Sneaky Scorch — 4 Build Options

Rogue · Thief Tailed Goblin Field Medic

Sneaky Scorch — Lvl 6

Four directions for L6+. All four are Feint-free and Intim-free. Off-guard comes from Tumble Behind / Gang Up / Underhanded Assault. A keeps the L1–L5 sheet intact; B / C / D propose retro-respecs of the early picks (need GM approval to actually retrain).

Locks (cannot move): Tailed Goblin (heritage), Goblin Weapon Familiarity (L1 anc), Battle Medicine (L1 Field Medic bg), Godless Healing (L2 skill), Fleet (L3 gen), Tree Climber (L5 anc), Weapon Tricks (L5 class auto), Thief racket. Dogslicers (one Bane vs horses, one Flaming) + Crunchy Crown (+2 Intim vs Birdcrunchers).
Community sourcing (2026-05-06): Build picks researched against RPGBOT Rogue handbook, TheGamer Remaster guide, Paizo goblin-dogslicer thread, and AoN rogue-feat list. Nimble Dodge and Tumble Behind are universal Sky Blue picks. Sly Striker is the most-cited reliability hedge for Thief. Off-guard without Feint/Intim: Tumble Behind (Acrobatics roll → off-guard), Gang Up (adjacent ally — no roll), Underhanded Assault (concealment → off-guard).
L1–L5 actual sheet (Build A keeps this; B/C/D propose retro-changes — see each panel)
LvlClass featSkill featAnc / Gen / Other
1Nimble Dodge*Assurance (Stealth) + Battle Medicine (bg)Goblin Weapon Familiarity (anc); Sneak Attack 1d6, Thief Racket
2Underhanded AssaultGodless Healing
3Quiet AlliesFleet (gen); Sneak Attack 2d6, Deny Advantage
4Tumble BehindAssurance (Medicine)
5Tumbling TeamworkTree Climber (anc); Weapon Tricks; ability boosts

* L1 sheet shows Combat Climber (a L4 general feat) — likely sheet anomaly. Nimble Dodge inferred from reaction list.

A · Field Medic No respec needed — L1–L5 sheet kept

Drops the old Intim/Demoralize plan. Keeps every L1–L5 pick on the current sheet. L6+ doubles down on what's already invested: Tumble Behind already grants off-guard, so we add a damage payoff (Sly Striker) and push the medic identity (Continual Recovery, Master Medicine).

L6 Picks

SlotPickWhy
Class featSly Striker (L4, retro-pick legal at L6)+1d6 precision on every Strike that hits, even when the target isn't off-guard. Removes the "Tumble Behind missed → no sneak attack damage" failure mode. Most-cited reliability hedge for Thief in community guides.
Skill featContinual Recovery (L2, Expert Medicine)Treat Wounds immunity drops to 10 minutes per ally. Field Medic background + Battle Medicine + Godless Healing already invest the kit — this finally pays off out of combat.
Skill increaseMedicine → ExpertPrereq for Continual Recovery. Sneaky becomes the party's reliable second-stringer healer behind Rrrahäh.
Pros
  • Sneak Attack now happens every hit — no whiff round (Sly Striker for non-off-guard, Sneak Attack for off-guard)
  • Continual Recovery unlocks fast healing chains between fights
  • Zero re-spec; absolutely minimum disruption
  • Works on any enemy — no fear-immune carve-outs, no Will save check
Cons
  • No party buff (Build B/C have Gang Up which helps allies; this build is selfish)
  • Sly Striker only triggers on hits with sneak-attack-eligible weapons (dogslicer qualifies — agile, finesse)
  • Pure damage uplift is modest (+1d6 vs Build C's snare-deploy battlefield control)

Full L6–L10 Progression

LvlClass featSkill featSkill increaseAnc / Gen / Other
6Sly Striker (L4, retro-pick)Continual Recovery (L2)Medicine → Expert
7Robust Recovery (L2, Expert Medicine — +2 vs disease/poison)Stealth → Master (rogue class auto)Toughness (gen); Sneak Attack 3d6, Weapon Specialization
8Opportune Backstab (L8 — react Strike when ally hits adjacent enemy)Ward Medic (L2, Expert Medicine — Treat Wounds 2 targets)Medicine → Master
9Magical Shorthand (L2, Expert any tradition skill)Acrobatics → MasterCave Climber (L9 goblin)
10Twist the Knife (L6, retro — persistent bleed = sneak attack dice when off-guard hit landed)Pickpocket (L1, Trained Thievery)Athletics → ExpertAbility boosts (DEX cap, CON, WIS, CHA)

Off-guard triggers in this build: Tumble Behind (L4 class feat — already on sheet) and Underhanded Assault (L2 class feat — already on sheet, Strike from concealment).

B · Roof-Runner Mobility / Climbing — proposes retro-respec

Vertical-mobility identity. Sets up sneak attack via Tumble Behind + Gang Up, never via Feint. Original L1–L5 picks (Assurance Stealth, Underhanded Assault, Quiet Allies, Assurance Medicine, Tumbling Teamwork) are fine but several can be retro-swapped for tighter parkour synergy.

Proposed L1–L5 retro-respec (vs current sheet)

LvlSlotWasReplace withWhy
1Free skillAssurance (Stealth)Cat Fall (L1, Trained Acrobatics)Roof-runners fall a lot. +5/15/25 ft no-damage threshold scales with Acrobatics.
2Class featUnderhanded AssaultMobility (L2 Rogue)Stride at half speed without provoking reactions. Core to the parkour identity. Underhanded Assault still works in concealment but Mobility fits the theme.
3Skill featQuiet AlliesQuick Jump (L1 Trained Athletics)High Jump / Long Jump in 1 action. Quiet Allies is a party-stealth-mode feat — less load-bearing if Build B is the parkour solo-scout.
4Skill featAssurance (Medicine)Combat Climber (L1 Trained Athletics)Climb without one hand free + Strike while climbing. Direct combat utility from elevated ground.
5Skill featTumbling TeamworkPowerful Leap (L2, Expert Athletics)Requires Athletics → Expert (push at L3 skill increase). +5 ft horizontal Long Jump, vertical Leap = 5 ft. Roof-to-roof staple.

Skill-increase plan to make Powerful Leap legal at L5: L2 → Stealth Expert (or Acrobatics), L3 → Athletics → Expert, L5 → Acrobatics → Master? No — Master needs L7 char level. So L5 → Thievery Expert. Athletics Master at L7 unlocks Wall Jump.

L6 Picks

SlotPickWhy
Class featGang Up (L6 Rogue)Adjacent enemies are off-guard whenever an ally is also adjacent. Zero action, zero roll, works on mindless foes. Highest-rated rogue L6 feat in community guides.
Skill featAcrobat (L1, Trained Acrobatics)Tumble Through doesn't trigger reactions. Stacks with Mobility (L2) — Sneaky becomes a reaction-immune mover.
Skill increaseAcrobatics → MasterUnlocks Wall Jump (L7) and feeds Tumble Through DC math against high-prof enemies.
Pros
  • Always-on sneak attack via Gang Up + adjacent ally — no roll, no action tax
  • Tumble Behind (L4) still backs up off-guard when solo
  • Mobility + Acrobat = move through enemy zones without reactions
  • Cave Climber (L9) + Tree Climber (L5 locked) = traverse anything
  • Foundation for Wall Jump / Quick Climb at L7+
Cons
  • Melee-only — ranged dogslicer-throw doesn't benefit from Gang Up
  • Requires retraining 4 of 5 L1–L5 skill feats (GM call)
  • No backup medic role (loses Assurance Medicine + Tumbling Teamwork team utility)

Full L6–L10 Progression

LvlClass featSkill featSkill increaseAnc / Gen / Other
6Gang UpAcrobat (L1)Acrobatics → Master*
7Wall Jump (L7, Master Athletics)Athletics → MasterIncredible Initiative (gen); Stealth → Master (rogue class auto)
8Skirmish Strike (L6, retro — Stride+Strike)Quick Climb (L7, Master Athletics)Acrobatics → Master (carryover)
9Foil Senses (L7, Master Stealth)Thievery → MasterCave Climber (L9 goblin)
10Sneak Savant (L10 — fail Stealth → success once/min)Swift Sneak (L7, Master Stealth)Survival → ExpertAbility boosts (DEX cap, STR, CON, CHA)

* Acrobatics → Master at L6 is invalid — Master needs character L7. Push that increase to L7 and take a different L6 increase (e.g. Athletics → Expert if not already, or Acrobatics → Expert).

C · Trapper-Saboteur NEW concept — proposes retro-respec

Sneaky doesn't just stab — Sneaky pre-deploys the battlefield. Ambush prep with Hampering, Marking, Alarm, and Spike snares; combat opens with enemies already debuffed. Skirmish Strike kites them into deployed snares. Heavy Crafting investment from L1.

