Rogue Fixes


Homebrew and House Rules


I'm thinking of giving a party rogue a base rogue ability to compensate for him being a rogue.

The ability would be given to the rogue class as a core ability much like trapfinding or evasion. This ability would give the rogue a +1 dodge bonus to AC against any creature he's flanking, as well as a +1 bonus to hit. These would scale by +1 for every four levels beyond the 1st, so +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th.

In addition, I would be doubling the sneak attack damage dice.

OP or do you think it brings it up to par?


Double sneak attack dice should probably require a standard action (as in, not on a full attack). Other than that, looking good.


I like the idea, to me it fits with the existing rules about flanking. However, you position here is that the rogue class needs to be "fixed", that it's not "up to par", what ever that is. I'm interested in all discussions of balance and power among classes.

ah, maybe my issue is I'm not running the campaign. Ultimately, what works best is rules that suit your campaign style and the play style(s) of your players. If combat effectiveness is the primary measure, then rogue suffers.


If you want to let him play a rogue, I suggest you to look at my
Rogue Fix

I play-tested it a lot since I released this fix and it is well balanced in my opinion. It brings the rogue somewhere around the Ranger area in term of effectiveness. The average damage, utility and versatility of the rogue is improved and my new/updated rogue talents selection allow several thematic builds that are missing actually.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Rogue Fixes All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules