Tell your experience with the Rogue


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Omnitricks wrote:
On the other hand magic cannot beat skills mechanically. Try using magic to find a successfully stealthed rogue when your perception isn't worth anything.

except for those spells that grant a +5/10/20/40 to a skill, or grant you scent, or blindsight, or a climb check, swim speed, fly speed, burrow...


Omnitricks wrote:


The rogue talents are also pretty good. They are varied to do anything and they also mesh well together in combinations.

Their lack of strength is a main problem with the class. Less than half of them are really useful.


I've only played a TWF Halfling Rogue for a short time and I love playing her...as long as it's out of combat. In combat I feel useless compared to the other party members. I take so much time positioning myself that by the time I can sneak attack combat is basically over. On top of that I'm the only one that can't beat DR magic. (By way of doing a bunch of damage in one hit or using a magic attack.)

The campaign's on hold but next time we get there I'm gonna try to convince my GM to let me retrain her into a bard so I can actually be useful, because that character is too fun to put away just because I made a huge mistake in character creation.


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wraithstrike wrote:
Omnitricks wrote:


The rogue talents are also pretty good. They are varied to do anything and they also mesh well together in combinations.

Their lack of strength is a main problem with the class. Less than half of them are really useful.

You're a very generous person. I'd probably say less then 1/4th myself. And I'd say over 1/2 of them are wastes of page space.


I can't believe I almost got sucked into another one of these threads. I am going to sit on the sidelines. :)


They should just update the rules that flanking is a condition. The only time I had fun as a rogue was when I played a Varisiani Fighter/Rogue, which was basically a dirty fighter, I used the CMB rules pretty much to ensure the party was usually fighting something that was on its back. Even then I wasn't really effective at fighting so much as screwing up the attacks and defense of enemies, which could be done more effectively with a bard song.

The important question is how would you improve the rogue:

Weapon finesse, and dex CMB as class features instead of burning feats?

TWF Feats like a ranger for free? Your feats should be able to be taken to enhance your character, not just make it "not suck"

Flanked as a condition?

Full BAB?


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Wow, so many replies.
Before i say everything let me thank all of you for the answers.

For what i can tell by now we are at risk in falling out oof the topic starting a classic "Rogue sucks" thread.

About what i collect by now i can tell that:

1) Going for a single weapon is better than going whit TWF due to hit penalties. Not a great news but still an important factor.

2) If you play in a high optimized contest or with a strict DM, you'll have an hard life with the rogue even having great system mastery.

3) For a Rogue it is mandatory have the party work togheter. It is important for every class but even more for the Rogue.

4) Out of Combat despite not being the best at skills we could be usefull specializing in those skills in wich the other members lack.

5) In combat we shoul have other option than flanking-damage.

What about other ways to be of some use in combat like for istance Intimidate, Disarm, Dirty Tricks, ...? Maybe someone has tried a Disarm/Trip/Dirty Tricks build? How does it scale against CMD?


I played a rogue from 1-15. And I had a lousy time. Not right away though. At level one, I had the best AC in the group.

Then the fighters bought armor.

I became steadily worse in combat as the levels went on. From "not as good" to "I'm not helping" to "I will die if I step up".

Skills were disappointing as well. By 5th level, the spellcasters could sometimes outperform me, with a levitate spell surpassing anything I could do with Climb. By 10th level, I was only good at Disable Device, Stealth, and Perception. And Stealth didn't work more than 2/3 of the time, despite becoming a shadowdancer.

Too many enemies at high levels had tremorsense, or scent, or something that made me too easy to spot.

Every once in a while I got in a sneak attack from flanking, which usually killed whatever it was. But other times they had Dr or hardness 10, and I couldn't do enough damage to get through.

The last straw was when I was grappled by a huge creature, and realized that there was literally nothing I could do to escape. Even rolling a 20 on my substantial escape artist skill wouldn't get me out, and I couldn't do enough damage to kill it before I died, because you can't TWF in a grapple.

I was rescued by the bard, who by this point could dimension door. He was more mobile than a rogue who was built to be mobile, taking the spring attack chain of feats and investing heavily into acrobatics.

