Roguey fighter or fightery rogue?


Advice


1 person marked this as a favorite.

Hi,
I am new to Pathfinder played first addition ad&d last when it was still new. So more than a little of this is kind of overwhelming. Not just the changes but the scope is daunting. Any way to my question.

My party has no rogue and no melee fighter of any flavor. We'll have a parttime Ranger/archer and parttime Paladin. Is there a way to build a fighter type (like a barbarian) who can do the sneak and peek, find traps and open locks?

I'll play a rogue if I have to but I prefer fighter types and the occasional monk.

Any suggestions?

Thanks
Karl


Urban Ranger?

Trapfinding (Ex): At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name.


2 people marked this as a favorite.

The PF skill system is much looser than previous editions; anybody can put points in Stealth, Perception, and Disable Device. The Trapfinder trait helps, and can also be taken by anybody.

You might want to go with a Ranger. Good skill points, take the two-handed-weapon style with a greatsword. Stealth and Perception are already on your class list, and IIRC Trapfinger adds it as well.


So any class can find traps with perception. Rogues just get a 1/2 lvl bonus to the check.

Any character with disable device can disable mundane traps. Anyone with dispel magic can disarm magical traps. There is also a trait (all characters can start with two of these) that enables the character to disable magic traps with disable device. Rogues naturally can disable magical traps and receive a 1/2 lvl bonus to all disable checks with traps. Disable device is used to open locks.

A vivisectionist alchemist is an archetype of the alchemist that can be fightery while still being able to perform sneak attack. The alchemist is a base class unique to PF. Archetypes are variants of a base class that trades out features for other features.

A ranger can be a fightery rogue very well. Actually the ranger can completely replace the rogue is most aspects.

Rogues have serious problems in PF and I would not recommend playing one until you are very familiar with the system.

Fighters also have problems but they are less noticeable.


I like rangers my character concept started out life as a pastoralist hunter gatherer so I figured Barb or Ranger and we already had a ranger but from what you folks are saying is it's pretty flexible and avoid the rogue. So can rangers be frontline fighters?

By the way thanks for all the answers so far they are all very helpful!

Liberty's Edge

Karl Hammarhand wrote:

I like rangers my character concept started out life as a pastoralist hunter gatherer so I figured Barb or Ranger and we already had a ranger but from what you folks are saying is it's pretty flexible and avoid the rogue. So can rangers be frontline fighters?

By the way thanks for all the answers so far they are all very helpful!

Rangers make excellent front-line fighters. Their armor isn't the best, but it's not the worst either, and everything else is quite solid.

You do need to go Urban Ranger to completely replace the Rogue, though. Just FYI.


I just want to be able to scout ahead find traps and open locks. All the pick pocket and sleight of hand stuff is not for me. I am thinking make sure we don't walk into an ambush or trap then whale the stuffing out of the bad guys.

Are monks bad now too? Well they've been nerfed hard since first addition but I was hoping they'd gotten more playable.

Liberty's Edge

Karl Hammarhand wrote:
I just want to be able to scout ahead find traps and open locks. All the pick pocket and sleight of hand stuff is not for me. I am thinking make sure we don't walk into an ambush or trap then whale the stuffing out of the bad guys.

If you want to be really good at Disable Device, you'll need to go Urban Ranger, though you can be...adequate as any Ranger. Being good at Stealth is part of the default Ranger package.

Karl Hammarhand wrote:
Are monks bad now too? Well they've been nerfed hard since first addition but I was hoping they'd gotten more playable.

Default Monks are...pretty bad. Some of the Archetypes can be pretty effective, though that requires a high-ish level of system mastery.

Grand Lodge

Monks are pretty much second to lowest tier. Rogues are lowest.

Running either successfully requires some extensive system mastery.

Not recommended for beginners.

Your desired build sounds very much like a Trapper Ranger.

Rangers can be very sneaky, and very good as a frontline Fighter.

I suggest the Guide/Trapper Ranger archetype combo.


Not sure why trapper ranger. Just take the trapfinding trait.

Liberty's Edge

Alexandros Satorum wrote:
Not sure why trapper ranger. Just take the trapfinding trait.

Trap Finder is a campaign Trait and thus not universally available. I certainly don't allow AP campaign traits in other games I'm running for a whole host of reasons.


Sounds good to be a ranger and I won't have to hang my head in shame when my paladin wife has to rescue me all the time.


