El Baron de los Banditos
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Can't think of any off the top of my head besides the aforementioned Vivisectionist and the Archaeologist (though at a later rate.)
ChesterCopperpot
RPG Superstar 2015 Top 32, Contributor
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The Aspis Agent and Pathfinder Field Agent can both get them.
| Lemmy |
Lemmy wrote:You can get a Ninja Trick, with a Rogue Talent.Why would you even want Rogue Talents? The vast majority of them sucks balls. The good ones simply give you a bonus feat.
There are some cool Ninja Tricks, though...
Indeed. And you can get a bonus feat with a Rogue Talent. Or a Rogue Talent with a feat.
I'm just trying to be specific.
Do you want Ninja Tricks? Rogue Talents are not worth going out of your way to get them. Some Ninja Tricks might be...
| Kolokotroni |
Play a talented rogue or a glory rogue.
Or play a talented monk and use the hybrid options for combining with the rogue.
| Lemmy |
I am looking to put together some ideas on builds, and Rogue Talents have a way of bringing some of these together.
Do you have any specific Rogue Talent in mind? Most of them are so situational and/or limited in what they do that it's difficult for me to see how they can have any significant impact in the character's concept and skill set.
| Ninjariffic |
Ninjariffic wrote:Be a ninja, or just change the class.Ninja is Rogue.
Oh, come on. Their spelling isn't even remotely close. Clearly you meant "without being a rogue", not "without being a Rogue", but I nitpick.
In all seriousness though, I would just change what you want to change. If other people are happy with their characters, who cares what you do with yours?
blackbloodtroll
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blackbloodtroll wrote:Ninjariffic wrote:Be a ninja, or just change the class.Ninja is Rogue.Oh, come on. Their spelling isn't even remotely close. Clearly you meant "without being a rogue", not "without being a Rogue", but I nitpick.
In all seriousness though, I would just change what you want to change. If other people are happy with their characters, who cares what you do with yours?
I don't understand what you mean here.
| Lamontius |
I don't really know of anything that will allow you to qualify for rogue talents before 2nd level. After that, there are a number archetypes that will allow you to qualify for rogue talents, which then opens up the Feat that will allow you to take Rogue Talents, since you have them as a class feature.
Other than that, the Pathfinder Field Agent opens up to you at level 5 and would allow you to immediately select a rogue talent.
| Dragonchess Player |
The dwarf racial trait Stonecunning functions like the Trap Spotter rogue talent when in a location/structure consisting of worked stone (which is most castles, dungeons, temples, wizard towers, etc.). It even provides a +2 Perception check bonus to spot the traps.
| Lemmy |
Hmmm... Most official Rogue Talents are so... Terrible. I don't think you'd be missing much by not getting them.
But if you're willing to homebrew, this is how I tried to make Rogues an effective class without making them look like Trapper Rangers:
- Rogues are proficient with Whips and Bucklers.
- Rogues gain Trap Spotter for free at 3rd level and Improved Evasion at 11th.
- Assault Leader: Adds a +1 bonus to attack rolls made against opponents the Rogue is flanking. This bonus is increased by +1 at Rogue level 10 and every 5 levels thereafter. (Prerequisite: Rogue level 6)
- Black Market Connections: Rogues can use their connections with shady suppliers to obtain items that are not easily acquired without having the right contacts. As a result, she may carry unspecified equipment worth up to 100 gp per Rogue level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a move action, the Rogue may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the Rogue can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.
- Befuddling Strike: Whenever you confirm a critical hit against an enemy, you can make a Feint combat maneuver as a free action.
- Canny Observer: You add half your Rogue level on all Knowledge checks made to identify a creature's special abilities and weaknesses.
- Charmer (Sp): Your words are so convincing, you can affect intelligent creatures as if you had enchanted them. If you talk to a target for 1min, you can cast an effect identical to the Charm Monster spell on them. This is a language dependent mind-affecting effect. The target can make a will save to negate this effect (DC = 10 + 1/2 your ranks in Diplomacy + Cha modifier). Whether or not the save is successful, you cannot target that same creature again with this ability for the next 24h. (Prerequisite: Rogue level 10)
- Coax Information: A Rogue with this talent can replace her Sense Motive bonus with her Intimidate bonus.
- Deft Palm: Once per turn, a Rogue can use a swift action to either make a Sleight of Hand check resisted by her target's Perception check or a Bluff check resisted by her target's Sense Motive check. If the Rogue is successful, she gains a +1 bonus to all attacks made against that target until the the start of the Rogue's next turn. This bonus increases by +1 at 8th level and every 4 levels thereafter. However, when using this ability, the number of Sneak Attack damage dice that apply to your attacks is that of a Rogue half your level. (Prerequisite: Rogue level 4) (This ability basically gives you full BAB in exchange for half your Sneak Attack damage. A fair trade, IMO, and it creates another layer of strategy to the game)
- Distracting Attack: Opponents to whom you dealt precision damage suffer a -1 penalty to all attack rolls made against you. This penalty increases by -1 for every 5 Rogue levels you posses. Additionally, they suffer a penalty equal to your Charisma modifier on all concentration checks. These penalties last for a number of rounds equal to your Charisma modifier (Minimum 1). (Prerequisite: Rogue level 6, Cha 13).
- Esoteric Scholar: You add one Knowledge skill of your choice and Spellcraft to your list of class skills. Additionally, you can cast Read Magic as an spell-like ability at will. Your caster level for this ability is equal to your Rogue level.
