Dave Leach's page

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Hello PFS folks,

I'm about to join a local PFS campaign and I'm interested in rolling a Rogue. Despite hearing lackluster things about Rogues in general, I'm sticking to my guns as they've always been my favorite class. I may dip into a Fighter or a Ranger archetype at some point along the way, but I'm not sure when, or which one.

I'm not gunning for max DPR, but I am hoping to create a surgical striker, a Rogue that can run in, spike a ton of damage (and crit and/or talent effects), and get out without getting himself killed. I'm looking at a Scout/Bandit mix, for Ambush at 4th level and Skirmish at 8th. Spring Attack sounds like fun, as does the Rogue talent Fast Getaway, maybe Lunge/Monkey Lunge. Pretty much anything that will get me in, drop a big hit and get me out. Feats that allow for additional movement, anything to disengage me from combat.

I'll otherwise be a skill monkey and likely a party face, a Swiss army knife type of character. I don't expect to carry the team with my combat prowess, but I'd certainly like to contribute.

I'm not overly familiar with PFS. Any tips? Suggestions? I've heard there's an "Agility enhancement" that can make a Rogue's life a little easier. Anything else I should know about?

Thanks in advance!


Hey all,

I'm attempting to map out my first ever Pathfinder character and I'm looking for suggestions. Speak slow and use small words; I haven't played D&D since 2nd edition, I'm very out of the loop.

We're running a Pathfinder Society campaign (GM believes we'll cap out around 12th level) with all the requisite Organized Play build limitations. No dipping into 3.5 or anything. Despite hearing nothing good about Rogues, I'm dead set on playing one. It's my lot in life to play a Rogue in every RPG ever, who am I to argue? I realize I won't be outputting the most damage per round and I'm okay with that, but I also don't want to be TOTALLY useless when the fighting starts.

I will likely end up being the face of the group, the Swiss army knife everyone turns to when the problem doesn't involve hacking/smashing/frying something to bits/a pulp/cinders. Y'know: Rogue stuff. Skill monkey.

As for combat, I'm liking the Knife Master and/or Scout archetypes. Barring that, I'm considering something ranged (bow). I want to base the combat around mobility and maximizing sneak attack. I've thought about dipping into Fighter for a few levels, if only for the extra feats, the BAB and the martial proficiencies.

Any thoughts (besides "Don't play a Rogue!" ;))? Thanks!


I wonder, is there any way to swing a 2nd level spell at level 2? Is there a class/feat/archetype combo that can manage it? Just curious. I'm looking to build a Rouge/Trickster that needs a 2nd level spell in order to qualify for the PrC, but I *need* (... really want!) my other 18 levels. That leaves me with only 2 levels to dip into SOMETHING to qualify for the prestige, but I can't find any way to finesse a 2nd level spell with only two levels.

Granted, I've only been perusing the Pathfinder material for a few days. I'm hoping someone with more knowledge of the text can put me on the right path.

Thanks in advance! ;)


Hi guys,

I know this question has been asked before and it may have been officially FAQ'd. Apologies in advance, I'm new to Pathfinder and I can't seem to locate the FAQ document!

So, I'm busy mapping out my first ever character, a Human Rogue(Scout)(Knife Master)/Duelist build (sub-optimal I'm sure, but whatever, I build for character and theme) and I'm considering Two-Weapon Fighting as one of my level 1 feats. HOWEVER, I'm not sure if/how the Duelist's Parry/Reposte and TWF interact. I realize the intention is for a single weapon in the main hand (like a Rapier), but the wording down not appear to impose an empty off-hand ... simply that an off-handed weapon cannot be used to attack.

So I wonder, if I'm TWF and I declare a full attack action, and I proceed to attack only with the main-hand weapon w/ Precise, can I then declare a Parry with any remaining off-hand attacks? OR (and this is my assumption), since the off-hand attacks cannot be applied as per the Precise wording, this also restricts them as being used to Parry (as they are NOT attacks I have chosen to forgo; they are are restricted/non-existent as per the rules)?

I'm gonna go out on a limb and assume I cannot use "extra" off-hand attacks to Parry with a Duelist if I'm launching Precise strikes with my main-hand, based on the RAW. Too bad, as it really DOES support the image and the historical precedent, the use of a parrying dagger. I'm hoping that maybe the RAI will brighten my day.

Thanks for reading!