New here and not sure if right place, but... Pathfinder Rogue Rant / Advice


Advice

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Silver Crusade

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bookwormbabe29 wrote:

Hey there!

As stated, I'm not sure if I'm doing this right, so my apologies in advance if I botch this up.

Anywho, despite having been gaming for 20 years now, I am just joining my first ever Pathfinder game. I've never played 3.5, or 3. anything really as my old group avoided D&D mostly. After hearing so much about this kind of system, I was super excited to make my first character and experience it all for myself. We have core/base classes and races only, with a preference for Core if possible. Being new I was fine with that, and decided on a Half-Elf Rogue. It's a level one game, and we have a Fighter, a Ranger, and a Cleric as my team.

I had two weeks to prepare for this, and I've spent most of that time trying to learn the various rules of the game, while spending some learning Rogue builds. From reading stuff from here and various guides online, I knew Rogue wasn't going to do as much damage per round as a Barbarian or anything, but I figured I'd be useful for a stealth role, find traps, deal some back stab damage. That would be niche, and I'll do it well. I tried some builds, and found a dex build with a feat called Dervish dance I thought could work for the most part.

The hiccup I'm run into is the half-elf 'multi talented' ability. I didn't want this ability to go to waste, and I've been looking into the other classes. And this has just been a depressing job, as it seems every class does my job better than I do. No matter how I build my rogue, it feels another class is better at my core skills than I am, like I'd be a better Rogue if I weren't actually a rogue.

The game starts up this week now, and I'm no closer to make a decent rogue than I was a week before. The 'best' build I had was a Rogue 1/Bard 1(Dervish of dawn)/ Rogue 3/ Shadow Dancer 2 mess of a build with a BAB so low I doubt I'd hurt anything. I love stealth/shadow stuff, and Arcane casting is a bonus so I thought to combine them all, and I'm so burnt out it looked good or a while. I've looked at so many builds on so many...

I can see from this thread you are getting lots of advice.

I am currently running a home pathfinder game on "google hangout" with some of my old buddies. I'm in North Carolina, and my old friends are in New York City. We played 2nd edition together and some 3rd and 3.5 D&D as well. They haven't had a chance to play for a while, and they are just getting introduced to Pathfinder.

I am running a game with Core Rule Book only. For ability scores, Roll 4d6 assigned as desired re roll 1s. My players have picked:

an Elven Cleric of Iori

a Human (Ulfen) Paladin

a Human Rogue.... (The paladin and rogue are 1/2 brothers)

and a gnome sorcerer.

From a GM's perspective I am quite happy with my player's choices. All the bases are covered.
In this party everyone has a part to play. The party is now 2nd level

In the current adventure, a dungeon crawl through an egyptian themed pyramid, the rogue has been very helpful. He had to deal with 4 traps, either by disabling them, or setting them off on himself. I made sure one of the traps was a big rolling stone ball ! as a nod to Indiana Jones.

Later in the adventure, the party had to face a giant scorpion. Everyone contributed to the fight. The paladin and the rouge flanked. The sorcerer used his ranged magic spells, and the cleric blessed, channeled positive energy, and moved about and healed as necessary. The paladin was torn apart by the scorpion's claws stung, poisoned, and dropped into unconsciousness. After stabilizing the paladin. the cleric stepped in to flank with the rouge. The rogue's sneak attack was what dropped the scorpion. Everyone contributed to the fight.

As a GM, I want to make sure each of the player's character's has a chance to shine and contribute to the success of the party.

I put traps in the dungeon for the rogue to disarm. I thought a scorpion would be a nice desert themed monster to fight. Also the scorpion could damaged by a sneak attack.

I know people say rogues are not useful because everything else can do its job better.

In the game I am running the rogue will be useful. I can tell you this rouge will be dealing with the "grey market" to help sell antiquities for the party. He disables traps, helps with fights and he scouts ahead to report for trouble.

I can also tell you my player is enjoying the game and he is happy with his rogue. Does my party have "optimized" characters? Well the cleric has selective channeling....the rogue trap finding.....etc. It doesn't matter if my players characters are optimized. I tailor the game to my players and their characters.

So I would encourage you to have fun. This is a game. You win by working together with the other players and their characters. So have fun. Try the rogue.....try the bard.....try the barbarian....try whatever you would like to try and have fun.

Good luck with your rogue!


Khrysaor wrote:
Do the math for me. I wanna see these numbers you claim.

