Ladies and Gentlemen: It's time we made the rogue work.


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Silver Crusade

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DragoDorn wrote:
Bigdaddyjug wrote:
I know what you people say about ninjas and how they're not rogues (even though the high muckety-mucks said they are), but I have a ninja in a home game, now level 10, that can easily pump out 60 damage in a round without buffs and without spending ki. And to be honest, that character isn't even close to optimized. The charger also has +15 or better in 4 or 5 skills and has only failed one acrobatics check to get into flanking position. Oh, and I'm only 1 AC behind the paladin "tank" and that's without Offensive Defensive.
I would like to see the build on this.

Rhialla (10)

Female Azata-Blooded Aasimar (Musetouched) Ninja 10
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 27, touch 18, flat-footed 20 (+8 armor, +5 Dex, +1 natural, +1 deflection, +2 dodge)
hp 55 (10d8+2)
Fort +6, Ref +17, Will +7; +1 morale vs. fear
Defensive Abilities uncanny dodge; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 60 ft., light steps
Melee +1 keen elven curve blade +15/+15/+10 (1d10+10/15-20/×2) and
wakizashi +13/+13/+8 (1d6+6/18-20/×2)
Ranged +1 adaptive composite shortbow +16/+16/+11 (1d6+3/×3)
Special Attacks ki attack speed, sneak attack +5d6
Spell-Like Abilities
1/day—glitterdust (DC 16)
—invisible blade
—shadow clone
—vanishing trick
--------------------
Statistics
--------------------
Str 14, Dex 23, Con 10, Int 10, Wis 12, Cha 18
Base Atk +7; CMB +9; CMD 27
Feats Cornugon Smash, Dodge, Exotic Weapon Proficiency (elven curve blade), Furious Focus, Power Attack, Weapon Finesse, Weapon Focus (elven curve blade)
Traits armor expert, merchant family
Skills Acrobatics +19 (+31 jump), Bluff +10, Diplomacy +19, Disable Device +21, Disguise +24, Escape Artist +13, Intimidate +17, Knowledge (local) +5, Perception +14, Perform (dance) +6, Sense Motive +9, Stealth +19, Use Magic Device +17; Racial Modifiers +2 Diplomacy, +2 Perform (dance), ki jump (running start), no trace
Languages Celestial, Common
SQ ki movement, ki pool, ki stealth, poison use
Other Gear +2 Mithral Breastplate, +1 Adaptive Composite shortbow (Str +0), +1 Keen Elven curve blade, Arrows (20), Wakizashi, Amulet of natural armor +1, Belt of incredible dexterity +4, Cloak of resistance +3, Hat of disguise, Headband of alluring charisma +2, Ring of protection +1, Stalker's mask (1/day), Backpack, masterwork (5 @ 20 lbs), Bedroll, Grappling hook, Silk rope, Survival kit, Thieves' tools, masterwork, 66602 GP, 9 SP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Invisible Blade (DC 19) (Su) Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start, 1/2 DC) (Su) Jumping is always counted as being at a running start and Jumping DCs are halved.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Merchant Family Increase gp limit of settlement by 20% & +10% when selling off treasure.
No Trace +3 (Ex) Survival DCs to track you are at +3, gain +3 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shadow Clone (Su) The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

I could optimize it even more by being a half elf with the alternate racial trait for ECB proficiency and/or going with a Str build. It's possible I'm over WBL, but if so drop the Hat of Disguise and Stalker's Mask as I'd never buy those and only have he, because they were dropped by one of the bosses we fought. Also, if optimizing, I would swap out Offensive Defensive for Shadow Clones probably.

Just realized this build has Haste active on it, so ignore one of the attacks at +15. Although in for any serious combats, we have Haste active.


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Sub_Zero wrote:

With that said, compared to others who are semi-decently built you characters damage will have a hard time pulling his weight.

Looking at your build, it I'm guessing your using the scout archetype to pull extra damage,

No, just straight rogue.
Sub_Zero wrote:
and since your not two-weapon fighting but using finesse I'm guessing your using a rapier.

Yeah, rapier.

Sub_Zero wrote:

With that said, your getting a single attack, that has a mediocre chance of hitting with ok damage at 4th-6th level, but will do terrible damage at 6+ when others will get iterative attacks.

Even at 5th level a greatsword fighter will be doing 2d6+6 (assuming 18 strength after racial)+ 6 (powerattack)+ 1 (weapon training) for a reliable 20 damage. The rogue will do 1d6+3d6 (sneak)+1-2 (depending on strength)= 15 damage. Whats worse is your to-hit will be far lower then the fighter.

I see what you're saying here. The disparity exists even at 1st level as the greatsword fighter example you give at 1st level is dealing around 16 damage with a ~+4 to hit while the 1st level rogue's dealing half that with nearly half the same chance to hit (though Weapon Finesse tends to even out the low level to hit chance between the two classes).

Sub_Zero wrote:
Since it seems like my words are being constantly misinterpreted, let me clarify. I don't hate the rogue, or think they're not worth playing. I'm simply pointing out that there's nothing that the rogue is able to do that can't be matched by another...

I think you were pretty clear. The only eyebrow raising bits, for me, was the use of "mediocre", "terrible", "worse", "far lower", which are all emotionally weighty words and, given the topic are applied to something that seems to be largely subjective. To be more neutral I would have used "lower" instead of "mediocre", "less" instead of "terrible", "additionally" instead of "what's worse", and just "lower" instead of "far lower". My interpretation of your stance, based on your use of those words, was that you did hate, or at least greatly disliked, the rogue...until you implicitly stated you didn't.

But I can see how you might think that doing 5 points less damage on average per hit, with one less attack per round, than the 6th level fighter is "terrible." I, personally, don't think it's terrible, but it does scratch at the back of my inner munchkin's brain. I can hear it saying, "not fair," and "must do most damage or not it's not a valuable class choice." But I think that voice is a silly voice.

But I do agree, at least specifically for combat, there's a lot of other builds and classes that will outmatch the rogue roll for roll. My focus was on the OP's initial statement, "We wish to make a rogue (PURE rogue) that can perform roguish functions while dealing enough damage in combat to be on par with his spellcasting peers (bards, aclehmists, etc.)."

Key bits "perform roguish functions" and "enough damage...on par with spellcasting peers." Not to try and shoehorn the rogue into a 4th ed/WoW "striker" max-damage output class. I wouldn't complain if Pathfinder revamped the rogue so that it did have the highest damage output of all the classes...but I'm not complaining that it doesn't.

If a player chooses to play a rogue because they want to be one of the highest damage dealers in the party, well, they don't understand the rogue class very well.

You started your post by saying

Sub_Zero wrote:
...you characters damage will have a hard time pulling his weight.

But I don't think you showed why or how. You clearly and cleanly explained why a 5th level rogue vs a 5th level fighter is going to do, on average, less damage...by about 5 points...but is that you're interpretation of 'pulling [damage] weight', that the rogue, or any class's build, must do as much damage as a damage-focused fighter build?

If a fighter does X damage, then what is an acceptable pulling [damage] weight average for the rogue (or any other class)? Not X-5 as you seem imply, nor 3/4 * X. So, X-2? Or 9/10 * X? Looking at the 20th level builds for the fighter and rogue in the NPC Codex, the fighter's highest attack weapon is doing:
+40/+35/+30/+25 (2d4+23/15–20/×3...) +18 for Power Attack.
and the rogue is:
+22/+17/+12 (1d6+4/15–20) and has 10d6 sneak attack.
So if all attacks hit the fighter is doing 46 per hit, 184 total, and the rogue is doing 42.5 per hit, 127.5 total. In a given round that rogue is doing about 70% the damage output of the fighter. Given both have high threat ranges, if all hits are crits then the fighter is doing 552 damage per round while the rogue is doing 150, or 27% of the fighter's output.

This would be the root of my confusion of your side of the debate. Even if you hated the rogue and think they're not worth playing (which you said you don't), but even if you did, that wouldn't mean your argument would be invalid...but the only thing you showed is that the rogue can be outmatched in damage output by a fighter...which wasn't the subject of the OP's inquiry...and seems fairly obvious.


Gray wrote:
TarkXT wrote:
Now keep in mind the bards damage is consistent. Meaning he'll be able to do that damage virtually every combat without special circumstances set up to work for him.

I apologize if it’s bad form to pick up the conversation days later. I couldn’t get back sooner, but I did want to question this.

I may missing something, but I don’t see how this rogues damage output wouldn’t be consistent. In the example above, I excluded the surprise round because I thought I made my point well enough without it. The point is to just illustrate that a rouge can keep up with his ¾ BAB counterparts, correct? Keeping the bench mark at 6th level, I have an initiative at +9, and a Stealth at +12.

My primary tactic would be scouting ahead of the party, probably only 30ft ahead of the group. I’d be using stealth to peer into rooms, if I catch enemies unaware, I soften them up and retreat back 30ft to the waiting ambush that is my party.

So it would rather play out as such; the INT rogue is sneaking 30ft ahead of the group, using signs he moves ahead checks an area out, then signals an OK, before moving ahead.

He comes upon a room of enemies; let’s say he sees 4 boggards. With a Perception +4, the odds of them noticing me are not likely. If I roll an average (10), they only have a 15% chance of noticing me (18 or higher). Even if one notices me, Snap Shot ensures I’m going first in the surprise round.

In this situation, we’ll say the Bard has Heroism up. He’s waiting 30ft away with the group. He sure isn’t sneaking up with me with a Stealth of +3.

Surprise Round: Rogue uses deadly aim for a +9 to hit against AC 14 for 24pts of damage.

Round 1: Rouge should win Initiative here too with +9 to Init, score another 24 pts (48 total) of damage and move 30ft back. The sound of boggards croaking alerts my Archaeologist friend to activate Luck and cast Allegro. The bard is going nova.

Round 2: The remaining boggards come charging after the rogue. The bard now...

I think you misinterpreted what I meant by consistent.

Consider seeing the boggards in a misty dungeon deep in a warm swamp. Meaning a 20% miss chance due to concelament in the whole area. Your stealth becomes easier, but your sneak attack damage dies.

Or if you meet the boggards farther away out of sneak attack range. You could attempt to stealth closer but that potentially drops you further away from the party.

In each of those instances the bard will still do all his damage. The rogue won't. That's really the crux of the issue with the rogue and the goal of many of the builds posted here. It's about beating the limitations so the numbers you've posted can be maintained.

For the record the party that this bard belongs to uses a dwarf ranger as a scout.


Didn't read the whole thread, so I'll just say what I do in my games: give them bonus feats instead of rogue talents.


Fizzygoo wrote:
Sub_Zero wrote:
Sub_Zero wrote:...you characters damage will have a hard time pulling his weight.
But I don't think you showed why or how. You clearly and cleanly explained why a 5th level rogue vs a 5th level fighter is going to do, on average, less damage...by about 5 points...but is that you're interpretation of 'pulling [damage] weight', that the rogue, or any class's build, must do as much damage as a damage-focused fighter build?

This is the part that is bothering me. Please note that I think Sub Zero has been pretty fair in his critiques, and I don't want to come off as picking on him. However, some posters keep comparing the rogue to full BAB PCs. The point of this thread is to find builds that bring the rogue on par with other 3/4 PCs.

Instead, we've primarily got anecdotes that other classes can do the same thing (and better), or we have some fighter builds that show what we already know (and should expect).

We've had one archaeologist build that was posted, which in the archetype description even mentions that it is basically a rogue/bard hybrid. I think (maybe falsely) that I've demonstrated a build that pulls similar damage, but also fills a different role.

I started following this thread primarily because I want to play a rogue in an upcoming campaign. It has helped me come to the conclusion that I'll have fun playing a rogue and filling a useful role in the party.


Sub_Zero wrote:

Conversely they could set skill limits that when bypassed could mimick spells.

Stealth roll 30: whenever you roll over a 30 you mimick the invisibility spell.

Stealth roll 45+ : you mimick greater invisibility.

That would go along way to making rogues more viable.

Diplomacy= charm/dominate person

Intimidate= frightened/terrified

Sleight of hand replacing disarm for rogues/acrobatics for reposition or trip

I could continue, but this thread is about fixing the current rogue with the current rules.

I would really not like this. Partiulary the mind control ones.

EDIT: the sleight of hand one is good IMHO,


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Gray wrote:
Fizzygoo wrote:
Sub_Zero wrote:
Sub_Zero wrote:...you characters damage will have a hard time pulling his weight.
But I don't think you showed why or how. You clearly and cleanly explained why a 5th level rogue vs a 5th level fighter is going to do, on average, less damage...by about 5 points...but is that you're interpretation of 'pulling [damage] weight', that the rogue, or any class's build, must do as much damage as a damage-focused fighter build?

This is the part that is bothering me. Please note that I think Sub Zero has been pretty fair in his critiques, and I don't want to come off as picking on him. However, some posters keep comparing the rogue to full BAB PCs. The point of this thread is to find builds that bring the rogue on par with other 3/4 PCs.

Instead, we've primarily got anecdotes that other classes can do the same thing (and better), or we have some fighter builds that show what we already know (and should expect).

We've had one archaeologist build that was posted, which in the archetype description even mentions that it is basically a rogue/bard hybrid. I think (maybe falsely) that I've demonstrated a build that pulls similar damage, but also fills a different role.

I started following this thread primarily because I want to play a rogue in an upcoming campaign. It has helped me come to the conclusion that I'll have fun playing a rogue and filling a useful role in the party.

I feel the need to echo this sentiment. Most groups aren't really counting on the 6 skills per level guy to be doing loads of damage (unless your name starts with Slay or Rang and ends with "er".).