Proposed L1–L5 retro-respec (vs current sheet)

LvlSlotWasReplace withWhy
1Free skillAssurance (Stealth)Snare Crafting (L1, Trained Crafting)Foundation feat — without it, no snares. Goblin background gives Crafting Trained or pick it as a skill choice.
2Class featUnderhanded AssaultMobility (L2 Rogue) or keep Underhanded AssaultMobility lets Sneaky deploy snares mid-fight without provoking. If party uses scout-and-position approach, keep Underhanded Assault for ambush opener.
3Skill featQuiet AlliesConcealing Legerdemain (L1, Trained Thievery)Hide trap reagents on person before deployment — sets up snare ambushes during peaceful approach.
4Class featTumble Behind (KEEP)Tumble BehindStill anchors melee sneak attack. Trapper isn't pure-ranged.
4Skill featAssurance (Medicine)Snare Specialist (L4, Expert Crafting)Cornerstone feat — 4 free prepared snares/day at Expert (8 at Master). Requires Crafting → Expert at L3 skill increase.
5Skill featTumbling TeamworkLengthy Diversion (L1, Trained Stealth)Extends pre-fight Diversion duration — buys time to plant snares before initiative.

Skill-increase plan: L3 → Crafting → Expert (gates Snare Specialist at L4). L5 → Acrobatics or Thievery Expert. L7 → Crafting → Master (gates Quick Snares).

L6 Picks

SlotPickWhy
Class featSkirmish Strike (L6 Rogue)Stride+Strike or Strike+Stride. Kite enemies into deployed snares; reposition out of melee after a hit.
Skill featPlentiful Snares (L6, Master Crafting required) or Cat Fall if Master Crafting not yetCrafting → Master is L7 char-level minimum. At L6 swap to Cat Fall (L1 Trained Acrobatics); take Plentiful Snares at L7.
Skill increaseStealth → ExpertCrafting holds at Expert (Master needs L7). Stealth Expert sets up better Hide/Sneak rolls during snare-deployment phase.
Pros
  • Pre-combat prep wins fights before they start (Hampering snares cut enemy speed in half)
  • Snare Specialist + Plentiful Snares = ~16 free snares/day at L7 Master Crafting
  • Skirmish Strike + Snares = forced movement onto traps every round
  • Strong synergy with party's existing scout doctrine (Quiet Allies on the goblin party already)
  • Marking Snare on a tagged target shares its location with Bubble for ranged bombing
Cons
  • Open-field encounters = snares wasted (no chokepoints)
  • Heavy retro-respec required — touches L1, L3, L4, L5
  • Loses Assurance Medicine — Battle Medicine still works, but rolls vary
  • Requires session-prep (party scouts, then Bubble plants); not always practical at-table

Full L6–L10 Progression

LvlClass featSkill featSkill increaseAnc / Gen / Other
6Skirmish Strike (L6)Cat Fall (L1)Stealth → Expert
7Quick Snares (L6, Master Crafting)Crafting → MasterToughness (gen); Stealth → Master (rogue class auto)
8Twist the Knife (L6, retro — bleed payoff for melee snare-kited targets)Plentiful Snares (L6, Master Crafting)Acrobatics → Master
9Snare Hopping (L7, Master Crafting — move snares as a free action)Thievery → MasterCave Climber (L9 goblin)
10Sneak Savant (L10)Robust Recovery (L2, Expert Medicine)Survival → ExpertAbility boosts

D · Tomb Raider NEW concept — Thievery king + magic-item user

Sneaky as the party's tool specialist. Picks every lock, disables every trap, identifies every magic item, and uses any wand/scroll the party finds via Trick Magic Item — without taking a caster archetype. Combat sneak attack via Tumble Behind + Underhanded Assault; no spell DCs to worry about, no archetype tax.

Proposed L1–L5 retro-respec (vs current sheet)

LvlSlotWasReplace withWhy
1Free skillAssurance (Stealth)Pickpocket (L1, Trained Thievery)Foundation theft feat — Steal items as a free action when adjacent + non-noticing.
2Class featUnderhanded Assault (KEEP)Underhanded AssaultConcealment-opener still anchors first-round sneak attack; tomb raiders favor the dark.
3Skill featQuiet AlliesSubtle Theft (L1, Trained Thievery)Steal at -2 to enemy Perception, witnesses don't notice unless they crit. Stacks with Pickpocket.
4Class featTumble Behind (KEEP)Tumble BehindAcrobatics → off-guard, anchors Feint-free sneak attack.
4Skill featAssurance (Medicine)Trick Magic Item (L1, Trained Arcana/Occultism/Religion/Nature)Use any wand/scroll regardless of class. Massive utility — every found magic item becomes usable. Requires one tradition skill at Trained — pick Occultism (synergy with Pendant of the Occult + Staff of Impossible Visions).
5Skill featTumbling TeamworkConcealing Legerdemain (L1, Trained Thievery)Hide a small object during Sleight of Hand — pair with Pickpocket to make stolen-item recovery harder.

