Can you make the base Rogue Class functional?


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DrDeth wrote:
Marthkus wrote:
rorek55 wrote:
Its scout archetype.
No archetypes is one of the goals here.
Umm, but why? One of the concepts here is that the rogue isn't functional because archetypes from other classes can do the rogues job. I don't entirely agree with that, but that's one of base tenets here, isn't it? but they you don't allow the rogue his archetypes but want to shoehorn him into a DPR role.

The title of the thread is "CAN YOU MAKE THE BASE ROGUE CLASS FUNCTIONAL?" meaning vanilla rogue class. The reasons have already been stated multiple times.

This thread also has nothing to do with other classes getting trap finding through archetypes. The rogue's dysfunction comes from an apparent reliance on melee flanking to do more the base weapon damage (aka commoner-who-rolls-high DPR). Which is why these builds can't assume flanking and must have a viable range option.


DrDeth wrote:
Marthkus wrote:
Khrysaor wrote:
You're obviously comparing it to the damage of another class.

That class is a commoner-who-rolls-high. As I have stated.

Our rogue has dropped several nasties with the combo of sneak attack then bleed. How does the commoner get those?

This is a comparison for all situations. This is a low bar (as in avoid matching this).

Situations being: Can't flank and need to do range actions

Base weapon damage is unacceptable because it is easily doable by a commoner-who-rolls-high.


Espy Kismet wrote:
DrDeth wrote:
Marthkus wrote:
rorek55 wrote:
Its scout archetype.
No archetypes is one of the goals here.

Umm, but why? One of the concepts here is that the rogue isn't functional because archetypes from other classes can do the rogues job. I don't entirely agree with that, but that's one of base tenets here, isn't it? but they you don't allow the rogue his archetypes but want to shoehorn him into a DPR role.

Not cricket, wut?

Not shoe horning him into a DPR roll. Making sure the rogue can get his sneak attack on a normally consistent basis without having to rely on others constantly to do so.

If I was to play a commoner, I could do wonderfully in combat if I've got lots and lots of support from other team members.

The rogue does rely on others. This is what a support melee class does. And you guys are shoehorning the class into a DPR role, except you're removing his main functions of damage. No flanking, no strength, not allowed to rely on magic items and become a "loot monkey".

If you think a rogue is comparable to the commoner you're not playing the same game or you're doing something seriously wrong.

Silver Crusade

^


Espy Kismet wrote:
DrDeth wrote:
Marthkus wrote:
rorek55 wrote:
Its scout archetype.
No archetypes is one of the goals here.

Umm, but why? One of the concepts here is that the rogue isn't functional because archetypes from other classes can do the rogues job. I don't entirely agree with that, but that's one of base tenets here, isn't it? but they you don't allow the rogue his archetypes but want to shoehorn him into a DPR role.

Not cricket, wut?

Not shoe horning him into a DPR roll. Making sure the rogue can get his sneak attack on a normally consistent basis without having to rely on others constantly to do so.

If I was to play a commoner, I could do wonderfully in combat if I've got lots and lots of support from other team members.

That's one way to look at and is essentially what I'm asking with the restriction on no strength rogues and archetypes. But, it is not like I'm am not open to other ideas that meet the goals.

For example, a viable range option does not have to be a range sneak attack or anything related to DPR. Nor does sneak attack need to be what you do when not in flanking.


Marthkus wrote:
DrDeth wrote:
Marthkus wrote:
rorek55 wrote:
Its scout archetype.
No archetypes is one of the goals here.
Umm, but why? One of the concepts here is that the rogue isn't functional because archetypes from other classes can do the rogues job. I don't entirely agree with that, but that's one of base tenets here, isn't it? but they you don't allow the rogue his archetypes but want to shoehorn him into a DPR role.

The title of the thread is "CAN YOU MAKE THE BASE ROGUE CLASS FUNCTIONAL?" meaning vanilla rogue class. The reasons have already been stated multiple times.

This thread also has nothing to do with other classes getting trap finding through archetypes. The rogue's dysfunction comes from an apparent reliance on melee flanking to do more the base weapon damage (aka commoner-who-rolls-high DPR). Which is why these builds can't assume flanking and must have a viable range option.

And the options to making an opponent flat footed or denied dex to AC, gaining flanking, winning initiative in surprise and the first round of combat have already been mentioned here and two other threads that you've spouted about the rogue being broken and non functional.

You cannot prove the rogue is not functional but you still cling to this idea because your idea of a rogue is not the rogue in pathfinder or any story I've ever read.


Marthkus wrote:
Espy Kismet wrote:
DrDeth wrote:
Marthkus wrote:
rorek55 wrote:
Its scout archetype.
No archetypes is one of the goals here.

Umm, but why? One of the concepts here is that the rogue isn't functional because archetypes from other classes can do the rogues job. I don't entirely agree with that, but that's one of base tenets here, isn't it? but they you don't allow the rogue his archetypes but want to shoehorn him into a DPR role.

Not cricket, wut?

Not shoe horning him into a DPR roll. Making sure the rogue can get his sneak attack on a normally consistent basis without having to rely on others constantly to do so.

If I was to play a commoner, I could do wonderfully in combat if I've got lots and lots of support from other team members.

That's one way to look at and is essentially what I'm asking with the restriction on no strength rogues and archetypes. But, it is not like I'm am not open to other ideas that meet the goals.

For example, a viable range option does not have to be a range sneak attack or anything related to DPR. Nor does sneak attack need to be what you do when not in flanking.

Damage is dependent on strength, magic, and sneak attack for a rogue. You've restricted all three and are asking for DPR builds.


Marthkus wrote:
DrDeth wrote:
Marthkus wrote:
Khrysaor wrote:
You're obviously comparing it to the damage of another class.

That class is a commoner-who-rolls-high. As I have stated.

Our rogue has dropped several nasties with the combo of sneak attack then bleed. How does the commoner get those?

This is a comparison for all situations. This is a low bar (as in avoid matching this).

Situations being: Can't flank and need to do range actions

Base weapon damage is unacceptable because it is easily doable by a commoner-who-rolls-high.

You've actually ignored the mundane ways I posted to distract an enemy. You also do not need to kill an enemy to neutralize it. If the condition you proposed of an enemy in a corner, drop a tangle foot bag in his square and go do the stuff you intended to do in the room.

Does the rogue have a chance to scout? Gather information about the are/target? Is it a dungeon or the dwelling place of the enemy? Is it in a brightly lit open field? The Shadow Plane? Sigil?


Marthkus wrote:
DrDeth wrote:
Marthkus wrote:
Khrysaor wrote:
You're obviously comparing it to the damage of another class.

That class is a commoner-who-rolls-high. As I have stated.

Our rogue has dropped several nasties with the combo of sneak attack then bleed. How does the commoner get those?

This is a comparison for all situations. This is a low bar (as in avoid matching this).

Situations being: Can't flank and need to do range actions

Base weapon damage is unacceptable because it is easily doable by a commoner-who-rolls-high.

How's the commoner doing good damage? No strength builds, no sneak attack, poor and can never afford magic.

Commoners are also not playable by PCs, d6 hit die, 3 bad saves, 1/2 BAB, proficient with one simple weapon, not proficient in armor, gain feats only on every odd level, 2 skill points +int per level.


krevon wrote:
Marthkus wrote:
DrDeth wrote:
Marthkus wrote:
Khrysaor wrote:
You're obviously comparing it to the damage of another class.

That class is a commoner-who-rolls-high. As I have stated.

Our rogue has dropped several nasties with the combo of sneak attack then bleed. How does the commoner get those?

This is a comparison for all situations. This is a low bar (as in avoid matching this).

Situations being: Can't flank and need to do range actions

Base weapon damage is unacceptable because it is easily doable by a commoner-who-rolls-high.

You've actually ignored the mundane ways I posted to distract an enemy. You also do not need to kill an enemy to neutralize it. If the condition you proposed of an enemy in a corner, drop a tangle foot bag in his square and go do the stuff you intended to do in the room.

Does the rogue have a chance to scout? Gather information about the are/target? Is it a dungeon or the dwelling place of the enemy? Is it in a brightly lit open field? The Shadow Plane? Sigil?

Your mundane options were doable by a commoner-who-rolls-high.

The situation is general. The goal is to have a functional rogue in most/'nearly all' situations. Not to have a rogue that is functional in some combat situations.

This thread has already reach that goal, and is simply looking for more builds/ideas to add to it.

Your mundane action ideas were appreciated as fall back plans in the situations where some of these builds still flounder (mindless creature in a corner).


Khrysaor wrote:
Espy Kismet wrote:
DrDeth wrote:
Marthkus wrote:
rorek55 wrote:
Its scout archetype.
No archetypes is one of the goals here.

Umm, but why? One of the concepts here is that the rogue isn't functional because archetypes from other classes can do the rogues job. I don't entirely agree with that, but that's one of base tenets here, isn't it? but they you don't allow the rogue his archetypes but want to shoehorn him into a DPR role.

Not cricket, wut?

Not shoe horning him into a DPR roll. Making sure the rogue can get his sneak attack on a normally consistent basis without having to rely on others constantly to do so.

If I was to play a commoner, I could do wonderfully in combat if I've got lots and lots of support from other team members.

The rogue does rely on others. This is what a support melee class does. And you guys are shoehorning the class into a DPR role, except you're removing his main functions of damage. No flanking, no strength, not allowed to rely on magic items and become a "loot monkey".

If you think a rogue is comparable to the commoner you're not playing the same game or you're doing something seriously wrong.

Right. “Can you make the Wizard class functional? We’ll measure that by DPR. Oh, and no spells.”

Liberty's Edge

Well, you seem to be asking for a DPR Rogue build... but disallowing various things that can be used to do that.

Obviously, the main DPR advantage of Rogues is Sneak Attack. Flanking is the easiest way to get that, but by no means the only. I haven't seen you bar a ranged sniper build yet, so I'd suggest that. There are various ways to 're-engage' ranged stealth after sniping (even if we assume prestige classes and/or multi-classing in general are verbotten) so they can still get their sneak attack damage despite your no flanking restriction. Similarly, strength can help with composite bows, but isn't strictly a requirement with ranged builds like it is on melee. If the char can get a set of Sniper Goggles that would significantly increase both range and damage.


Well, then what we need to do is not compare the Rogue to the Warrior classes (Fighter, Ranger, Paladin, Barbarian, etc.) but instead compare the Rogue to the Priestly classes (Cleric, Oracle, etc.) and the Mage classes (Wizard, Sorcerer, etc.).

So. Combat-wise and damage-per-melee-attack, how does the Rogue stack up to these non-frontline fighters? Well? ;)


Khrysaor wrote:
Commoners are also not playable by PCs, d6 hit die, 3 bad saves, 1/2 BAB, proficient with one simple weapon, not proficient in armor, gain feats only on every odd level, 2 skill points +int per level.

Exactly. Now you should understand that the situations where the rogue could trade out his class levels for commoner and still contribute just as much need to be kept to a low low rate of frequency.

NOTE: I said situations. When fighting a monster in a corner, the rogue is not better than a commoner-who-rolls-high because he can disable traps. He has to be better because of reasons that apply to the situations.

NOTE2: It is a commoner-who-rolls-high not a commoner. As in rolls high on the d20. We're assuming this commoner hits with the same frequency as the rogue for base weapon damage. It doesn't matter that actual commoners aren't that accurate. The low bar is set a little higher than that.


Marthkus wrote:
krevon wrote:
Marthkus wrote:
DrDeth wrote:
Marthkus wrote:
Khrysaor wrote:
You're obviously comparing it to the damage of another class.

That class is a commoner-who-rolls-high. As I have stated.

Our rogue has dropped several nasties with the combo of sneak attack then bleed. How does the commoner get those?

This is a comparison for all situations. This is a low bar (as in avoid matching this).

Situations being: Can't flank and need to do range actions

Base weapon damage is unacceptable because it is easily doable by a commoner-who-rolls-high.

You've actually ignored the mundane ways I posted to distract an enemy. You also do not need to kill an enemy to neutralize it. If the condition you proposed of an enemy in a corner, drop a tangle foot bag in his square and go do the stuff you intended to do in the room.

Does the rogue have a chance to scout? Gather information about the are/target? Is it a dungeon or the dwelling place of the enemy? Is it in a brightly lit open field? The Shadow Plane? Sigil?

Your mundane options were doable by a commoner-who-rolls-high.

The situation is general. The goal is to have a functional rogue in most/'nearly all' situations. Not to have a rogue that is functional in some combat situations.

This thread has already reach that goal, and is simply looking for more builds/ideas to add to it.

Your mundane action ideas were appreciated as fall back plans in the situations where some of these builds still flounder (mindless creature in a corner).

You asked for ways for the rogue to be functional. I provided them. I disagree with a commoner doing those things simply due to D&D economy. Also a commoner can sneak attack someone once they've been set on fire.

The situation becomes paramount to decide tactics. If I need to infiltrate an estate, I need disguise, bluff, diplomacy, knowledge, and intimidate. Maybe points in various professions to aid in the disguise. If I need to deliver poison I need slight of hand maybe craft or I can coup de grace the individual in his sleep (apply sneak attack by the way)

If its a dungeon setting there aren't many characters that would go into a dungeon blindly, so again you have information gathering skills, stealth, perception and knowledge's to formulate some tactics going in.

So a base rogue class covering those skills will be "functional" and appreciated in a group.


The real issue here is the bad title. If you had asked for a 'verY specific rogue build, able to do high DPR without flanking and also ranged attacks- oh and my DM has banned archetypes" we would have gone along with it.

But you state a very arguable assumption - that the rogue is not "functional" and then add six HUGE disadvantages: Must be a DPR build, has to do ranged also, no flanking, no high STR, no archetypes and no multiclassing. Wow, that's SIX goalposts.

Many of us disagree strongly with your initial assumption, and then your "rules' made it completely unfair. The base rogue isn't much a a DPR monster anyway. It's a skill class.

It's like “Can you make the Wizard class functional? We’ll measure that by DPR. Oh, and no spells. And I'll add in four more rules later.”

So, let's take your same rules, and apply them to the bard- a class which is known as quite a competent class:"Must be a DPR build, has to do ranged also, no depending on spells for damage, no high STR, no archetypes and no multiclassing." Go! Oh, I guess that proves the bard isn't functional.

You state the goal was reached? Which post had that perfect six goalpost rogue? I'd like to see that build.


DrDeth wrote:

The real issue here is the bad title. If you had asked for a 'verY specific rogue build, able to do high DPR without flanking and also ranged attacks- oh and my DM has banned archetypes" we would have gone along with it.

But you state a very arguable assumption - that the rogue is not "functional" and then add six HUGE disadvantages: Must be a DPR build, has to do ranged also, no flanking, no high STR, no archetypes and no multiclassing. Wow, that's SIX goalposts.

Many of us disagree strongly with your initial assumption, and then your "rules' made it completely unfair. The base rogue isn't much a a DPR monster anyway. It's a skill class.

It's like “Can you make the Wizard class functional? We’ll measure that by DPR. Oh, and no spells. And I'll add in four more rules later.”

So, let's take your same rules, and apply them to the bard- a class which is known as quite a competent class:"Must be a DPR build, has to do ranged also, no depending on spells for damage, no high STR, no archetypes and no multiclassing." Go! Oh, I guess that proves the bard isn't functional.

You state the goal was reached? Which post had that perfect six goalpost rogue? I'd like to see that build.

I kinda looked like make it better than a commoner at the end.


Marthkus wrote:
Khrysaor wrote:
Commoners are also not playable by PCs, d6 hit die, 3 bad saves, 1/2 BAB, proficient with one simple weapon, not proficient in armor, gain feats only on every odd level, 2 skill points +int per level.

Exactly. Now you should understand that the situations where the rogue could trade out his class levels for commoner and still contribute just as much need to be kept to a low low rate of frequency.

NOTE: I said situations. When fighting a monster in a corner, the rogue is not better than a commoner-who-rolls-high because he can disable traps. He has to be better because of reasons that apply to the situations.

Rogue is 3/4 BAB where commoner is 1/2. Rogue wins.

Rogues can use shatter defenses to get sneak attack without flanking. Feint does the same. Commoners get no sneak attack. Rogue wins.

Rogues get enough skills to be able to feint, intimidate, move via acrobatics, stealth, use diplomacy to deflate a heated scenario, dance a jig. A commoner gets 6 skills less per level. Rogue wins.

Monster hides in a corner, rogue laughs and loots the room or just moves on. Let the real DPR classes go toe to toe with it. Rogue wins.

Marthkus wrote:
NOTE2: It is a commoner-who-rolls-high not a commoner. As in rolls high on the d20. We're assuming this commoner hits with the same frequency as the rogue for base weapon damage. It doesn't matter that actual commoners aren't that accurate. The low bar is set a little higher than that.

A commoner who rolls high is still bound by the trappings of a commoner. He is not on par with a rogue. How does a class with the BAB of a wizard hit as frequently as a rogue? This is a terrible assumption and the reason for your logical fallacy.

Grand Lodge

Because the rest of the party supported the commoner to be able to do so.


Espy Kismet wrote:
Because the rest of the party supported the commoner to be able to do so.

So 3 people had to burn actions to aid another just to make the commoner capable of hitting as well as the rogue? Seems like good comparison.

Why is the party willing to help the commoner be better than the rogue but won't help the rogue do anything? You guys make some truly absurd arguments.

Grand Lodge

Khrysaor wrote:
Espy Kismet wrote:
Because the rest of the party supported the commoner to be able to do so.
So 3 people had to burn actions to aid another just to make the commoner capable of hitting as well as the rogue? Seems like good comparison.

So 3 people had to burn actions to aid another just to make the rogue capable of hitting as well as the fighter?

Why is the party willing to help the rogue be better than the fighter but won't help the fighter do anything?


Espy Kismet wrote:
Khrysaor wrote:
Espy Kismet wrote:
Because the rest of the party supported the commoner to be able to do so.
So 3 people had to burn actions to aid another just to make the commoner capable of hitting as well as the rogue? Seems like good comparison.

So 3 people had to burn actions to aid another just to make the rogue capable of hitting as well as the fighter?

Why is the party willing to help the rogue be better than the fighter but won't help the fighter do anything?

Lol.

Why does the rogue need to be as good in combat as the fighter. This isn't his niche. Come up with a competent argument and get back to me.


Espy Kismet wrote:
Khrysaor wrote:
Espy Kismet wrote:
Because the rest of the party supported the commoner to be able to do so.
So 3 people had to burn actions to aid another just to make the commoner capable of hitting as well as the rogue? Seems like good comparison.

So 3 people had to burn actions to aid another just to make the rogue capable of hitting as well as the fighter?

Why is the party willing to help the rogue be better than the fighter but won't help the fighter do anything?

The other three players had a bad Kender experience in Dragon Lance

Grand Lodge

Its the same thing K.

But here's the thing, we never said the party had to burn 3 aid other actions to make the commoner hit as well as a rogue.

At level 10, a Rogue only has 2 Bab over a Commoner.

With enough support even a commoner can rise to be a functional part of the party. Especially when they rely less on whatever there class is, and more on the player's own imagination.


Espy Kismet wrote:

Its the same thing K.

But here's the thing, we never said the party had to burn 3 aid other actions to make the commoner hit as well as a rogue.

At level 10, a Rogue only has 2 Bab over a Commoner.

With enough support even a commoner can rise to be a functional part of the party. Especially when they rely less on whatever there class is, and more on the player's own imagination.

It's not the same thing, K.

The intent of your whole argument is you want the rogue to be as competent as a fighter in combat. This is why your expectations fail and will always fail. A rogue is not a full BAB combatant. Does this make the rogue non-functional? No, far from it. Maybe the problem lies in your ability to build a functional rogue. Much like Marthkus' first sample build which had a lot of sub optimal choices.

Options have been posted already to rely less on your party as a rogue. You guys dismiss them to uphold your complaints.

Digital Products Assistant

Removed a few more back and forth posts. If this kind of thing can't stop in this thread, it will be locked.


Espy Kismet wrote:

Its the same thing K.

But here's the thing, we never said the party had to burn 3 aid other actions to make the commoner hit as well as a rogue.

At level 10, a Rogue only has 2 Bab over a Commoner.

With enough support even a commoner can rise to be a functional part of the party. Especially when they rely less on whatever there class is, and more on the player's own imagination.

You can say that about any non casting class. A wizard can polymorph any object the commoner into a manticore, so whats the point of fighters. A caster can cast rage on the polymorphed commoner so what use is there for a barbarian.

Does that mean a party should consist of a wizard, cleric, druid, and one commoner to buff the crap out of?

Grand Lodge

krevon wrote:
Espy Kismet wrote:

Its the same thing K.

But here's the thing, we never said the party had to burn 3 aid other actions to make the commoner hit as well as a rogue.

At level 10, a Rogue only has 2 Bab over a Commoner.

With enough support even a commoner can rise to be a functional part of the party. Especially when they rely less on whatever there class is, and more on the player's own imagination.

You can say that about any non casting class. A wizard can polymorph any object the commoner into a manticore, so whats the point of fighters. A caster can cast rage on the polymorphed commoner so what use is there for a barbarian.

Does that mean a party should consist of a wizard, cleric, druid, and one commoner to buff the crap out of?

Not at all.

Nor should it consist of a Wizard cleric druid and one rogue all buffed out.

Thats the point of this. Its not about making the rogue a fighter. Its about /what/ the rogue can really bring to the table without having to rely on others to get it.

If the rogue has to rely on others for everything, he quickly becomes more of a commoner.

Quote:
BUT THIS IS A TEAM GAME!

Exactly. Its a team game. And a team is only as strong as its weakest link.

If you have a racing team, and you have one guy who is really good a hurdles, Another who's really good at sprinting, another who can run long distances, and one guy who is slow, incapable of jumping, and dependent on the rest of the team.

The last guy becomes a weak link. While each other member brings something to the table, the last one doesn't. He drags it down.

If you review the thread in its entirity rather than dismissing everyone off who is actually actively attempting to find builds that are not the slow nonathletic kind that fill a certain set of requirements (No Archetypes, More than Base Weapon Damage, has a ranged option, 20 Point build, Uses Dex not Str) were not dismissed. Some even had a few suggestions to make it just a bit better due to something being typically useless.

But K and Pals, fly off the handle, dismissing the entirety of the the thread as the accuse others of dismissing the builds.

Because its the builds that are important. The builds are what the /character/ can bring to the team.

As K points out, Rogues do have sneak attack. Now how do we get sneak attack on a regular basis within the guide lines? You know.. like Don't assume you have the ability to flank with everything all the time.

If a rogue doesn't have the ability to use his sneak attack, then what is the difference between him and a commoner in combat? And NO this isn't MAASSSGIVA DAMAGESES!!! But this is something a commoner cannot do in combat. Ever. A Fighter can't either.

Sure there are a few archetypes of other classes out there that have the ability to do sneak attack possibly even as good as the rogue.

But this isn't really about them..


Except a Wizard can, at higher levels, do everything a Fighter can, either through direct magical augmentation or through Summons. For that matter, so can a Cleric. So by your reasoning the Fighter is in fact a worthless class that can be replaced by a Commoner.

For that matter, at 1st level a Cleric can fight pretty much as effectively as a Fighter - if she casts a Bless spell she gets a +1 to hit. However, at 1st level a Rogue is better at detecting and disarming traps than any other non-archtyped class.

And this is about the base Rogue. If you're talking base Rogue, without archtypes and the like, then that same rule should count for every. single. class. you are comparing the Rogue to.


This hasn't been about what the rogue can offer. The title of the thread boasts that rogues are not functional. Followed by an initial post restricting many of the things that make the class functional. Everyone has stated many things the rogue brings to the table, but because it's not the best at something you and Marthkus have both dismissed the class as a commoner. Others posted ways of being useful only to be shot down with lines like, I guess you could do that but so can a commoner or ya that could work but you should be trying to do damage. The must do DPR mentality is video game RPGs not table top.

If you have a racing team you rely on every member, not just the weakest link to step up. Not everyone can be the best despite what we learned in kindergarten. Everyone plays to the strengths of every member to cover the weaknesses of the group. Just because a member isn't the best hurdler, sprinter, or distance runner does not make their contribution as minimal as you claim the rogues to be. You do not have to be the best to contribute to anything.

I didn't fly off the handle. I asked legitimate questions that affect character building. I watched as my post got ignored and was told to "post builds". I asked for more datum. Was told everything I needed was in the first post. The first post is entirely too vague. How much DPR is considered noticeable? How successful and to how many skills makes a skill monkey? What is "functional"? None of these were answered. Then you set the bar to a commoner where no class could fail. There's been several posts from several posters other than me saying the same thing. The only reason I've shown intolerance to this is because this is the second thread Marthkus has made on this and the third I've seen him posting the same things in. These boards are filled with functional rogue builds and the means of getting sneak attacks. Just gotta use the search option instead of making threads with controversial titles.

A rogue that can't use his sneak attack still has rogue talents, d8 hit dice, 3/4 BAB(many of the better feats are +6 BAB. Lv. 8 for a rogue and Lv. 12 for a commoner), a good reflex save, evasion, and anything else the class does that I'm forgetting.


I'm actually pointing out that the class is very viable. My "commoner" dig was in fact stating the argument could be given that Fighters can be replaced by Commoners just like Rogues because a Wizard or Cleric can replicate their abilities.

In fact, my argument about Archetypes is because people are arguing about the "base Rogue class" and his or her functionality. But they're comparing the base Rogue to archetypes of other classes. So they're comparing oranges to grapefruits - both are citrus, but they're not the same thing.

Shadow Lodge

Marthkus wrote:
ArmouredMonk13 wrote:
Marthkus wrote:
The more builds we have the meet the goals and restrictions the better.
So then this is essentially a build thread with restrictions.
Yep!

So then, getting back to the topic of this thread, here is an

Aasimar Rogue:
Azata-Blooded Aasimar Rogue 10

Stats:
Str10
Dex22
Con14
Int13
Wis10
Cha14

Skills:
Use Magic Device+24
Bluff+18
Acrobatics+19
Perception+13(+18v.Traps)+Darkvision
Disable Device+24
Diplomacy+20
Escape Artist+19
Stealth+19
Knowledge(Dungeoneering/Local)+14

Racial Features:
Darkvision 60ft
Glitterdust 1/day
Skilled
Celestial Resistance
Native Outsider

Traits:
Armor Expert
Innocent

Feats/Talents:
L1:Arcane Strike
R2:Finesse Rogue
L3:Combat Expertise
R4:Trap Spotter
L5:Gang Up
R6:Fast Stealth
L7:Butterfly's Sting
R8:Offensive Defense
L9:Skill Focus (Use Magic Device)
R10:Skill Mastery (Use Magic Device, Acrobatics, Bluff, Disable Device)

Class Features:
Sneak Attack +5d6
Evasion
Improved Uncanny Dodge

Gear:
+2 Mithral Breastplate
+2 Agile Rapier
+2 Belt of Incredible Dexterity
+2 Ring of Protection
+1 Amulet of Natural Armor
+3 Cloak of Resistance
Circlet of Persuasion
Boots of Springing and Striding
~3k for Wands/Adventuring Gear