So really you don't necessarily need to compete with the fighter or barbarian or ranger really. What you need to compete with are the other 3/4 bab classes that may fill your roles. Alchemists and Bards in particular have numerous ways to be better. Investigators too stand in a position where they will blow the rogue out of the water in a lot of important ways, (oh and take their talents too). The bard I posted is probably not a good thing to compete against particularly since I made him to handle other aspects of the rogue that aren't already handled by the groups ranger.


So what is it that you're claiming is 'Rogue' and they need to perform these duties AND be somewhat consistant dpr? If a rogue can pick any archetype which in turn removes many of the core mechanics, suddenly the rogue may not be the rogue you want.

You need to set up some sort of baseline. What's rogue to you may not be rogue to me.

EDIT: Also posting comparison builds to the classes you refer to for competition(bard, alchemist) to see how much dpr and skill monkeying is needed.

EDIT2: What style of play are we talking? Melee combatant? Knife thrower? What niche are you intending to fill?

EDIT3: And what about race? Some races are just better than others at being a rogue.


TarkXT wrote:

I think you misinterpreted what I meant by consistent.

Consider seeing the boggards in a misty dungeon deep in a warm swamp. Meaning a 20% miss chance due to concelament in the whole area. Your stealth becomes easier, but your sneak attack damage dies.

Or if you meet the boggards farther away out of sneak attack range. You could attempt to stealth closer but that potentially drops you further away from the party.

In each of those instances the bard will still do all his damage. The rogue won't. That's really the crux of the issue with the rogue and the goal of many of the builds posted here. It's about beating the limitations so the numbers you've posted can be maintained.

For the record the party that this bard belongs to uses a dwarf ranger as a scout.

Sorry, I had boggards on my mind as they're in an AP I'm prepping for. I'm sure there may have been some head scratching why I chose that encounter. At about 6th level the PCs run into a boggard village. In the scenario, they are pretty hunkered down in a village, no concealment for marsh conditions, and the boggards are fairly spread and isolated. There are some leaders, and such, but with the tactics I mentioned above, there is a probability that the rogue could go from area to area, eliminating most of the opponents with the rest of the group nearby.

Glancing through the rest of the AP's 6th level encounters, it also appeared those tactics would work very well too. Roughly 75% of the encounters didn't have 1/2 my Stealth or Initiative bonus, giving the rogue a decent advantage.

I wish I had more time to put together a little bit of an analysis in regards to APs, and the viability of setting up SAs with terrain and given encounters. I have a feeling it isn't as hard as some make it out to be.


Sample Build:

Human rogue (scout archetype) Lv. 9
Favored class bonus +1/6 rogue talent

Stats:

STR 13
DEX 19 (15 base +2 race +2 leveling)
CON 12
INT 8
WIS 16
CHA 10

Min/Max Stats:

STR 11
DEX 22 (18 base +2 race +2 leveling)
CON 12
INT 7
WIS 16
CHA 7

Feats:

[Lv. 1] Enforcer, Improved Unarmed Strike
[Lv. 2] Finesse Rogue
[Lv. 3] Sap Adept
[Lv. 4] Style Master: Snake Style
[Lv. 5] Sap Master
[Lv. 6] Weapon Training: IUS, Offensive Defense
[Lv. 7] Dazzling Display
[Lv. 8] Combat Trick: Shatter Defenses
[Lv. 9] Snake Sidewind

Unarmed Fighter Dip:

1 level dip in Unarmed Fighter:
Style feat you don't need to qualify for
Improved Unarmed Strike feat
+1 BAB.
1d10 vs 1d8 hp
Fort +2

Master of Many Styles Monk Dip:

1 level dip in Monk Master of Many Styles:
Style feat you don't need to qualify for.
Stunning Fist (not overly useful)
Improved Unarmed Strike
1d6 Unarmed damage vs 1d3
+2 all saves

With either of the above you could take Snake Fang to avoid taking the prerequisites and then take Snake Style when it fits. If things are flat footed against you from shatter defenses, them missing you will be their death as you can take 2 swings as long as each hits and both at your highest attack modifier.

With Sap Adept and Master you're dealing 10d6+20 on your sneak attacks, you're inflicting shaken, effectively giving you a +2 AC increasing the chances that your snake fang will proc. The dip is kinda dependent or else you're waiting until level 11 and missing your first advanced talent to burn on Feat: Combat Reflexes. Although you'd still want combat reflexes eventually so you could have more snake fang procs per round based on your AoOs except the following immediate action attack.


TarkXT wrote:

Consider seeing the boggards in a misty dungeon deep in a warm swamp. Meaning a 20% miss chance due to concelament in the whole area. Your stealth becomes easier, but your sneak attack damage dies.

For the record the party that this bard belongs to uses a dwarf ranger as a scout.

I forgot to mention too that the Sniper Archetype could easily be added to this build if someone really wanted to take the archer rogue a step further and was concerned about overcoming concealment. Getting sneak attacks on concealed enemies is nice and so is the extra range on SA's.

As it turns out, the group I'll be sticking my rogue into has a barbarian (hammer), Alchemist (bomb chucking anvil), monk (Str based and flank/ stealth buddy). My primary function is to gather information by scouting (sometimes with the monk), handle almost all other skills so the group can focus on other things, and deal secondary damage. When I first started reading this thread, I was set on a dex rogue primarily using short swords and gang up. Now, I've got some more interesting options.


Khrysaor wrote:

So what is it that you're claiming is 'Rogue' and they need to perform these duties AND be somewhat consistant dpr? If a rogue can pick any archetype which in turn removes many of the core mechanics, suddenly the rogue may not be the rogue you want.

You need to set up some sort of baseline. What's rogue to you may not be rogue to me.

EDIT: Also posting comparison builds to the classes you refer to for competition(bard, alchemist) to see how much dpr and skill monkeying is needed.

EDIT2: What style of play are we talking? Melee combatant? Knife thrower? What niche are you intending to fill?

EDIT3: And what about race? Some races are just better than others at being a rogue.

Consider two parties. One has a cleric, a wizard, a rogue, and a 2+int or 4+int martial. The other has a cleric, a wizard, a bard, and a trapper ranger.

In the second party the cleric is going to be a martial powerhouse from round 2 if he wants to be. The ranger will out-fight the first party's barbarian or fighter. The comparison with a cavalier or paladin is harder, but the ranger isn't doing badly. Anything the cleric or wizard summons will also benefit from the bard. Even the lunatic wizard who chooses conjuration as an opposed school will hit more with ranged touch attacks

A ranger and bard who get caught while sneaking can fight at 100% after the surprise round. The rogue can't. Unless he's paired with something nonstandard like a dexbarian he's also alone. They can manage APL or APL+1 encounter and live. Even just the ranger should be able to survive a CR=APL encounter if the bard isn't built for scouting. The rogue sucks at fighting, sucks more without a flanking partner, and is no better at sneaking. Considering that there's a 38 point potential swing on opposed rolls like perception versus stealth the scout is eventually going to be found and rogues are the scout least likely to survive being found.

