Rogue


Advice


I am just starting on a new adventure with a new group. This is maybe my second or third pathfinder group and the others were just low level to see how the game played. When I saw the Master Spy in the AGP I instantly wanted to play it. I made a CHA based rogue and planned to focus on leadership (creating a spy network), and out of combat role-play. I took improved feint thinking it would keep me on par with the rest of the group combat-wise. However we are almost third level now and I have been dealing the most damage. I am worried that as I take master spy levels and my relative combat efficiency drops, the group will have trouble. Basically, I want advice on useful magic items (I took use magic device) and tactics. Specifically anything that would work well with other party members.

My Party is currently all level 2:
Rogue (me): Often targeted as I rush in with one other melee. Also Scout.
Inquisitor: Other front-line melee player, doing reasonable damage.
Bard: Somewhat inexperienced,so varies in usefulness.
Alchem: Aside from blowing us up twice, he is alright at tossing bombs.
Cleric: Usually buffs and then moves in, often forced to heal in combat.

Also note there is a house rule banning cohorts from battle as the slow down combat.


I'm playing a wizard in my current game, and made our Rogue a cape of Vanish. (Use activated, 2 charges/day, Vanish(APG), caster level 2) Being able to become invisible for 2 rounds is just enough to get in full rounds of sneak attack when other methods won't work. If he needs more charges per day, I'll add them.


Wow, you've got yourself a very strange party composition.

Anything that lets you be invisible is golden. Improved Invisibility is your bestest friend in the whole wide world. You will hit more often (thanks to enemies losing their Dex bonus to AC against you) and you can make full round routines of sneak attacks.

What's even better than being invisible is being invisible and flanking. I've found that the biggest problem a rogue has with being a serious damage dealer is that he misses too often to deal serious damage in the long run, and flanking gives you a nice +2 bonus on attack rolls.

Most of the time you should be allright just flanking the guy the Inquisitor or the Cleric are pounding, but it's good to be able to establish a flank on your own. For that, consider a number of options:

- Figurines of wondrous power.
- Wand of Twilight Knife
- Getting one level of Wizard, Witch or Arcane Sorcerer and using the familiar as your flanking buddy - Raven is a good choice, but you'll also need a wand of Enlarge Person for him to threaten anything. In the long run, I'd say it's the best option, as it gives you a decent, self-upgrading flanking buddy with all your skill ranks and saves and extra utility.


The Inquisitor is going to really need flanking so try to time your invisibility so he gets all his bonuses.


See I was almost worried -- then I saw the bard in the party. That can fix all your damage dealing problems right there. A bard at 7th level can in one round give everyone in the party a +4 to hit, +4 to damage, +2 to all saves with bardic music and good hope. Next round he casts haste and you all are fine on damage.

With a cleric to add in prayer and the inquisitor with a few different buffs as well your party shouldn't have any problems in combat.

I would suggest for your character getting the teamwork feat outflank when you can, and possibly gang up to help with your attack bonus.

A sword of subtlety would serve you well too (when you can afford it).

But honestly all your party needs is that bard to handle combat with his buffs.


stuart haffenden wrote:
The Inquisitor is going to really need flanking so try to time your invisibility so he gets all his bonuses.

Unlike 3.5 (and the 3.5 FAQ), an invisible character can provide a flank as long as the character would normally provide a flank. In fact, even 2 invisible characters can get both flanking and invisibility bonuses if they flank the same target.

Silver Crusade

meabolex wrote:
Unlike 3.5 (and the 3.5 FAQ), an invisible character can provide a flank as long as the character would normally provide a flank. In fact, even 2 invisible characters can get both flanking and invisibility bonuses if they flank the same target.

Where is this stated?


LostSoul wrote:
meabolex wrote:
Unlike 3.5 (and the 3.5 FAQ), an invisible character can provide a flank as long as the character would normally provide a flank. In fact, even 2 invisible characters can get both flanking and invisibility bonuses if they flank the same target.
Where is this stated?

The problem is that there is no text to say that it doesn't work. Both sets of rules are stated without respect to each other. There's nothing to indicate something special happens when both are used together.

Silver Crusade

So your argumant is the lack of one. hum....


LostSoul wrote:
So your argumant is the lack of one. hum....

Actually the people who claim that invisibility affects flanking (or vice-versa) have no evidence to support such a claim.

I'm simply pointing this out q:

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