Skill-increase plan: L2 → Thievery Expert (foundation). L3 → Occultism Expert (drives Trick Magic Item DC). L5 → Arcana or Crafting Expert (broader item pool).

L6 Picks

SlotPickWhy
Class featSkirmish Strike (L6 Rogue)Stride+Strike — escape after a sneak attack, repositioning to next concealment for Underhanded Assault.
Skill featQuick Identification (L1, Trained any tradition skill)Identify Magic in 1 minute (vs 10). Critical on dungeon delves where the party finds 3+ items in a fight.
Skill increaseThievery → MasterMaster at L7 char-level minimum — defer to L7. At L6 push Thievery → Expert if not already, or Occultism → Expert for Trick Magic Item DC.
Pros
  • Every found magic item becomes usable — scrolls, wands, staves the party has no other class match for
  • No archetype tax (vs old "Arcane Knife" Witch Dedication build) — full rogue feat budget
  • Pickpocket + Subtle Theft + Concealing Legerdemain = best-in-party kleptomaniac
  • Quick Identification means Sneaky resolves "what is this?" after every encounter
  • Tumble Behind still active for off-guard; Skirmish Strike covers reposition
Cons
  • Trick Magic Item is a roll — failure = item used unsuccessfully (still consumes charges)
  • Roleplay rest required — Sneaky becomes the "deal with the loot" goblin
  • No flashy combat upgrade — sneak attack damage stays same as Build A
  • Touches L1, L3, L4, L5 retro-picks (3 free skill feats moved + 1 class feat kept)

Full L6–L10 Progression

LvlClass featSkill featSkill increaseAnc / Gen / Other
6Skirmish Strike (L6)Quick Identification (L1)Occultism → Expert
7Magical Shorthand (L2, Expert Occultism)Thievery → MasterToughness (gen); Stealth → Master (rogue auto)
8Opportune Backstab (L8 — react Strike when ally hits adj enemy)Recognize Spell (L1, Trained tradition skill — reaction to identify spells on cast)Acrobatics → Master
9Forager (L1, Trained Survival) or Robust RecoveryOccultism → MasterCave Climber (L9 goblin)
10Sneak Savant (L10) or Twist the Knife (L6 retro)Pickpocket already L1 — pick Plant Evidence (L7) or Slick (L1, Trained Athletics — slip restraints)Athletics → ExpertAbility boosts (DEX cap, INT, CHA, CON)
Theme rationale: Sneaky already owns the Pendant of the Occult and Staff of Impossible Visions. The old Build D forced a Witch archetype to use them as a caster — but Trick Magic Item gets ~80% of that value at zero archetype cost. The pendant adds Occultism Trained baseline; the staff acts as a focus item for any occult spell scrolls/wands the party finds. No spell DC required — just the Trick check.

Side-by-side comparison

AxisA · Field MedicB · Roof-RunnerC · Trapper-SaboteurD · Tomb Raider
L6 Class featSly Striker (L4 retro)Gang UpSkirmish StrikeSkirmish Strike
Off-guard triggerTumble Behind + Underhanded AssaultGang Up (ally adj) + Tumble BehindSnares (Hampering, Spike) + Tumble BehindUnderhanded Assault + Tumble Behind
Damage rider+1d6 every hit (Sly Striker)Sneak attack on every Gang UpSnare debuffs + sneak attack on snaredNone — pure sneak attack
L1–L5 respec needed?No (sheet kept)Yes — 4 skill feats + 1 class featYes — heavy (Crafting investment)Yes — 4 skill feats moved
Mindless enemy?WorksWorksWorksWorks
Range playOKMelee onlyStrong (snares + ranged)OK
Party utilityBackup medicVertical scoutBattlefield prep + alarmsItem identification, scrolls/wands
Combat paceSlow-and-steadyFast (mobility)Setup-heavyVersatile
Decision shortcut: If "no respec" matters → A. If you want Sneaky to be the party's position specialist → B. If you want Sneaky to be the party's setup specialist → C. If you want Sneaky to be the party's tool specialist (locks, traps, scrolls, wands) → D.