So, if you're interested in playing a rogue, my advice is: don't. Many other classes are better rogues than rogues are. Sad, but true.


Dema_89 wrote:

Wow, so many replies.

Before i say everything let me thank all of you for the answers.

For what i can tell by now we are at risk in falling out oof the topic starting a classic "Rogue sucks" thread.

About what i collect by now i can tell that:

1) Going for a single weapon is better than going whit TWF due to hit penalties. Not a great news but still an important factor.

2) If you play in a high optimized contest or with a strict DM, you'll have an hard life with the rogue even having great system mastery.

3) For a Rogue it is mandatory have the party work togheter. It is important for every class but even more for the Rogue.

4) Out of Combat despite not being the best at skills we could be usefull specializing in those skills in wich the other members lack.

5) In combat we shoul have other option than flanking-damage.

What about other ways to be of some use in combat like for istance Intimidate, Disarm, Dirty Tricks, ...? Maybe someone has tried a Disarm/Trip/Dirty Tricks build? How does it scale against CMD?

This was my plan for my fighter rogue, problem is, you're still hampered by having to burn feats and a crummy BAB.


Anzyr wrote:
Zhangar wrote:


It's a team game, Anzyr. People using buff spells on each other is how it's actually supposed to be played.

Not if one person isn't contributing anything and is just leeching resources. Then it's carrying someone and that's a pain.

By that logic you might as well just play an Expert to be a skill monkey and rely on everyone else for buffs so you contribute.

Experts don't start throwing nonmagical daggers for 1d4+8d6+19 (I'm leaving out any other buffs) after throwing a single spell on them. Seriously, sniper goggles are awesome, and I recommend them as must-have to any character who (a) has sneak attack and (b) plays with people who are willing to work with them.

After the various party buffs were factored in, my rogue routinely outdamaged the magus, who was a monster in his own right.

I will politely disagree that my rogue who was routinely killing 2 to 4 enemies a round was a useless leech who didn't contribute in fights.

Though I'll cheerfully concede that a vivisectionist with my set up could've done the same. I don't disagree that lots of classes are straight up better than rogue, and I agree that the rogue needs improvement; I just disagree with people claiming that rogues are worthless parasites. As I find rogues to be very useful "parasites." Feed the rogue a handful of spells (some of which you're already hitting the entire party with anyways!), and watch your enemies melt =P

(Also: Completely agreed that most rogue talents are awful. If Serpent's Skull had gone past killing the big bad, I would've spent Krom's remaining advanced talents on getting Hide in Plain Sight in other terrains, because very little else was remotely worth taking.)


Anonymous Visitor 163 576 wrote:
Every once in a while I got in a sneak attack from flanking, which usually killed whatever it was. But other times they had Dr or hardness 10, and I couldn't do enough damage to get through.

Sneak Attack damage is tallied BEFORE you subtract DR, you don't have to "get through" DR first.

Zhangar wrote:
After the various party buffs were factored in, my rogue routinely outdamaged the magus, who was a monster in his own right.

I have a hard time believing this, I'm not saying you are wrong or lying, but I know when I played magus (with all stats at 16) I was the second most damaging member of the group, just trailing behind our Barbarian.

Scarab Sages

kikidmonkey wrote:
Anonymous Visitor 163 576 wrote:
Every once in a while I got in a sneak attack from flanking, which usually killed whatever it was. But other times they had Dr or hardness 10, and I couldn't do enough damage to get through.

Sneak Attack damage is tallied BEFORE you subtract DR, you don't have to "get through" DR first.

Zhangar wrote:
After the various party buffs were factored in, my rogue routinely outdamaged the magus, who was a monster in his own right.
I have a hard time believing this, I'm not saying you are wrong or lying, but I know when I played magus (with all stats at 16) I was the second most damaging member of the group, just trailing behind our Barbarian.

If the magus was stingy with spells or was a frostbite debuff build, I could see a lucky and fully optimized rogue outdamaging a poorly played magus, assuming sneak attack was active via house rules.