- Fast Picks: The necessary time require for Disable Device checks is reduced by 1 action category (full-round -> standard -> move -> swift -> free). Disable Device checks made to pick locks or disarm traps have their time reduced by 2 categories instead. (Prerequisite: Rogue level 4)
- Finesse Rogue: Get Weapon Finesse as a bonus feat. If you already have the Weapon Finesse feat, you instead get another feat you qualify for. (Now you can grab Weapon Finesse at 1st level and not feel like you wasted a feat one level later)
- Force of Personality: You gain Force of Personality as a bonus feat. (Force of Personality is a 3.5 feat that allows characters to add their Cha modifier instead of Wisdom to Will saves).
- Getaway Artist: You can make a Reflex save instead of a Fortitude or Will save whenever one of those would be necessary to resist a spell, spell-like ability or any other supernatural effect that would cause you to be staggered, paralyzed or petrified. (Prerequisite: Rogue level 10).
-Hard to Fool: The Rogue get a +1 bonus to all saves made to resist illusion effects. This bonus increases by +1 at 6th level and every 3 Rogue levels thereafter.
- Hold Breath: You can hold your breath for a number of minutes equal to your Con modifier. Additionally, you a get +1 bonus to all saving throws made to resist spells and other supernatural effects that cause suffocation. This bonus increases by +1 at 6th level and every 3 levels thereafter.
- Honeyed Words: Well you succeed on a Diplomacy check to improve a creature's attitude towards you or your allies, you can improve its attitude by 2 steps instead of one. Additionally, you can retry a failed Diplomacy check to improve a creature's attitude after 12 hours instead of 24.
- Iron Guts: Rogues get a +1 bonus to all saving throws made to resist poison and diseases. This bonus increases by +1 at Rogue level 6 and every 3 levels thereafter.
- Ledge Walker: This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces. Finally, when the Rogue suffers fall damage, this damage is reduce by 1d6 for every 2 Rogue levels.
- Minor Magic: Pick 2 cantrips from the wizard spell list. You can cast both of them at will as an SLA. Your CL for this ability is equal to your Rogue level. The save DC for these cantrips is Int based. (Prerequisite: Int 10). (Because 3 cantrips a day is just pathetic.)
- Major Magic: : Pick 1 1st-level spell from the Wizard spell list. You can cast it as a spell-like ability 3 times per day plus 1 additional time for every 5 Rogue levels. Your caster level for this ability is equal to your Rogue level. The save DC for the spell is Int based. (Prerequisite: Int 11).
- Nimble Climber: You get a Climb speed equal to half your base movement speed. If you already have a Climb speed, it increases by that amount. (Minimum 5ft).
- Opportunist: You can apply your Sneak Attack damage to all attack of opportunity you make, even it wouldn't normally be possible. (Prerequisite: Rogue level 10)
- Peerless Maneuver: Choose one Combat Maneuver. you use your Rogue level instead of your BAB to calculate your CMB when using it. Additionally, you get the appropriate Improved <Combat Maneuver> feat at Rogue level 8. When you reach level 15, you get the Greater version of this feat. If you already have it, you instead get a combat feat you qualify for.
- Powerful Sneak: Treat all 1s and 2s rolled on Sneak Attack damage dice as if they were 3s. (Prerequisite: Rogue level 10)
- Rogue Crawl: You take no penalties for squeezing into tight spaces and you can move at half your base movement speed while prone. Finally, you can stand up from a prone position as a swift action or as a move action. This movement still provokes an attack of opportunity, unless you use a move action to stand up.
- Resiliency: You get a +1 bonus on all saves made to resist energy drain and death effects. This bonus increases by +1 at 6th level and every 3 Rogue levels thereafter. Additionally, you add half your Rogue levels to the number of negative hit points you can reach before dying. (Prerequisite: Rogue level 4)
- Shadow Blend: When you're in an area of darkness or dim-light, all attacks made against you have a 50% miss chance instead of 20%. (Prerequisite: Rogue level 10)
- Slippery Mind: Make a Reflex save instead of a Will save to resist any spells, spell-like abilities or any other supernatural effect that possess or exercises mind control over you. (Prerequisite: Rogue level 10)
- Sniper's Eye: A Rogue with this talent using the Weapon Finesse feat can choose to apply her Intelligence modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with ranged weapon (such as bows and throwing weapons). This is considered precision damage.
- Skill Mastery: Whenever you make an skill check for a skill in which you have at least 1 rank you can roll twice and take the better result. (Prerequisite: Rogue level 8).
- Strong Impression: Add a bonus equal to your Charisma modifier to Initiative checks. (Prerequisite: Rogue level 6)
- Strong Stroke: You get a Swim speed equal to half your base movement speed. If you already have a Swim speed, it increases by that amount. (Minimum 5ft)
- Surprise Attack: Your Sneak Attack automatically deals maximum damage against opponents who are unaware of your presence. (Now when you sneak on the town guard and slice his throat, he dies.)
- Survivalist: You add Heal and Survival to your list of class skills. Additionally, you add a bonus equal to half your Rogue level to all Survival skills made to follow tracks.
- Swift Poisoning: The Rogue can use a swift action instead of a standard or move action to apply poison to an weapon she is currently holding.
- Underhanded: A Rogue with this talent using the Weapon Finesse feat can choose to apply her Intelligence modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with melee weapon. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This is considered precision damage. (Prerequisite: Weapon Finesse).
**Rogue Talents that have require Rogue level 10 should be considered Advanced Talents**
With Deft Palm, Underhanded, Assault Leader, they have good offensive tools.
Distracting Attack, Iron Guts, Resiliency, Slippery Mind and Getaway Artist gives them a good survivability too...
Not sure if you'd be willing to use a homebrewed Rogue, but it doesn't hurt to post, anyway...