's Edge (20th): Perception
Skills(9): Acrobatics,
Disable Device, Escape Artist, Perception, Stealth, Use Magic Device, +3 others
Current Sneak Attack: 10d6+10 / 10d8+10+10 in surprise round; no
AoO for one round, 2 STR damage, DC 20+DEX Fort save or sleep 1d4
hours/paralyzed 2d6 rounds/slain
Sandals Of Quick Reaction (4000 GP) grant a move and
standard action in the surprise round.
This comment has been removed by the author.
ReplyDeleteThis is freaking amazing, and I can't wait to make my DM rage when I play this. However, I don't see how you get two feats at level 1 - the sharp claws AND scurrying swarmer. I see the anti-hero notation, but I haven't found a book or reference using the interwebs. Can you please explain it to a poor min-maxer like myself?
ReplyDeletehey! thank you; this is weird to say but this comment's the first nice one anyone's left this whole time! <3
Deletehttp://www.d20pfsrd.com/gamemastering/other-rules/hero-points it's in here
my group plays with the optional-but-common Hero Points rule, but I prefer opting to use the Antihero variant wherein my character doesn't ever get Hero Points, but is allowed an extra feat at creation.
Oh, that is cool! I'll have to show that option to my DM. Thanks for the reply, and yeah your stuff is great! Your inquisitor is wicked cool too. Keep up the good work my man.
DeleteOh, that is cool! I'll have to show that option to my DM. Thanks for the reply, and yeah your stuff is great! Your inquisitor is wicked cool too. Keep up the good work my man.
DeleteThis is probably a RAW vs RAI issue, but I don't think the adopted trait should let you take a physical trait of another race. It makes sense that a ratfolk raised by half-orcs might have traits like tattoos, racial prejudices, or a familiarity with rock climbing. I don't see how being raised by half orcs makes you grow a bite attack
ReplyDeleteYou are right. But I thing there is a race trait (not racial trait) that gives someone a 1d3 bite attack.
ReplyDeleteNope I was wrong! Should be legal!
ReplyDeleteThis comment has been removed by the author.
ReplyDeletehttp://www.d20pfsrd.com/feats/combat-feats/scurrying-swarmer-combat---ratfolk/ !
DeleteI hate to say it as you made it sound awesome, but Swarming only works with other Ratfolk... which would break the whole point of the build. But the multiple attack angle is intriguing.
ReplyDeletehttp://www.d20pfsrd.com/feats/combat-feats/scurrying-swarmer-combat---ratfolk/ kapowww motherfucker
ReplyDelete(if you can't click that link for some reason, that's the Scurrying Swarmer racial feat that lets a ratfolk treat whoever like an also-ratfolk and benefit from teamwork feats even if they don't have em)
(that said, don't feel bad offerin constructive critcism! if I do somethin wrong I ought to know. thanks!)
Coordinated Charge is interesting... so you're in your allies field - then suddenly he charges forward (similar to an AoO your ability should trigger before he leaves the field, right, i.e. while he's still your ally that counts as having the feat) and you get to tag along (assuming he charges within 20 ft) - did I get that right?
ReplyDeleteReally fun build! Thank you! I stole it and changed things up just a little. The big difference was changing from Waylayer to Vexing Dodger. This allowed me to throw in a Dirty Fighting sub-theme which turned out pretty powerful in it's own right. (GM ruled ok with the archetype for u.rogue, but ruled no on getting the additional feat at 1st with hero points).
ReplyDeleteI swapped out Blade of the Society for Dirty Fighter (+1 trait bonus to damage when flanking) for effectively the same bonus but without the Pathfinder baggage.
2nd nets you Improved Dirty Trick which can be good if not flanking for some reason and/or you moved and get one action. Very low CMB at this point though... so...
I bumped Sharpclaw to third level, so 1st starts a little 'slower' than yours with just a Knife, Tailblade, and bite for attacks... which is still crazy good at 1st level.
Third level is big bump in damage with the increase to two primary attacks with claws (Sharpclaw) and another SA die.
4th level gets Debilitating Injury which is crazy good for this build. I get Agile Maneuvers with the Rogue Talent and Dirty Trick as a swift action so it just gets added to the full attack action while getting a big boost in success for the maneuver.
5th level is yet another boost to damage with Sneak Attack and I pick up Dirty Fighting for another boost to CMB (and pre-req for greater later)...
It's kind of stupid good. But it's damage output is not necessarily so much better than a two-handed fighter that it feels broken, and with the flanking it does have a setup cost... but with swarming not so big a cost that it is hard to get regularly. The Dirty Trick allows you to get some SA action still going when you can't flank for some reason... and I just love the picture of the ratfolk hoping off the BSF shoulders and hanging off the giants arms, bouncing here and there as it tears at it with so many attacks.
RP wise, I am blatently ripping off the speech patterns of Dr. Fris from the GCP Android & Aliens podcast (he is a ysoki, so close enough to a ratfolk).
All of that would be a fun enough character, but he is still getting 9 skill ranks a level, so he should still have plenty of adding to the fun out of combat as well. What a monster!
Anyway... good stuff!
I'm really enjoying your builds. This one might be well adapted to a Ratfolk Alchemist (Vivisectionist). I might need to fiddle with the feats some but...really promising.
ReplyDelete