10 minute build off of Srd

I specifically chose a level before a crap ton of stuff came on line (not the least of which 2 more spells, 3rd and 4th)

Level 10 Bard Human:

Str 14
Dex 22
Con 12
Int 11
Wis 10
Cha 16

HP 63
AC 24 (26)

Fort 9 (11)
Ref 17 (19)
Will 11 (13)

Traits
Resilient
Maestro of the society

Bardic Performance 27 Rounds/day

Versatile Performance
Oratory (Diplomacy, Sense Motive)
Dance (Fly, Acrobatics)
Act (Bluff, Disguise)

Feats:
1 Point Blank Shot
1 Precise Shot
3 Rapid Shot
5 Deadly Aim
7 Arcane Strike
9 Many Shot

Skills
Perform, Oratory +15
Perform, Dance +15
Perform, Act +15
Knowledge, All +9
Perception +13
UMD +15

Spells

Cantrips
Summon Instrument
Light
Detect Magic
Unwitting Ally
Mage Hand
Resistance
Read Magic
Message
Sift

1st (6/day)
Cure Light Wounds
Abundant Ammunition
Alarm
Comprehend Languages
Saving Finale
Moment of Greatness
Feather Fall
Grease

2nd (5/day)
Acute Senses
Invisibility
Mirror Image
Heroism
Cure Moderate
Blur
Alter Self
Ancestral Communion

3rd (4/day)
Arcane Concordance
Cure Serious Wounds
Invisibility Sphere
Haste
Jestors Jaunt

4th (1/day)
Echolocation
Greater Invisibility

Equipment (62,000)

Adaptive Shortbow +3 (19,300)
+2 Mithral Chainshirt (5,400)
Cloak of Resistance +3 (9000)
Jingasa of the fortunate Soldier (5000)
Belt of Physical Might +2 (str, dex) (10,000)
Headband of Charisma +2 (4000)
Pale Green Prism Cracked (saves) (4,000)
Dusty Rose Prism (5000)

So just 300 under.

Heroism last for 100 minutes, it's basically always up by now.
So to hit

7 BAB + 6 Dex + 1 PBS + 3 Bow + 2 Inspire Courage + 2 Heroism + 1 Haste - 2 Deadly Aim

Vs AC 25
+20/20/15
1d6+14 (2d6+28)

51.625

Not Great but certainly not bad for a party member thats giving the entire rest of the team +4 to hit, + 2 to saves, +2 to damage, +30 foot movement speed, + 1 attack on full attack on full attack.

Just a core bard with ranged feats thrown on it.


bookwormbabe29 wrote:
And this has just been a depressing job, as it seems every class does my job better than I do. No matter how I build my rogue, it feels another class is better at my core skills than I am, like I'd be a better Rogue if I weren't actually a rogue.

This is true. One of the better builds for a simple Rogue is "Ranger".

Grand Lodge

Good Luck with the Rogue.

Remember, you don't have to stick with the class.

You could even go into Bard, then Arcane Trickster.


@Deadmanwalking(Clarified)

Human Rogue 10:

Human Rogue 10
CG Medium Humanoid
Init +7(+8); Senses Perception +26(+31 vs. Traps),
DEFENSE
AC 27, touch 19, flat-footed 21 (+7 Armor, +1 NA, +1 Deflection, +6 Dex, +2 luck)
HP 68 (10d8+20)
Fort +8, Ref +18, Will +8
Special Defenses evasion, improved uncanny dodge, trap sense +3,

OFFENSE
Spd 30 ft., Climb 20 ft.
Melee scimitar +18/+13 (1d6+9/15–20) usually +19/+19/+13(1d4+10/15-20)+7 to hit and +6 damage from Headband of Ninjitsu, Reduce Person SLA, Boots of Speed, wand of divine favor, plus Arcane Strike
Ranged shortbow +14/+9 (1d6-1/x3)
Sneak Attack +5d6

STATISTICS
Str 8, Dex 24*, Con 14, Int 12, Wis 14, Cha 10
BAB +7; CMB +6; CMD 26

Feats: Skill Focus (Perception), Arcane Strike, Combat Reflexes, Craft Wondrous Item, Skill Focus (Use Magic Device), Dervish Dance, Martial Weapon Proficiency (Scimitar)

Rogue Talents: Weapon Trick (Scimitar), Finesse Rogue, Ninja Trick(Wall Climber),Minor Magic (Detect Magic), Major Magic (Reduce Person), Familiar

Skills(100 pts): Acrobatics +23(+24), Bluff +10, Climb +20, Disable Device +27(+28), Escape Artist +20(+21), Linguistics +5, Perception +26(+31),
Sense Motive +15, Sleight of Hand +11(+12), Spellcraft +11, Stealth +20(+25), Use Magic Device +19

Languages Common, Dwarven

Traits Fate's Favored, Adopted (Dwarf), Zest for battle

Special: Detect Magic (3/day), Reduce Person (2/day), Monkey Valet Familiar, Can always take 10 climbing,

Equipment: Cloak of Resistance +3, Mithral Kikko +2, Belt of Dexterity +4, Ring of Protection +1, Amulet of Natural Armor +1,
Jingasa of the Fortunate Soldier, +2 Keen Scimitar, Masterwork Scimitar, ioun stone (pale green prism (cracked, attack), Headband of Ninjitsu,
Eyes of the Eagle, Boots of Speed, Wand of Enlarge Person, Wand of Infernal Healing, Wand of Divine Favor, Wand of Glide, Potion of Darkvision, Potion of Invigorate,
shortbow w/20 arrows, dagger, masterwork thief's tools

can full attack 10 rounds a day at +26/+26/+21 for 1d4+16+5d6/1d4+16+5d6/1d4+16+5d6.

