2 level Gambler Rouge


Advice


I am pretty new to pathfinder am having to switch from a soulknife to a rouge because I am still too new and bit off more than I could chew in understanding.

My GM recommended rouge since my character was already very similar.

My character is very sneaky and very much a gambler who is fascinated by magic not because he wants magical powers but because he sees illusion as just any way to deceive people in gambling.. I have an outfit with hidden compartments and have bought loaded dice to cheat in dice games. I am always looking for ways be a better gambler and fit in with lowlifes in an urban campaign.

I need help in which feats to take and and which skills to take not take ect.

For the record I want to be really good at gambling and everything that goes along with it. Very much a social rouge.

As of now I am

STR 8
DEX 14
CON 15
INT 12
WIS 12
CHA 12

Should I change these?

Also what skills and how many ranks should I take in them?

Also what feats would be the best for this type of character?

Also weapon suggestions would helpful as well.

Also some special things that have been made available to my character.

I have tarot cards that are connected to a dead gypsy whom I killed her killer and they have power over spiritual realm however I have no ability to use them.

Also have been given access to the the Spire college for magic in town with my way paid if I want access but they only take wizards and mages.

Thanks for any help or suggestions.


First and foremost; it's Rogue. Rouge is face-paint.

Second, I'd swap your Con to either your Int or Cha, if you are playing a social based rogue. You either want more skill points, or you want the social based ones you have to be more effective, your call.

And always max out your skills, unless you're dipping into a "Trained Only" skill to just be able to use it. There are feats that would help this build, but I can't think of them off hand and it's late so I'm not looking for them. Perhaps tomorrow, if I have time before work.

Grand Lodge

List what you want to do.

Anything a Rogue can do, another class can do better.


My bad... ROGUE lol.

Here is what I want to be able to do.

1. Gamble, and gamble well. If this means cheating with loaded dice, loaded decks, tricks, illusions or whatever else I can come up with I want to be a good gambler.

2. I want to be able to do things in plain sight without people around me noticing it.

3. I am not against taking other classes. Again I want to be a sneaky fast talking gambler/maverick type of character who is walking away with his winnings before anyone is the wiser to what has just happened.


blackbloodtroll wrote:

List what you want to do.

Anything a Rogue can do, another class can do better.

Ease off, the guy is new. I doubt he is playing in a super-optimized game and he asked for help with a level two rogue not a level two rogue replacement.


Beefe Lama wrote:
---Stuff---

With this build, you're probably not going to be the most combat effective. Keep that in mind as you play. Light weapons are a must, they are easy to hide with sleight of hand and can be used with weapon finesse.

If you want easy access to magic without multi-classing, I'd suggest putting ranks in Use Magic Device. You can buy some useful wands and if your DM is worth their weight in lead, he'll give you plenty of opportunities to find fun magical items.

Play a human. You'll get some extra flexibility and if you have plenty of skill ranks, you could swap the Skilled racial trait out for Focussed Study which gives you Skill Focus as a bonus feat at 1st, 8th, and 16th level. Alternately, you can give up the bonus feat and Skilled for Dual Talent which gets you another +2 to any stat.


Well you need this Deadly Dealer

I would prob take a level of Sorcerer with Rakshasa bloodline or a level of Arcane Duelist more likely

RPG Superstar Season 9 Top 16

I can give you advice, but first you need to consider:

How much time will you actually get to gamble? It's an activity that often only happens in non-adventuring situations, and cuts the other players out of the game unless they're gambling against you or helping you cheat.

If you're mostly adventuring/dungeoncrawling/killing things, then just take the skill ranks that are useful in gambling and in general. You won't need any feats or traits on this (they probably don't exist anyway except in 3rd party).

Well in terms of skills you clearly want Bluff and Sleight of Hand to cheat and win, Perception and Sense Motive to not lose. Potentially Profession Gambler, but that's more of a skill for making a generic preset amount of small cash in down time, and you're probably looking to make big scores.

You could do this with pretty much any class as long as you have enough skill points. You could also consider Bard, since their spell list is mostly buffs (yay combat) and illusions/charms (yay cheating at gambling)

For rogues (if gambling is actually a theme of the campaign and relatively important):

The Carnivalist archetype gets you a familiar (a smart pet) that could surely help you cheat.

If you're a Kitsune, you can take the Kitsune Trickster archetype, which is quite handy for a social rogue.

As a Halfling you can be a Filcher, which allows you to be exceptional at sleight of hand, including stealing your opponents weapons in combat.

Grand Lodge

Infiltrator Inquisitor, with the Conversion Inquisition.

You don't need a Deity, but Nivi Rhombodazzle, the god of gambling, is a good choice.


MiniGM wrote:

Well you need this Deadly Dealer

I would prob take a level of Sorcerer with Rakshasa bloodline or a level of Arcane Duelist more likely

wait I just read that feat,

Deadly Dealer wrote:

Your skill with handling cards and arcane talents allow you to turn mundane cards into deadly weapons.

Prerequisites: Arcane Strike, Sleight of Hand 5 ranks.

Benefit: You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way.

Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortunetelling device after even a single card is thrown.

A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used. Only a character who possesses this feat can make use of an enhanced deck of cards, and must still use the Arcane Strike feat to activate the cards’ enhancement.

54 pieces of ammunition? Dont you enchant ammunition in batches of 50? What the heck is the extra 4 for? I know a deck has 54 cards, but how does that work mechanicaly?

Grand Lodge

Infiltrator Inquisitor, with the Conversion Inquisition combo nets you x2 wisdom to Bluff and Diplomacy.

The wisdom focus will pump your Profession(Gambler).

For gear, you will want a Mask of Stony Demeanor, and a Gambler's Kit.

If really want to use your cards and dice as weapons, just nab the Rough and Ready trait.


here are some items you might like.
Concealing pocket for obvious reasons
Deck of illusions
Gloves of assisting have a ghostly hand float around and assist you in cheating
Bracers of the glib entertainer for those times when you get caught cheating, you should be able to lie your way out of anything.

Grand Lodge

What is your race?


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I hope you learned the lesson Lama, don't ever come to this board asking for advice if you arent willing to take 5 differents dips in 4 different classes that are the far opposite of the one you actually wanted to play.

Really, i'm all for optimization, but why is so hard to understand that if he is asking for a rogue because is a new player, you should stop throwing at him contrived build made of 3 differents classes and obscure feats taken from some god forsaken adventure path?


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Since you like magic (illusion specifically) as a way to deceive people... Why not play a Bard? Inspire Competence can be used to boost your Profession: Gambler rolls, and between all of their class abilities they end up with FAR more skill points than a rogue.

When you are found to be cheating, a Bard has all of those handy escape spells too...

IF you want to stick to Rogue, however... Either pick up Weapon Finesse and an Agile weapon or... a level of gunslinger. Thus, you won't be penalized for your low strength. Use a pistol.

But i would really consider Bard.

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