Advice how to keep my (roguish) character after party downsizing


Advice


Hello everyone,

first of all i want to apologize, my english ist bad and i know it, but i try my best.

Long story short: we run a 3.5 campaign loosely based on the Dragon Age Universe. Meaning many stealthy/roguish baddys (Dark Spawn), great hate for magic-users of all kind and hard time getting magic items byside Armor/Weapons.

Our Character are: DM-PC Ranger (got killed last time we played), Soccerer, Paladin, "Magus" (Duskblade or hexblade, mix them always up), Bard and a Rogue (me).
Paladin and (Hex?Dusk?)Blade player can no longer play because of RL issues, bard´s player simply loses interest, what´s leave the sorcerer and my rogue + DM-character (always some kind of Warrior (Fighter, Ranger) to help in combat if it going to tough because of bad rolls but never have deus-ex-machine spells or class abilities to out-shine the PCs).

Now we decide to keep playing but switch to Pathfinder, re-create the character with 25 Point buy (to compensate the small groupe) but try/want to keep the original concepts of the charaters (instead of start a new campaign).
We just have the Corerule Book, but the GM allowed mostly all what is on http://www.d20pfsrd.com/ so i think APG and UC are also okay.

So far (thanks for keeping reading).
My character is (was) a pure rogue, mostly trapfinding skillmonkey, Half-Elf in race, really bad in combat (optimized Blade + pala was kicking butts like nothing) but uses two daggers (TWF) if flanking and SA was possible, but TWF was mostly for style.
Now i need to find a way to 1) don´t sell the concept, 2) increase party support, espacially damage-wise, 3)keep trapfinding on the table (DM loves traps, locked doors and secret chambers).

Things i want to keep/can´t change:
1) Trapfinding
2) race (Half-Elf)
3) the stealthy, acrobatig part of the character
4) skill monkey
5) level 5.

Things i may keep/had to take in mind:
1) low str. roll was a mess, point-buying could fix this but it would feel wrong to me change a Str of 8 to 20 or so, a slight increase may be okay. The agil weapon enchantment may also help here.
2) SA and TWF. nice when Full-attack flanking, but in such a small group it´s hard to archiev. Because of the many sneaky Monsters range combat often is not the i win, because by default most attackers try to ambush us instead of waiting in Plain sigh to get killed. so most combats already starts in melee or 1 round before we get forced in melee. Dervish Dance may be an option, but i don´t see this character using a THW, that´s would totally break the consistency for me.
3) Uncanny dodge. Nice to have with so much rogues around.
4) the Face. Becoming the face of the group was not my intention as i create this character as skillmonkey (rolled high Dex, Int and Cha, but low str, con and Wis), but nether the bard or paladin shows intrest in taking this part (bard was more a Rogue-Mage-with-some-buffs and the paladin was busy with smite evil or smite sorcerer (even he was not evil), so my character invest some points in diplomacy).

i have read some of the guides and the class description, but i don´t really came along with a solution. Posible concepts i had in mind:

1) singleclass Rogue, TWF anf TW-feinting to deliver SA. Squishy, feat heavy, Rogue Talents almost completly consumed to archiev this route.
2) 3 Ranger(Trapper) for Trapfinding, Fav Enemy + Terrain, rest Ninja, maybe 2 dips in Shadowdancer (Evasion + perma Darkvision). Gets Invible Blade at level 13, needs flanking otherwise.
3) Rogue/Shadowdancer. mobil, but less damage even if HiPS allowed to use like invisibility, needs flanking.
4) singleclass Bard(Archaeologist). I don´t see how this class deals damage (no offense, i just don´t get it). Can´t buff, has trapfing and some RT and full bard spell list.
5) Rogue 1, ranger rest. No uncanny dodge, best HD of all, not so good damage with keeping low str concept (agil weapon may help but limit to finess weapons), got flanking buddy (animal), but only 1D6 SA.

I am sure ther is a lot i simple hasn´t seen, so does anyone has adives for my (maybe an completly different concept/class) how i can play a low str, half skill monkey half damage dealer to support the remainig party best without sacrificing all what define my characer rp-wise?


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Personally I would keep the str low (maybe a 12) and pick up the rogue finesse at lvl 2. TWF (at least the first one) will give you the most damage 2 hits=2 sneak attacks. Then you just need to flank (hopefully the sorcerer can summon some flank buddies) The archaeologist is a fun jack of all trades. Mine is a archer and does some respectable damage/heals when needed and finds those traps. But a rogue would do more damage. Really i think you can still play the rogue, your party just needs to work togeather


Thank you very much for your answer.