The rest of the time is +25/+20 for 1d4+16+5d6/1d4+16+5d6

Miss chance vs CR 10 equivalent is 5%/5%/15% while hasted or 5%/15%.

A crit range of 15-20.

Higher damage output and chance to hit than your archaeologist build. All at the cost of some skills obviously, but I have never said a rogue is a better skill monkey than a bard. They just get more points per level. And this was all under the "invisible bards do more damage than invisible rogues" assumption.


You're encumbered. By about 8lbs.


Scavion wrote:
You're encumbered. By about 8lbs.

LOL

Then so is his bard build which I used as a template and added nothing to change the encumberance. I can find 8 lbs to remove.

Or just craft some slotless muleback cords.


Khrysaor wrote:
Scavion wrote:
You're encumbered. By about 8lbs.

Then so is his bard build which I used as a template and added nothing to change the encumberance. I can find 8 lbs to remove.

His Strength is 14. He has 32 lbs of light load more than you do.


Scavion wrote:
Khrysaor wrote:
Scavion wrote:
You're encumbered. By about 8lbs.

Then so is his bard build which I used as a template and added nothing to change the encumberance. I can find 8 lbs to remove.

His Strength is 14. He has 32 lbs of light load more than you do.

I was replying to Deadmanwalking. I don't care about other builds posted that I haven't looked at.


Khrysaor wrote:
Scavion wrote:
Khrysaor wrote:
Scavion wrote:
You're encumbered. By about 8lbs.

Then so is his bard build which I used as a template and added nothing to change the encumberance. I can find 8 lbs to remove.

His Strength is 14. He has 32 lbs of light load more than you do.
I was replying to Deadmanwalking. I don't care about other builds posted that I haven't looked at.

Ah so it is. Will post my Trap Breaker's version soon.


Thomas Long 175 wrote:
Khrysaor wrote:
Do the math for me. I wanna see these numbers you claim.

10 minute build off of Srd

I specifically chose a level before a crap ton of stuff came on line (not the least of which 2 more spells, 3rd and 4th)

** spoiler omitted **...

How do you have so many spells known? Your charisma doesn't affect this.


Khrysaor wrote:
Thomas Long 175 wrote:
Khrysaor wrote:
Do the math for me. I wanna see these numbers you claim.

10 minute build off of Srd

I specifically chose a level before a crap ton of stuff came on line (not the least of which 2 more spells, 3rd and 4th)

** spoiler omitted **...

How do you have so many spells known? Your charisma doesn't affect this.

Human FCB likely.


How are we running Craft Wondrous Item in this comparison? Ultimate Campaign guidelines at 25% more wealth or the full 50% more wealth?


Scavion wrote:
How are we running Craft Wondrous Item in this comparison? Ultimate Campaign guidelines at 25% more wealth or the full 50% more wealth?

I was only using it cause of Deadmans build. The builds are like 30k over budget so my guess is 50%. I priced his gear to about 93-94k and tried to match it.

I don't care how much money you put in as long as it's known and made to match.

I'm also not a fan of level 10 optimized builds. I like my builds to be organic so they'd actually be playable at level 1. As it stands both mine and Deadmans would be pretty horrible until level 3 due to 8 strength and going the dervish build.

Speaking of Dervish builds, I forgot to put 2 ranks of perform dance into mine, but no biggie.


Khrysaor wrote:
Scavion wrote:
How are we running Craft Wondrous Item in this comparison? Ultimate Campaign guidelines at 25% more wealth or the full 50% more wealth?

I was only using it cause of Deadmans build. The builds are like 30k over budget. I priced his gear to about 93-94k and tried to match it.

I don't care how much money you put in as long as it's known and made to match.

Well CWI skews this mightily. For one you can use gold to qualify for CWI, then craft a bunch of junk.


The alluring trait gives you daze as a SLA once per day to qualify you as well. Master Craftsman no more.

It also qualifies you for arcane strike. So one trait lets a fighter take craft feats and arcane strike.


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Khrysaor wrote:

The alluring trait gives you daze as a SLA once per day to qualify you as well. Master Craftsman no more.

It also qualifies you for arcane strike. So one trait lets a fighter take craft feats and arcane strike.

There's a slightly more irritating way as it's quite good as I'm about to show you. Theres an Ioun Stone that grants you a spell-like ability.

