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Hello fellow players, first of all, I want to apologize for my bad English. I hope its good enough to be understood. Secondly, I started with role playing games at the end of the past year (that means two month ago including this one). So, I may say something wrong or need explanation for some basic things. And finally getting to the point, after a few month playing on a long-term campaign (We are still on it. I'm finding my rogue very fun and with something to do/say almost always), I've been invited to a campaign that is already started. They are all level 7 at this point (I'm going to start with exactly the same XP than them). Sadly, I can't decide on what to play. Everything sounds good and fun right now. because of that, I thought on focusing on options that work fine with the actual team... then I've realized that I have no idea what would be a nice add. And here I am, looking for you amazing knowledge again. The group consist on: -> Cleric of Erastil, lover of animals. He has a wolf companion/familiar (I'm not sure about the difference). In combat he mainly uses his bow or nasty “AoE” spells. -> Paladin of Erastil, follower of ¿aldorny? (I have no idea of what/who is/are). In combat he mainly uses a Sword and a Shield; sometimes he "walks" around the enemy to trigger their attacks so the rest of the group can move more freely. -> Sorcerer, I don't know his bloodline but I guess something that gives him more fire power because he loves fire and burning things. Beyond that, I know he likes to use haste or Expeditious retreat to have extra speed and avoid being attacked but anything else is fire and burn. He reminds me the goblins of the "one-shots" I've played. -> Ranger of Erastil (so much love for this God, may he be important for the game?). He was not at the meeting where I've talked with the other players to know a bit what was going on in the game so the only thing I can tell about is that he use a bow, always, no matter what. I do not want no play a Rogue/roguish character since I'm already playing with one (so, avoiding Rogues and Bards and similar classes/playing styles). In your opinion, what will be a good addition to this team? ![]()
Thank you all for the tips about choosing a name; I'm still thinking on it but having something to use as "inspiration base" it will, for sure, make it easier. (I'm not quoting this time, because my last post was too long this time I'll try to make it shorter and easier to read; my bad English is enough to handle to, in addition, write walls of text). About the traits, the first one is called Fate's Favored and the Campaign one is Hagfish Hopeful. At first read I liked Merchant Family trait but the "long description" does not fit my character at all. For future levels, I'll have in mind the interaction with other luck bonus of the first trait (maybe I can convince the cleric to bless my character with the power of his God or I get a wand to bless myself with the power of a unknown God whose servant stored in and then sold). As per HP, CON and Saving T. I'll aim to the "cloak of resistance" but the belt that can give CON and Dex bonus is very expensive, it will have to wait. In the other hand, while that two or three levels in other classes seem very useful, I prefer to not go multiclass route unless I get a big feeling of my character being useless or being hit with every single spell that is aimed to him. Everyone agrees with the "Use Magic Device" skill so I guess, for once, I've made a good selection; probably that "-1" from CHA will hurt at first levels but the first ones are the ones with not enough money to but magic things. As for the Ride/Climb; I was thinking on using 1 rank for climb at the next level. My worry is being the one fighting guy with less HP and having to be close to the enemy; having two more guys close and the wizard around makes me feel more comfortable. In addition, on the future levels, I want to get Improved Dirty Trick, Quick Dirty Trick and Greater Dirty Trick (I want them even more now that I can ignore the Combat Expertise feat [GM “houserule”]); maybe Dirty Trick Master and Superior Dirty Trick too. Thank you all for your time and help, if it was not for all of you I would still be trying to decide to what should I aim as some kind of "base" to not end up doing nothing helpful at all. Thank you! (And sorry, I tried to make it short but, still, it has not ended up being a short post). ![]()
SmiloDan wrote: I know you said your GM said no hybrid classes, but I would ask him to reconsider, especially for the Slayer. Derklord wrote: First: I support asking the GM the read up on the Slayer - it's really not a complicated class, so he shouldn't have any problem with it. I think I understand a bit why you both are recommending it but, as I said, it's a "no" for now. Derklord wrote: The beauty of Petrifying Strike is not only that you help your other attacks hit every time you use it, it's that often, higher level enemies are big monsters with lots of strength but little dexterity. You can immobilize a CR22 dragon in three attacks. In comparison, Crippling Strike is awesome against humanoid caster enemies. If I get to enough level and have room for it, I was thinking on taking both at some point. Derklord wrote:
