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Something I've been mulling over for the last few days involves the rogue. On paper they are marketed as the assassin's and thieves of the world, able to slink out and around the map and do what they need to do without ever being noticed. The problem I always find is that in practice this never seems to pan out with things like stealth either being ruined by the very team focused dynamic of the game (hard to stealth when you have your full-plate fighter chugging along behind you), the high risk for minimal reward of scouting (the issue that he who splits from the party is usually the one that's going to get killed first) and minimal ability to mitigate this issue, and the worry of sidelining the rest of the party for long periods of time to let this one character to shine. Now I love the rogue and the story it is trying to allow the player to bring to the table but I'm wondering what ways we could see improvement to the system through things like new talents, feats, and game design to allow this character to work without being either handicapped by the mechanics or sidelining the rest of the party?
Preferably I would like to see changes that give new options rather then completely rewrite the class but I am willing to hear whatever. I know one thing I would like to see is some way to boost sneak attack damage in specific situations like "deal double sneak attack damage to a character to you catch flat-footed due to stealth". this would allow a rogue to really play up those stealth kills we all want to see but require that the player put in the work to get it as well as allow those aforementioned long solo stealth sequences to become a much quicker affair.

Rynjin |

Remember that any ability your rogue can get can just as easily be used against your party. Do you want the boss rogue (who doesn't have a party to worry about) to be able to double sneak attack you every time someone fails a perception check?
I'd rather enemy/boss rogues be scarily dangerous on occasion rather than sad, pathetic jokes of an enemy type.
The closest I've ever come to dying from an enemy rogue is when they had powerful magic weapons and human Bane arrows, and that's just because nobody on our team rolled over a 3 for like 4 rounds straight.

Ravingdork |
4 people marked this as a favorite. |

Add to the pile of problems that the rules on stealth are such a mess and that you can't steal a chicken in a highly contrived scenario specifically set up to cause the rogue to fail.
Fixed that for you.
Though it's true the Stealth rules could be better (they don't function well with the team dynamic most of the time), I often observe that it's not the skill that's messed up, it's the GMs who are messing it up by not designing encounters that allow the rogue some opportunities to (realistically) use his abilities. I've also seen a lot of players play rogues foolishly, which doesn't help either.
Scenarios like A Man In Black's chicken stealing test are easy to circumvent.
You don't come from the bushes at the front of the farm house where the farmer can see you. That's dumb.
You sneak around back and come at the chicken house from the corn field.
You don't run up to the chicken house with a guard dog. He will smell you, likely bite you, and alert the farmer. That's dumb.
You stay downwind and snipe the dog from the cornfield with your crossbow, dealing sneak attack damage and killing it outright.
ONLY THEN do you sneak up to the chicken coup, snatch a chicken, and dash away (preferably at night). Sure, they may make a lot of noise and alert the farmer, but by then you're back in the corn field, using stealth, and the farmer has no hope of catching you. Oh, and you did remember to wring the chicken's neck didn't you?

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leo1925 wrote:Add to the pile of problems that the rules on stealth are such a mess and that you can't steal a chicken in a highly contrived scenario specifically set up to cause the rogue to fail.Fixed that for you.
Though it's true the Stealth rules could be better (they don't function well with the team dynamic most of the time), I often observe that it's not the skill that's messed up, it's the GMs who are messing it up by not designing encounters that allow the rogue some opportunities to (realistically) use his abilities. I've also seen a lot of players play rogues foolishly, which doesn't help either.
Scenarios like A Man In Black's chicken stealing test are easy to circumvent.
You don't come from the bushes at the front of the farm house where the farmer can see you. That's dumb.
You sneak around back and come at the chicken house from the corn field.
You don't run up to the chicken house with a guard dog. He will smell you, likely bite you, and alert the farmer. That's dumb.
You stay downwind and snipe the dog from the cornfield with your crossbow, dealing sneak attack damage and killing it outright.
ONLY THEN do you sneak up to the chicken coup, snatch a chicken, and dash away (preferably at night). Sure, they may make a lot of noise and alert the farmer, but by then you're back in the corn field, using stealth, and the farmer has no hope of catching you. Oh, and you did remember to wring the chicken's neck didn't you?
Or you just rub yourself in alchemical reagents that remove your smell or just in something more local to mask it. That way you can potentially leave without said farmer even noticing something's amiss.

Hayato Ken |
2 people marked this as a favorite. |

Or you just play a ninja and poison the farmer, the dog and all of the chickens by putting some sleep poison into their waterwell. Then you go there, have fun with an unconscious farmer, shave the dog, have a nap in the farmhouse, do some other fun stuff, finally take all the eggs and chickes you want and can carry and and wander off. But not before leaving the mark of some god and some hints at proclaiming this as wraths of the gods who tell the farmer that next time he should better give all you want and need to you voluntarily and unasked, because that´s what good farmers do.
Actually you can do that as a rogue too with blackginfer paste or what its called.

ParagonDireRaccoon |
It looks like rogues got upgraded the least going from 3.5 to PF. Rogues were pretty solid in 3.5 compared to other classes. Wizards were weak at low levels, fighters were weak at high levels, druids were always strong but wilderness dependent at low levels. Clerics were always strong, and seem balanced nicely compared to the new power levels of other classes in PF. Rogues didn't get upgraded much- I think they're solid, but it takes work to make them work. That wasn't the case in 3.5.
I second doc the grey, I'd like to see more feats and archetypes for rogues. Maybe an archetype that sacrifices skill points for full BAB progression (this may already exist, I only play PF occasionally). The high number of skills points is less of a necessity with PF's superior skill system (perception replacing three skills, stealth replacing two skills for example). In 3.5 a rogue was the skill guy and the sneaky guy and the trip guy and the sneak attack guy and no other class could do all those things as well as a rogue. It seems that PF has made other classes more flexible, so the rogue is not unique in flexibility anymore.

Piccolo |

Though it's true the Stealth rules could be better (they don't function well with the team dynamic most of the time)
Neat trick: Use the Advanced Player's Guide, you know that trait system in the back? Give them Armor Expert and Highlander, for armored characters. Works wonders on normally clanking Paladins, Clerics, Fighters etc. There's even Cleric domains that grant Stealth, as well as Sorcerer bloodlines.
Worried about your lanterns giving you away? Well, you COULD invest in a fancy lantern that gives light only you can see (saw one once), or you could simply all take races that grant darkvision or low light vision.

kyrt-ryder |
Remember that any ability your rogue can get can just as easily be used against your party. Do you want the boss rogue (who doesn't have a party to worry about) to be able to double sneak attack you every time someone fails a perception check?
I'd like to reply with a resounding yes

Rynjin |

Ravingdork wrote:
Though it's true the Stealth rules could be better (they don't function well with the team dynamic most of the time)
Neat trick: Use the Advanced Player's Guide, you know that trait system in the back? Give them Armor Expert and Highlander, for armored characters. Works wonders on normally clanking Paladins, Clerics, Fighters etc. There's even Cleric domains that grant Stealth, as well as Sorcerer bloodlines.
Worried about your lanterns giving you away? Well, you COULD invest in a fancy lantern that gives light only you can see (saw one once), or you could simply all take races that grant darkvision or low light vision.
So basically, if every class builds their character around allowing the Rogue to sneak, it kinda works?
Well okay then.

kyrt-ryder |
Honestly... I don't think a whole lot of effort went into making Stealth a viable option.
When you think about it, the PC's are typically expected to be the ones having stealth used against them, and the NPCs that are supposed to be good at stealth tend to be very good at it by default.
A Rogue (or Ranger or Bard or what-have-you) are going up against a system designed to give people a 'fair chance' of perceiving you, when a 'fair chance' goes against the entire principle of stealth to begin with.

Atarlost |
1) Allow ACP mitigation. Only armor with chain or scale components is unavoidably loud. Articulated plate might squeak, but can be greased. Any armor can be blacked so it's not shiny. This can be done with charcoal or with the prestidigitation cantrip. I'd allow preparation to obviate the vast majority of the ACP for stealth. Possibly the whole thing for some armors.
2) Give the 2+int classes 4+int skillpoints and strongly hint that one of those points should probably go into stealth.
3) Allow rogues (and possibly other stealthy classes) to aid another on stealth rolls.
4) Discourage cavaliers and samurai. Horses and stealth go together like, well, horses and putting humpty dumpty together again.
5) Give everyone free teamwork feats and hint that stealth synergy is a good choice that everyone can benefit from whether they're casters or martials.
6) Drop lots of chameleon rings and boots of elvenkind and the like
Now everyone can sneak.
Probably the rogue should be fixed in other ways as well. Making him full BAB while remaining at a d8 hit die is a quick fix that should fix most of his combat issues.