It's also possible for a dwarf wizard with 20 con to have more hitpoints than an elven barbarian with a 5 con. That doesn't mean that a wizard has more hitpoints than a barbarian. :)


@ kikid - I couldn't have outdamaged him without the sniper goggles. Getting +2 per sneak die on every single hit is HUGE.

To prevent possible confusion - I could outdo his single target damage, but I'd assume he outdamaged me on rounds where he was aoeing lots of guys.

Something we started doing in big fights in books 5 and 6 was having him AoE the hell out of the place, and then I'd start harvesting the survivors.

Edit: Also, since this apparently needs to be pointed out for some damn reason, getting sneak attack from having full concealment is not a house rule.

I'm feel like I'm being accused of being either a liar or a cheater, and I'm pretty damn annoyed at that. My apologies if I'm misconstruing Kikid's and Imbicatus's remarks.


Garren Emeraldeyes wrote:

I'm a Lemmy's revised Rogue and my experiences are as follows.

More or less, Skills are pretty much auto success and Ive had more than a few shining moments in the game. Combat-wise, I still feel somewhat lackluster. If we're fighting mostly brutes I have trouble keeping up but otherwise I busy myself with bothering the enemy spellcasters. I can retcon some specific gear as a neat trick.

In the end, high level play just simply makes it difficult to play an inherently mundane class, exasperated by the extreme things you do at that level like Plane hopping like crazy.

Well... to be fair, we only had 2 combats so far... And one of them was a Dimensional Door extravaganza, so we simply left... :P


my experiences so far. I am playing in PFS with a half-orc rogue built around the Surprise Follow-Through feat. I am multiclassing slayer for 2 levels, then it's straight rogue from then out. So far I have conquered levels 1 and 2.

1. Having lots of skill points is great. At level 1 I was missing some skills (Swim in particular), and then I was able to budget for 1 point at level 2. I can climb and swim and jump and pick locks and sneak around and be perceptive and cut down trees and eat my lunch and pick wild flowers and and and. Maybe higher levels will change this, but maybe not

2. I have really enjoyed the tactics of being a rogue. My job (so far) has been the guy to end the fight. Sure, having a munchkin-level heavens oracle around is great for messing up bad guys (or even a wizard with stumble gap), but they all have Str 7, and probably couldn't drown a kitten if they tried. Will this change at higher level? I dunno. You can't color spray everything.

3. It is not my job to save my bacon, or to be impervious to everything. I'm well-prepared, but I'm not invulnerable. Also, bards are great, but they're not great if I'm not around.

4. Why did I multiclass slayer? I didn't do it for the slower sneak progression: I did it for the armor proficiency, the weapon proficiency and the class skills. I honestly thought about taking the rogue talent survivalist until the slayer came along. Now I can rock a mithral breastplate and have decent ranks in Survival and Heal, and still get a nice perk from studied target. I could wield a greatsword if I felt like it, or not be an idiot with a kerambit or a tube arrow shooter. That's not nothing. If I had to pick something I didn't like about the rogue, it was missing useful stuff like this that other classes get for free.

5. I am prepared to do lots of different things to get sneak attack. I can flank (and have the militia trait), I'm going to be good when charging or moving (at level 6 and 10, but still), I've got Surprise Follow-Through coming online at level 4, etc. And you know, that's a lot of thought and optimizing for what I want to do. But it's also the way I want to play. If I played a beefy barbarian guy, what's the GM going to do? That barb is always going to be smacking face, so you put up some other big number to get in the barb's way. A rogue in that same slot makes the game about tactics and positioning, which is fun! It's why you don't roll dice in chess.

How's that?


Jericho Graves wrote:
Fighter with breastplate and heavy shield flanks with Paladin; using combat reflexes to keep enemies in check. Knife-throwing rogue gets behind the fighter and throws knives at flanked opponents. (we have a houserule that as long as a creature is flanked, the rogue gets sneak attack. It never made sense to us that a flanked, and thus distracted, opponent would be able to react to a ranged attack from a rogue all that effectively.)

Of course.

Take away that houserule and your combat style become utterly worthless.


ohako wrote:
If I played a beefy barbarian guy, what's the GM going to do? That barb is always going to be smacking face, so you put up some other big number to get in the barb's way. A rogue in that same slot makes the game about tactics and positioning, which is fun!

What stops the barb from using tactics and positioning?


Lemmy wrote:
Garren Emeraldeyes wrote:

I'm a Lemmy's revised Rogue and my experiences are as follows.

More or less, Skills are pretty much auto success and Ive had more than a few shining moments in the game. Combat-wise, I still feel somewhat lackluster. If we're fighting mostly brutes I have trouble keeping up but otherwise I busy myself with bothering the enemy spellcasters. I can retcon some specific gear as a neat trick.

In the end, high level play just simply makes it difficult to play an inherently mundane class, exasperated by the extreme things you do at that level like Plane hopping like crazy.

Well... to be fair, we only had 2 combats so far... And one of them was a Dimensional Door extravaganza, so we simply left... :P

You cowards...

And garren have participated in 4 fights, in the two you are forgetting he killed minions with his sneak attack and unbeateable stealth.


Mixed to say the least, coming from an AD&D /3.x Background. Currently playing in a RotRL campaign (Started Book 6) and its fun and all but then you get to areas where you just can't Sneak Attack anything, or die instantly in one hit, or are unable to survive a save, or your DM underestimates what 'Mundane' non-magic skills can do (seriously a 70+ Stealth and a 50+ Acrobatics does do stupid things people, get over it!), or you realize that Detect Magic being infinite completely makes you kind of sad, or Charms, or Invisibility... or.... I have shifted to a backseat as a Scroll and Wands user after our Cleric left, now being the only person who can reliably cast True Resurrection, Miracle and other fun Divine Spells via Scrolls, but the massive gold cost keeps my WBL down and keeps spiraling more and more to a healbot status.

(Was) Running a TWF / Hide In Plain Sight Rogue 15 with a fairly competent to-hit ratio all things considering (Abusing Headband of Ninjitsu and Greater Sniper's Goggles), but low AC, high enemy CMD and poor saves limit how much front / back / side lining I can actually do. Now must rely on wands of Acid Arrow to output damage and debuffs at 200 feet.

Scarab Sages

Why are you the one buying the scrolls? If the party wants to be raised, the cost comes out of the dead guy's WBL.


Homegame. That and its a point of pride that its legitimately one of the few things I have left that is strictly mine. Nearing the end of the game so most of my 'must-haves' are already bought, its just leftover junk and whatever divine scrolls that are found by enemy drops.


Omnitricks wrote:
Oh one more thing that I've realized after playing rogues. Magic is better than mundane but is also limited in use. On the other hand magic cannot beat skills mechanically. Try using magic to find a successfully stealthed rogue when your perception isn't worth anything.

I'm sorry but are you actually being serious here? You realise spells like Acute Senses exist which provide significant boosts to skills. Or effects like Blindsight from Echolocation or Tremorsense from Elemental Body.

Really spells replacing skills is one of the biggest reasons why casters are simply far more versatile than non casting classes. Being able to replace climbing, swimming, stealth, disable device, perception, sense motive and almost any other skill se with an appropriate spell gives massive versatility. The fact that Int based classes have masses of skill points and this versatility on top of that makes them absolutely top of the heap when it comes to out of combat versatility.

Grand Lodge

I've seen a Chameleon Rogue with a crossbow (They had dumped strength) with high bluff and stealth skills manage to get off sneak attacks at range with some reliability, but even then they still struggled to get in as much damage as the party barbarian.


Playing in Kingmaker I have a half Orc Rogue using a falchion. Highest stat is strength. Uses Improved feint. So far I have been the most consistent damage dealer. Has been a real glass cannon. It is often a race to see who fall over first (something I have lost on numerous occasions)

I like having the skill out of combat. While spells can replace skills they either have to be carried at the right time or resources (i.e. money) spent on scroll/wands/potions. Skills cost nothing.

