Need Assistance with Modifying Build to Cover for Dead Rogue


Advice


Hi All,

I am a new Pathfinder player and in my current game our party of 4 had the rogue snuff it before level 2.

The now deceased Rogue has decided they want to play a different class entirely, so that leaves the party without a rogue-type. (I am not sure if this is relevant, but the new party make-up will be Paladin, Druid, Fighter, and me. Our Rogue/Wizard became a Fighter essentially.)

I had planned on going Gunslinger 1 / 19 Inquisitor, but now I am interested in modifying my build to cover for the loss of the rogue.

I am Gunslinger 1 at the moment, and have enough experience to take level 2. (We've JUST gotten started obviously.)

My current build is:
Gunslinger 1 (Pistolero)

Str: 10
Dex: 18 (16 + 2 from Human)
Con: 12
Int: 12
Wis: 16
Chr: 11
[25 point buy]

Feats: Point Blank, Rapid Reload (Pistol)

I have been reading the forums trying to see what class can fill in for the absence of the rogue and found some great threads. After looking at each class and what it would offer me, I think I want to take 1 level of Sorcerer (Seeker Archetype.)

This would give me trapfinding, and also would let me take Fabricate Bullet as a Sorc spell to save on the oppressive cost of ammunition. (I actually delayed my action one round hoping a teammate would finish off a monster so I could save the money on bullets.)

I would take the rest of my levels in Inquisitor.

So at level 3, I would be something like:
Gunslinger 1 (Pistolero)
Sorcerer 1 (Seeker), Spells: Fabricate Bullet, 2 others
Inquisitor 1
Feats: Point Blank, Rapid Reload (Pistol), Precise Shot

Does this seem viable? Is there a better way to do this?

I thought about taking rogue, but since I'm a ranged attacker it appears that I'll rarely, if ever, get the sneak attack dice so that did not seem that useful.

Any thoughts or suggestions are appreciated.

Thanks!


I don't know if you've seen the threads saying that many people don't even consider rogue a required member of a party anymore.

Really the only unique features they get are "trap sense" and "disarm magical traps." Is your adventure particularly trap laden?

And... anyone with Detect Magic can find magical traps; anyone with a good perception can find regular traps.

If your GM is kind, he might let you rebuild with the "Urban Child" Trait which lets you get disable device as a class skill.

~~~

But if you really want to pursue something rogue-ish and skillful, take a look at the Archaeologist Bard. They get many of the Rogues trap sensing and disabling features, many skill points, AND a luck bonus which might suit your gunslinger well.


The sorceror isnt really a good rogue replacement because they get relatively few skills. I also dont think the sorceror is going to mesh well with the gunslinger. As others have said, if your primary concern is traps, one of the bard archetypes that give you trapfinding would be a better choice. A gunslinger/archeologist bard sounds awefully similar to a certain movie character who punched a bunch of nazi's back in the day. That could be fun.

I definately would not try to combine 3 classes. Multiclassing in pathfinder is generally something that should be done with significant caution. All of your abilities just about scale with class level and not character level. If you multiclass alot you will end up with lots of low level abilities that arent effective against higher level opponents.


I also like the idea of Pistolero Gunslinger 1/Archeologist Bard 19. Just take Lingering Performance at 3rd lvl. You also may consider Arcane Strike after Deadly Aim, Rapid Shot and Precise shot. Your first two rogue talents can be Trap Spotter and Combat trick: (Snap Shot)


You could do something like this:

1 PBS, Rapid Reload
3 Lingering Performance
4 Rogue Talent: Trap Spotter
5 Deadly Aim
7 Rapid Shot
8 Rogue Talent: Combat Trick (Precise Shot)
9 Arcane Strike
11 Weapon Focus (Double Pistol)
12 Advanced Rogue Talent: Feat (Snap Shot)
13 Improved Snap Shot
15 Combat Reflexes
16 Rogue Talent: Opportunist
17 Improved Critical (Double Pistol)
19 Iron Will
20 Advanced Rogue Talent: Hard to Fool

This way you have your sneaky trap spotter while contributing in combat with buffs, spells and damage.


In this thread it is explained how Archaelogist's Luck interacts with Lingering Performance.


Just a handful of levels of Trapper ranger could get you the trapfinding you need. I like Trapper/Guide archetypes combined as the 'ranger's focus' is kind of neat to have.

Trailblazer Aegis at 5th gets Trapfinding, that's a bit much for a dip, though 6th would give Augmented Weapons. A size-up on your weapon damage is always extremely welcome.

Cryptbreaker Alchemist gets trapfinding as well.

Dark Delver gets it, and some interesting bardy bonuses as well. Plus at fifth they become bloody hard to kill off.


If you like the option of Archaeologist you should rearrange your stats like this (Human):
Str 10
Dex 16 (14+2, +1 at 8,12,16,20 lvls)
Con 14
Int 14
Wis 8
Cha 15 (+1 at 4 lvl)

For traits you want Maestro of the Society and Vagabond Child (for Disable Device). The first is not legal because you start as gunslinger but it is the best thing you can get for your Archaeologits's Luck so see if your DM lets you get it. Otherwise Reactionary is solid.

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