Hullo, friends. I'm currently playing in a RotRL game, and am retiring my Summoner because the amount of paperwork involved is too damn high. I'd like to play a Cavalier who doesn't require a mount to be an effective damage dealer, and who functions as a battlefield controller (teamwork feats and all). We don't really have a party face in the group, so I'd like to be able to assume that role as well. I know this seems to be an ineffective idea, but if there's any way of optimizing it, I'm sure you guys can find it. Alternatively, I'd be willing to play a mounted Cavalier as long as they aren't helpless out of the saddle.
The requirements are: 3rd lvl, any player race, 25 pb, two traits, and no third-party material.
zomblisham wrote: Ok I had a very similar problem and I found the answer. Sound striker bard. It's so vague that you can exsploit the crap out if it via feats and abilities . But that's only if you like doing 10d8 plus 10 times your charisma mod every round at tenth level. Never mind the fact that this could have point blank shot applied for ten more damage. I've already considered this - there is one problem. The damage doesn't scale. Say your character has a charisma of 20. 10d8 + 50 damage per round is all you will ever do, even at 20th lvl. This is easily outclassed by even the standard fighter, who can do two or three times that amount per round. Although, perhaps I'm missing something in regards to the "feats and abilities" you mentioned that can exploit the archetype's abilities. Care to elaborate?
The Poshment wrote:
NOBODY EXPECTS THE SPANISH INQUISITION
Charon's Little Helper wrote: Bards are a very solid class - I don't see the issue. They're not usually the damage disher - but that's not their job. (Though with Fencing Grace it's now pretty easy to have decent damage without sacrificing defense.) My PFS bard is a front line melee tank - I've had the highest AC in every party I've been in since I got my mithril breastplate. Indeed. The issue isn't with the class, but with the fact that I don't branch out. I WANT to play a damage dealer, but because of my lack of expertise in that area, I'm asking for advice. To put it simply...I want to wreck s*@* up.
Greetings adventurers.
EDIT: Apparently there was some confusion. I don't want to play a bard this time around.
Marthkus wrote:
Unfortunately, that arch-type removes Uncanny Dodge/Improved Uncanny Dodge. The rogue IS under-powered - from BAB to feats - or we wouldn't be having to have this discussion, and all the arch-types - while attempting to increase damage or make helpful changes - end up removing the rogue's most useful abilities: Trapfinding, Trap Sense, or Uncanny Dodge. @Sub_Zero
@Khrysaor:
Not much, unless that you consider how ineffective it is. A rogue wielding a Greatsword isn't as big of a problem, in fact - if done correctly, it can be pretty awesome. Full-plate, however.....please re-roll your checks for "Knowledge: Armor-check Penalties" and "Knowledge: Maximum Dex Bonus on full-plate". And - with Armor Training, why, in the name of Pelor, would a fighter wear leather armor!?!?!? There are different classes for a reason, you play a particular class to fill a specific role in a adventuring group and based on whatever playing style you most prefer. Don't try to play a rogue like a fighter - it never ends well.
Drachasor wrote:
Well, then. That actually looks pretty sweet. I guess I found my new, awesome build. Plus, it allows me to keep my trapfinding and trap sense abilities - normally I would have suggested getting the Sniper arch-type. The nice thing is that you can get away with it because one is a face item, while the other takes an eye slot. I can't believe I've never seen those Sniper's Goggles before. Shows what I know...
My entire use of the Improved Feint, is to allow the Rogue to have some semblance of power in combat, while still using his sneak attack (the best (and almost only) way for a Rogue to do damage, duh.), while still retaining the essential parts of the class. Rogue's are MADE for acrobatics, disabling devices, ROLEplaying instances where skills are essential, not to mention disabling traps. Rogue's are not made for dealing massive amounts of damage WITHOUT using their sneak attack. The Improved Feint is for WHEN you do need to have involvement in combat. It allows you to keep sneak attacking, without having to continually run off, find someplace to hid, and then get back into position. Or, to be able to fight without having to flank (alone on a solo mission? feint. bingo.) It is not, I repeat, is NOT a trap feat. The thing we must all realize, is that our goal is to make the Rogue WORK for combat (we are not trying to make the Rogue better than a fighter or paladin) while still retaining the skills and abilities that make a Rogue a Rogue.
Okay, so I have been playing Rogues for quite some time, and have had much better luck in this class than any other I have played. The problem, as we have determined, is the damage that the Rogue can deal out. The Rogue’s abilities seem to set for the ROLEplaying aspect, rather than the ROLLplaying aspect (which isn’t bad. Through some awesome roleplaying, I was able to acquire an adamantine golom of my very own). But, the idea of being only centered on the roleplaying is not entirely true. The problem is avoiding the lure to power-game. Rogues are meant to look at problems from different angles. I have found that being a skill monkey is fun, especially for stealing magic items (can’t tell you how many amazing things I’ve gotten), and archery, if done right, can be amazing. Unfortunately, continually getting that sneak in is hard. I will post a couple of my entire builds later, but for a basic idea of feats, I would suggest getting Weapon Finesse (use a rapier – they count), Combat Expertise, and Improved Feint. Wait. I almost forgot…ALWAYS get Improved Initiative. As a Rogue, getting the in the first strike is invaluable. Back on topic – what is the point of the above feats?
“Voila” Oh, and Use Magic Device is also an amazing skill to invest in – just make sure you REALLY INVEST in it, if you are going to. You want to have 100% chance of succeeding by the time you are lvl 10.
Name: “The Wandering Fool” - Kashikoi Bushi (Meaning “Clever Warrior”)
Languages: Common, Sylvan; Aklo, Elven, Tengu
I haven’t determined much else yet, but this is the basic concept. 40 ft. speed, Loss of Uncanny Dodge due to Scout Arch-type compensated with Uncanny Dodge from Barbarian at lvl 2, Rage; Abstaining (against my own judgment) from Improved Initiative so I can obtain Realistic Likeness; and finally…Throw Anything… GREATSWORDS!!! I shall be flinging greatswords at my enemies, smiting them down with Roguish fury! (ranged weapon, apply Dexterity mod. no penalty because of feat = a nice "+ 10" to attack...ooh rah!) Hope I was helpful, give me your thoughts, and thanks! |