Help with CRB-Only Rogue


Advice


Hi Everyone,

TLDR I have a very "basic" rogue in a game that is only using the CRB. Party face and skill-guy. Not sure where to go after level 1. Good CRB rogue talents? Please help!

I really need some help. We finally reached level 2! But, unfortunately, I don't have any long term goals for my rogue.

We are using 20pt buy, CRB only, and no traits. The game is set in the 1830s so we got Firearms proficiency for free.

My character is a muckraker newsman that is the party's face and skills go-to person. I'd like to keep that focus. The game hasn't been too combat heavy and the GM lets us talk ourselves out of encounters, when the opportunity arises. The party is fighter heavy, so I don't mind not excelling in combat.

build:

CN Human
STR 11, DEX 16, CON 12, INT 14, WIS 12, CHA 14
Exotic weapon proficiency (firearms), Weapon Finesse, Dodge

Acrobatics +7 (1, +3 DEX, +3 Trained)
Appraise +6 (1, +2 INT, +3 Trained)
Bluff +6 (1, +2 CHA, +3 Trained)
Diplomacy +6 (1, +2 CHA, +3 Trained)
Disable Device +6 (1, +2 DEX, +3 Trained)
Handle Animal +3 (1 +2 CHA)
Knowledge (Local) +6 (1, +2 INT, +3 Trained)
Perception +5 (1, +1 WIS, +3 Trained)
Profession (Newsman) +5 (1, +1 WIS, +3 Trained)
Sense Motive +5 (1, +1 WIS, +3 Trained)
Stealth +7 (1, +3 DEX, +3 Trained)

As you can see, I didn't have any real plans when I made this character - and that's ok. I just need advice on where to go from here. Specifically, which CRB-only Rogue Talents would work for a face-rogue.

I've considered going Shadowdance, because I've never played one. Also thinking of cross classing with Bard because we lack a healer. Not sure what to do...

Please help!

Thanks,

Grand Lodge

Handle animal is a bad skill when you dont have an animal companion.

Professions are only good if the DM allows rolls that would be covered by that profession. Like sailors should know how to tie ropes, navigate on the sea, and fish. IMO both the profession and the handle animal need no more skill points. Perhaps put 1 point in both climb and swim as typically 1 point is good to take 10 and get by with.

As for feats you can focus on either combat or skills. But if you dont focus your character becomes obsolete and you will end up disappointed. You need to figure out a path and stick to it instead of a little of this and that. Rogues already suck enough and is one of the weakest classes out there.

I would also try and get UMD skill to use wands and scrolls.

A good feat line is dodge mobility spring attack. You dont get a feat till level 3 so figure out as hat your gonna focus on.

Sovereign Court

Depending upon the campaign - trap-spotter can be handy. It keeps you from having to constantly crawl everywhere and getting screwed over when you forget to mention that you're checking for traps.


Weird skills - I picked those mostly because it is a survival game. You never know when you need to stop a mule from running into the woods with all your stuff...

I'm wanting to focus on out-of-combat stuff - skills, diplomacy, and now healing.

Also, the GM has just opened up the entire PD SRD/OGL for us to use. He agrees we need healing. He strongly thinks I should take a level or two in a class that can heal. I 100% agree.

With a 14 INT/CHA and 12 WIS what are my best options?


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Assuming there is magic in the campaign, I agree that UMD is worth putting a point into. Typically you only need one point unless you are using it for something vital.

Rogue Talents: Trap Spotter is good if you are dealing with traps. Ledge Walker normally isn't worth it, but if you are climbing out on the ledges of tall buildings you might want to look at it. I'm thinking in a classic gangers movie there may be some of that. Quick Disable is how you would pop locks really fast.

Since your campaign has firearms, check if there are any firearm related rogue talents. There are none in the CRB, but there also aren't any firearms in the CRB.

I would put a rank into each of Climb and Swim since you are the group skill monkey. Allow you to get places that you otherwise would have trouble going.

Since you aren't in a classical fantasy setting, it is a little hard to give better advice. I would have to know more about the setting you are in. Is there still magic? What sort of opponents are you generally dealing with? That sort of thing.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber
LibraryRPGamer wrote:

Weird skills - I picked those mostly because it is a survival game. You never know when you need to stop a mule from running into the woods with all your stuff...

I'm wanting to focus on out-of-combat stuff - skills, diplomacy, and now healing.

Also, the GM has just opened up the entire PD SRD/OGL for us to use. He agrees we need healing. He strongly thinks I should take a level or two in a class that can heal. I 100% agree.

With a 14 INT/CHA and 12 WIS what are my best options?

Alchemist? It is in Advanced Players Guide, gives self-buffs and limited healing. Has about as good of healing ability as a bard. Can create potions.

Oracle is a healing class that works off Charisma. It is a better healer than a bard.

Sovereign Court

If there's no healer and you want to be the skill-monkey - I'd recommend bard instead of rogue. It's probably the best class in the game for filling in gaps in the party composition.

Sovereign Court

LibraryRPGamer wrote:

Weird skills - I picked those mostly because it is a survival game. You never know when you need to stop a mule from running into the woods with all your stuff...

I'm wanting to focus on out-of-combat stuff - skills, diplomacy, and now healing.

Also, the GM has just opened up the entire PD SRD/OGL for us to use. He agrees we need healing. He strongly thinks I should take a level or two in a class that can heal. I 100% agree.

With a 14 INT/CHA and 12 WIS what are my best options?

Well with the entire PD/OGL open now...

dip into bard, you will get a lot of skill points, some buffing and buy a wand of cure light wounds since it is on their spell list. If your party don't care about having an evil aura, you can go into wizard and pick up a wand of infernal healing.


It's a pbp game. Link to recruitment. It's an awesome game. Very unique. Great GM. Loads of fun!

To date, we have fought an assassin vine and some low-level vampires. No magic items have yet to appear, but, we are only level 2. All of us are still using our starting gear.

We are actually looking for one or two more players, I believe, if anyone wants to join.


Oh ya...buying magic items really isn't an option at this point. A wand of CLW might not be available.

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