Rogues as archers


Homebrew and House Rules

RPG Superstar 2014 Top 32

The main reason that rogues seem to be poor choices of an archery build is that they can't effectively use their sneak attack. I'm trying my hand at making generic classes once more, and I'd like to give rogues a valid option to pursue this combat style. I've always considered rangers to have more in common with rogues than fighters. While the fighter is still the stronger one in battle, an archer rogue should be able to contribute.

Assuming you take the usual feats for archery that fighters or rangers would take, the rogue's shortcomings are that he has fewer feats and a weaker BAB. The BAB is the trade off for being a rogue and not a fighter, but hypothetically speaking, could you give up sneak attack in exchange for archery feats, and if so, how many and when?


Peter J wrote:
The BAB is the trade off for being a rogue and not a fighter, but hypothetically speaking, could you give up sneak attack in exchange for archery feats, and if so, how many and when?

While this might not be helpful, my initial thought is: Why play a rogue if you remove sneak attack?

As far as I can see it, the ranger can pull most of it off more easily:

- Skill-monkey: The ranger get 2 less skill points. Not a big deal when he can afford using the favored class bonus to get another.

- Trapster: Both the Urban Ranger and the Trapper gets trapfinding and disable device, so they'll do it as well as a rogue.

- Sneakster: While some of the rogue tricks allow moving around more sneakily, the ranger is going to be more stealthy in his favored terrain/community.

- Small weird tricks: That is the skirmisher for you, getting his hunters tricks that'll match the rogue's tricks.

The only thing the ranger don't get to do, is the nice Uncanny Dodge and the sweet Evasions.

RPG Superstar 2014 Top 32

HaraldKlak wrote:

While this might not be helpful, my initial thought is: Why play a rogue if you remove sneak attack?

I'm trying to make the 3.5 generic classes in PF. I'm using the rogue as a template for the skill monkey.


Peter, I made a sneak attack replacement to solve this issue. I can't properly link right now but here it is:

http://paizo.com/forums/dmtz4tk6?My-replacement-for-Sneak-Attack-allowing-f or


3.5 Unearthed Arcana let you trade Sneak Attack for a bonus combat feat at every level you'd gain sneak attack, or trade all the Fighter's bonus combat feats for a Sneak Attack progression. Not sure if the balance carries through to PF, but it's a thought.

RPG Superstar 2011 Top 8

I don't think swapping sneak attack for feats is going to help the rogue out all that much in combat. Sneak attack is pretty much the rogue's combat "thing", by giving him combat feats instead, you'd just be making him a less combat savvy fighter, albeit with more out of combat options. If that is what you want, I don't think that route will break anything, but it won't make him any more impressive in a combat role.

(Jeez, could I say "combat" any more.)


In theory a lot or ranks in stealth + the halfling trick that makes sniping a -10 (instead of -20) and the rogue talent that furthere reduces it to -0 could work for a sniper rogue. Add a level of shadow dancer and you're hiding in plain sight and sniping all day long. Haven't playtested one, but it could work in theory.


HaraldKlak wrote:


The only thing the ranger don't get to do, is the nice Uncanny Dodge and the sweet Evasions.

Rangers DO get Evasion (and even Improved Evasion.), it's just at later levels.

As for OP, I don't see why you couldn't play a Rogue archer.
*Various Tricks to extend Sneak Attack Range
*Sniper Archetype to further increase range (and halve range penalties :D)
*When you can get one, Sniper Goggles let's you make a Sneak attack at ANY RANGE! Within 30 feet? Get +2 to damage for each sneak attack die anyways.

No need to give up anything for it (except Trapsense and something else I didn't see).

Linky for those that want to see.


The issue isn't the range. The issue is getting the situations at range when the enemy is flat-footed all while getting some sort of respectable damage.


Open Design's Spell-less Ranger gets sneak attack (called "Stealth Attack") against favored enemies AND/OR while in favored terrain (though it doesn't double if both conditions are met, just in case that thought occurred to anyone).

They also get ranger talents, one of which increases the stealth attack range.

Not that it helps with getting an enemy flat-footed or anything. I really like Cheapy's idea of "weakening" SA's damage, but increasing the number of qualifiers.

RPG Superstar 2011 Top 8

@Foghammer:

That stealth attack seems a little unbalanced; rangers already get a damage bonus to favored enemies, and if you pick the right favored terrains, you will always get the sneak attack damage. That only further alienates the rogue. (Fits flavor-wise though.)


The Leaping Gnome wrote:

@Foghammer:

That stealth attack seems a little unbalanced; rangers already get a damage bonus to favored enemies, and if you pick the right favored terrains, you will always get the sneak attack damage. That only further alienates the rogue. (Fits flavor-wise though.)

You won't "always" get it, especially if using a ranged weapon. You still have to meet the conditions for sneak attack as normal, you just have to meet the ADDITIONAL requirements. (Guess I could have been more clear about that in my last post.) Meeting the conditions for sneak attack are not easy anyway unless you have a flanking buddy. Catching a foe flat-footed at range... short of having an ally set that up for you, I'm at a loss for ideas.

Then there are foes with uncanny dodge, foes that have all-around vision, immune to precision damage, yadda yadda yadda...

It's a buff to be sure (the ranger gives up spells, remember), but not broken. I'm playing one now and since I hit second level I've only gotten to use it once.

RPG Superstar 2011 Top 8

@Foghammer:

Oh ok, I misinterpreted that as INSTEAD of the usual sneak attack qualifiers.

Haha, now it seems too weak.

You meant they get ROGUE talents in your earlier post right? That seems like a fairly fair swap, if at 4th level and every two thereafter. I drafted an archetype that did just that, actually. Ranger spells are mostly use to buff and activate wands with anyway so I think it's all right to swap those for the minor bonuses that rogue talents provide. Not sure that allowing advanced rogue talents would be appropriate though.

The Exchange

Take Vanishing ninja trick and the Invisible Blade Ninja trick at 10th level(improved invisibility) and purchase Snipers Goggles. Carry Scrolls of Improved Invisibility as back up. Fire arrows from 200 feet away, chortle as your enemies die clueless.

Sniper Archetype is good too, take a level of Urban ranger to get trapfinding.

Shadow Dancer takes too many feats. You will still need PB shot, Precice shot and Rapid shot.

Choose either Halfling for the +10 sniper bonus and +4 stealth. For flavor, take warslinger instead. (though not as good) or
Choose Elf for Longbow proficiency, better damage when sneak attack is not available

Bleeding attack rogue talent is a must. Monsters with low intelligence will bleed out looking for you. Intelligent creatures will have to waste actions performing first aid.

At 7th level, ask the party wizard to learn Improved invisibility. Return the favor by protecting him.

Crap, I think I have my next character.

RPG Superstar 2011 Top 8

Where is improved invisibility from? Did you mean greater invisibility?

The Exchange

Oh right, Greater Invisibility. Improved Invisibility is from 3.x.

Add Minor Magic: ray of frost or ray wands for creatures with tough hides.

Add deadly range ninja trick for +10ft sneak attack range.

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