Primary Class: Monk Main features: Flurry Of Blows, Improved Unarmed Strike, Stunning Fist, Armor Class Bonus, Ki Powers High saves: Fortitude and Reflex Class skills: Athletics, Mobility, Stealth, Knowledge World , Lore Religion , Perception, Persuasion Monks are focused on up close combat but without any weapons or armor. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. What is this supposed to do? Eventually their standard fist attacks take on magical qualities, essentially bypassing the need for magic weapons. This basic approach will allow for a capable and well-rounded rogue in many campaigns; however, in games that focus more prominently on one or the other, you may find it useful to dedicate more feats toward skill use or more rogue talents toward combat. Please elaborate on what the goal actually is. But since you asked: I'm a big fan of Reactionary for a combat trait for rogues.
Divine Guardian — gains bonus effect in fight and can protect one member of the party in Pathfinder: kingmaker. Vigilante is a base class that is not in the game. If you want to cast lots of combat spells every day, this is the class to pick. Due to their reliance on the stresses of combat to bring out the best of the hidden blade, gambits cannot be used outside combat. The Eldritch Scoundrel also gets skill unlocks worth 3 feats basically as well as more rogue talents and advanced talents.
That's not powerful per se, but at least it's very versatile - it allows such options as fast stealth, swift-action Invisibility, two extra attacks with shuriken great if you have initiative , a climb speed, swift-action disguises and some other options. Invulnerable Rager — loses sense to avoid traps and gains damage reduction and resistance to fire and cold at third level. You can use the extra skill s to further customize your rogue, specializing in Diplomacy, Sleight of Hand, or whatever else suits your character. Once the hidden blade knows a maneuver, she must ready it before she can use it see Maneuvers Readied, below. You haven't said what you want and what you don't, no requirements or stipulations listed, and there's no goal here.
Unerring Smite: This is exactly like seeking smite, but the divine emissary also ignores total concealment. In the situation where the group is fighting evil foes which happens often , the smite makes him one of the top damage dealer of the game. In terms of feats and ability scores, they can be built like a rogue using a two-handed weapon, if you decide to play one. The divine emissary must be at least 6th level to select this anathema. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Defender Of The True World — this subclass is strong against fey, it gains bonus damage against fey which makes it good in some part of the game. The divine emissary must be at least 9th level to select this anathema.
Still, I'd say for most of the game the Eldritch Scoundrel is a good alternative to the Arcane Trickster - if you want lots of low-level versatility and go into melee, it's better than the Arcane Trickster if not necessarily overall more powerful. In addition, with finesse training, the rogue now gains Weapon Finesse for free at 1st level. A rogue with this ability can severely hamper her foes, giving her a much-needed boost to her offense or defense, depending on the situation. So kind of the reverse. Most of the broken options have been nerfed and even if the spellcasters remain powerful they are not the absolute overpowered classes they were in 3.
Stunning Smite: When making a stunning smite, the target must make a successful Fortitude or be stunned for 1d4 rounds. The divine emissary must be at least 6th level to select this anathema. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Tactical Leader This archetype loses stern gave and instead focuses on diplomacy over intimidation.
But without the PrC, you have no spells. Transfiguration Su At 17th level, a divine emissary begins to transform into a creature of the celestial planes. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. The story of the game takes place with you leading a party of adventurers made up of many different characters. An adept scoundrel can choose not to take 10 and can instead roll normally.
Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. So you can' use the Ring since you need to put 2 Ki points into it to get the reduction. The roof runner archetype from Ultimate Combat lets you use your Acrobatics to fall greater distances than normal, so long as you have structures to bound off of as you descend, though. Many of the ones covered here are must-haves, while others are great additions to a strong foundational skill set. Add to this someone with good buffs spells and you have a killing machine. Defender Of The True World This variant on the druid is focused around battling the fey, gaining damage bonuses against the children of the first world. An adept scoundrel must select uncanny dodge before selecting improved uncanny dodge.
I'm thinking of a Sylph. The divine emissary must be at least 6th level to select this anathema. Focused Smite: When making a focused smite, the divine emissary gains a +2 bonus to his smite attack roll for the duration of his smite. Primary Class: Alchemist Main features: Throw Anything, Poison Resistance, Mutagen, Bomb High saves: Fortitude and Reflex Class skills: Trickery, Knowledge Arcana , Knowledge World , Perception, Use Magic Device Alchemist is a hybrid class offering both spells and mutagens for temporarily increasing the physical stats, making this a great well-rounded option for melee or ranged combat. That's nowhere near the same amount of versatility, and it's not even more uses of the same tricks.