Agreed with the OP further up. Two weapon fighting is a serious trap. But then it is for most classes apart from fighters.


Slayer can pull it off.


kikidmonkey wrote:
Anonymous Visitor 163 576 wrote:
Every once in a while I got in a sneak attack from flanking, which usually killed whatever it was. But other times they had Dr or hardness 10, and I couldn't do enough damage to get through.
Sneak Attack damage is tallied BEFORE you subtract DR, you don't have to "get through" DR first.

Yes, that's how the math works, UNLESS you're up against something like an elemental where there's nothing to add and DR as well. D6 + 4 doesn't do well against DR 10.

Liberty's Edge

Anonymous Visitor 163 576 wrote:
Yes, that's how the math works, UNLESS you're up against something like an elemental where there's nothing to add and DR as well. D6 + 4 doesn't do well against DR 10.

I cry a little every time an elemental shows up.


The rogue's strong suit is non-combat encounters. They can do OK in combat, but the class is neither intended nor designed to be a powerhouse in combat. If your game is going to be all combat, all the time, then don't play a rogue.

I played a rogue for about a year in a Core-only, urban-based home game with an emphasis on infiltration and subterfuge. She was a BLAST to play in this game. (The PCs had to take down a corrupt organization, and we decided to do it from within.) Honestly, in this game, the strongest characters were the rogue and the bard. We could go three or four sessions without a fight, and when we did fight, our opponents were almost always other people.

Of course, when things went pear-shaped and we had to fight, that's when the fighter and sorcerer shone! But Ilsa was able to hold her own, with liberal use of smokesticks for concealment, a high Bluff for distraction, and Improved Feint to get Sneak Attacks in when she could neither ambush nor flank. She also had a +1 rapier of wounding.

In the right kind of game, especially where the GM is writing an adventure to make sure everyone can shine, rogues can be a whole lot of fun. In the wrong kind of game, they're terrible.


Hmmm I realize it doesn't reflect well on the rogue class but has anyone ever played a rogue that took a level or two of Oracle? There are a couple of mysteries that let you see through fog, smoke, or both I think (as do Fogcutter lenses?).

Given how many low level spells there are to make fogs and clouds it seems useful. And really the only thing that stops it are things like tremorsense and the like.

Not good for teamwork though.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I have a sylph ninja I am planning on using with Cloud Sight and smokesticks. I don't think tremorsense screws up sneak attack as bad as it does stealth. It only allows you to pinpoint the invisible creature, not be aware of its attacks.


@TriOmegaZero: Cloud Sight won't work with Smokesticks, you would need the Ifrit's Firesight.

Scarab Sages

You could just use potions or a wand of obscuring mist.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

A cloud of smoke doesn't count? Ah well. Since it is treated as a fog cloud spell it works in my games. (I did mean Cloud Gazer, to clarify.)

Imbicatus wrote:
You could just use potions or a wand of obscuring mist.

That would screw over my companions, and Cloud Gazer only triples the distance you can see through magic.


One level of Flame Oracle gives you:

"Gaze of Flames (Su): You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance. You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive."

Not my idea saw it somewhere on these boards a while back. It is a gimmick but a pretty good one I think. It also make ranged sneak attacking a lot more viable without making feint attempts or hide or whatever your angle is on that one. Plus if you went ranged on this you could hang out in the back in your cloud of smoke and not disrupt any other party members.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

My ifrit oracle of flame uses it on occasion, but he doesn't need to make the enemy flatfooted like my sylph will.


Rogues.

The one class where you can wreathe yourself in glory for the monumental achievement of being a somewhat competent adventurer.

That was my experience. Immense joy when I was somewhat relevant. Frustration every other moment.


I have not personally played but did have a rogue (ninja) in a game I ran. For houserules that matter I gave everyone free Weapon Finesse, we used gestalt, and I allowed Agile. The player was the most knowledgeable and knew what he was doing. His other half was Aegis for full BAB, alternate movement modes, and minor spellcasting. The party was a Bardbarian (competent), Oradin (lazy), Ranger//Fighter (newbie), Magus//Soulknife (once made a level 15 fighter without any ranged attacks and no way to fly), and Druid//Fighter (lazy). The player was also the most creative.

