Using skills in combat when playing a PFS PC who is not strong in combat.


Pathfinder Society


Hi guys

I am struggling to play my gnome rogue(my 1st PFS character) who I advanced to be purely focused on thief-like abilities and not much at all for combat.
The initial idea was to be more creative in combat to assist a party member in combat where I would be playing the role of what gnomes do naturally, pranks and tricks.

The trouble I am running into is that it would appear the the PFS sessions are purely only hack and slash when in combat with the acrobatics skill as an exception. For example, when a monster creature drops their weapon or get dazed or some sort of temporary condition I want to shackle them or glue their hands together or throw caltrops in their trousers(causing discomfort) or steal their equipment or give a wedgy etc. which should benefit the party in some strange amusing way.

There is not much damage a gnome rogue can do really against level 5 monsters if you can't flank them. Even sneak attack with bleeding attack does max 24 damage I think. This is even harder when 3 monsters attack after each other doing 18-28 damage each not leaving a turn for a healer to at least try and give you 18hp.

What is the view of PFS GM's on using skills in combat? Before I create another character that's no use when combat occur.

Thanks

3/5 RPG Superstar 2013 Top 16

Pretty much everything you listed sounds like you're wanting to specialize in the Dirty Trick maneuver; that's going to be tough with a Gnome rogue. But if you post your build in the Advice section, I bet some people could give you some good tips to make it work.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

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As far as stealing their equipment, that is as simple as using a steal manuever.

If you can afford a dip into first level bard, the gnome prankster archetype gets to use their slight of hand skill for steal manuevers in combat, and gets to steal and replace for extra fun.

Beyond that, as RDN said, Dirty Tricks manuever.

Also, most of what you are describing can (generously) be called "Aid anouther." (As in "as the soldier goes to swing at my friend, I am going to wedgy the soldier, to throw off his aim." (+2 to friends AC))

Throw in combat reflexes + body guard to let you aid another as an Attack of Opportunity, Arcane Strike + Gloves of Arcane Striking to let you add your Arcane Strike Bonus to your Aid Another, and once you can afford it, Benevolent enchantments on your armor, and pretty soon you can be dishing out +7 AC bonuses to the front line fighters.

Grand Lodge 5/5

I think both posts above are good suggestions to make that sort of character both more fun to play as well as useful to the group. I really like the Prankster dip idea as that will get you access to the spell Beguiling Gift. Then you get to do things like say "Excuse me, big scary guy, yeah, here's these nice shiny manacles, would you mind putting these on, they'd look so good on you!" and stuff :)

5/5 5/55/55/5

Dirty trick feats + Agile Maneuvers to use your dex bonus on them.

The Exchange 4/5 Owner - D20 Hobbies

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BigNorseWolf wrote:
Dirty trick feats + Agile Maneuvers to use your dex bonus on them.

+1

But I get the impression his Dex and Str are 10 or less, so whatever he tries will be hard to meet their CMD.

My guess is he is better off doing Aid Another checks.

OP: You are asking for the DM to go off the reservation and make up rules that use skills in ways that are beneficial to you but also have existing mechanics that are not good for you. This causes a problem in game balance and you may find a number of DM's won't feel comfortable with the thought.


WOW! Brilliant! Hope has been restored! :) Thank you guys! I really enjoyed the ways you all explained things clearly. Kudo's to you all!

I will in the future choose a PC according to the GM's preference rather. Might be fun then for all of us. :)

Thank you very much again guys. much appreciated!

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