Rogue class changes


Homebrew and House Rules


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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).


Interesting stuff


I like the idea of it. I would have gone a little more general by removing intelligence from Sure Strike.

Verdant Wheel

what about making these rogue talents?


Dire Weaponry is really really strong. Con hits mixed with any kind of poison would make a really deadly combo. Plus, you don't have now this ability interacts with Pressure Points. This ability struck me as far and above better then anything else you've written.


Adventure Path Charter Subscriber; Starfinder Charter Superscriber

Interesting, you've put a lot into it.

It does seem a bit complicated at first with 12 Knacks, but is still fairly simple.

It begs a new feat, Extra Rogue Knack.

I also like that they are not Talents, IMO rogues need more Talents.


SuperUberGeek wrote:
Interesting stuff

Thanks. Any suggestions?


Ciaran Barnes wrote:
I like the idea of it. I would have gone a little more general by removing intelligence from Sure Strike.

I thought about that but intelligence seems to be the default secondary rogue mental stat and there are several other rogue abilities that do revolve around it such as master strike so I thought it best to keep with the team and reward smart rogues.


Mr.Alarm wrote:
Dire Weaponry is really really strong. Con hits mixed with any kind of poison would make a really deadly combo. Plus, you don't have now this ability interacts with Pressure Points. This ability struck me as far and above better then anything else you've written.

I agree a little that it could be the best one. According to how I have it written, the effect would stack with pressure points but a dread rogue could only use this ability once per any combat round no matter how often he delivers sneak attack. I made the dread rogue as a good villainous type. I did not see it as that incredible for players but I guess it still could be.

Any suggestions?

I'm always amazed at just how much better the ninja tricks are compared to the rogue talents.


Queen Moragan wrote:

Interesting, you've put a lot into it.

It does seem a bit complicated at first with 12 Knacks, but is still fairly simple.

It begs a new feat, Extra Rogue Knack.

I also like that they are not Talents, IMO rogues need more Talents.

It's a lot of options but similar to the number of domains, wizard schools or bloodlines and that was the goal to make it kind of like a rogue chooses a specialization.

Extra rogue knack might be OK but hard to juggle and potentially very powerful, like having two bloodlines.


Adventure Path Charter Subscriber; Starfinder Charter Superscriber

Just use Rogue level "X" for prerequisite.

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