Alright, Im doing a home-based campaign, core-rulebook only (with homebrewn stuff). I've never played Pathfinder, or DnD before. Just played Werewolf: The Forsaken once and a game in beta or smth, also once. You could say I have no experience in roleplaying.
We didnt make characters knowing what roles we'd play, instead we were asked what class seemed fun.
My party consists of a
* Human Wizard (Don't know his role really)
* Human Paragon of Bahamut (Healer, duh) (a homebrewn class, it's like a mix between Cleric and Sorcerer, which boils down to Divine spells, but no preparation. Paragons receive their power early on in their life, but not by choice.)
* Half-Elven Druid (Healer)
* Dwarven Fighter (Tank)
* Ghost Halfling Rogue, me (Skill Monkey and back-stabber)
I've used "Rogue Eidolon's Guide to Rogues (Optimisation)" to make my current build, so maybe that's good enough already :P It's mostly the TWF, but my char has a high INT.
I'll start with my character then, we're already at level 3 so I can't change anything I've chosen, next choices are made at level 4 (or items/enchantments ofc)
I'm a Level 3 Ghost-Halfling Rogue. (Ghost-Halfling is a homebrewn race) check my character sheet, this has all the race information.
The racial modifiers are
+2 Dexterity, +2 Intelligence, –2 Strength
My current Attributes are as follows: S10/D18/C14/I16/W10/C8
We've created chars with points(homeruled), also homeruled but not OP I think
Just an afterthought, should I have gone for low INT, high WIS anyway?
Alright, so every item/enchantment, feat and rogue talent I can get is from Core Rulebook only.
So far I've chosen
Level 1: FT: Two Weapon Fighting
Level 2: RT: Finesse Rogue -> FT: Weapon Finesse
Level 3: FT: Dodge
My plans are to choose the following things
(I havent made a plan for Rogue 16 / Shadowdancer 4.. yet)
lvl 4: RT: Weapon Training -> FT: Weapon Focus (Daggers)
lvl 5: FT: Combat Reflexes
lvl 6: RT: Resiliency
lvl 7: FT: Improved Initiative
lvl 8: RT: Combat Trick -> FT: Improved Two-Weapon Fighting
Should anything of this be changed?
I haven't yet planned for level 9 to 20, but I'd like to know if any of these should be replaced.
Feats for 09+: Iron Will, Toughness, Defensive Combat Training, Great Fortitude, Fleet, Greater TWF, Improved Iron Will, Mobility.
Rogue Talents for 10+: Opportunist, Defensive Roll, Feat, Crippling Strike.
I have 11 skill points per level, so I'll also focus on the next skills, but I'll have four points left each level. Should I take the skill point or hit point each level?
7 skills: Acrobatics, Disable Device, Escape Artist, Perception, Sleight of Hand, Stealth, Use Magic Device
Other high skills are Appraise, Knowledge Dungeoneering, Knowledge Local, Linguistics. Just wondering if I should level these a lot.
My Wis mod is 0 and Cha mod is -1, so I should focus on some to compensate.
Could it be smart to invest in Craft? Should I take one level in all the Knowledge skills? I'll check tomorrow which skills arent covered by the rest of my party.
I was wondering if a 1/2 lvl-dip in Fighter or Wizard would do any good?
Or otherwise go for Rogue 16/ Shadowdancer 4?
I did notice that the Shadowdancer benefits from high Charisma though with Shadow Illusion and Shadow Call.
I'll miss out on 2d6 Sneak Attack of course, but I might get more SA instead, or not?
Would Rogue 5, Shadowdancer 2, Rogue 5, Shadowdancer 2, Rogue 6 be a good progression? Is Darkvision worth that level, hmm.. I dont think so.
Rogue 5, Shadowdancer 1, Rogue 5, Shadowdancer 3, Rogue 6 or smth different? Id have Hide in Plain Sight.
I'll just stop rambling now, hope to see responses when I wake up :)