Where to go next? Rogue / Fighter.


Advice


I'm just mulling over ideas for where to take my character.

Here is what I currently am at.

Race: Human
Class: 6th level Fighter, 3rd level Rogue (Poisoner)
Alignment : Neutral Evil (with good intentions?.. or not all bad towards her family.)

22 STR, 16 DEX, 17 CON, 16 INT, 14 WIS, 12 CHA (I believe are the stats.)

We are in a magic light world, so our gear is still not so great for a level.. though we are starting to have time/money to craft our own gear.

My fighting style is Longspear, with dagger throwing for some style points.

Feats:-
-- Toughness
-- Weapon Focus : Longspear
-- Improved Initiative
-- Quick Draw
-- Power Attack
-- Weapon Specialization: Longspear
-- Furious Focus
-- Iron Will
-- Combat Reflexes
-- Improved Critical: Longspear

... So I just hit 10th after last nights session, and I need to decide where to go.

4th level rogue for Uncanny Dodge / Rogue Talent (Also was considering Bandit Archtype, though perhaps I'm undervaluing Uncanny Dodge.)

7th level Fighter... Armor training, BAB +1

or something else entirely, I wouldn't mind exploring a PRC or a Hybrid class or hell even something that uses magic, late bloomer bloodline perhaps, or a newly discovered God(though the latter is highly unlikely.) with the only Gods she's aware of right now being... Pharasma, Selune, Cyric and Rovugug (we're kinda in a mix of old gods/new D&D 3.5/pathfinder) Pharasma is the most likely choice if she went that route, as her younger brother is a follower, and she's found his tellings interesting.

This is a King Maker kind of game, with lots of different houses fighting for political, social, finical standing and all that. There's some Aberrations( folks trying to bring back rovugug, working for aboleths and what not. ) among the city where our keep is, and part of our plan is to rid it of it. There are also plenty of humans to fight, and I imagine Orcs may be a possible threat... though I'm 50/50 on that.

so yeah,

Any Thoughts?


Slayer
I feel a lv10 slayer will be better at everything you want then your current mix just for next time unless you can redo your character.


yea i was going to say slayer.


Ah there's no remaking this character for sure, and when we started this campaign (damn near 4 years ago, Slayer wasn't even available :[)

If Slayer's sneak attack damage got added to the rogues, i'd be more inclined to consider it. (Especially the cleaner archetype, totally fits the kind of work my character could be doing.) I bet I could get the DM to agree to it. (perhaps it's to late to start on it now though. /shrug.


If you feel like you need to do more damage, a barbarian or bloodrager dip will get you fast movement and boost your Str/Con. In a low magic game, that would probably be my first suggestion.

Bloodrager can also use some wands without UMD, even though they don't get spells until 4th level. A bloodline power that gets you a bite would line up with your longspear really well, so you can threaten close in without taking your hands off you primary weapon.

Brawler gets you unarmed strike (for the same "threaten close in with a reach weapon" advantage), and martial flexibility is a really nice trick. With your stat array and the feats you have right now, you meet the prerequisites for a lot of feats that would be perfect in certain situations, so you would get a lot of value out of that. If you pick up Combat Expertise along the way, you'll have the prerequisites for all combat maneuvers and a large selection of combat feats.

As for Uncanny Dodge, that is mostly useful if you face a lot of folks with sneak attack. Since you already have Combat Reflexes, the advantage of being able to make AoOs before you act is already covered.


If you fight (or want to fight) in heavy armor, picking up armor training II is probably worth it. If not, can you pick up scout? Extra 2d6 on a charge, plus rogue talent (combat trick if you haven't taken it).


Adding another class to your progression should be done with extreme caution. Your will saves are already going to be really bad, so if you do choose to go this route, I would highly recommend something with a good will save progression.


@Gwen, Thanks your post was very helpful, giving me good ideas. I'll give it all a good look.
@Everyone, thanks as well for posting.

What is all your take on the Investigator?


Hmmm... How does this sound for further progression.

Bloodrager(Draconic Bloodline) for 4 levels (10th-13th)
Dragon Disciple (14th+) That'll end up being +4 STR 18th level. now the question is, will dragon disciple's advance the bloodrager bloodline.'''''


Since you have Improved Initiative, you should have a missile weapon or at least a thrown weapon, so you can secure that first, flatfooted attack when you win initiative.

I think you should get yourself something that will secure your 2d6 Sneak Attack Damage for every hit. I recommend either Improved Feint or develop Quick, Great, dirty trick. I like the latter. A high level fighter like yours has a lot of attacks/round, so spend 1 of them on playing a Dirty Trick to make him Blind.

I don't necessarily recommend you do this, but should be able to remake your character at least a little bit. There are rules covering retraining feats and such. It might be worth asking your DM


I keep MW 3 short-spears, and a spell-storing dagger for my missile weapons.


My DM will let me re-work feats if there's a lot of down time, or if I haven't used the feat for a reasonable time and I'm leveling. (I retrained Point Blank Shot .) I'll look into those Dirty Tricks, but finding somebody to flank with hasn't been very challenging as we've got quite the melee heavy group.


Bloodrager + Dragon Disciple to finish it up, looks like it could be crazy.

She's at 22 STR right now with a belt of STR/CON +2.

Let's say best case scenario at 18th level. 24 STR natural before gear.

Belt +6 STR
Rage +4 STR

34 STR (That's crazy... I'm sure somebody could find a way to increase it too, but I think that's pretty overkill. (Also being able to cast 1st-2nd level spells.)

Hit Modifiers: STR:+12, Power Attack(FF) -5, Weapon Focus +1, Weapon training +1, +2 Longspear
BAB: +16/11/6/1,

Non-buffed to HIT PA: +32/+22/+17/+12 (Hasted Attack(+1): +28)
------to HIT non-PA: +32/+27/+22/+17 (Hasted Attack(+1): +33)

Damage Modifiers : STR: +18, Power Attack +15, Weapon Specialization +2, Weapon Training +1, +2 Longspear.

Non-buffed Damage PA: +38 (O_O) +2d6 sneak (19-20 crit, x3)
------Damage Non-PA: +23 +2d6 sneak

Buffs: Haste +1/0, Bard Song +4/+4, Good Hope +2/+2, Enlarge +0/+1(size), Prayer +1/+1, and Flanking. +2/+0 Total: +10/+7

So, stars aligned fully buffed, right position, ROAR!

HIT: +42/+32/+27/+22
Damage: 2d6+45 (19-20x3) +2d6 sneak....

...the enlarge might just paint a target on my head but it's fun to map that out.

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