
alchemist w/ the Wings discovery, honestly. The D-C oracle and misfortune is just cause it's a nice buff and debuff ability, if you don't want it, there is no reason at all to be dual-cursed.Ī means of flight to hover in the air would be ideal. A seeking bow is also very important, since any miss chance at all screws a rogue over hard core. Anyone not adjacent to you cannot see you and thus SA applies. You use oracle slots and a wand to put up an obscuring mist. Sniper's Goggles ASAP is build critical so you're not limited to 30 ft for sneak attacking, as you'll be sitting tight in a cloud. Used Ancestral Arms to trade skill focus for MWP (longbow).ĥ Weapon Focus (longbow) ĩ Shatter Defenses Takes Dual-Cursed Oracle dip at 3, though it doesn't really matter when as long as it comes early on.

Half-Elf Rake Rogue (no archetype really helps.Sniper would if DM houseruled their extended range to synergize w/ Sniper's Goggles). It's one of the few advantages Rogue has over Ninja.Īnd now.I'll attempt an archer utilizing Oracle dip. I didn't even want to make it human, but the feats were just too numerous. yeah, that's pretty godawful and feat starved. Traits: Blade of Mercy (can do nonlethal w/ any slashing weapon +1 damage when doing so)Ĥ Weapon Focus (Dagger) Ħ Precise Shot Ĩ Shatter Defenses ġ0 Improved Critical (Dagger) ġ2 (not sure we can throw away unique yet worthless class features for bonus feats anymore) Build literally falls apart w/o that RAW reading. Note: I'm using a shaky reading where Enforcer's "Whenever you deal nonlethal damage with a melee weapon" takes into account that dagger is classified as a melee weapon even if using it for a ranged attack. Since Bacris did intimidation based melee w/ sap master, I'll try a dagger thrower just to not be too similar. That's at 5th level, will expand to 10th. And since the target for intimidate is static (10 + HD + wis mod), boost it enough (I recommend a cane that gives you an enhancement bonus to intimidate) and you don't have to worry about the enemy making a lucky roll. Which is basically taking any enemy out of the fight for one round, guarunteed and best part is, no save. Panicked is a more extreme state of fear. A frightened creature can use special abilities, including spells, to flee indeed, the creature must use such means if they are the only way to escape.įrightened is like shaken, except that the creature must flee if possible. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. Or you could switch all those rounds of shaken for one round of frightend (via the thug archetype) where:Ī frightened creature flees from the source of its fear as best it can. If you succeed, they are shaken for a number of rounds based on the damage you just did (6d6 + 9 minimum), so lets say, forever, basically.


#NIMBLE MOVES PATHFINDER FREE#
Now Enforcer comes into play, you can intimidate your foe as a free action, because you dealth nonlethal damage (Hope you didn't dump cha). (In this case at level 5, 9 extra damage) Since you were using your pimp-hand to deal the damage, you deal 1.5 times your level in extra damage due to sap adept and knockout artist. Since they are flat footed, you deal double nonlethal sneak attack damage (6d6, thanks to sap mastery). So at 5th level, whenever you charge someone, they are flatfooted (thanks to scout). 2nd: Ninja Trick (Unarmed Combat Training)