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To me the biggest issues with stealthing though is how counter effective it is made for PC's in most cases. It's annoying how a rogue performing a stealth kill on an unaware target is more likely to just injure the target and alert the enemy party rather then actually kill them stealthily which really takes away one of the key reasons people want to play rogues. The second issue is that since that rogue can't really sneak kill most encounter groups of comparable level if they get the proper drop on them all scouting expeditions either become exercises in rogue death or this incredibly long solo affair that leaves the other players not doing anything. Once that happens you basically remove one of the big events where a rogue should be able to shine since by the time he's done with his stealthy foray most of the party is no longer paying attention.

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The big upgrade to rogues is in the first Bestiary, where they drastically reduced the number of creature types that are immune to sneak attack.
Yeah the problem though is you still can't pull off that one hit stealth kill with a rogue in most circumstances unless the encounter is incredibly tailored to that which either makes stealthy assassin rogues ineffective (since they are basically blowing their stealth just to wound the guard) or drag out for a long time and leave the rest of the players with nothing to do. There's a reason most rogues sneak attack from flanking since it's just not viable almost any other way.

kyrt-ryder |
In my opinion a big part of the problem is the need to flank.
Ranged Rogues get screwed pretty hard. Attacking immediately ends your stealth benefit so a full attack from the shadows is only going to grant a single sneak attack.
Improved Invisibility can help here, but A: it costs money or requires a spellcaster, and B: a lot of things can see invisibility.

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How about putting all those skill bonii to work thusly....a sort of scaled bonus to attack and damage based off a Knowledge:Whatever check and a Heal check...allowing for a more intimate knowledge on the proper ways to hit, and then eliminating the requirement for flanking?
Maybe incorporating a sort of time mechanic too...the longer you observe your enemy/opponent before attacking, the more likely you are to know its weaknesses...
afterall, Bilbo only learned about the hole in Smaugs armor after observing the great beast for quite some time.

VDZ |

What if rogues had Couple more abilities like:
Called shot: the rogue selects this ability before an attack is made. She must roll two attack rolls, in both meet or exceed the AC of the target she deals normal damage as well as sneak attack damage. On failure the attack fails and deals no damage.
precise criticals: on a critical confirmation the rogue deals sneak attack damage. At sixth level she may deal sneak attack damage on a critical threat, even if it didn't confirm.
Rogue talent, takedown: if a target is unaware of you, make an attack, this attack deals sneak attack damage and silences the target for one round. if the attack lands make an immediate grapple check at a +4 bonus, also roll a stealth check against any potential threats too see of they notice. To grapple you must have one free hand. the target is also flat footed to you until the end of your next turn. You must be at least 4th or 6th level to take this rogue talent
This is quite complex for one attack, but itis A mini encounter in itself. Also the called shot rewards high risk high reward game play

ParagonDireRaccoon |
I'd like to put forward a couple feat suggestions:
Fortune's Kiss
prerequisite Rogue level 6
Allows the rogue to reroll one roll per day and take the better of the two results.
Sneak Attack Ace
prerequisite Rogue level 3
Allows the rogue to designate one target per day. The rogue always does sneak attack damage to that target on a sucessful hit. If the target designated is immune to sneak attack damage the use is wasted for the day.
My observations is that most classes got significanlty upgraded in PF, and the skill system is improved by orders of magnitude from 3.5. These two things negatively affect a rogue's effectiveness. It used to be only the rogue could do rogue things effectively. IMO the standard rogue skills in 3.5 were open locks, search, disable device, hide, move silently, spot, listen, tumbling, and climb. Nine skill points per level to max these out. Assume a human rogue with int 14 and the rogue has two skill points to play around with per level on top of these, spread out among appraise, pick pockets, bluff, forgery, and disguise. Only a rogue had this kind of flexibility. Now this set of standard rogue skills is replaced by perception, disable device, stealth, and acrobatics. A fair number of classes can be good at these four. And the upgrades to other classes makes rogues less cool compared to other classes, and less effective against opponents. In 3.5 a rogue could tumble past opponents to flank an opponent and do lots of sneak attack damage and not have to worry too much about getting killed. Say the BBEG is an orc cleric performing a ritual, and is guarded by assorted orc fighter, rangers, and barbarians. The rogue tumbles into flanking position and a tank runs up so the two can kill the BBEG before he completes the ritual. The rest of the party keeps the assorted bodyguards occupied while the rogue and tank deal with BBEG, then the party works together to mop up the bodyguards. In PF those orcs have ferocity and all the melee classes have options to get past the rogue's combat expertise. And even after killing the BBEG, the rogue is in significant danger from the bodyguard's and might be out of range of healing magic.

