Grallak Kur

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I really do not want to start over. I'm still enjoying making up characters and playing as much as ever and new books only add to the enjoyment such as the Ultimate Campaign.

Do I tweak a few things? Sure, but I really don't want to invest in a restart.


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I don't recommend this fix. Doing that gives the rogue an edge that can be exploited by taking a one level dip from other classes. You always need to consider this.

Granted, the rogue needs some help but this idea may be too far out there to be practical from all perspectives.


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I've been following the thread for a time and once I got past the idea that you were not after homebrew fixes, I liked the challenge.

For one thing, I think you need to look at just the core book to determine if rogues can work. Secondly, you need to see if rogues can work at every level and for most races.

My opinion is that the rogue can work fine but needs a lot of effort on the part of the player to pull it off well. The player has to really think like a rogue by pulling on every advantage and really thinking ahead. Also, the rogue needs to pick a specialty or two and work with it.

The challenge is then to show rogues of various levels and race combinations that work in some fashion and would be fun to play using the core book only. If you can't do that, the rogue needs some fixing.

This build is not the best but I'll give it a try.

Halfling rogue lvl 1

Weapons: longspear, dagger, light crossbow, tanglefoot bag
Armor: studded leather
Feat: Skill focus - stealth

Skills: acrobatics, Climb, Diplomacy, disable device, Escape artist, perception, Sleight of hand, stealth, use magic device

Str 10
Dex 18
Con 12
Int 13
Wis 12
Cha 12

Tactics (without this, the rogue suffers): Avoid detection at all costs, Use longspear in melee if possible and fight defensively if allies are unavailable and run at first opportunity. Use ranged attacks first by always carrying a dagger in hand or light crossbow if trouble is expected. Climb to a safe position and snipe if possible.

Rough, I know but this is how the rogue has to be approached. If thrown into an arena, they do not do well and that's why they should never let that happen. This is my contribution.


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Here's something I tried. Look to the ninja for some inspiration.

First, the rogue gets a pool of points at 2nd level I've been calling a "wits" pool. The pool is equal to half rogue level plus intelligence modifier and allows the rogue to do the following as a swift action.

1. gain a +4 dodge bonus to AC or reflex saves for one round
2. treat an opponent as vulnerable to sneak attack for one attack only (even if the target is not normally vulnerable to sneak attack)
3. Gain a bonus to a single skill roll or ability check equal to half rogue level (minimum 1) for one round.

Next, I really revised all the rogue talents. They need a lot of help but have potential. Some do not need changing but almost all need a revision of some kind. They should really give rogues an advantage they could not have just by gaining feats. I made the rogue talent "finesse rogue" not only grant the feat but the rogue deals damage with finessable weapons based on dex as well.

That's what I tried.


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I have been noting a lot of talk about the rogue needing something but there is a lot of difficulty in deciding what to do without wrecking everything else.

I have tried to come up with a solution that changes nothing and adds just the right amount of extra flavor, power and versatility to this class. Feedback is much appreciated. I have included a googledocs link and the bulk of the file itself. At the end are the rogues from the NPC codex with their chosen focus and the results of that conversion.

https://docs.google.com/document/d/1ZqnxjDDxkrIU1HzwsZsOxRS75xnu--Hy59M9-vH PmNk/edit?usp=sharing

Additions to the Pathfinder rogue class.

Sure Strike (Ex): At 2nd level all rogues gain the ability to focus their attacks for greater effect. As a swift action, the rogue can add +1d6 damage to any attack. The extra damage is not limited by range and it is not precision damage so creatures immune to critical hits are affected normally. The rogue can use this ability a number of times per day equal to 3 plus his intelligence modifier. By spending a feat or a rogue talent, the rogue can increase the number of daily uses by an additional 3. At 8th level, the rogue can spend two uses of sure strike as a swift action to deal +2d6 damage and this increases again at 15th to 3 uses for +3d6 damage. Sure Strike damage stacks with sneak attack extra damage.

Roguish Knack
All rogues must choose a specialty at 1st level which offers some options and alters some aspects of the sure strike ability.

Brilliant Rogue -For brilliant rogues, their wits are as sharp or sharper than their blades.
Know thy enemy (Ex): at 1st level, the brilliant rogue can select all knowledges as class skills and gains a +1 competence bonus on any knowledge skills he has ranks in. This bonus increases by +1 at 6th, 12th and 18th rogue level.
Sure Strike (Ex): The brilliant rogue can spend a use of sure strike as a swift action for an additional +4 bonus on any knowledge skill check. The number of uses and bonus increases to two uses for a +8 at 8th level and three uses for a +12 at 15th level. When used in this way, the brilliant rogue can make knowledge checks untrained.

Brutish Rogue - Subtlety is lost on these rogues who hit harder and delight in the pain of their enemies.
Bloodthirsty (Ex): at 1st level, all sneak attack dice gained from rogue levels deal +1 point of damage for every d6 but only for sneak attacks delivered with melee attacks.
Sure Strike (Ex): The brutish rogue can spend a use of sure strike to ignore 5 points of a targets damage reduction. The cost and bonus increase to two for 10 points at 8th level and three for 15 points at 15th level.

Charming Rogue - Charming and lucky, these rogues use their good looks and golden tongues to defeat foes.
Natural Charmer (Ex): at 1st level, the charming rogue gains a +1 competence bonus on bluff, diplomacy and intimidate skill checks. This bonus increases by +1 at 6th, 12th and 18th rogue level.
Sure Strike (Ex): The charming rogue can spend a use of sure strike as a swift action for an additional +4 bonus on any bluff, diplomacy or intimidate skill check. The number of uses and bonus increases to two uses for a +8 at 8th level and three uses for a +12 at 15th level.

Confounding Rogue - These rogues attack in strange manners to keep their opponents off balance.
Unorthodox Attack (Ex): at 1st level, the confounding rogue gains a +1 attack bonus with either unarmed strikes, exotic weapons, improvised weapons or splash / alchemical weapons (choose one). This bonus increases by +1 at 6th, 12th and 18th rogue level.
Sure Strike (Ex): The confounding rogue can spend a daily use of sure strike as a swift action to trick any opponent within 30 feet and catch them off guard. The opponent gets a will save DC equal to 10 plus half the rogue’s level plus intelligence modifier or they are treated as flat-footed against the rogue’s next attack. The ability is sight-dependent, mind-affecting and can only affect a target once in any 24 hour period..

Dastardly Rogue - These scoundrels use dirty tricks and take advantage even more than regular rogues.
Whatever works (Ex): at 1st level, the dastardly rogue has a +1 competence bonus to his CMD for attempts to perform either the disarm, dirty trick, steal or trip combat maneuvers (choose one). This bonus increases by +1 at 6th, 12th and 18th rogue level.
Sure Strike (Ex): Instead of using sure strike to cause extra damage, the dastardly rogue can reduce a target’s base speed by 10 feet for a number of rounds equal to 1 plus the rogue’s intelligence modifier as part of a regular attack. The target can resist this with a fortitude save (DC=half rogue level plus intelligence modifier) to reduce the duration to one round. This penalty increases by 10 feet at 8th level and 15th level and the cost increases by one daily use each time.

Deceptive Rogue - The deceptive rogue is mysterious to the extreme and a master spy
Shadow training (Ex): at 1st level, the rogue gains a +1 competence bonus on bluff, disguise and stealth skill checks. This bonus increases by +1 at 6th, 12th and 18th rogue level.
Sure Strike (Ex): The charming rogue can spend a use of sure strike as a swift action for an additional +4 bonus on any bluff, disguise or stealth skill check. The number of uses and bonus increases to two uses for a +8 at 8th level and three uses for a +12 at 15th level.

Dread Rogue - Dread rogues give other rogues a bad name for inflicting the worst afflictions on their enemies.
Dire weaponry (Ex): at 1st level, whenever the dread rogue deals sneak attack damage he can also deal one point of ability damage to strength, dexterity or constitution. Multiple strikes stack with each other and other effects but the rogue can only deal this damage once in a combat round no matter how many attacks he makes. The amount of ability damage increases by +1 at 6th, 12th and 18th rogue level. This effect cannot be used with two-handed weapons.
Sure Strike (Ex): Whenever the dread rogue uses sure strike, the enemy receives a will save (DC = half rogue level plus intelligence modifier) and if they fail they are shaken for one round plus one for each point of intelligence bonus the rogue possesses. This is a mind-affecting fear effect.

Elusive Rogue - Defense is paramount for the elusive rogue who frustrates his enemies by avoiding all attacks.
Light foot (Ex): at 1st level, the rogue gains a +1 dodge bonus to AC and a +1 competence bonus on stealth checks. This bonus increases by +1 at 6th, 12th and 18th rogue level.
Sure Strike (Ex): The elusive rogue can spend a use of sure strike as an immediate action to gain a +2 competence bonus to one saving throw or as an additional +2 dodge bonus to AC. The number of uses and bonus increases to two uses for a +4 at 8th level and three uses for a +6 at 15th level.

Fast Rogue - A fast rogue is a blur on the battlefield and uses speed and quickness to overcome enemies.
Quickness (Ex): at 1st level, the fast rogue gains a +1 competence bonus to initiative checks and a +5 bonus to base speed.. This bonus increases by +1 and +5 feet at 6th, 12th and 18th rogue level.
Sure Strike (Ex): As a swift action, the rogue can spend a daily use of sure strike to move 10 feet. This movement does not provoke an attack of opportunity but otherwise the movement is conducted normally and is treated as an additional move action. At 8th and 15th level an additional use can be added to increase the distance of this move by 10 feet.

Finesse Rogue - These rogues have learned to use agility and even small size to their advantage.
Flick of the wrist (Ex): at 1st level, the finesse rogue has a +1 competence bonus to damage rolls with any attack that can benefit from the weapon finesse feat or any ranged attack. This bonus increases by +1 at 6th, 12th and 18th rogue level.
Sure Strike (Ex): Finesse rogue can spend a use of sure strike to gain a +1 competence bonus to one attack roll that can benefit from the weapon finesse feat or any ranged attack. The number of uses and bonus increases to two uses for a +2 at 8th level and three uses for a +3 at 15th level. If the rogue is fighting an opponent larger than himself, the bonus doubles and also applies as a dodge bonus to AC until the rogue’s next turn as well.

Sniper Rogue - Masters of ranged combat and unseen attacks. Snipers take down foes from a distance.
Ranged Expert (Ex): at 1st level, range at which the rogue can deliver sneak attacks increases by 10 feet. This distance increases by an 10 additional feet at 6th, 12th and 18th rogue level.
Sure Strike (Ex): The sniper rogue can use the +1d6 from sure strike as either an attack bonus or a damage bonus with ranged attacks.

Thieving Rogue - Even in combat, the thieving rogue cannot resist separating foes from their possessions.
Rogue’s focus (Ex): at 1st level, the rogue gains a +1 competence bonus on disable device, perception, sleight of hand and stealth skill checks. This bonus increases by +1 at 6th, 12th and 18th rogue level.
Sure Strike (Ex): The charming rogue can spend a use of sure strike as a swift action for an additional +4 bonus on any disable device, sleight of hand or stealth skill check. The number of uses and bonus increases to two uses for a +8 at 8th level and three uses for a +12 at 15th level.

