Homebrewn Campaign, CRB only.


Advice


Alright, Im doing a home-based campaign, core-rulebook only (with homebrewn stuff). I've never played Pathfinder, or DnD before. Just played Werewolf: The Forsaken once and a game in beta or smth, also once. You could say I have no experience in roleplaying.

We didnt make characters knowing what roles we'd play, instead we were asked what class seemed fun.

My party consists of a
* Human Wizard (Don't know his role really)
* Human Paragon of Bahamut (Healer, duh) (a homebrewn class, it's like a mix between Cleric and Sorcerer, which boils down to Divine spells, but no preparation. Paragons receive their power early on in their life, but not by choice.)
* Half-Elven Druid (Healer)
* Dwarven Fighter (Tank)
* Ghost Halfling Rogue, me (Skill Monkey and back-stabber)

I've used "Rogue Eidolon's Guide to Rogues (Optimisation)" to make my current build, so maybe that's good enough already :P It's mostly the TWF, but my char has a high INT.

I'll start with my character then, we're already at level 3 so I can't change anything I've chosen, next choices are made at level 4 (or items/enchantments ofc)

I'm a Level 3 Ghost-Halfling Rogue. (Ghost-Halfling is a homebrewn race) check my character sheet, this has all the race information.
The racial modifiers are
+2 Dexterity, +2 Intelligence, –2 Strength

My current Attributes are as follows: S10/D18/C14/I16/W10/C8

We've created chars with points(homeruled), also homeruled but not OP I think
Just an afterthought, should I have gone for low INT, high WIS anyway?

Alright, so every item/enchantment, feat and rogue talent I can get is from Core Rulebook only.

So far I've chosen

Level 1: FT: Two Weapon Fighting
Level 2: RT: Finesse Rogue -> FT: Weapon Finesse
Level 3: FT: Dodge

My plans are to choose the following things
(I havent made a plan for Rogue 16 / Shadowdancer 4.. yet)

lvl 4: RT: Weapon Training -> FT: Weapon Focus (Daggers)
lvl 5: FT: Combat Reflexes
lvl 6: RT: Resiliency
lvl 7: FT: Improved Initiative
lvl 8: RT: Combat Trick -> FT: Improved Two-Weapon Fighting

Should anything of this be changed?

I haven't yet planned for level 9 to 20, but I'd like to know if any of these should be replaced.

Feats for 09+: Iron Will, Toughness, Defensive Combat Training, Great Fortitude, Fleet, Greater TWF, Improved Iron Will, Mobility.
Rogue Talents for 10+: Opportunist, Defensive Roll, Feat, Crippling Strike.

I have 11 skill points per level, so I'll also focus on the next skills, but I'll have four points left each level. Should I take the skill point or hit point each level?

7 skills: Acrobatics, Disable Device, Escape Artist, Perception, Sleight of Hand, Stealth, Use Magic Device

Other high skills are Appraise, Knowledge Dungeoneering, Knowledge Local, Linguistics. Just wondering if I should level these a lot.
My Wis mod is 0 and Cha mod is -1, so I should focus on some to compensate.

Could it be smart to invest in Craft? Should I take one level in all the Knowledge skills? I'll check tomorrow which skills arent covered by the rest of my party.

I was wondering if a 1/2 lvl-dip in Fighter or Wizard would do any good?
Or otherwise go for Rogue 16/ Shadowdancer 4?
I did notice that the Shadowdancer benefits from high Charisma though with Shadow Illusion and Shadow Call.

I'll miss out on 2d6 Sneak Attack of course, but I might get more SA instead, or not?

Would Rogue 5, Shadowdancer 2, Rogue 5, Shadowdancer 2, Rogue 6 be a good progression? Is Darkvision worth that level, hmm.. I dont think so.
Rogue 5, Shadowdancer 1, Rogue 5, Shadowdancer 3, Rogue 6 or smth different? Id have Hide in Plain Sight.

I'll just stop rambling now, hope to see responses when I wake up :)

Grand Lodge

Quote:
(a homebrewn class, it's like a mix between Cleric and Sorcerer, which boils down to Divine spells, but no preparation. Paragons receive their power early on in their life, but not by choice.)

This sounds 100% like an oracle which exists.


If I am right, this is CRB and doesn't include APG.

I'd suggest a straight cleric unless the homebrew Paragon class is getting something out of Sorcerer.

Are you saying your GM has never GMed a game before? If so, I would suggest against a homebrew campaign until you get your feet wet with something created by someone else like a Pathfinder AP or a Pathfinder Module.


thanks for the replies :)

As I said, Im already Rogue 3
Also, we have a Paragon, a Wizard and a Druid.
Do we really need more healers?

I might not have been clear enough, but I'm not the GM.
I was just saying what the other party members were.
I'm playing the Halfling Rogue.

And no, my GM is experienced, but because of this group he didn't want to include other sources, so no Oracles or anything,
just the core (prestige) classes, plus that Paragon.

So I was wondering where I should go from here.

Halfling Rogue
S10/D18/C14/I16/W10/C8
Two Weapon Fighting, Weapon Finesse and Dodge.
Im using double daggers and leather armor.


Well, from an optimization stand point, Rogue is like the worst class ever. You should go Unchained Rogue, but since you're restricted to Core Only there's not much you can do.

The whole problem with pure DEX build is that, until you can afford DEX to damage with Agile Weapons (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/agile) which I'm not even sure you can get with CRB only, you won't be doing any damage unless it's Sneak Attack.

I've seen several Rogues/Ninja in play with no STR and only DEX, and honestly, it's a pain. TWF is great, but with Medium BAB as Rogue, and TFW, you won't be hitting that often, and when you do, unless you're flanking your damage will be pathetic. We're talking 1d3 with dagger (I'm guessing you're small).

Your only reliable way of doing damage is SA.

16 INT imo is way too much, you already have 8 Skill Points. Not sure what's your idea with that character, but maybe putting some more points into CHA could help you into being more of a diplomatic character.

Why Dodge? I see no reasons why you should be taking that feat. I mean, I hardly play any CRB only toons, but I'd switch Dodge with Skill Focus UMD, get my CHA higher and start using Wands, that will help you a lot on the utility department, buffing and other stuffs.

Also Imp Ini comes to late. By that time you can afford DEX bonuses, Ioun Stones or something else that gives you more Initiative. It's always nice to have high ini, but keep in mind how you will be using it.
IE > if you go first, move and attack the closest enemy on the surprise round+first regular round you get to do a lot of damage (flat footed), but if that opponent is not dead when it's his turn, you will get full attacked, and that could easily kill you (depending on enemy)


Darn it, I wrote a whole reply and now it's gone :(

I don't think Agile is a possibility as it's from a PFS book?

and yes, all Halflings are small, no?

I'll be putting 2-4 pts into CHA I guess

I've talked to someone and he thinks Rogue 5 / Shadowdancer 7 might be a good idea

I'm still thinking though


Well, at low levels, playing a rogue is quite fun.

It only starts getting poor when you hit the higher levels.

If I were you, I'd move my Int down a little bit, and see about increasing my wisdom. Maybe get +1 to dexterity if you can find the points for it.

Otherwise, you'll probably be fine. Once you get to level 8 or so, see if you can't get your DM to let you shift to a spellcaster instead, they're a lot better at high levels.

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