What about the Barbarian option? Or do they not have the same trap finding stealthy advantages?

Liberty's Edge

Karl Hammarhand wrote:
What about the Barbarian option? Or do they not have the same trap finding stealthy advantages?

They do not. They're excellent in straight combat, and have solid Perception to find traps, but lack much reason to raise Dex as well as both Disable Device and Stealth as Class Skills, and have no way to get Trapfinding (aside from the aforementioned Trait).


Another question all the guides, etc seem to assume there is a metric-load of standardized magic weapons and gear available. Is this true? Is that the standard campaign?

Liberty's Edge

Karl Hammarhand wrote:
Another question all the guides, etc seem to assume there is a metric-load of standardized magic weapons and gear available. Is this true? Is that the standard campaign?

It is to some degree, at least with cheaper items. The Settlement Rules contain explicit rules for what magic items are available...and it's pretty easy to get a hold of cheaper ones.

It certainly is if you have someone in the party with Craft Wondrous Item and other Crafting Feats.


Karl Hammarhand wrote:

Hi,

I am new to Pathfinder played first addition ad&d last when it was still new. So more than a little of this is kind of overwhelming. Not just the changes but the scope is daunting. Any way to my question.

My party has no rogue and no melee fighter of any flavor. We'll have a parttime Ranger/archer and parttime Paladin. Is there a way to build a fighter type (like a barbarian) who can do the sneak and peek, find traps and open locks?

I'll play a rogue if I have to but I prefer fighter types and the occasional monk.

Any suggestions?

Thanks
Karl

After a recent thread, I would have to recommend the Urban Barbarian for what you are looking for. I think it sounds very appropriate for what you seem to be looking for. Since this class doesn't have Disable Device as a class skill, nor would they naturally be able to disable magical traps, you will also want to take the Trap Finder Trait.

:::EDIT::: For a good reference point on the Dex based Urban Barbarian you can take a look at this guy's post it's pretty solid. You could, of coarse, change it up a bit but this should give you an idea to start with.

I think the suggestions of Ranger are good too. The Urban Ranger does get Trapfinding but I don't think the Favored Community ability they get is a good trade for Favored Terrain. I would go with the Guide Ranger mixed with Trapper Ranger if you want to replace your spells with a master trapper ability. If none of the normal PF Rangers and Ranger Archetypes don't do it for you, and the Urban Barbarian isn't quite what you want either, I would HIGHLY recommend the Spell-less Ranger. It is a PF Ranger but without spells and with several very nice options to make up for that loss. They also get a Sneak Attack progression.


The Favored community isn't as good as FT in most cases (though I can imagine it is worth it in heavily urban campaigns i.e. Curse of the Scarlet Throne), but depending on the campaign it isn't the end of the world. I guess it is a matter of taste - I'd rather keep a handful of spells than favoured terrain, but it depends on the concept you are going for.


The Shaman wrote:
The Favored community isn't as good as FT in most cases (though I can imagine it is worth it in heavily urban campaigns i.e. Curse of the Scarlet Throne), but depending on the campaign it isn't the end of the world. I guess it is a matter of taste - I'd rather keep a handful of spells than favoured terrain, but it depends on the concept you are going for.

True. In a campaign where you are predominently operating in a handfull of cities and towns the Urban Ranger would be a great option.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

Honestly, the ranger is probably the best introductory class in Pathfinder. Good at fighting, two good saves, lots of skill points, and lots of great class skills. It also introduces spellcasting, bonus feats (but limited in scope--so the choices aren't overwhelming!), animal companions or party buffing, and lots of fun class abilities.

Does your campaign use traits? If so, pick one that grants Disable Device as a class skill. Or be a half-elf and take Skill Focus Disable Device (the +3 from Skill Focus would counter the non-plus 3 for it not being a class skill. Or take a 1 to 4 level dip into Rogue to get trapfinding, some sneak attack, and maybe Evasion, some rogue talents (some are bonus combat feats, Weapon Finesse, or Weapon Focus, so very fightery), and maybe Uncanny Dodge.

Fighter/Rogue, Ranger/Rogue, and Barbarian/Rogue are all very solid multi-class options. Even if multi-classing isn't necessarily the best option in Pathfinder.


Take two levels of rogue for Trap Spotter. Then go with whatever martial class suits your fancy. Fighter is quite viable.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Roguey fighter or fightery rogue? All Messageboards

Want to post a reply? Sign in.