Looking for a class to play as.


Advice


So I'm fairly to new to the pen and paper version of pathfinder ( few years of the card game ) but I'm wanting to create a character, but unsure which class. I'm a big fan of rogues (with the whips, daggers, and treasure seeking) and also of magic in the way of sorcerers innate ability to cast And harrowers . Any suggestion would be greatly appreciated. I do have access to almost every major book, but not sure where to start. Thanks


Well, if you want a spellcasting rogue, you could play as an archaeologist bard. You have all the spells of the bard with a few more weapon choices than a Rogue and the ability to wear a shield without penalty. You lose the magical Performances like Inspire Courage, but gain a Luck bonus to rolls and several Rogue Class Features, including Rogue Talents every 4 levels.


Heather 540 wrote:
Well, if you want a spellcasting rogue, you could play as an archaeologist bard. You have all the spells of the bard with a few more weapon choices than a Rogue and the ability to wear a shield without penalty. You lose the magical Performances like Inspire Courage, but gain a Luck bonus to rolls and several Rogue Class Features, including Rogue Talents every 4 levels.

I guess I overlooked bards as I have a somewhat negative preconceived idea, they are just mixed bag not great at anyone thing but ok at lots. But I'll look into for sure.


Does the the investigator fit the rogue/magic fit?


You could do Unchained Rogue 1/Sorcerer 4/arcane Trickster. Requires accomplished sneak attacker to get the 2d6 sneak attack prerequisite.


WaterScorpion wrote:
Heather 540 wrote:
Well, if you want a spellcasting rogue, you could play as an archaeologist bard. You have all the spells of the bard with a few more weapon choices than a Rogue and the ability to wear a shield without penalty. You lose the magical Performances like Inspire Courage, but gain a Luck bonus to rolls and several Rogue Class Features, including Rogue Talents every 4 levels.
I guess I overlooked bards as I have a somewhat negative preconceived idea, they are just mixed bag not great at anyone thing but ok at lots. But I'll look into for sure.

It's more "not perfect at one thing but great at lots". There's a very short list I'd consider hybrid classes (and bards in paticular) only ok at.

And I agree that archeologist bard may be exactly what you want. Very Indy Jones feel to it, and it's regarded well even to this day.


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If you want to play as a rogue / caster, take a look at the Arcane Trickster PrC. You basically need 4 levels of rogue and 3 levels of some type of arcane caster, like a sorc/wiz/arcanist, and you can become an Arcane Trickster. They're really fun.

Dark Archive

You can play as an eldritch scoundrel.Only downside is it is locked in to Core rogue.


Lausth wrote:
You can play as an eldritch scoundrel.Only downside is it is locked in to Core rogue.

Note that while this is technically true, it is a VERY small leap for your DM to allow you to use this with Unchained Rogue by replacing Danger Sense instead of Trap Sense.


Eldritch scoundrel rogue gains access to wizard spells and plays as a very fragile glass cannon that hybridizes roguery and magic like nothing else in the game.


I feel the eldritch scoundrel is almost a hybrid class unto itself than a mere archetype.


Danger Sense says it counts as Trapsense for anything that requires it as a prerequisite, or replaces it. Eldritch Scoundrel is completely available for UC Rogues. And it stacks with the Counterfeit Mage archetype, as well.

It still sucks compared to a Bard, but UnChained Eldritch Scoundrel/Counterfeit Mage is totally doable. You only get a Rogue Talent every 4 levels, and you give up the one @ 4 to get Signature Wand. You only get Sneak Attack @ 3,7,11,15,19 which is whatever.

I know this because I gestalted this with the Fighter archetype Child of Acavna and Amaznen to make a fake-wizard NPC for my upcoming Gestalt Kingsmaker campaign.

I would think that the Archeologist Bard is exactly what you are looking for, though. It has innate spellcasting and Rogue Talents, two things you mentioned that interest you. Whip proficiency and treasure hunting, at your service. Sacred Tattoo Half Orc with Fate's Favored trait would give you all the luck stuffs ever.


Honestly I think you should try bard. It's got everything your looking for and it's stronger than you think.

The other one you should try is Investigator, it's basically a rogue who can brew their own potions every day (and only take 1 minute each to brew). Also while their "Sneak Attack" deals less damage (studied combat), they don't need to worry about stealth or flanking to use it and it gives a bonus to hit that the rogue wishes it had.


Ryze Kuja wrote:
If you want to play as a rogue / caster, take a look at the Arcane Trickster PrC. You basically need 4 levels of rogue and 3 levels of some type of arcane caster, like a sorc/wiz/arcanist, and you can become an Arcane Trickster. They're really fun.

I'd recommend against Sorcerer for Arcane Trickster for a few reasons. Sorcers gain access to high level spells later, so it will take longer for a Rogue/Sorcerer Arcane Trickster to get to taking levels in Arcane Trickster than a Rogue/Wizard/AT would. Also, Sorcerers depend for their coolness on those awesome Bloodline Class Abilities, and you don't get those as an Arcane Trickster.

One of my favorite Attack Combos is Ninja Vanishing Trick combined with a Ranged Touch Attack such as Acid Splash or Scorching Ray. Just try saying "Ranged Touch Attack vs. Flatfooted AC plus Sneak Attack Damage" without smiling. Wizards can cast Vanish, but as a Standard Action where Ninjas Vanish as a Swift Action. To stay Vanished before you can cast Greater Invisibility, you can take the False Attacker Rogue Talent, which lets you keep your Stealth by making a Bluff Check as a Swift Action. I guess with that, you don't really need Ninja Vanishing Trick so much, since in either case, on your 1st Round of Combat, you Vanish and Hide, then snipe, spamming Scorching Ray or something on top of Sneak Attack Damage.

So, Fast Track to Arcane Trickster:

1Brawler: Snakebite Striker Archetype, Sneak Attack +1d6
2B1Wizard1
3B1W1Rogue or Ninja1: Sneak Attack +1d6
4B1W2R1
5B1W3R1
6B1W3R1Arcane Trickster1

You might want to go ahead and take that 2nd level in Ninja so you can take Rogue Talents. There are 2 reasons for the level in Snakebite Striker Brawler: the extra hit points and earlier access to Arcane Trickster.

Just some thoughts.


If you are going to go into the Arcane Trickster Prestige Class, the best way to do it is:

1. UC Rogue (Waylayer)
Finesse Training Ex.
Sneak Attack +1D6
Staggering Reflexes Ex. (Add 1/2 level to iniative, character level not class level)

2.-4. Any Wizard of your choice, just take the Advanced Sneak Attack feat @ 3...

Arcane Trickster Prestige @ 5. Enjoy.

Might I suggest Dimensional Agility/Assault/Dervish...


Rogue/Unchained Rogue is not a good idea for beginners. I'd instead recommend Slayer if you want to try that style of play.
Bard is definitely a mix of what you wanted, and is a very well-written class. It's also a spontaneous caster (as is Sorcerer, which you mentioned).


VoodistMonk wrote:

If you are going to go into the Arcane Trickster Prestige Class, the best way to do it is:

1. UC Rogue (Waylayer)
Finesse Training Ex.
Sneak Attack +1D6
Staggering Reflexes Ex. (Add 1/2 level to iniative, character level not class level)

2.-4. Any Wizard of your choice, just take the Advanced Sneak Attack feat @ 3...

Arcane Trickster Prestige @ 5. Enjoy.

Might I suggest Dimensional Agility/Assault/Dervish...

Nice!


Wow thank you everyone! I have some reading up to do tonight!


Slayer: Not quite what I am looking for but def feathering that cap
Archaeologist Bard: I am doing more reading on bards in general first
Bard: Intriguing though the performance is iffy for me but see above class.
Elderitch Scoundrel: there was only a short bit in arcane anthology but I am not sure, I do prefer innate spellcasting vs wizard prep.
Unchained Rogue: This one i need more time with but I tend to agree it might be a bit too advanced for me starting.
Investigator: I was thinking along this lines earlier as I'm a fan of alchemist not sure.

I really do apperciate everyone's input


WaterScorpion wrote:
So I'm fairly to new to the pen and paper version of pathfinder ( few years of the card game ) but I'm wanting to create a character, but unsure which class. I'm a big fan of... the whips, daggers... and also of magic.... Any suggestion would be greatly appreciated. I do have access to almost every major book, but not sure where to start. Thanks

I have a funny thought. If you really want to develop Whip, and you want to cast spells. Consider being a Warpriest and make your Sacred Weapon a Whip. You get to cast Spells. Your Whip will do Sacred Weapon Damage instead of the low damage for Whip, and there are a lot of cool feats that go with Whip, things that will give you like a 15' Reach, make you awesome at Tripping and Disarming, lots of neat tricks, and like I said before, since you will be a Warpriest, your Damage will be respectable.


Scott Wilhelm wrote:
WaterScorpion wrote:
So I'm fairly to new to the pen and paper version of pathfinder ( few years of the card game ) but I'm wanting to create a character, but unsure which class. I'm a big fan of... the whips, daggers... and also of magic.... Any suggestion would be greatly appreciated. I do have access to almost every major book, but not sure where to start. Thanks
I have a funny thought. If you really want to develop Whip, and you want to cast spells. Consider being a Warpriest and make your Sacred Weapon a Whip. You get to cast Spells. Your Whip will do Sacred Weapon Damage instead of the low damage for Whip, and there are a lot of cool feats that go with Whip, things that will give you like a 15' Reach, make you awesome at Tripping and Disarming, lots of neat tricks, and like I said before, since you will be a Warpriest, your Damage will be respectable.

Which Deity favored weapon is whip by chance?


I don't know which Deity would favor the whip, but even with Sacred Weapon Damage, you will still need the Whip Mastery feat to get past an opponent's Armor Bonus and deal lethal damage. As well as to not provoke an AoO when using a whip.


Lausth wrote:
You can play as an eldritch scoundrel.Only downside is it is locked in to Core rogue.

This is a PFS-specific ruling, and doesn't have any basis in the rules text. If you're in a home game they're perfectly compatible.

Genoin wrote:
Note that while this is technically true, it is a VERY small leap for your DM to allow you to use this with Unchained Rogue by replacing Danger Sense instead of Trap Sense.

The Unchained Rogue rules specifically state that Danger Sense counts as Trap Sense for all purposes, including exchanging abilities with archetypes. So yes, you're in the clear. I don't know why people are calling it complicated; make your highest ability score dexterity, get a weapon that works with weapon finesse, and you're done. If you are going to be a spellcaster you can't dual wield, but otherwise there are very few restrictions here.

As for Arcane Trickster vs Eldritch Scoundrel comparison, the Arcane Trickster is a very caster-heavy build that will focus very strongly on spellcasting. You won't be making any weapon attacks with that build. The Eldritch Scoundrel, on the other hand, is very combat-oriented and will use its melee attacks as its primary contribution in combat. Your spellcasting ability will be for support, defense, and utility and will not be used offensively. They both fill their respective niches quite well, and which is better depends entirely on which style appeals to you as a player.

Investigator and Alchemist both can be used to get a roguish-feel with a bit of magic ("spell in a can" so to speak) on the side. If that looks appealing to you, you should enjoy them.


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WaterScorpion wrote:
Scott Wilhelm wrote:
WaterScorpion wrote:
So I'm fairly to new to the pen and paper version of pathfinder ( few years of the card game ) but I'm wanting to create a character, but unsure which class. I'm a big fan of... the whips, daggers... and also of magic.... Any suggestion would be greatly appreciated. I do have access to almost every major book, but not sure where to start. Thanks
I have a funny thought. If you really want to develop Whip, and you want to cast spells. Consider being a Warpriest and make your Sacred Weapon a Whip. You get to cast Spells. Your Whip will do Sacred Weapon Damage instead of the low damage for Whip, and there are a lot of cool feats that go with Whip, things that will give you like a 15' Reach, make you awesome at Tripping and Disarming, lots of neat tricks, and like I said before, since you will be a Warpriest, your Damage will be respectable.
Which Deity favored weapon is whip by chance?

