Looking For Advice on a Rogue Concept


Advice


Level 4 Human Rogue (Charlatan)

Concept: Social Rogue. My character will do very little stealthing/sleight-of-handing. He relies more on disguises and honeyed words. He doesn’t need to hide his weapons, because he only uses improvised weapons, which he usually incorporates into his disguises. Pickpocketing doesn’t interest him; petty theft is for petty thieves. His ambition is to commit the grandest heist the kingdom has ever seen. His greatest drawback, however, is his own hubris; he fancies his tongue so silver that he usually doesn’t realize it when others are wise to his tricks, or when he is being tricked himself.

Combat: Combat isn’t his specialty. But when forced to fight, he aims to disarm his opponents, and catch them flat-footed with his improvised weapons.

25 Point Buy (+2 Cha Racial Bonus; Level 4 Str bump)
Str 14
Dex 12
Con 12
Int 16
Wis 8
Cha 18

Traits: Reactionary, Surprise Weapon
Feats: Catch Off-guard, Combat Expertise, Improved Disarm
Rogue Talents: Quick Disguise, Underhanded

Any advice on ways to improve/support this build would be appreciated! Core Races only, but all other Paizo Source Materials are allowed.


Considering his bluff is going to be maxed and your CMB just isn't good enough for a disarm build, why not go for feinting instead. It allows you to bluff someone, which you should pass every time, to make them flat-footed to you meaning more sneak attacks even if you're not feinting.

Edit: I don't want to invalidate your choice here but the spy archetype might work better. Rumourmongerer works best when the campaign is entirely social and its effects are left entirely up to the GM. The spy gives a flat bonus to bluff better than +2 and poison use can be handy during a heist (think like chloroform for the guards.)


Looking at your stats, and your character's personality, why not go Bard instead? Would help in some respects with the "catch them unawares" aspect. The biggest issue would be the lack of trapfinding, but you can get that with a quick dip too.


He gives up trapfinding anyway for his archetype.


Don't archaeologists get trap finding?

EDIT: Sorry, they only get trap sense. My bad.

Liberty's Edge

If all what u've posted is written in stone, i'd advice "improved feint" - vs those who have natural weapons (can't be disarmed).

Liberty's Edge

Oh… since you have an exceptionally strong intelligence score, i'll advice picking up "acid splash" as a rogue talent and then get "craft wondrous item". Now you can use your gold more efficiently and perhaps you can convince your GM to build new cool magic items. - Just follow the magic creation rules (+5 DC to create items when using spells not cast by yourself).

Good items; involves "cloak of displacement" - Allows you to stealth whenever you're moving (more or less).


Good ideas, guys. I did think of the feint route, but it feels so constricting. A full-round action just to get a sneak attack in is preventing me from doing literally anything else. Disarming, while less consistent in success, could benefit my entire party, while giving me (long-term) better action economy. Not to mention that I absolutely love the idea of sneaking onto the Governor’s estate disguised as a gardener, and when it’s time for action, no need to get my weapon, I already have this spade! I also considered rolling Bard, and that’s still a possibility. However, the campaign we’re playing in has been extremely social, and Rumormongerer will probably be very helpful. I do agree that my disarm rolls will be subpar, though. Are there any items/builds that would help level that roll out?


Master of the Dark Triad wrote:

Don't archaeologists get trap finding?

EDIT: Sorry, they only get trap sense. My bad.

Archaeologists get Clever Explorer, which is like trap finding, only better. They get 1/2 level to Disable Device and ALL Perception Checks (not just to find traps), plus the benefits of Quick Disable and Fast Picks (can disable in half the time, minimum 1 round; open locks as a standard action). However, they trade this for not getting to disable magic traps until level 6.

Going Bard (and archaeologist in particular) would actually be really good for your build. The Bard spell list has many spells that would help with your concept, key among them Glibness, which is Bard specific. Archaeologists trade the standard bardic performance (which doesn't really fit your concept anyway) for swift action activated luck bonuses to Attack, Damage, Saves, and Skills. Personally, I think this fits your concept pretty well. After, what Hollywood conman/spy/master thief hasn't been blessed with a good dose of luck?


Cuup wrote:
Good ideas, guys. I did think of the feint route, but it feels so constricting. A full-round action just to get a sneak attack in is preventing me from doing literally anything else. Disarming, while less consistent in success, could benefit my entire party, while giving me (long-term) better action economy. Not to mention that I absolutely love the idea of sneaking onto the Governor’s estate disguised as a gardener, and when it’s time for action, no need to get my weapon, I already have this spade! I also considered rolling Bard, and that’s still a possibility. However, the campaign we’re playing in has been extremely social, and Rumormongerer will probably be very helpful. I do agree that my disarm rolls will be subpar, though. Are there any items/builds that would help level that roll out?

Rumormongerer is a fluff ability that can be simulated with diplomacy, a bard can do everything your character wants to do as a rogue and he'll be better at it. There's a mundane item that makes disarming a pointless technique. I'm not saying that disarming rogue isn't cool, there's just no mechanically sound reason why your character wouldn't be a bard other than to put rogue at the top of your character sheet.


revaar wrote:
Master of the Dark Triad wrote:

Don't archaeologists get trap finding?

EDIT: Sorry, they only get trap sense. My bad.

Archaeologists get Clever Explorer, which is like trap finding, only better. They get 1/2 level to Disable Device and ALL Perception Checks (not just to find traps), plus the benefits of Quick Disable and Fast Picks (can disable in half the time, minimum 1 round; open locks as a standard action). However, they trade this for not getting to disable magic traps until level 6.

Going Bard (and archaeologist in particular) would actually be really good for your build. The Bard spell list has many spells that would help with your concept, key among them Glibness, which is Bard specific. Archaeologists trade the standard bardic performance (which doesn't really fit your concept anyway) for swift action activated luck bonuses to Attack, Damage, Saves, and Skills. Personally, I think this fits your concept pretty well. After, what Hollywood conman/spy/master thief hasn't been blessed with a good dose of luck?

Hmm well put (and Black_Lantern as well). I will look into Archaeologist Bard. Black_Lantern, what mundane item are you referring to?


I think feint is better in the long run for you with the improved and greater feint abilities. With improved, it's only a move action. With greater, it makes the opponent flat-footed to everyone which helps the whole party. Since it'll succeed more often for you than disarm, it's a better investment.


For a great charlatan burglar rogue putting together his crew and doing a heist read Robin Laws Pathfinder Tales novel.

Of course a bard can do everything the rogue can but better. Play a charlatan/burglar and meet the challenge to play really intelligent!


Does anyone have any advice for improvised weapons? Are there any that I should specifically look into picking up?


If the campaign is going to primarily take place in a city or cities, have you looked at Terrain Mastery? It goes great with Hide in Plain Sight.

It could allow you an easier escape from a nasty situation where honeyed words may fail.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Looking For Advice on a Rogue Concept All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice