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I would like to bring something reguarding Rogues in PFS. Do to the artifical wealth rules it takes out a large reason for there being a rogue. Rogues steal stuff to make their money.
Sure they may find money and other items in dungons. For the large part rogues steal stuff from other people. A great many skills rogues have is for stealing stuff. Disable Device Slight of hand stealth even survial [urban tracking counter tracking] Knowledge local.
Whay would a player risk his rogue getting caught stealing really cool stfuff in the course of the game if he does not profit from it. the rogue will only get the same monatary reward as the cleric or the fighter at the end of the module. In PFS the rouge becomes a sneaky fighter not a rogue.
The artifical wealth cap really breaks the PFS IMO. Module comleation rewards are fine but if any character finds or steals something real cool in the cousre of the module he should get to keep it. Spmetimes rogues find things that the othere PC's don't/ As it stands rogues
don't profit from taking additional risks the other party members don't take.
Perhaps you confab with your module deigners and add more secrect doors
locked chests locked chests with hidden compatments things for rogues to do other than be sneaky fighters.

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Lou, I can understand where you are coming from. I have been through it before. If you continue to come to PFS games with the expectations you currently harbor, you will continue to be disappointed. Which is going to change first, you or Pathfinder Society? Because that is what it is going to come down to. You need to change your expectations. What you are looking for is a home game setting (perhaps one of the adventure paths) something where the GM can customize the game to fit your expectations better. I find when I play Pathfinder Society scenarios it helps to avoid idealizing it as I would a home campaign. I see it as a way to play with new people with new ideas, in a short-term and low-consequence 4-5 hour game. The campaign has to be bland in some ways because it invites a wide variety of players to cooperate and play with each other.
You should also consider that your vision of a rogue might not fit into the Pathfinder Society philosophy. Pathfinders are supposed to be scholars and trouble-shooters, not sneak-thieves or cat burglars. Again, the character that you want to play is best situated in a home campaign where he can take up more of the GM's attention without the other players feeling shorted.
You are free not to agree with me, but at the end of the day the campaign is not going to change to give you your vision of rogue glory. You really should consider what you enjoy about this game and look for a campaign that comes closest instead of asking for a campaign to change to suit your needs.

Joshua J. Frost |

Rogue /= Thief
As a class, they have rogue talents, sneak attack, the evasion tree, and trap sense. Just because you can't be a thief and steal stuff, doesn't mean that rogue talents, sneak attack, the evasion tree, and trap sense are somehow negated and the class becomes a 3/4 BAB fighter with no feats. That's a really large logic jump.
Also: what Doug said.

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I agree, PFS is not a home campaign so some ideal personalization is lost. On the other hand there is a dynamic to PFS that you usually don't have in a home game. Playing at cons or a few times a year at the local game store with people you don't know well really aids the idea that you are members of sometimes oppose factions forced to work together. That after all is what the PFS is all about. You are "allies" but you also have your own agenda. Kind of like the Allies in WWII. That tension is quickly lost once you get to know the other players too well as all of the characters quickly become friends.

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Michael Brock wrote:Why would my cleric heal a bunch of "non-believers" he just met, especially if they worshiped other deities?Are you saying you do it with your cleric anyway? Bah. Clerics don't have to heal people they don't want to. :)
Why do you think I have selective Channeling? So I can select not to heal them ;).

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+1 to Rogue != Thief.
Let me just add that this is a faulty attitude to take. As the rogue, yes, you take risks the other party members don't (primarily setting off traps safely without a very long stick ), but it's not like they aren't stepping up to bat for you. Plus, of course, well-designed traps will hit the entire party occasionally, so in this case they're even taking that risk with you without a chance to influence the outcome. Plus, of course, without the other party members you're probably not getting to where those trap disarming skills do some good.
If you routinely try to go off and do things on your own, org play definitely isn't your thing.

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Michael Brock wrote:Why would my cleric heal a bunch of "non-believers" he just met, especially if they worshiped other deities?Are you saying you do it with your cleric anyway? Bah. Clerics don't have to heal people they don't want to. :)
Actually I don't have a cleric. They suck :-p

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All I can tell is: the group I GMed yesterday could have made use of a rogue. They stumbled into every single trap in the module so far. And there are a lot in this one.
Worst was the last one they stumbled into. Two Taldorans down and their PA up in smoke.
Good they have Kyra as NPC with them (only three players yesterday). We reconvene on Friday to finish it off - they still have the last two encounters and Kyra is nearly out of healing ... And more than half here daily use of rebuke death is also been used up ...
A rogue has many, many useful skills. Trap Sense - as seen above - but also disable device and others can be very useful for scenario. What I like about PFS is - it is more as just go in and hack a monster. Skills become crucial if you want to fulfill missions. And a rogue can play here more often than other classes a key role.
And no - rogue != thief. Stealing doesn't work well in a scneario. I've seen a rogue trying to 'steal' the item from another faction after he was asked to look for it. Luckily he was spotted by someone else from the group and all ended well. There is no Player vs player allowed in PFS - and there is a good reason for that.
Thod

Enevhar Aldarion |

Good they have Kyra as NPC with them (only three players yesterday). We reconvene on Friday to finish it off - they still have the last two encounters and Kyra is nearly out of healing ... And more than half here daily use of rebuke death is also been used up ...
Just remember that as long as there is no time limit stated in the scenario for completion, then there is nothing wrong with the party stopping long enough in between encounters to rest and recover spells or to return to town to raise the dead.

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Sometimes, even having a rogue isn't enough to prevent people from trying to kill their PCs.
To whit, my PC (a ranger/rogue), only managed to disable 1 trap in the most recent adventure - because he managed to get to the door first. At the next series of traps he stood back & took notes as the oracle & magus wandered down the hall (complete with dead bodies & a lever at the end of the hall). All I'll say is that the cleric got to use some of her Channels patching up the wounds collected by that pair.
Anyhow, let me add my voice to the chorus of rogue /= thief.
My guy is a tomb robber, but understands that he's not a solo hero - everyone else bears their share of the burden & deserves their share of the loot (minus, of course, everyone's own particular trinket requested by their secret master).

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Rogues are skill monkeys. Faction missions frequently require skill checks. Therefore, rogues often will be able to achieve missions that other characters cannot. Rogues are consequently better able to achieve TPA, which enables them to buy better gear.
Almost as if they had stolen it.
Srsly, a well-skilled rogue is the Win Button for faction missions about 75% of the time.

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Rogues are skill monkeys. Faction missions frequently require skill checks. Therefore, rogues often will be able to achieve missions that other characters cannot. Rogues are consequently better able to achieve TPA, which enables them to buy better gear.
Almost as if they had stolen it.
Srsly, a well-skilled rogue is the Win Button for faction missions about 75% of the time.
This. Lou I think you are looking at Rogues from a very limited scope.

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Rogues are skill monkeys.
Srsly, a well-skilled rogue is the Win Button for faction missions about 75% of the time.
I take offense at being called a skill monkey ...
My rogue is NOT any kind combat guy. So most of his feats are Skill Focus.
I think that makes him more of a Skill Gorilla!!