Attacks:
+1 Keen Agile Rapier +14/+9(1d6+9)
*Combat Expertise +12/+7(1d6+9+2AC)
*Flanking +16/+11(6d6+19+5AC)
**Both +14/+9(6d6+9+7AC)

HP=83
AC=27(or buffs up to 34)
CMB+7
CMD26
Fort+8
Ref+16
Will+6

It doesn't fit the bonus requirements, but I believe I cited all of the non-PRD stuff, and cited the feat that lets them flank almost all of the time (Gang-Up). If somehow you can't flank, you still help by handing out critical hits to the party, which helps. Couldn't find out what the SLA DC is based off, but the Glitterdust can also be helpful to get invisible enemies (and I think enemies with concealment, could easily be wrong).


Khrysaor please stop flaming or the thread is going to be locked. I am really interested on what this thread might uncover but you are not helping.

Again please stop flaming, you make this thread very hard to read for me.


Marthkus wrote:
DrDeth wrote:
Marthkus wrote:
Khrysaor wrote:
You're obviously comparing it to the damage of another class.

That class is a commoner-who-rolls-high. As I have stated.

Our rogue has dropped several nasties with the combo of sneak attack then bleed. How does the commoner get those?

This is a comparison for all situations. This is a low bar (as in avoid matching this).

Situations being: Can't flank and need to do range actions

Base weapon damage is unacceptable because it is easily doable by a commoner-who-rolls-high.

This really isn't a good standard.

First, it's not well defined. Second, however you define it it doesn't scale well.

The commoner with a weighted d20 will be extremely powerful at level 1, but decline in relative power and be completely useless at level 20.

The commoner with weighted d6s will be pretty good at level 1 from outstanding rolled stats, but will lose his edge by level 4 and be seriously lagging by 8.

The commoner with all his dice weighted is going to own the game at low levels. Barbarians and wizards will fear him because he always makes his saves and always hits for lots of damage and has fairly solid AC. Anything that even approaches him is broken. At high levels he's meh with inadequate hitpoints.

A better standard would be a warrior using the same point buy as the rogue and using fair dice. This is roughly the scale other medium BAB classes appear to be built to.

Shadow Lodge

Just to the commoner who rolls high idea, I've had a game where a commoner rolled high enough to out-damage any other class in the book. We were using the triple nat. 20=kill rule, and the commoner killed like 3 enemies with that tactic. We checked the guy's dice, and he even kept alternating because they kept rolling too high and he didn't like stealing the barbarian's thunder, they weren't loaded. His dice haven't rolled a single roll above a 16 since.


Marthkus wrote:
Dungeons are cramped. Sometimes flanking is impossible(corners and walls), other times flanking is suicidal (party - monster - you - 6 other monsters). My GM also tends to run intelligent mobs such that they try to avoid being flanked (like taking a 5ft step into a corner and then attacking) because like you said flanking is good for all melee not just the rogue.

"Dungeon" is a greater assumption than "flanking".


1 person marked this as a favorite.
leo1925 wrote:

Khrysaor please stop flaming or the thread is going to be locked. I am really interested on what this thread might uncover but you are not helping.

Again please stop flaming, you make this thread very hard to read for me.

Flaming

Flaming refers to the use of rude or profane language in interactions between Internet users. It can be caused by any subject of polarizing nature. For example, there is an ongoing debate between users of Windows and Mac OS as to which is "superior". Historically, the act of flaming has been described as an intrinsic quality of emails due to an absence of visual and auditory cues in computer-mediated communication (CMC).

Rudeness is subjective as people take insult at varying degrees. I've yet to use profanities or derogatory comments directed at others unlike the people who boast the rogue is not functional. Maybe you're confusing your internet terminology or maybe just ignoring the responses coming from the other side.

My first post was 5 pages into this thread after at least 5 people said this thread is a waste of time and the class is functional. Apparently I'm not the only one that thinks the class is functional (including the Pathfinder game designers and the large part of the community that play tested it) and posting a title to a thread with implications that it isn't requires some proof from the creator and anyone who thinks other than the current system. We've yet to see anyone prove the rogue isn't functional.

My first post was asking for more information about the parameters and was met with ignorance.

The majority of my other posts were critiquing builds, offering advice on builds, or advice to counter scenarios like not having dark vision. These were all met with more ignorance mixed with hostility because someone didn't agree with someone on the internet.

