Gaming

Pathfinder – Building an Unchained Rogue

For one of my Pathfinder games I needed to turn an NPC into a character – here I cover how I did it and the choices I made. Please note that this is not an optimised build but it is meant to be a functional one and hopefully a fun one.

The character is twelfth level and will be using some homebrew rules that I have added to make the game more survivable and interesting. They will be highlighted when I get to them in the build process. This is for my Frog God Games Pathfinder Group set in the Razor Coast Campaign. The character in question is Jalia “Lady Lightfingers” Ramires who is a 10th level characters with Monk 1 and Rogue 9.

Step One – Ability Scores

House Rule: For this campaign I am using ability score points with 32 points to buy the characters attributes with.

Her book stats are Str 10 (+0), Dex 22 (+6), Con 12 (+1), Int 13 (+1), Wis 14 (+2), Cha 17 (+3)

At first level I can give her:

Str 10 (0  points) - +0
Dex 18 (17 points) - +4
Con 12 (2 points) - +1
Int 13 (3 points) - +1
Wis 13 (3 points) - +1
Cha 15 (7 points) - +2

TOTAL POINTS - 32

So with each choice made I will expand the character stat block as I progress through the steps so you can see the changes as I make it.

STAT BLOCK VERSION 1
Jalia Ramires
Female
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STATISTICS
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Str 10 (0), Dex 18 (+4), Con 12 (+1), Int 13 (+1), Wis 13 (+1), Cha 15 (+2)

This gives the character a base attributes before taking race and levels into consideration. At the end of the build the stats still don’t match the ones from the book so I wonder if the characters stats were rolled or chosen to represent them.

Step Two – Racial Selection

So as I know that Jalia is a human I will apply the human traits to the character. While I could take changes from the pathfinder setting there are also asian tones to this character so I have chosen to keep them as a base human from the core rules as it will meet most needs. These are:

  • +2 to one ability score – I have chosen dexterity to match the character
  • Medium size
  • Normal speed (30 ft)
  • Bonus Feat – Need to choose
  • Skilled: +1 skill point per level
  • Langues: Common +1 language per positive intelligence modifier. The extra language I have taken from the original character being Tulita.
STAT BLOCK VERSION 2
Jalia Ramires
Female Human
Medium Humanoid (Human)
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OFFENSE
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Speed 30 ft
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STATISTICS
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Str 10 (0), Dex 20 (+5), Con 12 (+1), Int 13 (+1), Wis 13 (+1), Cha 15 (+2)

Step Three – Level Details

As this is an advanced character there are a few things that I take into account before I start on the class specific features.

  • Feats available to the character – at level 12 there are 6 level feats and a human feat that are open to any available feat.
  • Ability score adjustments – this character has 3 upgrades to ability scores. This means 2 to Dex and 1 to Cha will bring it close to the one in the book.
STAT BLOCK VERSION 3
Jalia Ramires
Female Human
Medium Humanoid (Human)
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OFFENSE
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Speed 30 ft
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STATISTICS
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Str 10 (0), Dex 22 (+6), Con 12 (+1), Int 13 (+1), Wis 13 (+1), Cha 16 (+3)
Languages: Common, Tulita

Step Four – Class Selection

I have decided to go with an Unchained Rogue to see what it could do as something different for the character. I had considered making her a pirate from one of the supplements but I will come back to that one when I talk in the future about another character I have built. I have chosen to use a class from Pathfinder Unchained because it is nice to show what a different variant can do for my player. Note I have also chosen not to use any of the archetypes to try and keep it simpler.

So here is what I get when I drop 12 levels of unchained rogue onto the character:

  • Base Attack Bonus – +9/+4 In my house rules I keep the attack bonus the same without degrading, granting a 2nd attack at the same bonus as the first. You get two attacks with a primary weapon and the possibility of a third attack using two weapon fighting rules.
  • Fort/Ref/Will Saving Throws – +4/+8/+4
  • Rogue Abilities:
    • Danger Sense +4
    • Debilitating Injury
    • Evasion
    • Finesse Training (3 levels) – Dagger and Rapier are selected as they are setting specific. In the book she uses unarmed and darts, but I feel this is an improvement for the player.
    • Rogue’s Edge (2 levels) – (Slight of Hand, Use Magical Device) these fit the character choices
    • Rogue Talent (4 talents) – Certainty (Slight of Hand), Combat Swipe, Minor Magic, Major Magic – these also fit the character choices and might help change some of the items she has.
    • Rogue Talent, Advanced (2 talents) – Improved Evasion, Opportunist – both of these feel thematic as well
    • Sneak Attack +6d6
    • Trapfinding
    • Uncanny Dodge
    • Uncanny Dodge, Improved
  • Skill Points: 8 + Int mod + human x level so she has 120 points. This will be simplified into 10 ranks into 12 skills. Acrobatics, Appraise, Bluff, Climb, Disguise, Escape Artist, Perception, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magical Device. This simplifies the build time and adds 13 to the roll as also all being class skills.
  • Hit Points: 8 + Con mod + (5 + Con mod) x level -1 + Con so this becomes 87 hit points Adding the Con score is a house rule for this campaign due to its lethality. Using favoured class option to add 1 extra hit point per level. bringing it to 99 hit points
  • Feats available to the character – at level 12 there are 6 level feats and a human feat that are open to any available feat.
    • (1) Combat Expertise (2) Gang Up (4) (6) Greater Steal (8) Dodge (10) Weapon Focus – Dagger (12) Close Quarters Thrower – Dagger

The options for the character turned out well. I thought the feat choices were thematic for the character allowing for knife throwing being a core of the attacks including sneak attack options.

STAT BLOCK VERSION 4
Jalia Ramires
Female Human Rogue (unchained) 12
CG Medium Humanoid (Human)
Init +6, Senses Perception 14 (+4 vs traps, +4 vs surprise)
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DEFENCE
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AC 17, touch 17, flat-footed 10 (+6 Dex, +1 dodge, +4 vs traps)
HP 99 (12d8+36)
Fort +5, Ref +14 (+4 vs traps), Will +5
SD Improved Evasion, Improved Uncanny Dodge
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OFFENSE
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Speed 30 ft
(A) Standard Actions - Single Attack
- Dagger +16, simple, light, range 5 ft, thrown 10 ft,
Hit: 1d4+6 Piercing or Slashing Crit 9: x2
- Rapier +15, martial, one-handed, range 5 ft, finesse
Hit: 1d6+6 Piercing Crit 8: x2
(A) Combat Manoeuvre - Steal (apg) +13
(FR) Full Round Actions - Multi Attack
- Primary Dagger x2 attacks
- Secondary Dagger x1 attack
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STATISTICS
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Str 10 (0), Dex 22 (+6), Con 12 (+1), Int 13 (+1), Wis 13 (+1), Cha 16 (+3)
Base Att +9, CMB +9, CMD 19 (+2 vs steal)
Feats: Combat Expertise, Greater Steal, Improved Steal, Weapon Finesse
Traits:
Skills: Acrobatics (+19), Appraise (+14), Bluff (+16), Climb (+13),
Disable Device (+6, +4 vs traps), Disguise (+16), Escape Artist (+19),
Perception (+14, +4 vs traps), Sense Motive (+14), Sleight of Hand (+19,
+4 to steal from person), Stealth (+19), Swim (+13), Use Magical Device
(+14).
Languages: Common, Tulita
SQ:
Gear:
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CLASS FEATURES (Rogue 12th)
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Danger Sense (+4) bonus to Reflex saves and ac vs traps, and perception vs
surprise. Counts as Trap Sense.
Debilitating Injury - Can cause Bewildered (-4 to AC), Disoriented (-4 on
attack rolls) or Hampered (1/2 movement) when making a critical hit.
Evasion - Takes no damage on a successful reflex save.
Finesse Training (Dagger and Rapier) - Gain the Weapon Finesse feat. You
can add your dex bonus to damage rolls.
Rogue's Edge:
- Sleight of Hand - when attempting a disarm or steal manoeuvre a
successful sleight of hand check gives you a +2 to the combat manoeuvre
check. Attempting a sleight of hand check as a move action has a -10
penalty.
- Use Magical Device - You can aid another on a use magical device check.
If you roll a natural 1, you get a -10 to the check instead of being unable
to use it for 24 hrs.
Rogue Talents:
- Certainty (Slight of Hand) can reroll skill checks twice per day
- Combat Swipe - Gain improved Steal feat, meet requirements for Greater
Steal
- Major Magic - Disguise Self CL 12 DC 12. +10 to disguise checks
- Minor Magic - Mage Hand CL 12 DC 11. Telekesis of 5 ft object
Rogue Talent, Advanced:
- Improved Evasion - Half damage on a successful save
- Opportunist - You can make an attack of opportunity against a target
that has been struck in melee by another character. Can't be used
more than once per round.
Sneak Attack (+6d6) when an opponent is denied dex to ac, or when your
flanking the target. Range attacks count for within 30 ft, and precision
damage not multiplied on a critical hit. Cannot sneak attack while striking
a creature with total concealment.
Trapfinding (+4) Bonus to Perception and Disable Devices for Traps. This
also works on magical traps.
Uncanny Dodge - cannot be caught flat footed, and does not loose dex to AC
unless immobilised. Can be tricked by a feint.
Uncanny Dodge, Improved - cannot be flanked, a rogue needs to be level 16
to use sneak attack against you.
---------------------------------------------------------------------------
FEATS
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Close Quarters Thrower (uc) You don't provoke attacks of opportunity making
ranged attacks with this weapon.
Combat Expertise - -2 to melee attack rolls and combat maneuver checks to
gain a +2 dodge bonus to AC.
Dodge - +1 to AC
Gang Up (apg) - as long as an opponent is flanked, you are considered
flanking it no matter where you are to it.
Greater Steal (apg) - +2 bonus to steal from a foe (stacks), if successful
they don't notice the missing item until the try to use it or combat over.
Improved Steal (apg) - does not provoke an attack of opportunity when
making a steal combat maneuver. +2 bonus to steal from a foe, +2 bonus to
defend from being stolen from.
Weapon Finesse - Can attack with certain weapons using dex instead of str.
Weapon Focus (Dagger) +1 to attack with chosen weapon.

Step Five – Equipment

The character started with these items in the book so I kept them but modified to represent the Innate Item Bonuses that we are using in the game.

Combat Gear: Large lady’s fan (actually a wand of hold person [22 charges]), wand of major image (18 charges) fashioned into an umbrella; Other Gear +3 ring of protection, fine emerald brooch (fake, only worth 4 cp), emerald green silk bodice of escape, aqua hoop skirt (quick tear away), black silk leggings, slippers of spider climb, ring of acquisition (see side box), white lace gloves of arrow snaring, 2 masterwork hairpin darts (laced with drow poison), and a vial of liquid terinav root (Poison), a silken ladies purse (filled with caltrops).

  • Wand of Hold Person (looks like a lady’s fan)
  • Wand of Major Image (looks like an umbrella)
  • Ring of Protection +3 becomes a Ring of Invisibility (With +3 AC bonus)
  • Bodice of Escape (Vest of Escape)
  • Slippers of spider climbing
  • Ring of Acquisition
  • Gloves of Arrow Snaring (white lace)
  • Adding a Holy Dagger (+2 Bonus) and a Flaming Dagger (+1 Bonus) on a blinkback belt.

I applied the innate item bonus to the Ring and two daggers allowing me to make the items better than they were originally. I could have added some more to boost stats but I thought this was a nice starting point for the character. Most equipment I choose for characters comes from the Ultimate Equipment sourcebook, which makes looking up references easier.

STAT BLOCK VERSION 5
Jalia Ramires
Female Human Rogue (unchained) 12
CG Medium Humanoid (Human)
Init +6, Senses Perception 14 (+4 vs traps, +4 vs surprise)
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DEFENCE
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AC 20, touch 20, flat-footed 10 (+6 Dex, +1 dodge, +3 defelction, +4 vs
traps)
HP 99 (12d8+36)
Fort +5, Ref +14 (+4 vs traps), Will +5
SD Improved Evasion, Improved Uncanny Dodge
---------------------------------------------------------------------------
OFFENSE
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Speed 30 ft
(A) Standard Actions - Single Attack
- Dagger
+16, simple, light, range 5 ft, thrown 10 ft,
Hit: 1d4+6 Piercing or Slashing Crit 9: x2
- Rapier
+15, martial, one-handed, range 5 ft, finesse
Hit: 1d6+6 Piercing Crit 8: x2
(A) Combat Manoeuvre - Steal (apg) +13
(FR) Full Round Actions - Multi Attack
- Primary Dagger x2 attacks
- Secondary Dagger x1 attack
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STATISTICS
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Str 10 (0), Dex 22 (+6), Con 12 (+1), Int 13 (+1), Wis 13 (+1), Cha 16 (+3)
Base Att +9, CMB +9, CMD 19 (+2 vs steal)
Feats: Combat Expertise, Greater Steal, Improved Steal, Weapon Finesse
Skills: Acrobatics (+19), Appraise (+14), Bluff (+16), Climb (+13), Disable
Device (+10, +4 vs traps), Disguise (+16), Escape Artist (+25), Perception
(+14, +4 vs traps), Sense Motive (+14), Sleight of Hand (+19, +4 to steal
from person), Stealth (+19), Swim (+13), Use Magical Device (+14).
Languages: Common, Tulita
Gear: Ring of Invisibility (+3 to AC), Bodice of Escape, slippers of spider
climbing, ring of acquisition (razor coast item), gloves of arrow snaring,
blinkback belt
---------------------------------------------------------------------------
CLASS FEATURES (Rogue 12th)
---------------------------------------------------------------------------
Danger Sense (+4) bonus to Reflex saves and ac vs traps, and perception vs
surprise. Counts as Trap Sense.
Debilitating Injury - Can cause Bewildered (-4 to AC), Disoriented (-4 on
attack rolls) or Hampered (1/2 movement) when making a critical hit.
Evasion - Takes no damage on a successful reflex save.
Finesse Training (Dagger and Rapier) - Gain the Weapon Finesse feat. You
can add your dex bonus to damage rolls.
Rogue's Edge:
- Sleight of Hand - when attempting a disarm or steal manoeuvre a
successful sleight of hand check gives you a +2 to the combat manoeuvre
check. Attempting a sleight of hand check as a move action has a -10
penalty.
- Use Magical Device - You can aid another on a use magical device check.
If you roll a natural 1, you get a -10 to the check instead of being unable
to use it for 24 hrs.
Rogue Talents:
- Certainty (Slight of Hand) can reroll skill checks twice per day
- Combat Swipe - Gain improved Steal feat, meet requirements for Greater
Steal
- Major Magic - Disguise Self CL 12 DC 12. +10 to disguise checks
- Minor Magic - Mage Hand CL 12 DC 11. Telekesis of 5 ft object
Rogue Talent, Advanced:
- Improved Evasion - Half damage on a successful save
- Opportunist - You can make an attack of opportunity against a target
that has been struck in melee by another character. Can't be used
more than once per round.
Sneak Attack (+6d6) when an opponent is denied dex to ac, or when your
flanking the target. Range attacks count for within 30 ft, and precision
damage not multiplied on a critical hit. Cannot sneak attack while striking
a creature with total concealment.
Trapfinding (+4) Bonus to Perception and Disable Devices for Traps. This
also works on magical traps.
Uncanny Dodge - cannot be caught flat footed, and does not loose dex to AC
unless immobilised. Can be tricked by a feint.
Uncanny Dodge, Improved - cannot be flanked, a rogue needs to be level 16
to use sneak attack against you.
---------------------------------------------------------------------------
FEATS
---------------------------------------------------------------------------
Close Quarters Thrower (uc) You don't provoke attacks of opportunity making
ranged attacks with this weapon.
Combat Expertise - -2 to melee attack rolls and combat maneuver checks to
gain a +2 dodge bonus to AC.
Dodge - +1 to AC
Gang Up (apg) - as long as an opponent is flanked, you are considered
flanking it no matter where you are to it.
Greater Steal (apg) - +2 bonus to steal from a foe (stacks), if successful
they don't notice the missing item until the try to use it or combat over.
Improved Steal (apg) - does not provoke an attack of opportunity when
making a steal combat maneuver. +2 bonus to steal from a foe, +2 bonus to
defend from being stolen from.
Weapon Finesse - Can attack with certain weapons using dex instead of str.
Weapon Focus (Dagger) +1 to attack with chosen weapon.

Conclusion

This was a fun build, I might do things differently with the next one I work on.

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