If you admit that traps are no longer real threats in most published material the bard doesn't even have to pair with the trapper ranger. He can pair with a barbarian or paladin or the most hax scouting class in the game: the common bat -- I mean druid. Not that most adversaries will know the difference.


This didn't answer my questions on what you expect the rogue to do. Its easy to throw around words and numbers without breaking down the math and looking for an optimized route. It's just as easy to pick and choose archetypes that overlap a rogues talents.

Until someone comes up with parameters with how you want your rogue to perform and in what niche he'll find himself (which in all honesty is pointless as it depends on the party, the tactics employed, the level of play) there is nothing to compare to.

You need a baseline to compare against in order to see which is better and better at what.

The build I posted above doesn't require a flanking buddy. It requires you to put ranks into intimidate. And as the rules for demoralizing make for the easiest check in the game, you wouldn't need a flank buddy because you've been using shatter defenses and creatures are perpetually flat footed.

I don't really get these thought experiments. Some people will complain that the rogue sucks and others will say that rogues are awesome. It depends on what you expect out of your rogue and with what party you've placed them in.

Also if we're gonna start comparing groups of adventurers, you need to create a single variable not change whole parties.

wizard + cleric + ranger + bard or wizard + cleric + ranger + rogue

In this scenario the bard will be better as the ranger bard combo will cover enough of the rogues skills along with the buffing abilities of a bard helping a party greater. That's not to say that the rogue wouldn't work out well and be a fun play.

Some classes just compliment each other better.


Pathfinder Maps, Starfinder Maps Subscriber
Nicos wrote:

A huge bonus in skill do not solve much. The problem is that skill solve certain amount of thing but magic just win the game. Skill focus can give you a +6 but ivisibility...well, is invisibility.

How can the dev do not accept that the rogue have problems when the inquisitor, the alchemist and the bard are just better thieves thant he rogue?

While I understand your frustration, that magic can trump skills, that in itself is not a flaw. I mean, having skills trump magic seems to be kind of silly. While I can see skills being so high that they mimic magic ("He was here a minute ago" or the funny occurrence from video games, where the guy is almost touching you "I swear he is here somewhere!"), I see that really as being THAT HIGHLY skilled (and not attainable at lower skill rolls).

What I am getting at is that the "problem" might really be that magic is skewed a bit tougher than it should be in some cases. But this really comes down to being a balancing act. Is it fun to play a low level spellcaster that can do things that sort of help but ultimately make little difference? It can be, but not for long. It can be very frustrating to play a low-level spellcaster. The devs realized this, and tried to gauge spell levels to help even a 1st level spellcaster to have a bit of fun with spells like Vanish.

If your real problem is that spells like Invisiblity trump skills, an alternative solution might be to make it a higher level spell. Decide what spell level should give what sort of skill bonus. Maybe you decide that a Stealth +5 per spell level is good. If you decided which spells offend you, maybe that is a more efficient fix.

Spells have always trumped skills eventually, it is nothing new to Pathfinder. It has always been Magic > Non-caster. Magic = options that are not available to others. Every spell slot cast on a skill nerfer is a spell slot that cannot be used for something else. While it gives more options, each use reduces other options.

Skills are good in that you can do it reliably (assuming a decent skill bonus, die roll, and other factors of course). Your skilled character will not go "Crap, I used this skill earlier, so I cannot use this one now".

I have always loved playing a Rogue in earlier editions. I was warned against playing one in Pathfinder, so I have not as of yet played one. But I do think that giving them the skill feats as I mentioned on the previous page might help to make them more unique and a viable niche. I played way too many Mage/Thieves in 2nd Edition AD&D. Of course, multiclassing was done differently, but I relied on those thief abilities at lower level to keep me alive (usually by stealth), and later levels I rarely touched my skills. As stated many times already, magic eventually trumped them. Invisibility + Backstab was fun. At least now we can make more use of sneak attack.


Khrysaor wrote:


The build I posted above doesn't require a flanking buddy.

I would like to state that you have not posted a full character. But from the thing you posted I can can see the following

- bad saves
- Low hit points
- Will be more or less usseless in combat at level 1
- Will be more or less usseless against thing that are not affected by non lethal damage

Besides you are dumping Int so now the bard and the rangers are just plain and utterly better with skills.

But if you post all the numbers then maybe there can be a better comparision.


I was posting a bare bones build that doesn't include magic items, full skill allocation, traits, anything else, because I don't want to waste time making a full build. Its a general idea for someone to build on.

Nicos wrote:
-bad saves

How? Huge dex + ref as a good save makes this one great. The build has a 16 wisdom so you have a +3 on will saves from that. Only a 12 con so a +1 to fort saves. Could always swap the dump stats around to accomodate the con but how high is it supposed to be in any other build? 14 would be max.

Nicos wrote:
-Low hit points

Taking toughness in any build for rogue will gimp your combat progression. The difference being a +1 bonus from a 14 con vs a 12 con. So a total of 9 hp difference at the level listed. Snake style will easily mitigate an attack every round.

Nicos wrote:
-useless in combat at level 1

This one I can agree with. Using only STR means your to hit will be low. A +1 to hit at level one isn't good, but when the average AC of CR appropriate encounters is 14-16 that's a 13-15 on a die roll. This is where you carry range weapons and maneuver yourself to get into a flanking position to get the bonus +2 when meleeing. This low to hit isn't really that bad. I've done it in several campaigns now. Maybe at level 1 your role is to assist the other melee by aiding another and giving a +2 to AC or Attacks. Not hard to hit AC 10 even with that +1 to hit.

Nicos wrote:
-will be more or less useless against things that are not affected by non lethal damage

This comment is valid for any build. Eventually a build will fall short in being able to do everything and you will rely on others. 2-handed fighters don't do much when monsters are flying. If you know that the campaign will involve a lot of creatures immune to non lethal this may not be a good option. You still get to do normal sneak attack damage should you choose at the normal allotment of dice.


1) good reflex save your rogue will have, clearly. Probably a so-so will save and a terrible fort save. Wills and fort save tend to be more important than ref save.

2) Con 14 will be the usual for a melee oriented character, besides you are espending your favored class bomusees for rogue talents so at level 9 you are probably 18 hit points below the inquisitor or the alchemist.


Knife master/Scout combo for the extra sneak attack damage and high Charisma for wand use in your off hand when not engaged in melee


Nicos wrote:

1) good reflex save your rogue will have, clearly. Probably a so-so will save and a terrible fort save. Wills and fort save tend to be more important than ref save.

2) Con 14 will be the usual for a melee oriented character, besides you are espending your favored class bomusees for rogue talents so at level 9 you are probably 18 hit points below the inquisitor or the alchemist.

1) You can't help this one. The class is inherently good at reflex and bad at will and fort. The will save is dealt with by the high wisdom. The fort save can be brought up by a trait for a +1 or a small rearrangement of stats to give another +1 and combined for a +2 to match the wisdom. Nothing more can be done with this. Buy items.

2) I've played numerous amounts of characters including melee characters with 12 con. Never have I used the favored class bonus for hp or skills and this has never lead to my characters dying. Death is a result of bad tactics or planning. Also, using snake style will allow you to mitigate damage every round.


Khrysaor wrote:
Nicos wrote:

1) good reflex save your rogue will have, clearly. Probably a so-so will save and a terrible fort save. Wills and fort save tend to be more important than ref save.

1) You can't help this one. The class is inherently good at reflex and bad at will and fort. The will save is dealt with by the high wisdom. The fort save can be brought up by a trait for a +1 or a small rearrangement of stats to give another +1 and combined for a +2 to match the wisdom. Nothing more can be done with this. Buy items.

1)yes it does, and it is a big disadvantage. Huge disadvantage.


Nicos wrote:
Khrysaor wrote:
Nicos wrote:

1) good reflex save your rogue will have, clearly. Probably a so-so will save and a terrible fort save. Wills and fort save tend to be more important than ref save.

1) You can't help this one. The class is inherently good at reflex and bad at will and fort. The will save is dealt with by the high wisdom. The fort save can be brought up by a trait for a +1 or a small rearrangement of stats to give another +1 and combined for a +2 to match the wisdom. Nothing more can be done with this. Buy items.

1)yes it does, and it is a big disadvantage. Huge disadvantage.

Your response makes no sense.

EDIT: How about using some critical thought and applying something to better the build instead of saying it's wrongbadfun.


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Nicos wrote:

I would really not like this. Partiulary the mind control ones.

EDIT: the sleight of hand one is good IMHO,

It need not be super OP, however spellcasters get spells that completely override the need to even bother will skills, so having a way for the non-spell casters to have spell like abilities that mimick spells would be a decent nod to their ability, however it works out.

That aside...,

TarKXT wrote:
I feel the need to echo this sentiment. Most groups aren't really counting on the 6 skills per level guy to be doing loads of damage (unless your name starts with Slay or Rang and ends with "er".).

Fair enough, but even so I think we still run into the same problem. Other 3/4 bab classes have ways to mitigate their low bab.

inquisitor- judgments, spells
Alchemist- mutagen, infusions
bard- music, spells
monk- flurry, ki (not that this works great, but it's workable)
cleric- domains, spells
oracle- curse, spells
magus- spells, magic pool
druid- shape-shifting, spells
summoner- eidolon, spells

rogue- sneak attack and that's it from the class

wow, I looking at the list the rogue really does suffer compared to the others. everyone else's bonuses aren't conditional on difficult setup or heavy feat investments, and bonuses to-hit generally trump bonus damage if your class already suffers from missing frequently (full bab's can sacrifice to-hit for damage since they get bonuses to-hit in addition to their high bab allowing for power attack to work for them).

Liberty's Edge

Khrysaor wrote:
Taking toughness in any build for rogue will gimp your combat progression. The difference being a +1 bonus from a 14 con vs a 12 con. So a total of 9 hp difference at the level listed. Snake style will easily mitigate an attack every round.

Take a 2 level dip into Monk (of the Sacred Mountain) and get Toughness as a bonus feat instead of Evasion (which you already get from Rogue). Your build already has a one level Monk dip so take a second instead of the Unarmed Fighter.

Snake Style allows you to possibly mitigate damage every round. It is by no means a guarantee.

Liberty's Edge

TarkXT wrote:
Consider seeing the boggards in a misty dungeon deep in a warm swamp. Meaning a 20% miss chance due to concelament in the whole area. Your stealth becomes easier, but your sneak attack damage dies.

There is a feat to fix that: Shadow Strike


Midnighter wrote:
Khrysaor wrote:
Taking toughness in any build for rogue will gimp your combat progression. The difference being a +1 bonus from a 14 con vs a 12 con. So a total of 9 hp difference at the level listed. Snake style will easily mitigate an attack every round.

Take a 2 level dip into Monk (of the Sacred Mountain) and get Toughness as a bonus feat instead of Evasion (which you already get from Rogue). Your build already has a one level Monk dip so take a second instead of the Unarmed Fighter.

Snake Style allows you to possibly mitigate damage every round. It is by no means a guarantee.

Sorry I wasn't clear on the dipping part of that post. Those were 2 options you could take if you wanted style feats sooner. The build listed above the dips part is actually 9 levels of rogue.

You're right that snake style isn't a guarantee, but you should be able to hit decent numbers with it.

Lv. 4 with this build = 3(stat) + 3(class) + 2(snake style) + 4 ranks = 12

Maybe a trait to give a +1 unless there's one that gives a +2. So a 13 sense motive at level 4 with an average roll of 10(can't take 10 in combat until you get the advanced rogue talent) puts you at a 23 AC for level 4. Not amazing but pretty good and obviously you can roll lower and it be worse than your real AC but nothing is meant to be guaranteed. Except crane style but that's too defensive for this I believe unless you're combining styles with master of many style to have more offense come out of things missing you.

Silver Crusade

I guess my ninja build was more than acceptable since nobody said a word about it.


Bigdaddyjug wrote:
I guess my ninja build was more than acceptable since nobody said a word about it.

The thread is specifically a rogue thread not ninja.

cheers


Midnighter wrote:
TarkXT wrote:
Consider seeing the boggards in a misty dungeon deep in a warm swamp. Meaning a 20% miss chance due to concelament in the whole area. Your stealth becomes easier, but your sneak attack damage dies.
There is a feat to fix that: Shadow Strike

A fix yes but also a feat tax on a class who would have to spend talents to get it or use one of their few precious free ones (since they are an archer).


Sub_Zero wrote:

Fair enough, but even so I think we still run into the same problem. Other 3/4 bab classes have ways to mitigate their low bab.

inquisitor- judgments, spells
Alchemist- mutagen, infusions
bard- music, spells
monk- flurry, ki (not that this works great, but it's workable)
cleric- domains, spells
oracle- curse, spells
magus- spells, magic pool
druid- shape-shifting, spells
summoner- eidolon, spells

rogue- sneak attack and that's it from the class

wow, I looking at the list the rogue really does suffer compared to the others. everyone else's bonuses aren't conditional on difficult setup or heavy feat investments, and bonuses to-hit generally trump bonus damage if your class already suffers from missing frequently (full bab's can sacrifice to-hit for damage since they get bonuses to-hit in addition to their high bab allowing for power attack to work for them).

I would focus more on the "rogue-like" classes. IT's unfair to compare them to a full caster (such as cleric, druid, and by some extension summoners). That leaves us with:

inquisitor- judgments, spells
Alchemist- mutagen, infusions
bard- music, spells
monk- flurry, ki (not that this works great, but it's workable)
magus- spells, magic pool

We should also cut this down a bit. MAgus's almost never have to fill the rogue role. Monks can arguably work the physical aspects of the class but that's generally not what they're there for.

So we're left with our bases:

Alchemist, Inquisitor, and Bard. We could use some more solid baselines of these to work from.


Khrysaor wrote:
Nicos wrote:
Khrysaor wrote:
Nicos wrote:

1) good reflex save your rogue will have, clearly. Probably a so-so will save and a terrible fort save. Wills and fort save tend to be more important than ref save.

1) You can't help this one. The class is inherently good at reflex and bad at will and fort. The will save is dealt with by the high wisdom. The fort save can be brought up by a trait for a +1 or a small rearrangement of stats to give another +1 and combined for a +2 to match the wisdom. Nothing more can be done with this. Buy items.

1)yes it does, and it is a big disadvantage. Huge disadvantage.

Your response makes no sense.

EDIT: How about using some critical thought and applying something to better the build instead of saying it's wrongbadfun.

"The class is inherently good at reflex and bad at will and fort"

and I answerd
"yes it does",

the fact that you can nothelp with that is a huge disadvantage for the rogues compared to any other 3/4 BAB class.


Bigdaddyjug wrote:
Jubal Breakbottle wrote:
Bigdaddyjug wrote:
I guess my ninja build was more than acceptable since nobody said a word about it.

The thread is specifically a rogue thread not ninja.

cheers

Nice to know how limited your knowledge of the game is, since ninja is a rogue archetype.

Actually it's an alternate class. Which is to say you can't take rogue and ninja levels.

Silver Crusade

TarkXT wrote:
Bigdaddyjug wrote:
Jubal Breakbottle wrote:
Bigdaddyjug wrote:
I guess my ninja build was more than acceptable since nobody said a word about it.

The thread is specifically a rogue thread not ninja.

cheers

Nice to know how limited your knowledge of the game is, since ninja is a rogue archetype.
Actually it's an alternate class. Which is to say you can't take rogue and ninja levels.

And the developers have clarified that an alternate class is just an archetype that they have delineated full progression for. If something calls out "rogue" as a pre-req, ninjas qualify for it. However, they wouldn't qualify for something like the Extra Rogue Talent feat because they do not have the class feature "Rogue Talent".


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TarkXT wrote:
Sub_Zero wrote:

Fair enough, but even so I think we still run into the same problem. Other 3/4 bab classes have ways to mitigate their low bab.

inquisitor- judgments, spells
Alchemist- mutagen, infusions
bard- music, spells
monk- flurry, ki (not that this works great, but it's workable)
cleric- domains, spells
oracle- curse, spells
magus- spells, magic pool
druid- shape-shifting, spells
summoner- eidolon, spells

rogue- sneak attack and that's it from the class

wow, I looking at the list the rogue really does suffer compared to the others. everyone else's bonuses aren't conditional on difficult setup or heavy feat investments, and bonuses to-hit generally trump bonus damage if your class already suffers from missing frequently (full bab's can sacrifice to-hit for damage since they get bonuses to-hit in addition to their high bab allowing for power attack to work for them).

I would focus more on the "rogue-like" classes. IT's unfair to compare them to a full caster (such as cleric, druid, and by some extension summoners). That leaves us with:

inquisitor- judgments, spells
Alchemist- mutagen, infusions
bard- music, spells
monk- flurry, ki (not that this works great, but it's workable)
magus- spells, magic pool

We should also cut this down a bit. MAgus's almost never have to fill the rogue role. Monks can arguably work the physical aspects of the class but that's generally not what they're there for.

So we're left with our bases:

Alchemist, Inquisitor, and Bard. We could use some more solid baselines of these to work from.

I agree, I listed every 3/4 base class to show the glaring disparity between the rogue and the other 3/4's classes. Every single one of them has multiple means of improving their attack bonus and damage. In addition none of them require difficult setup to make work, and most get spells/abilities that far outpace the rogue.

For example by 8th level the inquisitor can add +2 attack +3 damage as a swift action (justice/destruction) and the next turn add an additional 2d6 damage (bane weapon) in addition to casting other useful battlefield spells. They also can wear better armor, gains bonus feats, and other useful abilities (monster lore, stern gaze, cunning initiative).

The alchemist of the same level will be able to down a mutagen, throw bombs that can stagger opponents, drink potions that grant numerous benefits, and if allowed take the vivsectionist then it makes the rogue almost obsolete. Unlike the rogue, they have a good reason to have a high intelligence which makes everything they do that much more potent.

The bard is by default an amazing buffer class. The base bard comes closest to the rogues level in combat damage, but that's due to the bards ability to contribute by being a buffer. Of course you can give away some of this buffer ability to take on the dawnflower dervish/archaeologist, which again shoots them out ahead. By 8th level they (dervish since it's what I know best), get dervish dance as a bonus feat removing the feat tax others pay, +4 to attack/damage via their dance, +2 via arcane strike, and can cast good hope or haste depending on the situation all in 1 round. (obviously if the group is ambushed this might not be the best move and casting a debuff like glitterdust might be the better option, which the bard has the choice of doing).

So in the instance of every single other 3/4's base class we have multiple ways to make them combat viable, and put them on solid footing. Except the rogue, who gets not a single ability to up their attack.

This is the reason that feats like sap adept/master seem almost necessary to make the rogue viable since they don't get any unique way to contribute outside of damage, and then nothing that allows them to actually make sure their attacks stick.

/rant over.


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Bigdaddyjug wrote:
TarkXT wrote:
Bigdaddyjug wrote:
Jubal Breakbottle wrote:
Bigdaddyjug wrote:
I guess my ninja build was more than acceptable since nobody said a word about it.

The thread is specifically a rogue thread not ninja.

cheers

Nice to know how limited your knowledge of the game is, since ninja is a rogue archetype.
Actually it's an alternate class. Which is to say you can't take rogue and ninja levels.
And the developers have clarified that an alternate class is just an archetype that they have delineated full progression for. If something calls out "rogue" as a pre-req, ninjas qualify for it. However, they wouldn't qualify for something like the Extra Rogue Talent feat because they do not have the class feature "Rogue Talent".

That's great and all. But the reason we avoided ninjas (as explicitly stated in the first post) is because many people, and subsequently GM's, treat them as a separate class. Other's don't want eastern flavor in their games at all. If we could simply call the ninja a rogue and walk away this thread would never have existed.


The eastern flavour is incidental in the ninja. It can as easily be the class used for thehassassins in an arabian nights setting, thuggee in classical india inspired setting, fate bound assassins, or mystically inclined thieves guilds.


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Zombieneighbours wrote:
The eastern flavour is incidental in the ninja. It can as easily be the class used for thehassassins in an arabian nights setting, thuggee in classical india inspired setting, fate bound assassins, or mystically inclined thieves guilds.

agreed, but not all GM's see it that way. For instance my GM bans it and the samurai, because "I want a classic medieval setting and eastern classes don't fit with my idea" (funnily the monk is still allowed)


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Zombieneighbours wrote:
The eastern flavour is incidental in the ninja. It can as easily be the class used for thehassassins in an arabian nights setting, thuggee in classical india inspired setting, fate bound assassins, or mystically inclined thieves guilds.

And the same can be said for alchemists, bards, and inquisitors.

I understand the point being made here. But when you say you're playing the rogue class, you're playing the rogue class. It's like saying you're playing a paladin, but coming in with an anti-paladin. Similar, but worlds of difference where it counts. So we're here to help the rogue Not the ninja, who arguably doesn't need it.

Silver Crusade

This thread is about making a rogue work within the rules as written. Ninjas are perfectly legal within the rules as written. You can't then say, "Well some GMs might not allow ninjas." Some GMs might now allow sneak attack and some might decide to "fix" the rogue by giving them full BAB. All we can go by is that whatever is RAW is legal, and that means ninjas are legal.


Bigdaddyjug wrote:

This thread is about making a rogue work within the rules as written. Ninjas are perfectly legal within the rules as written. You can't then say, "Well some GMs might not allow ninjas." Some GMs might now allow sneak attack and some might decide to "fix" the rogue by giving them full BAB. All we can go by is that whatever is RAW is legal, and that means ninjas are legal.

Great. But you're still calling a ninja a rogue and asking for praise.

Well, congratulations, you made a ninja, awesome. You won the thread. PFS rogues everywhere will take the ninja and be grateful to you. With your astounding reasoning of "The ninja is a rogue by RAW" GM's everywhere will cowtow before their players and ninjas will be popping out of the shadows everywhere.

You win the argument. You have what you want.

Now let's get back to making some actual rogues.

Silver Crusade

A ninja is a rogue. I'm not calling it that, the devs did. Stop bringing house rules into it. Design for the lowest common denominator, which is RAW. By RAW, a ninja is a rogue. Deal with it.


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Bigdaddyjug wrote:
A ninja is a rogue. I'm not calling it that, the devs did. If you don't like it, complain to them rather than throwing a hissy fit and exercising your less thasn stellar sarcasm abilities in this thread.

Consequently do you even have a quote or errata stating that?

And whether or not I like it is irrelevant. It's the GM at the table who decides whether he likes it or not. The only thing you win here with this argument is nothing. In fact what is it that you even want by this?


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Bigdaddyjug wrote:
A ninja is a rogue. I'm not calling it that, the devs did. Stop bringing house rules into it. Design for the lowest common denominator, which is RAW. By RAW, a ninja is a rogue. Deal with it.

nothing to deal with actually. In this thread we are talking about a "pure Rogue". The fact that the OP has specifically told you that were not considering the ninja to fit the bill should be enough.

As stated, good job you can make a good ninja, congratulations. We're not talking about the ninja in this thread were talking about the rogue. I'd give you a cookie if I could, but I always tend to burn mine so you probably wouldn't want it anyway.

in fact lets look back at the original OP

TarkXT wrote:

Our agreement

Please no snark, and no negativity. Saying things like "the best rogue is a ninja/bard/alchemist/eidolon" is unproductive to the discussion. We're not here to talk about how the rogue sucks. We're here about how to make the rogue awesome.

as you can see it was clearly stated that were not talking about the rogue in this thread. So, lets move along and get back to the discussion on rogues.


TarkXT wrote:
Zombieneighbours wrote:
The eastern flavour is incidental in the ninja. It can as easily be the class used for thehassassins in an arabian nights setting, thuggee in classical india inspired setting, fate bound assassins, or mystically inclined thieves guilds.

And the same can be said for alchemists, bards, and inquisitors.

I understand the point being made here. But when you say you're playing the rogue class, you're playing the rogue class. It's like saying you're playing a paladin, but coming in with an anti-paladin. Similar, but worlds of difference where it counts. So we're here to help the rogue Not the ninja, who arguably doesn't need it.

No.

See their are strong mechanical and thematic differences between a paladin, and an anti-paladin. That makes what your suggesting rather different, because their are a wide range of mystical rogue/assassin archetypal characters can be well represented by the "ninja" just as "paladin" can well represent a wide range of Holy warriors.

Your confusing name, and thematic niche.

I.E. the cultural flavour should not be a barrier to use with a reasonable DM, but the thematic structure of the class might be.

That said, I entirely understand your not really interested in talking about the Ninja, so I'll be moving on to the actual subject I wanted to raise in my next post.

Silver Crusade

Sub_Zero wrote:
Bigdaddyjug wrote:
A ninja is a rogue. I'm not calling it that, the devs did. Stop bringing house rules into it. Design for the lowest common denominator, which is RAW. By RAW, a ninja is a rogue. Deal with it.

nothing to deal with actually. In this thread we are talking about a "pure Rogue". The fact that the OP has specifically told you that were not considering the ninja to fit the bill should be enough.

As stated, good job you can make a good ninja, congratulations. We're not talking about the ninja in this thread were talking about the rogue. I'd give you a cookie if I could, but I always tend to burn mine so you probably wouldn't want it anyway.

in fact lets look back at the original OP

TarkXT wrote:

Our agreement

Please no snark, and no negativity. Saying things like "the best rogue is a ninja/bard/alchemist/eidolon" is unproductive to the discussion. We're not here to talk about how the rogue sucks. We're here about how to make the rogue awesome.

as you can see it was clearly stated that were not talking about the rogue in this thread. So, lets move along and get back to the discussion on rogues.

Except that bards, alchemiss, and eidolons are separate classes (or separate class features), ninjas are rogues. So if I want to make the rogue work, I make a ninja and it works. However, I could very esily make the character I posted as a pure rogue, just not right now because I'm at work. The more I think about it, the pure rogue might actually be better, not having Vanishing Trick and Invisible Blade notwithstanding.


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Bigdaddyjug wrote:
Except that bards, alchemiss, and eidolons are separate classes (or separate class features), ninjas are rogues. So if I want to make the rogue work, I make a ninja and it works.

you miss the point. Ninja's were specifically called out in the OP as not being what this thread is about. I'm not sure why your stubbornly unrelenting on this point, since the OP has told you that a ninja is not what is meant, and it's also included in the original post as not being what were talking about.

Bigdaddyjug wrote:
However, I could very esily make the character I posted as a pure rogue, just not right now because I'm at work. The more I think about it, the pure rogue might actually be better, not having Vanishing Trick and Invisible Blade notwithstanding.

This I'd be interested in seeing as it fits with what the thread is about.


SeeleyOne wrote:
Nicos wrote:

A huge bonus in skill do not solve much. The problem is that skill solve certain amount of thing but magic just win the game. Skill focus can give you a +6 but ivisibility...well, is invisibility.

How can the dev do not accept that the rogue have problems when the inquisitor, the alchemist and the bard are just better thieves thant he rogue?

While I understand your frustration, that magic can trump skills, that in itself is not a flaw. I mean, having skills trump magic seems to be kind of silly.

No it's not. What it is, is contrary to your expectations because the system has already beat into your head that Magic > Martial. 'Of course Magic should trump non-magic...It's Magic!' or 'It's a limited resource!', or 'because Lina Inverse can destroy planets and Goury can't!'

