You are skilled at fooling your opponents in combat. | Design Finder 2018 Legal Information/Open Game License, Fan Labs … or Iron Will to patch up your bad Will save. Starting in Third Edition D&D and continuing through Pathfinder, rogues became the premier users of the new skill system, having the largest list of class skills and the most skill points to work with. lets move on to feats: unchained has weapon finesse built in, you dont need it, you probably dont want dodge either it dosnt grant you as much as a feat should unless you want spring attack but that would be willfully spending 3 feat slots for spring attack (dodge is almost nothing and mobility wants you to use move actions which is what you feint with), you likely dont want to 2 weapon fighting feats, you need to full attack for that and you use your move action to feint (unless you plan on taking 2 weapon feint which allows you to give up your off hand attack to feint, this is only worth it if you get at least three attacks and always hit the sense motive dc with feint). Orange: OK options, or useful options that only apply in rare circumstances 3. I don't know the PAthfinder Ninja class, but Ninja classes in general have a terrible reputation. Pathfinder RPG Core Rulebook. My feats are Combat Expertise, Dodge, Double Slice, Improved Feint, Mobility, Two-Weapon Defense. Prerequisites: Combat Expertise, Improved Feint, base attack bonus +6, Int 13. You are skilled at making foes overreact to your attacks. You can mislead foes about your aim with ranged attacks. Feint Mental Source Core Rulebook pg. Improved Feint (Combat) You are skilled at fooling your opponents in combat. 2. Latest Pathfinder 2e! There’s an effective skill point chart below the build, but milestones are +17 base modifier at level 6 when it becomes a class skill, +24 base modifier at level 10 when +3 from Skill Focus becomes +6, and +36 base modifier at level 20. Female human rogue (unchained) 7 (Pathfinder Unchained 20) CN Medium humanoid (human) Init +6; Senses Perception +12, AC 20, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 shield) hp 78 (7d8+28) Fort +5, Ref +9, Will +5 Defensive Abilities danger sense +2, evasion, uncanny dodge, Speed 30 ft. Melee +1 flaming mithral dagger +9 (1d4+5/19-20 plus 1d6 fire) or +1 frost mithral dagger +9 (1d4+5/19-20 plus 1d6 cold) or dagger +10 (1d4+4/19-20) or short sword +9 (1d6+2/19-20) Special Attacks sneak attack (unchained) +4d6, Str 15, Dex 19, Con 16, Int 13, Wis 14, Cha 11 Base Atk +5; CMB +7; CMD 22 Feats Combat Expertise, Dodge, Double Slice, Improved Feint, Mobility, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger) Traits indomitable faith, reactionary Skills Acrobatics +14, Appraise +5, Bluff +10, Climb +8, Diplomacy +6, Disable Device +19, Disguise +12 (+17 to simulate illness), Escape Artist +14, Knowledge (dungeoneering) +5, Knowledge (local) +5, Linguistics +6 (+8 to make forgeries), Perception +12, Sense Motive +6, Sleight of Hand +8, Stealth +14, Survival +2 (+4 to navigate in the wilderness), Swim +6, Use Magic Device +10 Languages Common, Goblin, Halfling, Orc SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bonus feat, combat trick, weapon training), trapfinding +3 Combat Gear caltrops, oil (5); Other Gear +1 studded leather, +1 flaming mithral dagger, +1 frost mithral dagger, dagger, short sword, burglar's bracers[UE], handy haversack, astrolabe (apg)[APG], bedroll, belt pouch, candle (10), chalk (10), disguise kit, flint and steel, forger's kit[UE], grappling hook, hammer, hemp rope (50 ft.), hooded lantern, marbles[APG], mess kit[UE], mirror, piton (4), sack (4), star charts[ARG], symptom kit[APG], tindertwig (4), torch (10), trail rations (5), waterskin, light horse (combat trained), bit and bridle, blanket, feed (per day), riding saddle, saddlebags, leather map case (worth 25 gp, 0.5 lb), leather map case (worth 25 gp, 0.5 lb), leather map case (worth 25 gp, 0.5 lb), leather map case (worth 25 gp, 0.5 lb), ship's journal (sealed with magic) (worth 250 gp, 1 lb), 75 pp, 270 gp, 4 sp, 1 cp, New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! (Not administered by or affiliated with Paizo Publishing® in any way), Press J to jump to the feed. Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. (At least, not by Pathfinder Society rules, which you might think of as the “ultra-strict” set of rules.) 14): The vigilante can feint as a move action or in place of his first attack during a full attack. From core rulebooks, world guides, and accessories to the latest miniatures, customize your subscription and unlock greater rewards, like discounts and free Organized Play content. 7: Spring Attack (not necessarily useful, but it is a prereq.). +4 to AC vs. AoO provoked by moving out of reach and walking. Downloads FAQ, make a Bluff skill check massive feat investment only adds to Feint but! 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