Atarlost |
I got the impression the OP was asking for relatively light weight house rules for his home game.
One solution is to turn the rogue into something that can solo encounters with sneak attack like Garret or J.C. Denton or Altair. This is great for a solo campaign, but horrible for a group.
The other solution is to make the whole party sneaky. That's what my suggestions were geared to. Now it doesn't matter that the rogue's sneak attack victim is only 2/3 dead because the rest of the party stands ready to also take advantage of the surprise round.

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another option:
Making Class Skills Matter:
Whenever a character gains a level in a class, they may only invest skill points in cross-class skills if the total ranks in that skill would not exceed half their character level.
What This Means:
1) single-classed characters would only be able to invest 10 ranks by level 20 in a cross-class
2) multi-classed characters would be able to freely invest in skills that were class skills in all their classes, and only in skills that were class skills for some of their classes when they met the above conditions at each leveling. notably, order matters here.
(example 1: if your first 6 levels are in rogue, you could gain 6 ranks in all the sneaky skills, then if you followed that with classes that did not have sneaky class skills, you would have to wait to invest in those skills again until you either had a character level of 14 or until you took another level in a class with sneaky skills.
example 2: if your first 17 levels are in rogue, and your last three are in fighter, you could have up to 17 ranks in all the sneaky skills by character level 20)
conclusion: Rogue would again be king of skills! Traits would be more important!

kyrt-ryder |
Lone rogues are only dead rogues if Stealth is kept as difficult to succeed at as is currently in the system.
Maybe I'm the odd-man-out here, but I LIKE the idea of the stealthy rogue who slips through space when you're not looking there, who has a HIGH chance of successfully bypassing the perceptions of those of comparable level, and who can actually do something with it.
A rogue who can scout and report back to the party without getting caught, a rogue who is good at getting out of slippery situations if they arise, and lastly- a rogue who is good at killing something of comparable level very quickly if he has surprise.
While we're at it, does anybody see any real need for invisibility spells in the game? Really?

Atarlost |
Solo stealth will always be suicide. It's an opposed skill roll which means there's 38 points of variance rather than 19. If you keep playing Russian roulette with opposed skill checks where failure means death you will find yourself rolling up a new character.
But the real problem is that if you're scouting solo the rest of the party is not playing the game.

kyrt-ryder |
Sometimes 'playing the game' isn't required, especially if kept to a short enough period of time. One of my fondest memories of D&D was during a Rogue's infiltration mission in 3.5. I was playing a Cleric and 'not playing the game,' but the suspense of the situation was really intense and just observing it all unfold kept me on the edge of my seat the entire time.

kyrt-ryder |
I really don't understand the thought process behind standard action feints.
Even a swift action is a lot to give up for a feint. Maybe swift action nomrally and it applies to one attack normally, take a feat and it applies to all attacks the feinter makes against the target until the start of their next round?
(Regardless this is still a melee thing.)

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there could be three paradigms of Feinting:
the (standard)-(move)-(swift) paradigm
the (until next attack)-(for 1 full round) paradigm
the (relative to rogue)-(relative to allies) paradigm
what would be the appropriate feat/talent/dice requirement/investment for the Rogue to be able to Feint as a Swift action and DX-deny for 1 full round (read: multiple attacks) relative to all of her allies?

