| Vatras |
Yes, bard sounds much better (we had a rogue in this AP). There isn't so much magic around as heavy melee, though.
With wizard, cleric and fighter, you can pretty much choose any class. Good choices - IMO - are: barbarian, paladin, bard, oracle (war), witch or alchemist.
As you can see, I picked casters with healing capabilities, because with two of them you have a back-up (and in some encounters you need it). Another full fighter will also be useful, or at least someone who is not a squishy, when your tank cannot block access to them.
I myself would pick bard or alchemist.
| Movin |
If saving throws against magic is something you want to be good at consider playing a Dwarf.
They have a racial +2 to Magic (spells and spell like abilities)
There is also a feat Dwarves can take called Steel soul
That would increase that to +4
Additionally a dwarf trait Glory of the old
grants another +1 stacking to a +5 in total.
This would overcome your spell weakness and let you play a rogue without it being an issue.
If you'd prefer ideas for other classes to play I can provide suggestions as well.
Inquisitor with the Sanctified slayer archetype does a good job standing in for a rogue. They have lots of moving parts though understanding how they work can reward you with a lot of powerful tricks.
The Slayer class would do better in combat and have less moving parts to read an understand than the Inquisitor.
Fruian Thistlefoot
|
Played Rise of the Runelords twice through. Both groups started with a rogue and in both campaigns the rogue died. One to save and the other to...surprise...saves.
The OP is not wrong. After book 3 the magic in this AP kicks off. Hell book 5-6 is hella magical. A Runelord is an ancient Azlanti Wizard King.
Traps are few and in between. You will have them spread out. A good perception check is all you need as most the traps can be bypassed or triggered remoatly with good play. So a rogue or rogue alternative is a waste.
You want melee go with a Bloodrager. Arcane would do freaking awesome in this campaign getting a 50% miss chance and being the bane of enemies with anything spell related.
You want ranged go with a Ranger or slayer. The right favored enemy will make him excel. Another really good alternative is a paladin Archer who would straight tear apart foes as well as offer mercies to fix problems and give the cleric a break on fixing status effects like blinded, nauseated and sickened.
A bard could fit if built to hammer down things with the fighter. I recommend the cleric going evangelist and going a separate route tho.
| UnArcaneElection |
Just in case anybody didn't notice: Investigator and Vivisectionist Alchemist are decent Rogue substitutes (actually Investigator is really good once it gets going), as is Slayer (as somebody posted above), and with Pathfinder Unchained, Rogue itself isn't as bad as it used to be, and with Arcane Anthology, you can even choose the Eldritch Scoundrel archetype, which gives you 6/9 spellcasting in exchange for some Rogue talents and some Sneak Attack dice.
Deadmanwalking
|
As others note, Rogue replacements are pretty common if all you want is to be good at skills. Which does seem to be the area your party is lacking in. Especially social skills.
So I'd go Bard. Either melee or archery, your choice, with their spells focused on buffing and utility. I can post a build if you want, though I'd need to know whether you favored ranged or melee.
If you really feel the need for something more directly Rogue-like (disabling traps, stealth focused, etc.), an Investigator or the Archaeologist Bard Archetype are both very valid options.
If you want to avoid spell casting, Slayer is an excellent Rogue replacement, though less good at social stuff than a Bard or an Investigator built for it.
If you prefer a Divine Caster, the Inquisitor is also an excellent skill character, and very effective in combat. They can be good at social stuff too, with the right build.
In all cases, if worried about Saves specifically, Halflings get a small bonus, Half-Orcs can invest a Trait and get a very nice bonus, and Dwarves obviously get large advantages vs. spells and spell-like abilities specifically. Of those Races, Half-Orcs are good for all of the above classes, Halflings make excellent Bards, and Dwarves make very solid Inquisitors and Slayers.
So...yeah, I'd probably go Half-Orc or Halfling Bard. Maybe an Archaeologist.
| SmiloDan RPG Superstar 2012 Top 32 |
Inquisitors are fun!
I would suggest you build the inquisitor to fill the gaps of your party. If your fighter and cleric are both melee oriented, go for ranged combat.
The ranger has been the MVP. Great damage and critical niche spells have saved the day. My cleric mostly buffs and heals with some minor blasting and tanking. The wizard blasts, does some battlefield control and lots of information gathering. The rogue does some scouting, and has had some really lucky crits (sneak attack is doubled on crits in 5th Ed.!). The barbarian dishes and takes out a lot of damage (barbarians take half damage while raging in 5th Ed.). The fighter struggled (originally multiclassed as fighter/magic-use/thief like old school 1st edition, eventually rebuilt as single classed fighter eldritch knight).
So, I would recommend a ranged inquisitor with spells used for exploration, some healing, and useful trump cards instead of the typical self-buffing and damaging spells. Your judgments will buff you just fine. Bane will be EXTREMELY helpful. Pick a fun domain.
| SmiloDan RPG Superstar 2012 Top 32 |
Dwarf Inquisitor with Favored Class bonus going into the Justice Judgment.
Is there a trait that increases sacred bonuses? Like Fates Favored does for luck bonuses? If so, get that.
If focusing on archery,
1. Point Blank Shot
3. Precise Shot
5. Rapid Shot (synergizes well with Bane)
7. Deadly Aim (FC bonus comes on line around now, so you can afford the penalty to attack rolls)
9. Many Shot (why not?)
| Movin |
Some good teamwork feats. Not all of them are specifically for ranged combat but they are helpful regardless.
Friendly fire Maneuvers
Coordinated shot
Enfilading fire
Escape route
Shake it off
At L3 I would suggest either Friendly fire tactics or Shake it off.
The first lets you shoot though allies without taking a penalty.
The second can grant you a +1 to all saving throws for each ally you are standing next to.
both are quite useful.
Or if you wish to avoid the complexity the Preacher archetype lets you trade solo tactics (and bonus teamwork feats) for a different ability.
I feel it is less powerful but useful if your GM is restricting which books your teamwork feats can come from.
| Lastoth |
Hey my friends, gonna start this AP, in party we are 1wizard, 1cleric and 1fighter pretty standard ^^, i dont think be rogue is good idea, his saves sucks, and this campaings have lot of magic ^_^, sooo ideas :3 builds or whatever. Bye and sry for my bad english :P
Well I wouldn't say the rogue is
^^
hrmm... well I still think the unchained rogue is...
^_^
:3
Yeah you're gonna need a slayer.