Combat able rogue with a dash of arcane?


Advice

Shadow Lodge

Hello everyone,

I was thinking about the possibility to create a character (let's say he is level 2) who is mainly able to perform as the group's scout/trap spotter, but also with the ability to offer a valid contribution in combat (I am a sucker for melee, but ranged will do). In a perfect world, I would like him to be able to enhance these abilities through magic [I mean, how good is invisibility for a scout?].

I have thought of a couple of possible combinations but really cannot set my mind on any of them, as I have really never played such a character:

- Zen Archer, dipping in... Trapper Ranger or Rogue? (Though the Zen Archer focus on Wisdom kinda hurts the Rogue dependency on Dex for stuff like DD);
- Fighter (Lore Warden? Tactician? Archer?) with a trait that will give him Disable Device (though I would like to detect magical traps), dipping (or multiclassing) in... Wizard? Sorcerer?;
- Straight up Fighter + Ranger(Trapper maybe, though it really pains me to lose the favored terrain options), or + Rogue?

The Lore Warden/Tactician instead of fighter above is mainly to be able to retain a decent amount of skills.

I really don't know, as I am inexperienced in such characters.

Thank you in advance for any possible feedback on this one.


Vivisectionist Alchemist has your back. Sneak attacking, slightly magical character that can pop a mutagen, chug a few potions (long duration, save them for later use with Alchemical Allocation). If your dead set on trapfinding/disabling, keep in mind that any WIS based caster who puts points into Perception is going to beat out the Rogue at trapfinding anyway, so I recommend just keeping your Perception maxed and you'll be good to go on trapfinding. Trap disabling likewise is a just a Disable Device roll so make you keep that skill maxed and you'll be in good shape. Fortunately, both of these are class skills for the Alchemist so you'll be able to fill both roles adequately. Invisibility is on your extract list as well, and while Stealth isn't on your skill list, invisibility is a such a huge bonus that the +3 isn't going to matter.

Other suggestions include Archeologist Bard (fills in for trap finding, fighting and casting, but no Sneak Attack) and Seeker Oracle which combines with trapfinding/disabling with fullcasting and plenty of buff spells (not arcane, but you don't need a deity).

Sczarni

Anzyr wrote:
If your dead set on trapfinding/disabling, keep in mind that any WIS based caster who puts points into Perception is going to beat out the Rogue at trapfinding anyway, so I recommend just keeping your Perception maxed and you'll be good to go on trapfinding. Trap disabling likewise is a just a Disable Device roll so make you keep that skill maxed and you'll be in good shape.

Only classes with Trapfinding can disable magical traps, though.


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Calendir Elberen wrote:

Hello everyone,

I was thinking about the possibility to create a character (let's say he is level 2) who is mainly able to perform as the group's scout/trap spotter, but also with the ability to offer a valid contribution in combat (I am a sucker for melee, but ranged will do). In a perfect world, I would like him to be able to enhance these abilities through magic [I mean, how good is invisibility for a scout?].

I have thought of a couple of possible combinations but really cannot set my mind on any of them, as I have really never played such a character:

The Lore Warden/Tactician instead of fighter above is mainly to be able to retain a decent amount of skills.

I really don't know, as I am inexperienced in such characters.

Thank you in advance for any possible feedback on this one.

Here you go:

Halfling 16th level Archeologist / 2nd level Halfling Opportunist / 2nd level Lore Warden
Fleet of Foot

Attributes: (20 point buy)
STR - 10 (-2 racial mod)
DEX - 16 (+2 racial mod, +1 @ 4th, 8th, 12th, 16th & 20th)
CON - 14
INT - 14
WIS - 8
CHA - 12 (+2 racial mod)

Traits:
Magical Knack
Vagabond Child (Disable Device)

Feats & Rogue Talents:
1st (Bd1) Lingering Performance
2nd (LW1) Point Blank Shot
3rd (LW2) Rapid Shot, Precise Shot, Combat Expertise
4th (Bd2)
5th (Bd3) Arcane Strike
6th (HOp1) Trap Spotter 10'
7th (HOp2) Weapon Focus: Shortbow, Trap Spotter 20', Sneak Attack +1d6
8th (Bd4) Rogue Talent: Canny Observer
9th (Bd5) Multishot
10th (Bd6)
11th (Bd7) Clustered Shots
12th (Bd8) Rogue Talent: Fast Stealth
13th (Bd9) Deadly Aim
14th (Bd10)
15th (Bd11) Improved Precise Shot
16th (Bd12) Greater Rogue Talent: Crippling Strike
17th (Bd13) Extra Rogue Talent: Hard to Fool
18th (Bd14)
19th (Bd15) Extra Rogue Talent: Improved Evasion
20th (Bd16) Greater Rogue Talent: Slippery Mind

Skills:
Acrobatics* (odd levels)
Escape Artist* (even levels except 2 & 4)
Stealth* (1-20)
Perception* (1-20)
Disable Device* (1-20)
Use Magic Device* (1-20)
Knowledge: Geography* (1-20)
Knowledge: History* (1-20)
Knowledge: Local* (1-20)

This is a character we're going to be playing in Wrath of the Righteous and have played him in Rise of the Rune Lords. He's a lover and collector of maps and ancient relics both magical and non-magical, he's handy with a bow, has a nice selection of spells and is an absolute fiend when it comes to traps (spotting them pretty much automatically if he even walks with 20' of one). He's also a blast to play due in part to Exploitative Maneuver from Halfling Opportunist. He is NOT, however, built as a 'face' for social skills.

Liberty's Edge

Nefreet wrote:
Anzyr wrote:
If your dead set on trapfinding/disabling, keep in mind that any WIS based caster who puts points into Perception is going to beat out the Rogue at trapfinding anyway, so I recommend just keeping your Perception maxed and you'll be good to go on trapfinding. Trap disabling likewise is a just a Disable Device roll so make you keep that skill maxed and you'll be in good shape.
Only classes with Trapfinding can disable magical traps, though.

Dispel Magic ;-)

Scarab Sages

Arcane Trickster prestiege class from the CRB


Are you permitted 3rd party materials?

If so the super genius games talented rogue combined with the talented monk will solve this perfectly.

The monk has rules for combining the two and they both break down all the abilities and archetypes of their respective classes into edges and talents which are selected as you level up.

No need to dip or mix rogue and monk, be one class take what you want from either. And the monk is set up to make him as effective as the best archetypes (zen archer comes to mind) with any kind of weapon or combat style. You can then use either ninja or monk based ki powers to get your 'magical' edge in combat.


Alchemist (Crypt Breaker) will get you Trapfinding (& Trap Spotter rogue talent) & Invisiblity "spell" (= extract to be precise).


Why not just Rogue with Minor-magic, Major-Magic, high UMD, and eventually Dispelling Strike (dispel magic on sneak attack one, whatever it's called)?


Look at the Bard (Archeologist) he is good and if you play with traits get the one thaat gives one extra on luck bonuses.
there you get Traps, sneek, combat skills and magic.

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