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In the few campaigns I've played with a particular GM and my friend who always plays a rogue, they would be spotted instantly by the first enemy standing guard, every single time, nearly die as we rush up to save them. It got to the point where they simply didn't want to play anymore.
Other games I've been in and GMed, rogues going off on their own could gain valuable information of a situation, disarm some traps or unlock doors prior to the rest of the party being there. This makes me agree that it is player/GM dependent on how effective rogues can be in solo situations.
It also irks me that a rogue cannot simply take an opponent unawares and instantly kill them without some extremely high level ability, but I can see how it would be game breaking, as the rogue could kill everyone out of combat if their stealth were maxed out.
You can deal a considerable amount of non-lethal damage to knock an opponent out, but it is feat heavy.
In combat, you can two weapon feint, have improved feint and boost your bluff skill, but again, also feat heavy.
Using something like a garrote might be an option, as it would silence but also give the victim a chance to escape.
I've also toyed around with the idea that dirty trick can be used to blind your opponent, and a blind opponent is flat footed. This assumes your opponent has eyes.
I would agree that a ranged rogue is very difficult to make viable, sniping sucks.
I've also come up with alchemical items and simple traps (and the combination of the two, traps that release alchemical items) that would make rogues a lot more fun to play as someone who infiltrates, traps everything ala spy vs spy, then runs home to the party snickering along the way.
But yeah, even multiclassing with rogue on numerous occasions has left me wanting a change for the class. I think the only fun I had with a rogue was shadowdancer, because HIPS and shadowstep is just that awesome.
Sorry my thoughts are so disjointed, touching a bit on a number of posts here.

Piccolo |

Piccolo wrote:Ravingdork wrote:
Though it's true the Stealth rules could be better (they don't function well with the team dynamic most of the time)
Neat trick: Use the Advanced Player's Guide, you know that trait system in the back? Give them Armor Expert and Highlander, for armored characters. Works wonders on normally clanking Paladins, Clerics, Fighters etc. There's even Cleric domains that grant Stealth, as well as Sorcerer bloodlines.
Worried about your lanterns giving you away? Well, you COULD invest in a fancy lantern that gives light only you can see (saw one once), or you could simply all take races that grant darkvision or low light vision.
So basically, if every class builds their character around allowing the Rogue to sneak, it kinda works?
Well okay then.
No, it just allows them to Stealth with the Rogue at least somewhat. If you have bright players, they are willing to let the Rogue go scouting up ahead. However, most are not so tactically enlightened, and so try to tag along, foolishly.

Rynjin |

I always thought the feint feat was as a move action (you can still stab)
Then you get greater, and now it lasts a round... I think though it should lasts until the end of your next round so you can actually do a full round attack doing stabby stabby.
Improved Feint does do that, but just like most other Improved Combat Maneuver Feats, it's silly that you need to take it for it to be even vaguely usable.
And no, it doesn't last a full round. As the text for the Feint says: "If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn."

VDZ |

Well if you think about it, what is a feint? Its pretending to do one action when in reality you are doing the other. The problem with that is, do you really take a standard action (what i believe to be 3 seconds ish) Just to PRETEND to swing an uppercut? No, you take a split second then you go for the legs. Logically speaking a Feint ISN'T a feint unless you follow it up with another action, IE moving away or following up with an attack. So a feint SHOULD be a swift action.
Beyond that feinting shouldn't be bluff, i don't care how charismatic you are, Dexterity is going to tell you how you can control your body in a way that will trick a seasoned fighter. So a Dex check + BAB would make more sense, as opposed to Wisdom + BAB + 10 or even Dex + BAB + 10.
also "Acrobatics for sneak attacks" is kind of addressed in "Rogue Glory" They have a feat (or rogue tallent?) That allows you to get 1 sneak attack off if you successfully avoid an AOO while traveling through a threatened square using acrobatics
They also have some wording to an ambush grapple, You make a grapple check, if it succeeds make a second grapple check, if both succeed then the enemy is grappled and can't make a sound, you can then restealth at a -20.
i personally think that in a suprise round a rogue should be able to coup de grace, but they must make an attack roll. if the attack roll fails they are then flat footed until their next turn.