But that doesn't make it silly. It's not silly in books, games, or movies when Ezio vanishes into thin air by getting out of sight and blending with a crowd, or when Tom Cruise climbs up incredibly tall buildings, defying reality, or when ... gah...total brain fart, can't spew out a good book example without research!

The point is, these superhuman, non-magical feats of acumen and BadAssery are already part of our collective conscience. Why is it silly that a highly-skilled non-caster, if he rolls Really Well, and puts a significant portion of his character development into being able to do something Really Well, should be able to perform feats that are on-par with what a magical character can do? The Magical Guy gets to do it if he wants to, and can actually make that decision from day to day (in many cases), or even minute to minute (scrolls/wands/whatever). The non-magical guy doesn't get to un-pick his skills and feats (well, without retraining). Despite that it's not a limited resource Per Day, it's very much a limited resource Per Build. He should be able to ThatWasTotallyWicked! things without having to pretend to be a Magical Guy.

It's just...right. It fits with source material. It fits in game..and it's just fair.

IMO.


Zombieneighbours wrote:
TarkXT wrote:
Zombieneighbours wrote:
The eastern flavour is incidental in the ninja. It can as easily be the class used for thehassassins in an arabian nights setting, thuggee in classical india inspired setting, fate bound assassins, or mystically inclined thieves guilds.

And the same can be said for alchemists, bards, and inquisitors.

I understand the point being made here. But when you say you're playing the rogue class, you're playing the rogue class. It's like saying you're playing a paladin, but coming in with an anti-paladin. Similar, but worlds of difference where it counts. So we're here to help the rogue Not the ninja, who arguably doesn't need it.

No.

See their are strong mechanical and thematic differences between a paladin, and an anti-paladin. That makes what your suggesting rather different, because their are a wide range of mystical rogue/assassin archetypal characters can be well represented by the "ninja" just as "paladin" can well represent a wide range of Holy warriors.

Your confusing name, and thematic niche.

No, I'm talking alternate classes.

Which, as the game defines it are archetypes that change the class so radically they become practically different classes (see the ACG playtest) so they get their own statblocks and everything else.

And in fact it wasn't a particularly popular idea. The only reason Ninja's remained an alternate class was because the dev's felt they didn't want classes who had abilities that stacked in such a way that multiclassing was better than going straight into the core. So, by being an alternate class they avoided that.

And really, if a ninja can fit any non-eastern theme so too can the rogue fit any eastern one. But it hardly stops gm's from banning them.

Silver Crusade

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Sub_Zero wrote:
Bigdaddyjug wrote:
Except that bards, alchemiss, and eidolons are separate classes (or separate class features), ninjas are rogues. So if I want to make the rogue work, I make a ninja and it works.

you miss the point. Ninja's were specifically called out in the OP as not being what this thread is about. I'm not sure why your stubbornly unrelenting on this point, since the OP has told you that a ninja is not what is meant, and it's also included in the original post as not being what were talking about.

Bigdaddyjug wrote:
However, I could very esily make the character I posted as a pure rogue, just not right now because I'm at work. The more I think about it, the pure rogue might actually be better, not having Vanishing Trick and Invisible Blade notwithstanding.

This I'd be interested in seeing as it fits with what the thread is about.

The problem I see when people talk about rogues, is they immediately think MMO rogues. That makes them think of the shifty, stealthy character using a pair of daggers and backstabbing. That's all well and good and I would love to be able to play a rogue like that, but it just doesn't work within the PFRPG ruleset. It doesn't work because te rogue already has problems hitting things and trying to Two-weapon fight makes that even worse. You could use one dagger and be "roguey", but if you're only getting one attack per iterative, why not make it count. That led me to thinking of a rogue (ninja but whatever) that used a two-handed weapon. Then I saw a guide for the shadowdancer that had the shadowdancer using a greatsword and that sold me on the idea.

I love high crit range weapons, so that sold me on the elven curve blade. For my home game, I went the EWP feat route to get proficiency with it, but you can do it even easier by just being a half-elf and taking ancestral arms alternate racial trait. Obviously you're going to want to be a high dex character, since the ECB is finessable, so that right there will give you good rolls in stealth, acrobatics, disable device, and any other Dex-based skill. Add in Power Attack and Furious Focus and make that ECB a +1 keen ECB and you're talking about a character that can pack a serious punch.

Yes, I know flnking benefits any melee class, but it doesn't benefit any melee class nearly as much as it does the rogue. And the rogue has the easiest time of getting into flanking because of that ridiculous acrobatics scrore. My level 10 ninja has +17 in acrobatics, and there's no reason a rogue couldn't have the same or higher (+10 from ranks, +3 class, +7 Dex is +20). Add in Offensive Defensive rogue talent with Celestial Armor and a high Dex, and you're talking about a rogue that has 30 or more AC against its target at level 10.

That's not a build laid out as a stat block, but I think it gives you the idea. Rogue does melee w/ power attack at:

+15/+8 for 1d10+10+5d6 with a 15-20 crit range. (+17/+10 if flanking)

That's average damage of 42.9 on each attack. Assume the iterative only hits about 50% of the time and you're talking about 64 DPR. That's nothing to sneeze at.

It can also do ranged at:

+14/+9 for 1d6+2 (+5d6 on the first attack if you qualify for sneak attack)

This is obviously a much weaker option, but the rogue is never going to be a viable switch hitter.


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TarkXT wrote:
Zombieneighbours wrote:
TarkXT wrote:
Zombieneighbours wrote:
The eastern flavour is incidental in the ninja. It can as easily be the class used for thehassassins in an arabian nights setting, thuggee in classical india inspired setting, fate bound assassins, or mystically inclined thieves guilds.

And the same can be said for alchemists, bards, and inquisitors.

I understand the point being made here. But when you say you're playing the rogue class, you're playing the rogue class. It's like saying you're playing a paladin, but coming in with an anti-paladin. Similar, but worlds of difference where it counts. So we're here to help the rogue Not the ninja, who arguably doesn't need it.

No.

See their are strong mechanical and thematic differences between a paladin, and an anti-paladin. That makes what your suggesting rather different, because their are a wide range of mystical rogue/assassin archetypal characters can be well represented by the "ninja" just as "paladin" can well represent a wide range of Holy warriors.

Your confusing name, and thematic niche.

No, I'm talking alternate classes.

Which, as the game defines it are archetypes that change the class so radically they become practically different classes (see the ACG playtest) so they get their own statblocks and everything else.

And in fact it wasn't a particularly popular idea. The only reason Ninja's remained an alternate class was because the dev's felt they didn't want classes who had abilities that stacked in such a way that multiclassing was better than going straight into the core. So, by being an alternate class they avoided that.

And really, if a ninja can fit any non-eastern theme so too can the rogue fit any eastern one. But it hardly stops gm's from banning them.

Sorry, but are you seriously suggesting that rogues can't fit into an eastern setting?

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