My problem with him is that I do not want to be a "super copy" of a hero and I would probably not be able to avoid it if I start messing with this class. --------------------------------------------------------------------------- --------------------------------------------------------------------------- --------------------------------------------------------------------------- Today I've made my character. I've ended up choosing a half-orc, with a sacred tattoo (gm recommendation when I said I did not wanted the "Orc Ferocity" with this character, a bite attack, other recommendation, does not felt right with him too), unchained rogue, with Str 10 / Dex 17 / Con 14 / Int 14 / Wis 14 / Cha 8. I've not selected any archetype, for now I'll stick to the basic. Feels more simple at the moment of creating/leveling up for this time. For his favored class bonus I've chosen one extra hit point for this level (probably for a few levels I will take it too, until I feel I have a good pool of HP). Each character have two traits, one from a "Campaign list" and other one from where we want (not 3pp if they exist). I forgot the names... one (favored fate?) gives an extra bonus to saves combined with the tattoo and the other one is the campaign one and it gives a +2 against diseases and poisons. Due to having selected them knowing nothing at all, I'm allowed to change them before first day of gaming (so I have a few days in case there is a too good trait to not get it and happens to go with the little half-orc with no name... yet). Finally, the selected feat is "Gang Up" (still, I'm planning on getting and improving the dirty trick). This feat has other feat as prerequisite (Combat Expertise) but the GM thinks is a pretty crap feat so it's deleted from al prerequisites (it still exist just in case someone want it for some reason, but not needed to fulfill prerequisites). I've finally decided to go for it because the team ended up with a Barbarian with a big weapon, a Cleric with a long weapon (I thought they were more like wizard but praying but seems they can avoid that), and my character = enough for the feat. There is a Wizard too, but he does not come with us to feel our enemy blood. I have 10 skill ranks per level, I will get Acrobatics, Bluff, Perception, Sense Motive, Stealth, and Use Magic Device each level unless I feel that the character has not used it at all. Other ranks will depend on what the character has needed to use until the level goes up. Right now I have one point on Disable Device, Knowledge (local), Ride and Swim. Sleight of Hand is missing, that's on purpose; he is not a thief. After that loooooooooooooooooooooooooooooooooooooo... (five minutes later) ...oooooooooooooooooooooooooooooooooooooong wall of text, I ask: - Where you use to go to get inspired to give a name to your character? It is harder than I expected...
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PissobleCabbage wrote: You can pretty much ignore the dual-identity part of the Vigilante if you want. The only penalty for using Vigilante talents in your social identity is that "people might figure out that your social identity and your vigilante identity are the same" but if you pull a Tony Stark and just tell everybody that you're iron man, the only thing you're going to lose is the scrying resistance (that you don't care about since you told everybody who you are.) Precisely, the thing I want to avoid is making a copy of some superhero and, knowing myself, I could not resist the temptation if I go "Vigilante". PCScipio wrote: It's also worth considering the Archaeologist Bard. "This archetype also fits rogue-like characters that focus more on learning than on stabbing foes in the back." I'm worried about not being useful enought for the team but, right now, I have enough to learn and remember, I don't think I could handle spells without needing two days every time I want to use one. Anyway, thank you! it’s always good to know more possibilities and, after giving it a fast look, I'll end up trying to play as one, but just not this time. ![]()
Derklord wrote: Just be prepared that since you can't actually stab someone in the back in Pathfinder, sneak attack might feel more like a damage bonus when ganging up than any "hitting vital organs" stuff. I expect a guy whose heart has been cut to die. So I, for me, aiming to weak spots so more hitting places where hurt more than usual with less strength (Kind of a kick his nuts! but better suited for swords or daggers). Derklord wrote: I would still suggest at least looking at the Slayer... The two only things that the GM has said to us it to not touch hybrid classes and 3pp things (the first because he has not even looked those classes and the second because it's dangerous). Derklord wrote: some Rogue things that are actually pretty awesome (like the Petrifying Strike advanced talent) add "Crippling strike" advanced talent and take down the "to hit" or "AC" of the enemy (sadly I'm sure I've read "Only one talent that add effects to a rogue’s sneak attack can be applied to an individual attack"). Derklord wrote: A Teisatsu Vigilante would also very much fit your description I've stopped to read it when got to the "Dual Identity" when I saw the class. I've not seen the archetype yet but it probably do not get rid of the "Dual identity" hero-like ability (I do not want it, not because I don't like it, because I do not want to make a copy of my preferred superheroes hahaha). ![]()
Derklord wrote: What's up with all those "Rogue as my first character" threads? I must admit that I've seen other recent post about a new player wanting a rogue but he seemed asking different things than I so I thought I would be better to create a different thread for my questions. I apologize if I've done it wrong. Derklord wrote: Rogue's main problem is that the class is not as advertised. I must admit that it has been a bold of cold water knowing that, even the easy way to land sneak attacks is not easy to get at all and a painful hit seeing the invisibility benefits. Damn Wizards with their skills to overwrite reality! Derklord wrote: How adamant are you on playing a Rogue? I liked a lot the idea of aiming to the weak spots of my enemy in combat plus the idea of being an skilled guy, with resources against all possible "living" situations and problems, even If I'm not the best at it. Maybe with the exception of stealth and bluff to have a future as spy if the character decide to end his adventuring days. In addition, the idea of working with my allies to saturate?* our enemy with "combined" attacks (flanking) it's very appealing to me; I wanted to look for a secondary source of landing sneak attacks because my GM advised me to do it. *not sure about what would be the proper word in here, sorry. ![]()
