New to Pathfinder and need some character creation help

jmp782

First Post
Hey all, relatively new to the forum, so I apologize if this has been posted a lot. Anyway, my group is starting pathfinder and I am rolling a rogue for the group! it is a 28 point buy for ability scores. I am playing a halfling rogue and I came up with this for starting scores:

Str:10
Dex: 19
Con:13
Int:14
Wis:12
Cha:15

Anyway, I am going to be starting at level 6, so I will get 1 more point and am going to make my dex a 20.

The biggest question is about rogue talents and feats for pathfider. We are only using the core rulebook, so it makes it easier.

Is it pretty much the same idea as 3.5? go TWF to get more attacks/sneak attack chances????? Any feat/talent advice would be great. I am the only character with much skill points, so I have to think of that as well.

Also......best weapons for a halfling...especially if I go TWF

Thanks in advance and any help/build advice would be greatly appreciated!!!!
 

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Well since yo are using Core only I would pick up trap spotter as one talent for sure. This will allow the DM to roll your Perception check for every trap the party comes across and forgo slowing things down to much.

A 20 DEX is great for AC and for having Weapon Finesse. Let's see most weapons you can use will be a d4 no matter what so you just need to pick something you feel fits the character.

Build wise I think this would be fun.

Talents
Trap Spotter
Finesse Rogue
Combat Trick (Combat Expertise)

Feats
Dodge
Improved Feint
Last feat could be chosen from...
Improved Trip (if you use a sickle as your weapon of choice)
Mobility (to help if you fail Acrobatic checks to get behind someone to flank - and as building block to Spring Attack - Whirlwind Attack)

Here's a question if you go first and everyone you whirlwind attack is Flat footed do you do Sneak Attack dmg to all of them??? Nice if you do.

Reason I think you should go melee with the rogue is the AC;

Let's say you have +2 Studded leather (possible at 6th lvl) Your AC would be 22 or...
24 with Combat Expertise
26 when in Total Defense

So you have survivability and if you have a +1 weapon you will be:

+11 to hit; 1d4+1 +3d6 DMG or

+9 to hit; 1d4+1 +3d6 DMG (w/Combat Expertise)

But it is all in how you play him. Is he overly brave and tumbles through legs to get in behind to attack? Does he charge forward because of being bullied because of his size growing up, and now he is almost berserker like?

Those and not the feats and numbers are what make a character great.

HM
 

I wouldn't take the tripping, the rules say you can not trip someone more then 1 size larger then yourself. Combine this with the low strength and medium BaB, you are not going to be successfully tripping many things (CMB of +3 at 6th)

On other notes, there are 2 talents that I find fun, minor and major magic
Minor allows a 0 level spell 3pd
Major allows a 1 level spell 2pd (needs minor to take)

There is a handy spell (it is in the APG so you will need GM permission) called Vanish (short term invisibility, level 1 up to 5 rounds) that is great to take for a rouge

You may also want TWF as even if the offhand is light, you take a -8 penalty to it (attack would look like +6/+2 when it could be +8/+8 with the feat)

So my personal choices would be
Talent:
Finesse Rouge
Combat Trick (Combat Expertise)
Bleeding Attack

Feat:
TWF
Dodge
Improved Feint
 

re

I'm not sure what kind of feats to suggest but if you see the campaign advancing to higher levels be sure to invest in UMD.
A scroll of (tenser's) transformation can go a long way for a rogue :P.
 

Ok, how does this look??

Ok, made my rogue.......need some feedback!

Race: Halfling, level 6

Str: 10
Dex: 20
Con: 13
Int:14
Wis: 12
Cha: 15

Feats: Improved Init., Dodge, Great Fort(not sure about this...but helps the fort save)

Rogue talents: Finesse Rogue, weapon training (Weapon focus Daggers), Combat trick (TWF)

Maxed out the obvious skills, so I am going to skip that. I am thinking of going daggers for my weapons, but am open to better suggestions. Some talent/feat love is much needed!
 

Hard to help not knowing your gear. But a question would be unless you think you will be needing to make a Fort save every game session Great Fortitude will not be a needed feat.

And with your chosen fighting style you may want things like Toughness or Two Weapon Defense. As high an AC as you can get (or extra HP to stay alive) would be something to shoot for.

HM
 

Ok, made my rogue.......need some feedback!

Take all my feedback with the grain of salt! Character concept is more important than my random feedback... ;)

jmp782 said:
Race: Halfling, level 6

Str: 10
Dex: 20
Con: 13
Int:14
Wis: 12
Cha: 15

I would let the CHA drop enough to get your CON up to the 14 at least. If you will be in melee range you will want some hit points to help you out while you are up there.

jmp782 said:
Feats: Improved Init., Dodge, Great Fort(not sure about this...but helps the fort save)

I am sort of with HM on this, Great Fort doesn't quite sit well with me, but I guess it could work. If you face a lot of traps with poison I could see it paying off. If you do decide to swap it out Toughness might be worth taking, again to boost those HP while you are in melee range.

jmp782 said:
I am thinking of going daggers for my weapons, but am open to better suggestions. Some talent/feat love is much needed!
[/quote]

I would consider short swords over daggers and then updating your weapon focus to reflect the weapon change.
 

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