NPC Codex Rogues
Cutpurse - Thieving rogue
Disable Device +8, Perception +4, Sleight of Hand +7, Stealth +8
Skulking Brute - Brutish rogue
Sure strike twice a day for +1d6 damage or ignore 5 points of DR.
Sneak attack 1d6+1 with melee attacks.
Skilled Sniper - Sniping rogue
Sneak attack 40 foot range
Sure strike four times a day for +1d6 damage or +1d6 attack rolls with ranged attacks.
Charlatan - Charming rogue
Bluff +13, Diplomacy +11
Sure strike four times a day for +1d6 damage or +4 to bluff, diplomacy or intimidate skill check
Guild Initiate - Fast rogue
Initiative +9
Speed 25 ft.
Sure strike three times a day for +1d6 damage or a 10ft move action with no attacks of opportunity
Cave Stalker - Finesse rogue
Melee mwk short sword +6 (1d6+3/19–20)
Ranged+1 light crossbow +9 (1d8+3/19–20)
Sure strike three times a day for +1d6 damage or +1 attack on ranged/finesse weapons (+2 vs large or bigger opponents +2 dodge)
Freelance Thief - Deceptive rogue
Bluff +11, Disguise +11, Stealth +16
Sure strike four times a day for +1d6 damage or +4 on bluff, disguise or stealth
Trapsmith - Elusive rogue
AC 21, touch 16, flat-footed 15 (+3 armor, +1 deflection, +3 Dex, +3 dodge, +1 size)
Stealth +20
Sure Strike five times per day for +1d6, +2 to a saving throw or +2 to dodge AC. Maximum two uses for +2d6 or +4 bonus.
Deadly Spy - Charming rogue
Bluff +18, Diplomacy +16
Sure Strike five times per day for +1d6, or +4 to a bluff, diplomacy or intimidate skill check. Maximum two uses for +2d6 or +8 bonus.
Dancing Dervish - Fast rogue
Initiative +10
Speed 40 ft.
Sure strike four times a day for +1d6 damage or a 10ft move action with no attacks of opportunity. Maximum two uses for +2d6 or 20ft move action.
Contract Killer - Dread rogue
Sneak attack deal an additional 2 points of strength, dexterity or constitution ability damage maximum of once a round.
Sure Strike four times a day for +1d6 damage. Maximum two uses for +2d6. Sure Strike causes the shaken condition unless opponent makes a DC 16 will save.
Dilettante - Brilliant rogue
Knowledge (local) +22, Knowledge (nobility, religion) +19
Sure strike seven times a day for +1d6 damage +4 to any knowledge skill check Maximum two uses for +2d6 or +8 bonus.
Guildmaster - Thieving rogue
Disable Device +22, Perception +21 (+23 to notice unusual stonework), Sleight of Hand +15, Stealth +23
Sure strike four times a day for +1d6 damage or +4 to any disable device, sleight of hand or stealth skill check. Maximum two uses for +2d6 or +8 bonus.
Chain Mauler - Confounding rogue
Melee+2 vicious spiked chain +22/+17 (2d4+5/19–20 plus 2d6)
Sure strike four times a day for +1d6 damage (maximum two uses for +2d6) or once a day per opponent make an opponent flat footed within 30 feet unless he can make a DC 18 wil save.
Unseen Archer - Sniper rogue
Sneak attack 60 foot range
Sure strike three times a day for +1d6 damage or +1d6 attack rolls with ranged attacks. Maximum three uses for +3d6.
Mage Slayer - Brutish rogue
Sure strike three times a day for +1d6 damage or ignore 5 points of DR. Maximum three uses for +3d6 of 15 points of DR.
Sneak attack 8d6+8 with melee attacks.
Masked Lord - Deceptive rogue
Bluff +24, Disguise +24, Stealth +30
Sure strike five times a day for +1d6 damage or +4 on bluff, disguise or stealth. Maximum three uses for +3d6 or +12 to skill.
Dagger Master - Finesse rogue
Melee +1 wounding dagger +19/+14/+9 (1d3+5/17–20 plus 1 bleed), +1 dagger +19/+14/+9 (1d3+5/17–20) or +1 wounding dagger +21/+16/+11 (1d3+5/17–20 plus 1 bleed)
Ranged mwk dagger +21/+16/+11 (1d3+4/17–20)
Sure strike five times a day for +1d6 damage or +1 attack on ranged/finesse weapons (+2 vs medium or bigger opponents +2 dodge). Maximum bonus is +3d6 or +3 to attack (+6 to attack and +6 dodge bonus versus medium or larger opponents)
Death Whisperer - Dread rogue
Sneak attack deal an additional 4 points of strength, dexterity or constitution ability damage maximum of once a round.
Sure Strike four times a day for +1d6 damage. Maximum three uses for +3d6. Sure Strike causes the shaken condition unless opponent makes a DC 21 will save.
Blade Lord - Dastardly rogue
CMB +18 (+26 with disarm (+4 from feats, +4 from whatever works ability)
Sure Strike six times a day for +1d6 damage. Maximum three uses for +3d6. Sure Strike causes opponent’s speed to be reduced by 10 feet per use of sure strike for four rounds (one round if DC 23 fortitude save is made).


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There is a lot of discussion about how the rogue is seen as rather lackluster. I think there are several reasons. I'm going to list a few then go into my suggestions to help the rogue.

1. The rogue used to be the main skill-based character. This is not so much the case now that the bard and many other classes have a lot of skill points and magic to make up the gap.

2. The rogue used to be seen as a heavy damage dealer. This has only ever bee partially true and with pathfinder's minor changes, it has become even less so.

3. The rogue is a challenging class to build and play. The rogue has some MAD problems and additionally, many feel that giving the rogue a huge dexterity will automatically make him great but this is far from the truth. To get the most out of your rogue, you need to really exploit all your options.

With the above listed, I ask "if the rogue is no longer all about skills or all about damage or if traps just don't come up often in your game, then what can it be?"

I have an idea.

Y'know how the bard kind of helps the whole team by providing bonuses and healing and other boosts? What if we made the rogue to be an inverse of that? The rogue's job could be to hinder the opposition. Not just through damage, though that would be a way to do it, but just be being there some time.

Think about it. The rogue could be there to help by making the opponents less effective instead of making his allies more effective. The end result is the same but the approach is different. Let's try by applying some minimal changes to the rogue by expanding two of its abilities.

Trapfinding is now an aspect of an ability called Rogue Training and trap sense is an aspect of an ability called Rogue Senses

Rogue Training: Rogues strive to learn a great deal about how to perceive and exploit weaknesses. This training manifests in two ways.
Hindering Strike: whenever a rogue attacks a target, the rogue can choose to apply a distraction penalty to that target's armor class, attacks or damage. The penalty is equal to half the rogue's level (minimum 1) and lasts for one round plus one additional round for each point of bonus the rogue has in intelligence. Only one trait can be targeted or affected at a time, even if multiple rogues strike the same target though the trait can be changed with each additional strike. At 4th level, the penalty can be applied to saved but it is divided by half (round down). At 6th level, the penalty can be applied to all saves but it is divided by three (round down).
Trapfinding (unchanged): A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Rogue Senses: Life for a rogue is always full of danger and rogues make an effort to keep on their toes, get in the first hit and save their hides whenever possible.
Trap Sense (Ex):(unchanged) At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Danger Sense: At 3rd level, The same bonus to AC that the rogue recieves from trap sense is also applied as a Dodge bonus against all attacks and to initiative checks.

The above two additions are small changes but could significantly alter the way the rogue is perceived. No longer being all about sneak attack or traps but being about making the monster's day so unbearable and being the nimble, hard to hit skirmisher they should be.

I can see a lot of feats or items that further explore the rogue's abilities to basically find a way to make every obstacle less effective which is definitely a person you want in your party.


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Malignor wrote:
eggplantman wrote:
I do think the rogue needs something. Something without changing it too much though.

Here are my suggestions.

  • Combat Style: At level 4, select a combat style, and one feat from the list for that style. At levels 10 and 16, get another feat from the same list. The Rogue need not take Combat Expertise as a prerequisite. For those feats marked with an asterisk, treat Rogue levels as Warrior levels for calculating CMB:
    • Cheater [Catch Off-Guard, Improved Dirty Trick*, Greater Dirty Trick*, Improved Trip*, Greater Trip*]
    • Thief [Improved Disarm*, Greater Disarm*, Improved Steal*, Greater Steal*, Skill Focus - Sleight of Hand]
    • Thug [Improved Unarmed Strike, Improved Grapple*, Stunning Fist, Intimidating Prowess, Skill Focus - Intimidate]
    • Coward [Dodge, Mobility, Run, Skill Focus - Bluff, Fleet]
    • Showoff [Antagonize, Dazzling Display, Skill Focus - Intimidate, Shatter Defenses, Weapon Focus]
    • Killer [Improved Initiative, Quickdraw, Skill Focus - Stealth, Improved Feint, Greater Feint]
  • Murderous Strike: at level 6, the Rogue can spend a standard action to make a single sneak attack, where the sneak attack dice are doubled.
  • I like the idea of the combat style though I think the last sentence of murderous strike is unnecessary. Just being able to spend a standard action to do a sneak attack is pretty cool. You might save that ability until the rogue would be high enough level to have multiple attacks or that's all the rogue would ever do. So 8th level would be the ideal time to gain that ability.


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    I wanted to see what everyone thought about this.

    I have a player in my group with a Fighter that rarely if ever does any damage but he is often the most helpful member and frequently earns the unofficial MVP award from me.

    Here's the deal.

    He is a Dexterity focused, human fighter that uses whips in each hand (he takes all the penalties). He has feats like weapon finesse, Improved trip, improved disarm as well as two weapon fighting and improved two-weapon fighting once he got to 6th level.

    The average combat encounter goes something like this.

    1. Monster approaches

    2. Whip fighter moves to just within range of his whips and will either trip, disarm or blind the monster using the dirty trick maneuver from APG. If he only had to make a five foot step then he will do several of the above. He may even disarm the monster and then use steal (also from the APG book).

    3. The rogue or barbarian hold their action to right after the whip fighter has gone, move in and annihilate the poor beast. They also hover around and wait for it to try and stand up or grab their weapon off the floor.

    4. Rinse and repeat for subsequent rounds.

    Now, some monsters have it harder or easier than others. Armed humanoids of medium size have it the worst as they are subject to everything he can dish out. Unarmed monster of large size or with a lot of legs are resistant or immune to his stuff and some beasts are his nightmare such as anything bigger than large or an ooze though admittedly and ooze messes up any fighter and should be left to arcane casters.

    Am I complaining? No. He works with the group and makes their job easier so he contributes without outshining anyone and is a big team player. He has to be as he rarely inflicts any damage. He has a pair of sickles for backup but I've rarely seen him use them.

    I'm just wondering if anyone else has ever seen a martial controller that does no damage work or anything close to that and if you have any comments on his choice of character design.