Calistria


Heather 540 wrote:
I don't know which Deity would favor the whip, but even with Sacred Weapon Damage, you will still need the Whip Mastery feat to get past an opponent's Armor Bonus and deal lethal damage. As well as to not provoke an AoO when using a whip.

Yes.

I wrote:
there are a lot of cool feats that go with Whip

Whips actually start with a 15' Reach, but you can attack adjacent opponents.

Whip wrote:
The whip is treated as a melee weapon with 15-foot reach... you can use it against foes anywhere within your reach (including adjacent foes).

Like Heather said, you do need Whip Mastery. Then take Improved Whip Mastery, and you extend your Reach 5'. Take Lunge, and you extend it another 5'. That brings up your Reach to 25'!

In addition, Whip is also a Trip and a Disarm Weapon. Most people who Trip favor Reach weapons, especially Reach Pole Arms like the Fauchard. Personally, I favor cheap, small Trip weapons like sickles and light flails. My thinking is that the chief advantage of the Trip Weapon Quality is in the event of a catastrophic Trip Combat Maneuver Check Roll, you might get Tripped by your own Trip Attempt, but if you are using a Trip Weapon, you can elect to drop your weapon instead. But if your Trip Weapon is a Halberd or Horsechopper, you will really miss that when its gone. but if you lose your sickle on a bad trip roll, you just shrug your shoulders, and pull another one off your belt. The Whip is a cheap, small (2#), Reach Weapon. You've got it all.

Except for Attacks of Opportunity. Sadly, no Attacks of Opportunity with a Whip, and I do so love Attacks of Opportunity.

Whip wrote:
though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach,

And that is the chief reason for Tripping or Disarming. If you take Greater Trip, you need a 2nd weapon to actually make your Attacks of Opportunity with. Whips are like Ranged Weapons, but they're not, so Snap Shot Feats won't give you AoOs with a Trip. But if your other weapon were a short spear or something, then you could. Another way to go with this might be Balor Whip Feats.

But by now, your Whip build is very Feat-intensive. You might not ever get enough levels to fit all those Feats in.


born_of_fire wrote:
WaterScorpion wrote:
Scott Wilhelm wrote:
WaterScorpion wrote:
So I'm fairly to new to the pen and paper version of pathfinder ( few years of the card game ) but I'm wanting to create a character, but unsure which class. I'm a big fan of... the whips, daggers... and also of magic.... Any suggestion would be greatly appreciated. I do have access to almost every major book, but not sure where to start. Thanks
I have a funny thought. If you really want to develop Whip, and you want to cast spells. Consider being a Warpriest and make your Sacred Weapon a Whip. You get to cast Spells. Your Whip will do Sacred Weapon Damage instead of the low damage for Whip, and there are a lot of cool feats that go with Whip, things that will give you like a 15' Reach, make you awesome at Tripping and Disarming, lots of neat tricks, and like I said before, since you will be a Warpriest, your Damage will be respectable.
Which Deity favored weapon is whip by chance?
Calistria

You can be a Whip-using Warpriest even if Whip is not the favored weapon of your Deity. You just take Weapon Focus Whip, and you are in business regardless of your deity. But as I was saying, the whip build I was implying is a very feat-intensive build, so even through Warpriests get Weapon Focus as a Bonus Feat, you still might want to save a Feat with your choice of Deity.

Calistria--brought to us by born of fire--is the Chaotic Neutral goddess of Lust, revenge, trickery, and, her domains (and therefore Blessings) are Chaos, Charm, Knowledge, Luck, Trickery.

I went on Archives of Nethys and found some other whip-favoring deities.

Ahriman is the NE god of Destruction, div, and nihilism. His Blessings are Darkness, Death, Destruction, Evil. I am quite fond of the Lesser Blessing of Destruction.

Dahak the CE Dragon-god of Destruction, evil dragons, and greed. His Blessings are Chaos, Destruction, Evil, Scalykind, Trickery

Lissala, the LE goddess of Obedience, reward of service, and runes. Her Blessings are Evil, Knowledge, Law, Nobility, Runes.

and

Matravash the LN goddess of The Matra River. Her Blessings are Community, Law, Travel, and the Water.

There are others.

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