Gadrick, Crafting is Dumb:
Gadrick

Human Trap Breaker Vivisectionist Alchemist 10
Traits: Deathtouched, Fate's Favored

Str:9
Dex:18(20)(Ability score increases +2)
Con:14
Int:16(18)(+2 Human)
Wis:10
Cha:11

Feats:
1: Weapon Finesse
FS: Skill Focus(Perception)
3: Martial Weapon Proficiency(Scimitar)
5: Dervish Dance
7: Craft Wondrous Item
8: Skill Focus(Disable Device)
9: Arcane Strike

Discoveries:
2: Infusion
4: Bleeding Attack
6: Wings
8: Chameleon
10: Enhance Potion

Gear:
+2 Keen Scimitar
Cloak of Resistance +3
Trapspinger's Gloves
+3 Shadow Mithril Chainshirt
Belt of Incredible Dexterity +2
Headband of Vast Intelligence +2
Jingasa of the Fortunate Soldier
Ring of Protection +1
Wayfinder equipped with Clear Spindle
Silver Spindle(Divine Favor)
87.75k spent

Special Abilities:
Sneak Attack 5d6
Alchemy
Brew Potion
Mutagen
Trapfinding

Skills(83 points):
Consider all abilities at an extra +2 over what is noted to account for Heroism. Dex-based Skills are increased by +2 during Mutagen.

Acrobatics: +18(10 ranks)
Bluff: +10 (10 ranks)
Craft(Alchemy): +18(1 rank)
Perform(Dance): +2(2 ranks)
Perception: +19(24 vs Traps) (10 ranks)
Kn.(Nature/Heal sub): +17 (10 ranks)
Disable Device: +24(29 vs Traps) (10 ranks)
Stealth: +31 (10 ranks)
Spellcraft: +16(10 ranks)
Escape Artist: +18 (10 ranks)
(17 ranks left)

DEFENSES
HP: 77
AC: 25(32 with Mutagen boosting Dex and Barkskin)
CMD: 25
Fort:+12 Ref:+15 Will:+6(Immune to possesions and mental control)
Buffed Saves are: Fort +14 Ref +17 Will +8(+2 vs Mind Affecting)

OFFENSES:
This guy gets completely outrageous with buffs.
Melee Attack Bonus: +14/+9 (+7 BAB +2 Wpn +5 Dex)
Ranged Attack Bonus: +13/+7
Full Buffed Attack Bonus: +25/+25/+20 Breakdown: 7(BAB)+7(Dex)+2(Wpn)+2(Morale)+1(Haste)+2(Invis)+4(Luck)
Buffs: Heroism, Mutagen, Haste, Greater Invisibility, Divine Favor (He can supply himself with all of these)
Damage: 1d6+16+5d6/1d6+16+5d6/1d6+16+5d6


And 10 levels of Alchemist casting.


Dear god silver spindle. I didn't notice it when I was trying to get full caster level on divine favor. Goes so nice with Fate's favored.

Can alchemists and bards get familiars? I like the added action economy it comes with for a rogue. I'm fearful of using them as flank buddies, but they can be good wand wielders and assistants.


Khrysaor wrote:
Dear god silver spindle. I didn't notice it when I was trying to get full caster level on divine favor. Goes so nice with Fate's favored.

Items allowing you to qualify for prerequisites is the dumbest thing ever.

EDIT: I'm still kinda editing it.


Khrysaor wrote:


Can alchemists and bards get familiars? I like the added action economy it comes with for a rogue. I'm fearful of using them as flank buddies, but they can be good wand wielders and assistants.

Alchemists can get the Tumor Familiar Discovery which grants a Familiar.


Cut out the spindle and the build is back to normal wealth humorously enough.


jwtelesio wrote:
Khrysaor wrote:


Can alchemists and bards get familiars? I like the added action economy it comes with for a rogue. I'm fearful of using them as flank buddies, but they can be good wand wielders and assistants.
Alchemists can get the Tumor Familiar Discovery which grants a Familiar.

Is the tumor like a real familiar that can give you added action economy?

I do know the Eldritch heritage for arcana can get you one regardless of class which makes it easy for bards especially humans with that bonus skill focus set.


Khrysaor wrote:
jwtelesio wrote:
Khrysaor wrote:


Can alchemists and bards get familiars? I like the added action economy it comes with for a rogue. I'm fearful of using them as flank buddies, but they can be good wand wielders and assistants.
Alchemists can get the Tumor Familiar Discovery which grants a Familiar.

Is the tumor like a real familiar that can give you added action economy?

I do know the Eldritch heritage for arcana can get you one regardless of class which makes it easy for bards especially humans with that bonus skill focus set.

It's 100% just like a normal familiar. With the added benefit of being able to absorb it and store it inside you for safe keeping. Also giving it fast healing 5.


Khrysaor wrote:
jwtelesio wrote:
Khrysaor wrote:


Can alchemists and bards get familiars? I like the added action economy it comes with for a rogue. I'm fearful of using them as flank buddies, but they can be good wand wielders and assistants.
Alchemists can get the Tumor Familiar Discovery which grants a Familiar.

Is the tumor like a real familiar that can give you added action economy?

Yes.

And you can get it at any point. It has no prerequisites.