Piccolo |

1) Allow ACP mitigation. Only armor with chain or scale components is unavoidably loud. Articulated plate might squeak, but can be greased. Any armor can be blacked so it's not shiny. This can be done with charcoal or with the prestidigitation cantrip. I'd allow preparation to obviate the vast majority of the ACP for stealth. Possibly the whole thing for some armors.
4) Discourage cavaliers and samurai. Horses and stealth go together like, well, horses and putting humpty dumpty together again.
Probably the rogue should be fixed in other ways as well. Making him full BAB while remaining at a d8 hit die is a quick fix that should fix most of his combat issues.
One, horses do not belong in the dungeon. Heck, they don't even belong in caverns or forests of any kind. Why? No room for a Large beastie to maneuver. They are plains and steppe creatures, remember.
Two, ACP mitigation can easily be had through the use of the Shadow enchantments, mithral armor, the Highlander and Armor Expert traits I noted earlier (reduce Stealth penalty by 5 right there), and Dex boosts via magic. I also found that Wisdom in the Flesh trait can be used for divine spellcasters well, and completely negates ACP for Stealth.
Seriously people, it isn't hard to make a party that can sneak. And, why can't a Rogue use sneak attack to coup de grace an unaware target?

Roberta Yang |

If the entire party can sneak well enough that their presence while sneaking doesn't make the group any more likely to be spotted, what exactly is the rogue bringing to the table in terms of stealth? The least stealthy member of the party is the limiting factor if everyone's sneaking together.
For the rogue to be relevant while everyone is sneaking together, you need a way for one party member's great stealth score to compensate for the other party members' middling stealth scores. But Pathfinder's design philosophy says that falls under the purview of wizards.
And, why can't a Rogue use sneak attack to coup de grace an unaware target?
Because flat-footed and helpless are not the same thing.

Piccolo |

If the entire party can sneak, what exactly is the rogue bringing to the table in terms of stealth?
Piccolo wrote:And, why can't a Rogue use sneak attack to coup de grace an unaware target?Because flat-footed and helpless are not the same thing.
One: A Rogue can sneak far better than the rest of the party. Thus, scouting is possible. If the other characters can sneak, but aren't as good at it as the Rogue, then they at least have a ballpark chance to get the group into a good tactical position once the Rogue returns from scouting.
Two: Why the heck not? Yeah, it's a technical point in the game, but really, there isn't much difference. Either way, unless something special happened with some funky power, if you are flat footed you have no action you can take. If the target is obviously humanoid, that Rogue should be able to coup de grace it easily.
In real life, upon which this game is based, it's not out of plausibility to kill someone in a single shot with a melee weapon, if properly placed. Hell, I could do it with a sharpened pencil.

Piccolo |

3,750 gp for an ability that should cost 0gp and a little prep time. Some of us want the rogue to be able to have support at low levels before he starts sucking on his own merits.
I repeat, Highlander and Armor Expert negates most of the Stealth problems inherent in wearing armor and sneaking. 1 skill point, 2 traits, no gold spent, 5 point reduction in penalty before Dex is factored in.
Or give Wisdom in the Flesh on Stealth for the Druid or Cleric. No ACP penalty whatsoever for Stealth.

Rynjin |

This thread has made me come to the conclusion that I must rewrite the rogue, purely for my own satisfaction.
Maybe I'll take that on as my next project, after I finish Freeform Class Selection to my satisfaction and inevitably drop the Liberator/Redeemer class because I don't feel like it any more.

Roberta Yang |
3 people marked this as a favorite. |

"My fighter is useless! He keeps failing Use Magic Device rolls."
"My wizard can't hit a darn thing with his sword! How can we fix that?"
I think I made my point--if you think the rogue needs to be fixed, you are doing it wrong.
Indeed, we should stop trying to shore up the rogue's weaknesses and focus on the rogue's positive qualities, which are as follows:
> Almost as many skill points as bards and wizards
> Doesn't have a d6 hit die?
> I'm drawing a blank here

Rynjin |

"My fighter is useless! He keeps failing Use Magic Device rolls."
"My wizard can't hit a darn thing with his sword! How can we fix that?"
I think I made my point--if you think the rogue needs to be fixed, you are doing it wrong.
So, please name all these wonderful things a Rogue can do that another class can't.
Because I'm drawing a blank here.