Possible rogue fix


Homebrew and House Rules


Before the flame wars start I love the rogue class but feel that the PF rogue is still designed for an older game style rather than modern PF style play. The current rogue still feels like a 3.0 or 3.5 class from before the shortened skill lists, changed to cross class and class skills. I am also aware that extremely skilled players with an extremely firm handle on the rules can make the class work by operating in gray areas this rogue is more beginner user friendly.

Rogue continues to gain sneak attack, evasion, uncanny dodge and talents as listed

Level 1 weapon finesse agile maneuvers
Panache pool(pool is equal to ½ rogue level + cha) treat as ki pool for ninja tricks and
How to refresh
1. treat any acrobatic check as if you had a running start
2. for 1 point +4 insight bonus to stealth
3. +1 attack at highest bonus, but must use full attack and use a weapon using weapon finesse
Level 3 poison use or trapfinding(the other can be bought as a talent after this level)
Level 5 add dex to dmg on weapon finesse weapons(this is precision dmg, but otherwise functions at str bump ½ on off hand weapon etc etc.

add following talents
Skill master(for 1 panache point double attribute contribution for next skill check as insight bonus or half the time needed to use skill in the case of going down from 1 round to standard action from standard action to move action can’t get any lower since using Skill master uses your swift action) This last ability doesn’t stack with any other talent or spell that alters the time it takes to make a skill check.

Sniper(for 1 panache point per round add dexterity to damage for any ranged attack within sneak attack range. This is precision damage)

Rogue feat (special this may be taken more than once)
Choose any non combat feat for which you meet the prequ


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Right now I have problems with my home game in that the rogue is always threatening to hog the limelight off the two party fighters.

I don't see any need for these changes.


Those are pretty reasonable changes if you need them. I'm with the other poster in that I think the rogue is the exciting class that does everything. It you close the fighting gap they need the other pcs less and less.

Of course if your other PCs are all optimized wizards and Druids, the rogue seems much weaker.


I agree that the rogue needs some help. However, your changes push the rogue to focusing on dexterity which it does not need to do and actually limits it in some ways.

A lot of the problem with rogues is that they need strength but some people don't realize this. I do agree that the ninja make the rogue look boring though.

Still, I don't think pushing the idea that giving more to dexterity specialized rogues is the way to go. I might want to play a rogue with a high strength and wield a morningstar and beat the hell out of opponents. Few of those fixes would help.

Most of these changes just turns the rogue into the Ninja. I think something else is needed.


Maybe just give the rogue an extra feat at levels 2, 5, 8...


If Weapon Finesse was that important to you, then I'd allow you to burn a Trait slot for the right to take it 1st level sans the +1 BAB prereq.

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