Silver Crusade

Khrysaor wrote:

Dear god silver spindle. I didn't notice it when I was trying to get full caster level on divine favor. Goes so nice with Fate's favored.

Can alchemists and bards get familiars? I like the added action economy it comes with for a rogue. I'm fearful of using them as flank buddies, but they can be good wand wielders and assistants.

Bards could through Eldritch Heritage, although Alchemist have a discovery for them, as well as getting share spells which has some wonky (yet possibly action economy destroying implications) interactions with extracts. That and Potion Glutton are just...Alchemist are insane.


N. Jolly wrote:
Khrysaor wrote:

Dear god silver spindle. I didn't notice it when I was trying to get full caster level on divine favor. Goes so nice with Fate's favored.

Can alchemists and bards get familiars? I like the added action economy it comes with for a rogue. I'm fearful of using them as flank buddies, but they can be good wand wielders and assistants.

Bards could through Eldritch Heritage, although Alchemist have a discovery for them, as well as getting share spells which has some wonky (yet possibly action economy destroying implications) interactions with extracts. That and Potion Glutton are just...Alchemist are insane.

*Munches on potions*


Scavion wrote:
Khrysaor wrote:
jwtelesio wrote:
Khrysaor wrote:


Can alchemists and bards get familiars? I like the added action economy it comes with for a rogue. I'm fearful of using them as flank buddies, but they can be good wand wielders and assistants.
Alchemists can get the Tumor Familiar Discovery which grants a Familiar.

Is the tumor like a real familiar that can give you added action economy?

Yes.

And you can get it at any point. It has no prerequisites.

And it's level is equal to yours unlike the -4 levels of the rogues. The funny part is the rogues takes 2 talents and an advanced talent to get where Eldritch heritage takes 2 feats and you get one at -3 levels. Better than the rogues for less investment.

Well then... I still think rogues are functional and fun in the current incarnation, but I'm seeing more of their downsides.

I admit I was wrong, but I just feel like a rogues place was meant to be in combat sneak attacking and then supporting as a skill monkey. Like a middle row guy who's good in combat and outside just not great at either. Yes they get lots of skills, but that's pretty much where it ends. Bonus on perception and disable device for traps.

My build still has evasion and improved uncanny dodge over your alchemist and no dependence on intelligence which frees up a slot for the headband of Ninjitsu. Concealment does hurt your build for damage. Keeps giving me the feeling they wanted this class to be in the thick of it. That might be it though. On par for damage, slightly worse on some skills, no knowledges which is what I expected anyway, maybe better on a few skills, has a climb speed, and no spells which is the biggest thing.

I have suggested before making the rogue a full BAB or at least give them full BAB when sneak attacking much like a monk flurrying, but now I think a bonus to hit equal to the number of sneak die might be better. That and give them a luck pool of points like a ninja's Ki pool so they can take certain ninja talents without needing that other ridiculous talent to grant a pool equal to your wisdom mod. And allow them to use the per day rogue talents with the pool. I could even see adding more at this point. Increase the crit range of weapons they use by 1 every 6 or 8 levels and give them access to crit mastery to make them solid debuffers.

Granting the sneak attack to hit bonus for the level 10 builds would free up lots of money to invest elsewhere instead of on items to hit.

Liberty's Edge

Khrysaor wrote:

@Deadmanwalking(Clarified)

** spoiler omitted **...

To be clear, the build on the other thread was in specific response to another, and horribly unoptimized so it could do literally everything better than a specific other build. Just for the record.

Khrysaor wrote:
Scavion wrote:
How are we running Craft Wondrous Item in this comparison? Ultimate Campaign guidelines at 25% more wealth or the full 50% more wealth?
I was only using it cause of Deadmans build. The builds are like 30k over budget so my guess is 50%. I priced his gear to about 93-94k and tried to match it.

If you'd kept reading the thread in question, you'd have found the build without CWI (which was discussed in the thread as highly unbalancing), which is probably the right way to do this, since it's gonna skew stuff. I probably should've linked that one, but I was in a hurry. Sorry about that.

I could build you something that beats yours (and will if you insist), but it probably would need CWI, and like I said, that seems bad policy. Why don't you rebuild without that and we'll do this the right way.

Khrysaor wrote:

I don't care how much money you put in as long as it's known and made to match.

I'm also not a fan of level 10 optimized builds. I like my builds to be organic so they'd actually be playable at level 1. As it stands both mine and Deadmans would be pretty horrible until level 3 due to 8 strength and going the dervish build.

Speaking of Dervish builds, I forgot to put 2 ranks of perform dance into mine, but no biggie.

I'm cool with doing some other level of build. You build a Rogue, I'll build some other class with not only better DPR, but better everything. Maybe not a 1st level build, thinking about it, but a 2nd level build or higher almost certainly.

The Dervish Dance build was in response to a Rogue build that did the same.


To be clear btw, I could have used different archetypes and different traits to increase my dpr vastly (aka could have actually used a bard that was meant to be a fighty type) but I wanted to show case a flat core bard that was meant for absolutely nothing but utility and support and show what his dpr was while still having all of his team buffing power.

Mother of run ons.


Deadmanwalking wrote:

I'm cool with doing some other level of build. You build a Rogue, I'll build some other class with not only better DPR, but better everything. Maybe not a 1st level build, thinking about it, but a 2nd level build or higher almost certainly.

The Dervish Dance build was in response to a Rogue build that did the same.

It doesn't matter what the level is really. All I meant is that I like organic playable builds that you can play from level 1 up to the posted build. An 8 strength dervish build isn't playable at levels 1-2 as you're either using a finesse weapon until you can use the scimitar with dex just to have a chance to hit, but your damage is still bad.

This is a big part of why I don't like optimization. A real character I would have made would probably only have a 20 dex tops at level 10 or maybe a 22 while still having a 13 or 14 strength with some other stat changes. I find the optimization route causes too much disparity such as dead characters being replaced and overshadowing everyone because they never had to play the low levels and struggle with the near impossible mechanics.

This is also why I don't see so much disparity of the classes as average builds take team work to be successful instead of builds like we posted that would have no problem handling a CR 10 solo.

I still think rogues do a good job at DPR, providing some skill utility, make good scouts, save the party from traps, and are entirely functional and fun to play. The build I posted could still squeeze a few more points of static accuracy and damage I'm sure, it did have a higher damage potential by a fairly large margin with average sneak being another 17.5, it had improved uncanny dodge which makes him pretty well unflankable, but I concede they get less toys than other classes. Like I brought up to Scavion about a suggestion I made before, rogues should be full BAB or get it when they're sneak attacking, should get a pool of points like the ninja just call it a luck pool, let the pool be used for talents that are 1/day, and my latest thought would be to allow them to increase their crit range on weapons that stacks with other forms like keen. Rogues to me have always been a precision class. Let this be more apparent by giving them more crits. Fighters still get more effective crits, but that's a capstone that no one ever sees.


Sorry folks, I'm just not buying it. Skills aren't useful? Bard can do "more damage"? Rogues only get sneak-attack on the first round? Not only are these assertions suspect, but if DPR is your primary criterion for deciding which characters provide the most for a game, I'm surprised that you last more than a few sessions without growing terribly bored.

Bardic performance doesn't help you sneak around (unless your opponents are deaf and/or blind I suppose?) But perhaps your campaigns are such that the only opportunity for sneaking is to enter combat? The campaigns I've been fortunate enough to participate in are so much more diverse than that, and every rogue I've played has turned the tide of a campaign more than once.

They do require more creativity than DPR-maxing to play though, true enough, and that means for both the player and the GM.


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Could look into a rogue + sorc or wizard into arcane trickster if you'd like. That's pretty solid from what it sounds like.


Zalman wrote:
Bardic performance doesn't help you sneak around (unless your opponents are deaf and/or blind I suppose?)

Bardic Performance doesnt necessarily require you to make any noise. It can just as easily be based off dance or mime or something.


Zalman wrote:

The idea that "other classes are better rogues than rogues" is an unfortunate by-product of an every-player-for-themselves mentality. It's not a contest. The best parties are the ones that work together, rather than each member attempting solo heroics alongside each other.

Sure, an invisible bard or sorcerer is better than a rogue of the same level at sneaking around. But an invisible rogue is best of all. Rogue or Sorcerer? No! Rogue and Sorcerer.

Right. A Sorc on Haste is not as good as a Fighter on Haste- better yet is the whole party being hasted.

It's nice for every member of the party to be able to fly, but if one or two spellcasters can cast it, that's fin.

T-port is great! Every party needs *A* T-port type caster when they get high enuf level. They don't need four of them.


DrDeth wrote:
Zalman wrote:

The idea that "other classes are better rogues than rogues" is an unfortunate by-product of an every-player-for-themselves mentality. It's not a contest. The best parties are the ones that work together, rather than each member attempting solo heroics alongside each other.

Sure, an invisible bard or sorcerer is better than a rogue of the same level at sneaking around. But an invisible rogue is best of all. Rogue or Sorcerer? No! Rogue and Sorcerer.

Right. A Sorc on Haste is not as good as a Fighter on Haste- better yet is the whole party being hasted.

It's nice for every member of the party to be able to fly, but if one or two spellcasters can cast it, that's fin.

T-port is great! Every party needs *A* T-port type caster when they get high enuf level. They don't need four of them.

Except that the character who provides fly or invisibility or teleport is actually the character who can provide all of those along with an enormous number of other options which allow them potentially to have a major impact on every aspect of the game. Compared to that guy who has a lot of base skill points, a rather dubious bonus damage mechanic and a slew of terrible "talents" just isnt very impressive.


andreww wrote:
Zalman wrote:
Bardic performance doesn't help you sneak around (unless your opponents are deaf and/or blind I suppose?)
Bardic Performance doesnt necessarily require you to make any noise. It can just as easily be based off dance or mime or something.
PRD wrote:
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion.
andreww wrote:
A rather dubious damage mechanic

I don't like this argument. Sneak attack is very easy to get. A full round of sneak attack may be more difficult, but a full attack is hard for anyone without pounce.


May be disallowed. May.


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Deadmanwalking wrote:


Zalman wrote:
Sure, an invisible bard or sorcerer is better than a rogue of the same level at sneaking around. But an invisible rogue is best of all. Rogue or Sorcerer? No! Rogue and Sorcerer.
Actually, an Invisible Rogue isn't any better than an Invisible Bard at all.

The Rogue is a LOT better as he can end his Invis with a deadly Sneak Attack. (I guess the bard can hit the foe over the head with his lute, which will cause a nasty bruise....<g>)

Also, many of the bard's ability are useless when invisible. Can't Inspire with Dance, and if you Sing it kinda blows stealth.


DrDeth wrote:
Deadmanwalking wrote:


Zalman wrote:
Sure, an invisible bard or sorcerer is better than a rogue of the same level at sneaking around. But an invisible rogue is best of all. Rogue or Sorcerer? No! Rogue and Sorcerer.
Actually, an Invisible Rogue isn't any better than an Invisible Bard at all.

The Rogue is a LOT better as he can end his Invis with a deadly Sneak Attack. (I guess the bard can hit the foe over the head with his lute, which will cause a nasty bruise....<g>)

Also, many of the bard's ability are useless when invisible. Can't Inspire with Dance, and if you Sing it kinda blows stealth.

I will take a power attacking strength bard with a two handed weapon damage over your rather inaccurate single sneak attack as you break invisibility. Also I will take someone who can turn themselves invisible over someone who soaks up other characters resources to do something the bard can do for themselves.


DrDeth wrote:
Deadmanwalking wrote:


Zalman wrote:
Sure, an invisible bard or sorcerer is better than a rogue of the same level at sneaking around. But an invisible rogue is best of all. Rogue or Sorcerer? No! Rogue and Sorcerer.
Actually, an Invisible Rogue isn't any better than an Invisible Bard at all.

The Rogue is a LOT better as he can end his Invis with a deadly Sneak Attack. (I guess the bard can hit the foe over the head with his lute, which will cause a nasty bruise....<g>)

Also, many of the bard's ability are useless when invisible. Can't Inspire with Dance, and if you Sing it kinda blows stealth.

You mean with a sneak attack. There's really nothing deadly about it. At best its the equivalent of one hit from a normal martial. That's really what it comes down to with rogues is for all their setup their DPR really isn't much higher than the classes that walk up and smash and often much much lower.

I see your Invisible rogue and raise you invisible barbarian. Because who doesn't like seeing the bbeg go pale as guy appears cracking knuckles behind him.


andreww wrote:
Zalman wrote:
Bardic performance doesn't help you sneak around (unless your opponents are deaf and/or blind I suppose?)
Bardic Performance doesnt necessarily require you to make any noise. It can just as easily be based off dance or mime or something.

Then, if you're INVISIBLE they can't SEE you, thus no bonus.

Hey, look, I like Bards too, and in most PF AP's, where deadly Gygaxian traps are not a "thing", I think a bard would be a little better, depending on the rest of the party. But if you'd rather play a rogue than a bard- well, sure, why not? You can have fun and contribute.


andreww wrote:
DrDeth wrote:
Deadmanwalking wrote:


Zalman wrote:
Sure, an invisible bard or sorcerer is better than a rogue of the same level at sneaking around. But an invisible rogue is best of all. Rogue or Sorcerer? No! Rogue and Sorcerer.
Actually, an Invisible Rogue isn't any better than an Invisible Bard at all.

The Rogue is a LOT better as he can end his Invis with a deadly Sneak Attack. (I guess the bard can hit the foe over the head with his lute, which will cause a nasty bruise....<g>)

Also, many of the bard's ability are useless when invisible. Can't Inspire with Dance, and if you Sing it kinda blows stealth.

I will take a power attacking strength bard with a two handed weapon damage over your rather inaccurate single sneak attack as you break invisibility. Also I will take someone who can turn themselves invisible over someone who soaks up other characters resources to do something the bard can do for themselves.

Both characters lose invis after the first attack. The power attacking rogue with a great sword will still do more damage than the bard. The first attack for the rogue will average about 17.5 more damage than the bard. A rogue can get vanish as a spell like ability or get the vanishing trick which functions like invisibility.


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Thomas Long 175 wrote:
DrDeth wrote:
Deadmanwalking wrote:


Zalman wrote:
Sure, an invisible bard or sorcerer is better than a rogue of the same level at sneaking around. But an invisible rogue is best of all. Rogue or Sorcerer? No! Rogue and Sorcerer.
Actually, an Invisible Rogue isn't any better than an Invisible Bard at all.

The Rogue is a LOT better as he can end his Invis with a deadly Sneak Attack. (I guess the bard can hit the foe over the head with his lute, which will cause a nasty bruise....<g>)

Also, many of the bard's ability are useless when invisible. Can't Inspire with Dance, and if you Sing it kinda blows stealth.

You mean with a sneak attack. There's really nothing deadly about it. At best its the equivalent of one hit from a normal martial. That's really what it comes down to with rogues is for all their setup their DPR really isn't much higher than the classes that walk up and smash and often much much lower.

I see your Invisible rogue and raise you invisible barbarian. Because who doesn't like seeing the bbeg go pale as guy appears cracking knuckles behind him.

The point is that they do less damage, but provide more utility outside of combat than other martials.

Scarab Sages

DrDeth wrote:
andreww wrote:
Zalman wrote:
Bardic performance doesn't help you sneak around (unless your opponents are deaf and/or blind I suppose?)
Bardic Performance doesnt necessarily require you to make any noise. It can just as easily be based off dance or mime or something.

Then, if you're INVISIBLE they can't SEE you, thus no bonus.

Hey, look, I like Bards too, and in most PF AP's, where deadly Gygaxian traps are not a "thing", I think a bard would be a little better, depending on the rest of the party. But if you'd rather play a rogue than a bard- well, sure, why not? You can have fun and contribute.

Not all bards are spoony. Everything a Rogue can do, an Archeologist can do better.


Imbicatus wrote:
DrDeth wrote:
andreww wrote:
Zalman wrote:
Bardic performance doesn't help you sneak around (unless your opponents are deaf and/or blind I suppose?)
Bardic Performance doesnt necessarily require you to make any noise. It can just as easily be based off dance or mime or something.

Then, if you're INVISIBLE they can't SEE you, thus no bonus.

Hey, look, I like Bards too, and in most PF AP's, where deadly Gygaxian traps are not a "thing", I think a bard would be a little better, depending on the rest of the party. But if you'd rather play a rogue than a bard- well, sure, why not? You can have fun and contribute.

Not all bards are spoony. Everything a Rogue can do, an Archeologist can do better.

Negative. Bards do get more toys due to spells and make better skill monkeys. They really should be a 4+int class if they give them versatile performance and lore master.


andreww wrote:
Zalman wrote:
Bardic performance doesn't help you sneak around (unless your opponents are deaf and/or blind I suppose?)
Bardic Performance doesnt necessarily require you to make any noise. It can just as easily be based off dance or mime or something.

Which is soo compatible with the invisibility that started off this arc of the discussion...


Khrysaor wrote:
The point is that they do less damage, but provide more utility outside of combat than other martials.

Not really. Bards handily out damage rogues AND provide significant in and out of combat utility.


andreww wrote:
Khrysaor wrote:
The point is that they do less damage, but provide more utility outside of combat than other martials.
Not really. Bards handily out damage rogues AND provide significant in and out of combat utility.

Bards DO NOT out damage rogues. This is a poor character design if this is happening. I also don't consider a class with 6 levels of spells to be a martial class.


Zalman wrote:

Sorry folks, I'm just not buying it. Skills aren't useful? Bard can do "more damage"? Rogues only get sneak-attack on the first round? Not only are these assertions suspect, but if DPR is your primary criterion for deciding which characters provide the most for a game, I'm surprised that you last more than a few sessions without growing terribly bored.

Bardic performance doesn't help you sneak around (unless your opponents are deaf and/or blind I suppose?) But perhaps your campaigns are such that the only opportunity for sneaking is to enter combat? The campaigns I've been fortunate enough to participate in are so much more diverse than that, and every rogue I've played has turned the tide of a campaign more than once.

They do require more creativity than DPR-maxing to play though, true enough, and that means for both the player and the GM.

You missed the part where Bards are better at skills and out of combat utility. Most optimizers don't care to much about DPR, other then we note that Rogues DPR is lacking due to low accuracy (unlike Bard it has not ability to help boost it's 3/4th BAB) and dependent on Sneak Attack. Most enemies will not allow themselves to be flanked and will move to a position (like a corner) where that is not possible, the same tactic any 10 INT individual would. Bards however can increase the entire parties accuracy and damage (including their own) and Archaeologists get a bonus to hit and damage that stacks well with other things.

Furthermore Bard can cast spells that further increase it's combat abilities such as the long duration Heroism (and Greater Heroism later on), Haste, Good Hope, etc. that the Rogue lacks. Versatile Performer turns the Bards 6+INT skills into significantly higher that by allowing one skill (and a perform) to cover other skills, while Bardic Knowledge makes bards skilled at Knowledge checks without investment. Furthermore, Pageant of the Peacock lets you use Bluff in place of all INT based skill further increasing the Bard's skill lead (and helping out Archaeologists especially). This is before we get into spells that obsolete or enhance skill checks like Aram Zey's Focus (makes regular bards into trapfinders as well), Invisibility, Glibness, etc.

So all in all your defense of Rogue is significantly lacking in light of the above.

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