>>3624663>catch off guard and throw anythingI've never seen anyone actually take those before that's pretty cool. Since most weapons have a set damage only having one can be an issue. With catch off guard you use the damage of the relative size of the item.
Don't most rudimentary items do a 1D6+str?
If you're not in cities you could cross into ranger for Favored Terrain.
I play rogues usually. I can't get over 2 things in Pathfinder that are incredibly broken.
>Greater Feint/improved feint: IE; make a bluff check as a standard action to negate an enemies Dex bonus to AC until the beginning of your next turn (for all intents and purposes the person is flat-footed).When coupled with Two-Weapon Fighting you can feint with one hand and attack with the other thus stacking your sneak attack damage. Lvl 1 rogues get 1d6 of sneak per attack. By the time you have 6 attacks and only 1 needs to be a feint you're stacking roughly 6d6 sneak per attack usually leading to 30d6 worth of sneak plus whatever your weapon damage is.
>(shadowdancer) Shadow Jump: a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot incrementThe ability in combat to get behind anyone I want via their shadow makes flanking a lot easier. They're both super broken and really great for rogues.
>you're still super cuteN-no y-you're a qt grill this is g-gay.....y-you c-can't say those things.......shit head.