For combat he used TWF and liked to wait until the barbarian/paladin had charged into combat and then used invisibility to move into flanking. He kept up his acrobatics but a few bad experiences early on had somewhat soured him on it and he didn't want to blow a feat if it didn't really help. This was probably also why he avoided combat maneuvers, if he can't raise a skill above CMDs why would his CMB be any better? He generally had decent damage but DR was his bane. He had multiple materials but since his first purchase was +1 Agile for both he was lacking in flat enhancement bonuses. He also had a terrible time if he got grappled or the monsters focused on him (but invisibility helped here as well). Things in combat were, for the most part, okay up until about seventh level. Then we hit several oozes and things that saw invisibility and his best bet for sneak attack and defense was useless (oozes have blindsight too, generally). From there it just sort of went downhill as see invisibility became more common on monsters and damage went up high enough to make him nervous about standing on the wrong side of the monster if friends showed up. He died from a greataxe hit from a leveled cyclops (the free crit had done most of the work though). We did bring him back but for the most part he never quite reconnected to the glory of levels 1-5.

Out of combat he had a little bit in most skills and a heavy focus on the sneaky ones. The bard had better in some and worse in others but they complemented each other nicely. The druid blew everyone out of the water in perception and the magus and oracle had their respective knowledges sewn up. We used to repeatedly make jokes about the fact that all of our scouts (with perception) didn't actually have the knowledges to identify what they saw and all of our knowledge people didn't have perception to see them. Out of combat he found many uses for Linguistics (forgery), Sleight of Hand, and Bluff but eventually the gains (such as they were) became too small relative to what they could get through normal adventuring that he just stopped. Also the opposed checks against focused opponents were growing faster than he wanted to spend to beat.

When the ACG came out I offered everyone a rebuild, he went Investigator and never looked back. He's started using power attack (with studied combat making up the penalty), he keeps his skill focus (with inspiration to add to it), and he's no longer stuck trying to flank or turn invisible and hope it works to actually keep up on damage.

As for gameplay that may change how it all plays out, I tend to build encounters by area and boss rather than party composition. That is, if they're going to a jungle island I grab a bunch of dinosaurs, some insect swarms, and whatever's tied to the area apex predator. Many are lower level than the party, a few are higher level, and I just adjust for the party by controlling the volume of enemies fought. They still have about as many under-CR fights as over-CR. Mad scientist's lab was particularly hard on his ability to sneak attack. I was not random in my choices, I did explicitly avoid a few... problem monsters. Things like this one. I also tended to avoid the mind control/domination monsters, not for his sake but for the magus who's not the greatest of builders and tends to get huffy when he can't control his character. Same for the newbie except without the hissy fit. I did include plenty of effects targeting every save (paralysis/fear for Will, generally). That being said the ninja did take Iron Will and made sure to buy a cloak of resistance to cover his bad save. I used combat maneuvers when the monsters have them built in or when I decided that would be an NPC's gimmick but generally didn't use sunder, disarm, bull rush, or overrun. Way more grapple than my players were happy with (which might be any, come to think of it). The ninja did not take escape artist as his plan was not to be caught in the first place.

In summation, sneak attack sucks and only gets you up to par, not good. Getting sneak attack sucks and takes too much work. Things that are immune to or resist sneak attack make you suck. Ninja really is that much better than straight rogue. Rogue talents probably suck, as I only remember him using invisibility and mirror image and he got to level 12 before the rebuild, so if there was a talent worth taking he had time. Skills are good but you're only better than people who didn't want to be good at it.

Opinions:
If the GM actually builds worlds around the fact that obscene skill numbers exist them you're never actually going to be stealing anything level appropriate. Because why would a shopkeep leave a 2,000 gp item lying around when someone can steal it? Jewelry stores have everything under glass for a reason. Why would someone with thousands of gold worth of inventory leave it out where something other than a heist could steal it? Again, jewelry stores have vaults for a reason. Secret Chest would seem to be a minimum.
If the GM doesn't build encounters for the rogue eventually they're going to hit a point (in my case, level 7) where the rogue starts sucking in combat while not shining enough anywhere else and the player will start thinking they might as well not fight.
If you want to fight far too many classes are better. Slayer also does sneak attack better, Ranger does it while keeping up skills, Barbarian gets useful class feature choices, seriously, rogues are poor fighters.
If you want skills a Bard or Investigator are better (depending on the skills you want). Just, period better.


Haladir wrote:
The rogue's strong suit is non-combat encounters. They can do OK in combat, but the class is neither intended nor designed to be a powerhouse in combat. If your game is going to be all combat, all the time, then don't play a rogue.

The problem is that classes like the Investigator, Inquisitor, and Bard can meet or beat the rogue's out-of-combat contributions while still being highly competent combatants as well.


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Chengar Qordath wrote:
Haladir wrote:
The rogue's strong suit is non-combat encounters. They can do OK in combat, but the class is neither intended nor designed to be a powerhouse in combat. If your game is going to be all combat, all the time, then don't play a rogue.
The problem is that classes like the Investigator, Inquisitor, and Bard can meet or beat the rogue's out-of-combat contributions while still being highly competent combatants as well.

This is correct but it's more a of a "Solution".

Liberty's Edge

Jiggy wrote:


I once played alongside a rogue, 11th level, who had invested in Improved Two-Weapon Feint and so forth. As long as he rolled well on the feint, he could do enough damage to keep an enemy's attention. My cleric performed similarly but with reliance on fewer d20 rolls. We also fought a deadly, CON-draining ooze. The rogue was basically worthless (can't do any real damage without Sneak Attack), whereas I just plane shifted it. We also fought a demon. Guess who was the only one to fail their save against chaos hammer? The player jumped through a lot of hoops and connected a lot of dots, and the result was that his rogue was at least able to reasonably contribute a good portion of the time. Meanwhile, everyone else was able to contribute more consistently and more easily.

I was that rogue. Couldn't have been Chaos Hammer, 'cause I am CG.

I have had a lot of fun out there. Sure, when I cannot sneak attack, I M not nearly as potent. However, my skills came into play more than once (ok, I missed that one save at the shrine, but bad rolls happen, right?)


Yes, but failing saves as a rogue is unforgivable, you monster =P


Chengar Qordath wrote:
Haladir wrote:
The rogue's strong suit is non-combat encounters. They can do OK in combat, but the class is neither intended nor designed to be a powerhouse in combat. If your game is going to be all combat, all the time, then don't play a rogue.
The problem is that classes like the Investigator, Inquisitor, and Bard can meet or beat the rogue's out-of-combat contributions while still being highly competent combatants as well.

Like I said, Rogues are not supposed to be particularly strong combatants. They are supposed to be able to dish out a lot of damage occasionally, in small bursts, in the right situation. If you play a rogue as if it were a warrior-type, you'll be disappointed. My philosophy is that if you ever have a rogue take a full attack action, you're probably doing something wrong: they should be repositioning just about every round.

IMO, the problem you cite is really power creep with the non-OGL core classes, combined with the PFRPG original design philosophy (for the Core Rulebook) to keep as much back-compatibility with 3.5 as possible. The new base classes took many of the many Rogue's distinctive toys and gave them to other classed which had better combat options. This made for fun new classes, but fundamentally weakened the original Rogue concept, at least in comparison.

I am hoping that the Rogue redesign in the upcomming Pathfinder Unchained will give rogues the shot in the arm they need. The other OGL classes have been siginficantly beefed up, while the Rogue is pretty much identical to its 3.5 origin, and is a bit less powerful than the other classes.


Haladir wrote:
Chengar Qordath wrote:
Haladir wrote:
The rogue's strong suit is non-combat encounters. They can do OK in combat, but the class is neither intended nor designed to be a powerhouse in combat. If your game is going to be all combat, all the time, then don't play a rogue.
The problem is that classes like the Investigator, Inquisitor, and Bard can meet or beat the rogue's out-of-combat contributions while still being highly competent combatants as well.

Like I said, Rogues are not supposed to be particularly strong combatants. They are supposed to be able to dish out a lot of damage occasionally, in small bursts, in the right situation. If you play a rogue as if it were a warrior-type, you'll be disappointed. My philosophy is that if you ever have a rogue take a full attack action, you're probably doing something wrong: they should be repositioning just about every round.

IMO, the problem you cite is really power creep with the non-OGL core classes, combined with the PFRPG original design philosophy (for the Core Rulebook) to keep as much back-compatibility with 3.5 as possible. The new base classes took many of the many Rogue's distinctive toys and gave them to other classed which had better combat options. This made for fun new classes, but fundamentally weakened the original Rogue concept, at least in comparison.

I am hoping that the Rogue redesign in the upcomming Pathfinder Unchained will give rogues the shot in the arm they need. The other OGL classes have been siginficantly beefed up, while the Rogue is pretty much identical to its 3.5 origin, and is a bit less powerful than the other classes.

Oh yes, those dastardly non-OGL Bards and Rangers...


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Anonymous Visitor 163 576 wrote:


The last straw was when I was grappled by a huge creature, and realized that there was literally nothing I could do to escape. Even rolling a 20 on my substantial escape artist skill wouldn't get me out, and I couldn't do enough damage to kill it before I died, because you can't TWF in a grapple.

I was rescued by the bard, who by this point could dimension door.

Huge creature? Other than a few odd spellcaster variants, there's nothing anyone could do to escape.

That bard with DD would be trapped as surely as you were.

Sovereign Court

My rogues gallery

1) Righty the impersonator rogue 3 / magus 5 / at 4 - Impersonating enemies and taking their leaders out prior to combat.

2) Scaramanga the assassin gunslinger 1 / ninja 6 - personally soloed the bbeg as the party refused to go after him. Was an impromptu party face as the Andoran inquisitors didnt have the skillset for diplomacy. My embellished translation from infernal to Taldane stopped play for half an hour via mirth.

3) bo atlas rogue thug 4 monk maneuver master 2 - snake eyes d20ed a paralysis and was ghoul chow, a commoner, paladin, barbarian (non elf) with dual 1's is also ghoul chow. Otherwide cmb mastery makes the foes sick, prone, blind, and very vulnerable to sneak attack.

Twf - really hasn't hurt Bo or Righty.

High Ac - if you cant hit, get a gun, or a ray, or a bottle of lightning.

Saves - avoid the ones you can. Take precautions (alchemy is awesome) if you can.

Damage - I expect scaramanga gunslinger/ninja to be nuts at lv 7-11 with the sapmaster feat line. He does ranged full attack sneak attacks via darkness at low level, greater invis at 11. I tend to use the extra attack option rather than vanish.

Scarab Sages

Ninjas don't really count. Yes they are rogues as an alternate class, but unlike rogues, they actually have a few class features that enable sneak attacks and tricks that generally don't suck.


DrDeth wrote:


Huge creature? Other than a few odd spellcaster variants, there's nothing anyone could do to escape.

That bard with DD would be trapped as surely as you were.

So, two points of frustration with the rogue class.

I have a good dexterity, and I've been putting skill points into escape artist, the skill that allows you to, well, escape. And I didn't even have a possibility of getting out. It wasn't 'roll high and you can do it', it was 'mathematically impossible'.

This doesn't happen to fighters, who generally focus on fighting. They usually have at least a 1/3 chance of hitting a CR appropriate enemy, and also always hit on a 20. So, the class who's big thing is skill points, not really doing the job.

Meanwhile, the cleric with full plate and a 10 dex? Just cast Freedom of Movement. So, clerics are better at escaping things than rogues are.

And the bard? Dimension Door is a verbal only spell. Since this was a while ago, the concentration check was a lot easier to make, and he just vanished.

So, in that game, the bard was also better at escaping than the rogue.

And i learned that the spellcasting system is just better than the skill system at higher levels, even when trying to perform a skill.

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