Innkeeper Rogue?


Advice


So for my first character, I was only ever going to choose rogue, as that is by and far my favorite class when available in any setting. I have chosen a backstory involving my character owning and running an Inn. He has very low WIS, so while he has the profession skill as Innkeeper he is very poor at it.

His business had been doing very poorly until he got the idea in his head to burglarize patrons of all the neighboring inns. After some time, his inn became known for its security, however poorly it was run. He of course had gotten caught and was forced to flee his homeland, leading him to the beginning of his first adventure.

I have chosen the archetype burglar, skill in Innkeeper and the skills that would assist with burglary. With low WIS, are there any talent, feats or other options I may have overlooked that would support this character?

Scarab Sages

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Perhaps Catch Off-Guard, so you could Sneak Attack people with ale steins and such?

Ranks in Bluff and Diplomacy would definitely be appropriate, too.


Ha, that gives the idea that perhaps he is terrible at innkeeping because he's always getting into drunken bar brawls. This would certainly fit that!

Scarab Sages

Not necessarily - an innkeeper needs to know how to deal with drunken bar brawls regardless of who starts them. Of course, you can go that direction if you want to.


Isn't there a rogue archetype that lets a good activate any trap they've made go off as long as they are 10ft away or less? Maybe this guy doesn't stop brawls. His tavern does.


One thing to be aware of, the core rogue is generally considered mechanically weak, especially in terms of being able to contribute to combat. There is nothing wrong with playing that class, and it can be a lot of fun, but if you feel you will have less fun if you aren't able to do much in a fight a lot of the time, you might think about other options.

For example, you could have exactly the same concept with a bard, and have more viable options of things to do in a fight. If you wanted to keep the ability to disarm traps and didn't want to have a perform skill, the archaeologist archetype works quite well.

Scarab Sages

Dave Justus wrote:

One thing to be aware of, the core rogue is generally considered mechanically weak, especially in terms of being able to contribute to combat.

By a vocal, stubborn minority.

Grand Lodge

I'm Hiding In Your Closet wrote:
Dave Justus wrote:

One thing to be aware of, the core rogue is generally considered mechanically weak, especially in terms of being able to contribute to combat.

By a vocal, stubborn minority.

Who can do math.

Scarab Sages

Oncoming_Storm wrote:
I'm Hiding In Your Closet wrote:
By a vocal, stubborn minority.
Who can do math.

Not this again. Math can only be as valid as the non-mathematical assumptions it's based on. You can "prove" anything with math, which is a problematic enough issue in the real world - but in a tabletop fantasy RPG? Crowing you have the "objective truth" about "what's the best/worst class" and that anyone who disagrees must be stoopid because you can show them some 5th-grade pre-algebra is a flat-out fool's errand.

Grand Lodge

I'm Hiding In Your Closet wrote:
Oncoming_Storm wrote:
I'm Hiding In Your Closet wrote:
By a vocal, stubborn minority.
Who can do math.
Not this again. Math can only be as valid as the non-mathematical assumptions it's based on. You can "prove" anything with math, if the mere fact that you can find a mathematical way to justify your stance impresses you, then that actually says nothing good about your reasoning - or your understanding of math.

I'm just saying, the "stubborn minority" has their reasons. I'd rather not derail the thread and do this rigmarole again.

Scarab Sages

Oncoming_Storm wrote:

I'm just saying, the "stubborn minority" has their reasons. I'd rather not derail the thread and do this rigmarole again.

And you think the rest of us don't? As to the second point, same here.


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Whether it is always true or sometimes true, I think it indisputable that many people have had difficulty making the core rogue effective in combat. I have seen it personally with players in games I have run an participated in. Some of them had fun anyway, some found that they didn't enjoy it at all.

For a new player, making their 'first character' this is something to be aware of and to take in to account.

You can have a lot of fun playing a rogue, but knowing the potential downsides makes it more likely you will make a character you are happy with, and thus have a good experience.


Dave Justus wrote:

One thing to be aware of, the core rogue is generally considered mechanically weak, especially in terms of being able to contribute to combat. There is nothing wrong with playing that class, and it can be a lot of fun, but if you feel you will have less fun if you aren't able to do much in a fight a lot of the time, you might think about other options.

For example, you could have exactly the same concept with a bard, and have more viable options of things to do in a fight. If you wanted to keep the ability to disarm traps and didn't want to have a perform skill, the archaeologist archetype works quite well.

I'm actually more comfortable with characters that aren't combat oriented. Part of me has always loved the deaths of my characters. Not that I would sabotage myself, but I enjoy being that character that is forced to cower and perhaps, if his attitude calls for it, state why his cowering pretty much won the fight.


Azten wrote:
Isn't there a rogue archetype that lets a good activate any trap they've made go off as long as they are 10ft away or less? Maybe this guy doesn't stop brawls. His tavern does.

I like that.


Dave Justus wrote:

Whether it is always true or sometimes true, I think it indisputable that many people have had difficulty making the core rogue effective in combat. I have seen it personally with players in games I have run an participated in. Some of them had fun anyway, some found that they didn't enjoy it at all.

For a new player, making their 'first character' this is something to be aware of and to take in to account.

You can have a lot of fun playing a rogue, but knowing the potential downsides makes it more likely you will make a character you are happy with, and thus have a good experience.

I appreciate it. I'm sort of in a weird middle ground. I used to pnp RP at least 15 years ago, so I have some old experience, but this is my first pathfinder character. I'm more limited in specific knowledges regarding mechanics and other new things. I missed 3.5, so this feels fresh, while I still have experienced RP.

Scarab Sages

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The Sap Adept feat might be worth taking: "Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled."

Idea being that a bartender sort is probably going to be used to using something like a sap to knock people out instead of murdering drunk brawlers. The Thug archetype might get you some mileage along the same lines.


iron will feat
indomitable faith trait
goodnight and good luck


Duiker wrote:

The Sap Adept feat might be worth taking: "Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled."

Idea being that a bartender sort is probably going to be used to using something like a sap to knock people out instead of murdering drunk brawlers. The Thug archetype might get you some mileage along the same lines.

I definitely want to play him as someone that has never killed. If he ends up in a place where he mist, he might, but I like these and will definitely look into thug.


Lamontius wrote:

iron will feat

indomitable faith trait
goodnight and good luck

Those will definitely help with my will issues.


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If you go Sap Adept & non-lethal, look at the Enforcer feat. A free action intimidate when you deal non-lethal damage.

AKA The classic slap upside the head and "You're f***in' barred! And stay out!"


Corvino wrote:

If you go Sap Adept & non-lethal, look at the Enforcer feat. A free action intimidate when you deal non-lethal damage.

AKA The classic slap upside the head and "You're f***in' barred! And stay out!"

Love it.


Consider the existence of the Unchained Rogue. Even if you choose not to use Unchained initially, if you ever feel like your character deserves some boost in power, I would talk to your GM about using this class instead. Rebuilding from normal Rogue to Unchained Rogue should take little effort in case you decide you want to do this later.


voideternal wrote:
Consider the existence of the Unchained Rogue. Even if you choose not to use Unchained initially, if you ever feel like your character deserves some boost in power, I would talk to your GM about using this class instead. Rebuilding from normal Rogue to Unchained Rogue should take little effort in case you decide you want to do this later.

I'll definitely keep that in mind, looks powerful at first glance.


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Johnggernaut wrote:
Azten wrote:
Isn't there a rogue archetype that lets a good activate any trap they've made go off as long as they are 10ft away or less? Maybe this guy doesn't stop brawls. His tavern does.
I like that.

My bad, it's a rogue talent.

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