I think i try sticking with manly Rogue with a little step in Fighter. Fighter hurts the skill monkey but helps with the feats (and allow me to wear medium armor if i think i don´t need Evasion). I will targeting for the two-weapon feinting line, which should help for the Enemies we encounter (with only a Sorcerer and Rogue PC i disbelieve that our DM will throw alot of adamantit Golems or Dragons after us).

For now i ask my DM if 4Rouge/1 Fighter is okay, with Rogue 10/Fighter 2 in mind as medicore aim for the characterlevel 12, giving improved Uncanny dodge at level 10 and crippling strike at 12 (maybe 15R/5F at the end or 17R/3F with Weapoinmaster, but i don´t know if i will stick with one weapon)

Spoiler:

Race: Half-Elf
Stats:
Str 10
Dex 18 (16 +2 Recial)
Con 14
Int 14
Wis 12
Cha 14 (13 +1 level 4)

44 Skillpoints @ level 5
Favored class option: +5 HP

Feats/Rouge Talents
1 TWF + [Half-Elf B] Skill Focus: Bluff
2 RT: Finess Rogue (Weapon Finess)
3 Improved Initiative
4 RT: Resiliency
5 Combat Expertise + [F1 B] Two-Weapon Feint


Maybe switching Wis and Cha, character is far from optimized, but it comes very close to the old stats. I think it will still be fun playing her and the character can pull it´s weight in the party.


honestly, single class ranger with the urban ranger archetype would fit this the best.

Excellent in combat, free TWF feats if you go that route (i dont recommend it, prefer a 2her, but if you have low str its fine), you get disable device, all of the sneak related things are class skills, better saves, HD, and BAB than a rogue, and favored enemy for a damage boost.


Here's how I'd do it:

Stats:
Dex>>>>int>>>con>cha>wis>str

Half Elf Rogue (Burglar)
We pick Burglar because the uncanny dodges are useless, but careful disarm and distraction are pretty great. Almost all other archetypes give up some trapfinding ability, and you said you want to keep that. =)

Level 1: Skill Focus: Stealth, Improved Initiative
Level 2: Rogue Talent: Weapon Finesse
Level 3: TWF
Level 4: Pick a rogue talent you like. I recommend Fast Stealth or Offensive Defense. Toughness might not be inappropriate here.,
Level 5: Weapon Focus
Level 6: Hellcat Stealth - Hide in plain sight at -10.
---------

Basically, you need a flanking buddy. I suggest you have your sorceror pal summon you a few relatively early in combat - they'll soak damage and also allow you to get that beautiful, TWF sneak attack. Daggers are finessable, weapon focus will keep your AB up. Take the extra hit point with your class bonus. Get +1, Agile daggers as fast as you can. Mostly, be smart about engaging in combat. Be flanking buddies with some summoned monsters. Toughness/Offensive Defense will keep you alive, and worst comes to worst, you can hide in plain sight.

-Cross


I like this option, fairly straightforward:

5th level Half-Elven Rogue

Str 12 Dex 18 Con 14 Int 13 Wis 12 Cha 14

Initiative +6
BAB +3
Fort +3 Reflex +8 Will +3

Traits: Will +1, Initiative +2

Feats:
B Skill Focus (Bluff)
1 TWF
3 Combat Expertise
5 Two Weapon Feint

Rogue:
2 Finesse
4 Offensive Defense

Sneak Attack +3d6
45 ranks for skills
(sample: Acrobatics +12, Appraise +5, Bluff +13, Diplomacy +6, Disable Device +16, Escape Artist +12, Knowledge (Dungeoneering, Local) +5, Perception +11, Sense Motive +9, Sleight of Hand +12, Stealth +12, UMD +6)

Armed with a +1 Agile Shortsword and a Mwk Shortsword while TWF:
+6 / +6 (1d6+5 and 1d6), or Feint + 6 (1d6+5 + 3d6)


I don't know how long your campaign will last, but something to take into consideration - Pathfinder sort of penalizes multiclassing by offering capstone abilities at level 20. Even a 1-level dip in fighter would prevent you from getting this. So if your campaign is going all the way to 20, I would keep with a single class.


Zeb's build is toootally better than mine if you don't have flanking buddies, summoned or otherwise.

-Cross


Thank you all for the new suggestions.

I don´t know if my DM will allow Traits and max level of the campaign is open for the moment, some of our previous campaigns ended at level 12, other at 30 (i personal like it to stick on an loved character, but the 3.x epic rules are even worser then the AD&D 2.0 ones and they doesn´t really fit Pathfinder well), so... i am don´t plan behind 12, because 12 is a save bet.

I think i will give the build from Zeb a chance, looks solid enough to don´t die in the next combat.

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