citricking wrote: A rogue can get sneak attack by blinding the enemy using dirty trick. You can take a rogue talent to get a free dirty trick attempt on an attack, another talent to get you improved dirty trick with the enemy not being able to remove the blind condition for one turn, and then take greater dirty trick with the combat feat rogue talent at 6. I'm sorry, but I'm not finding it ... The close I've seen is one that let me use it with a -2 instead of doing sneak damage. That would be good if I did not needed the dirty trick to be able to do the sneak damage... Still, I like this option; very versatile for what I'm understanding. Asmodeus' Advocate wrote: I'd say the second ability score array is the better one. Having a high wisdom is important to not dying too. The only thing that makes me not getting the second one is being able to stay at -15 and still be alive, unconscious, but alive. I've not decided yet (on Monday we will create our characters, all together, just I case I don't understand something I will be able to ask the GM). Asmodeus' Advocate wrote: Cool explanation but a bit too long to write again just for quoting purposes... That's a sad thing to know, intimidating or even feinting enemies has to be fun. Maybe for other character when I know more about the game. Of course, I'll be flanking always I can do it but, if the GM pointed me that's important to get a way to sneak attack with no need to flank... He has to have some reason to do it. I think I've been bought by the Dirty trick; "I grab and throw some dirt to my enemy eyes!" sounds fun for me. Marina, Servant of Wadjet wrote: You can also play a ninja and just use vanish trick when you need, or get vanish through rogue talents (but also requires a ki point) It's good to know for future characters. Sadly, his time the magic like abilities does not fit the character. Thank you for the extra bit of knowledge. Marina, Servant of Wadjet wrote: Cool explanation, but I'm starting to get lazy writing... sorry! Gang Up seems very good... if three of four guys go to close combat... that’s more than half... Depending on what else is on the game, I'll take it in the future. PossibleCabbage wrote: I think the reason you do not see Outslug Style is that it is a very feat intensive style That’s why I started to look for other ways and asked in here for help; maybe would be better if I multiclass, but I don't want to get in there yet I have enough remembering only rogue things for now. Thank you all! I'll start looking for dirty trip helping feats/talents; Seems the more reliably and easy way to have as backup when no flanking buddy is available. ![]()
In my try to look around the vast internet, I've found two guides for rogues (none of them said nothing about how hard is to successfully feint or intimidate and neither said nothing about "Outslug Style" feat "chain", but I've not found this one in particular so, I'm going to start to read it as soon as possible. Thank you Sir! In addition, I've been thinking about the ability scores for the character. Would something like "Str: 10 / Dex: 17 / Con: 16 / Int: 14 / Wis: 10 / Cha 8" or "Str: 10 / Dex: 17 / Con: 14 / Int: 14 / Wis: 14 / Cha 8" be good enough? The second one probably would fit the character better than the first one but I don't want him to die, at least not too fast. Still, my main goal is to get sneak attack as easy as possible, and still have feats to invest on other things... But seems like I will have to use 6-7 or more feats only for that. Anaclêto (me) on the first post; reduced version of the questions wrote:
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Hello fellow players, first of all, I want to apologize for my bad English. I hope its good enough to be understood. Secondly, I started with role playing games very recently (in pathfinder case, I've just played a short game where all players played as goblins, which where already done). So, I may say something wrong or need explanation for some basic things. And finally getting to the point, one friend bought one of those long campaigns recently and I've been invited to join. After a long talk, I think I would like to be some kind of sneaky guy. The GM pointed me to: Unchained Rogue + Scout archetype + Outslug Style "Chain". Assuming that my character would fit on the lore of the archetype, I have to take 7 feats to be able to sneak attack even if there is no buddy to flank with. I would need to be around level 13 to get all of them so, I've been looking for other options. At first look, I've liked the Two-Weapon Feint feat. But I do not know if feinting is easy to do, or what is needed to get in addition to the prerequisites, this feat and the improved version; I've seen some posts complaining about the feint too. Additionally, I've seen a feat called Shatter Defenses. Again, I have no idea of what else would work with this or how hard is to do it. For what I've seen, it's more popular than feinting. As you can see, all of this is to get a way to do sneak damage, either moving, feinting or intimidating. The GM said to me that being able to sneak attack easily it's important for a rogue. In summary, would somebody explain me the "essentials" of feinting, intimidating or any other good option to make reliable the sneak attack? I would welcome advices on commons strategy and roleplaying tips too but at this point I'm feeling I'm asking too much at once. In addition, only if you feel in the mod of satisfice my curiosity, witch option do you like the most and, if possible, why? |