Since I started posting more people have joined to say the rogue is functional only to be met with smug answers of "Post a build and prove it". Many functional builds have been posted. Many functional builds were told "you have no useful ranged attack" or any other reason where a flaw could be found. All builds have flaws. This is why adventurers band together. You can't win the game alone.

If you want to know what this thread will uncover use the search function and look up rogue builds. You will find over 17000 threads with many posts in each to give you everything you need. Every build offered here is in them. Search the guide to the guides for rogues and look at what other people who have already collaborated on this have determined to be optimal choices for rogue builds.

I'm sorry I don't follow like a sheep when someone on the internet says to do something. I choose to think for myself and put faith in the words of greater minds, free thinkers, and revolutionaries that tell me to do so.

The advice forums are for seeking advice. Not telling people a class is broken and needs to be fixed and to post builds that do so. Take it to home brew or take it to gamer talk.


Is there anyway to get Khrysaor to stop harassing me?

I don't really want to post in this thread anymore because he's going to flame my every post.


Then perhaps you should stop just saying "post a build" and actually answer the questions. Seriously. I mention something, you say "post a build" and I did. And you then never said another thing about it. Showing that you aren't interested in people showing the Rogue as an effective class, you're interested in tearing down the Rogue.

It seems quite apparent that the Rogue IS an effective functional class. However, people don't see it that way because Rogues don't have abilities that can't be replicated with magic.

Then again, Fighters don't have abilities that can't be replicated with magic.

Do you want to know why to run a Rogue? Because the Wizard can't always have Detect Traps up, and having someone who knows what he or she is doing concerning traps is better than jumping over it only to be hit by a Yeth Hound's howl and sent fleeing back into the trap. And for that matter, having the Wizard with other spells may in fact be a better role for said Wizard than doing the job of the thief.

Rogues are not front-line fighters. What they are is the person who can scout out ahead, find traps and disarm them, appraise the items in the chest, go to the merchant and negotiate the best deal, and then seduce the barmaid who never thought of being with another woman, let alone an elf with more daggers than Shax. ;)


Tangent101 wrote:
Then perhaps you should stop just saying "post a build" and actually answer the questions. Seriously. I mention something, you say "post a build" and I did. And you then never said another thing about it. Showing that you aren't interested in people showing the Rogue as an effective class, you're interested in tearing down the Rogue

I did respond to your to build.

And you responded back with

Tangent101 wrote:
So. Does this make the base Rogue class functional? ;)

Which I felt no need to reply to.

I find these false accusations about my wants and desires maddening

THE GOAL OF THIS THREAD WAS ACCOMPLISHED by many builds and many different people.

Just because people are calling me an unreasonable monster or that the goals of this thread are attainable does not make either true.


Tangent101 wrote:

Do you want to know why to run a Rogue? Because the Wizard can't always have Detect Traps up, and having someone who knows what he or she is doing concerning traps is better than jumping over it only to be hit by a Yeth Hound's howl and sent fleeing back into the trap. And for that matter, having the Wizard with other spells may in fact be a better role for said Wizard than doing the job of the thief.

other Trapfinders could include

a Sorcerer or Oracle with the Seeker archetype

a bard with the Archaeologist, Sandman or Magician Archetypes

an Alchemist with the Cryptbreaker Archetype

a Ranger with the Trapper or Urban Ranger Archetype

an Inquisitor with an Archetype that i know exists somewhere in some part of the Golarion setting line but i can't name

an Investigator

a Slayer with Talent Investment

11 classes that can find traps. i wonder why trapfinding isn't a feat yet. 4 of these can gain trapspotter

Tangent101 wrote:
Rogues are not front-line fighters. What they are is the person who can scout out ahead, find traps and disarm them, appraise the items in the chest, go to the merchant and negotiate the best deal, and then seduce the barmaid who never thought of being with another woman, let alone an elf with more daggers than Shax. ;)

anyone with Trapfinding, Ranks in Disable Disable Device, Ranks in Stealth and Perception, Ranks in diplomacy, Ranks in Appraise, and Ranks in either bluff or disguise can do all that


Atarlost wrote:
A better standard would be a warrior using the same point buy as the rogue and using fair dice. This is roughly the scale other medium BAB classes appear to be built to.

This is more apt and less confusing.

Basically base-weapon damage is not OK after level 4-ish much less lvl 10.


You know, Umbriere, you are comparing Archetypes to the base Rogue class. This is about the functionality of the base class. So you're comparing grapefruits to oranges. They're not the same fruit. (The exception being the Slayer and Investigator, but they're still playtest classes.)

To be honest, a Fighter can be a trapfinder. All he needs is ranks in Disable Device. But that does not make him a GOOD trapfinder. This is what the Rogue does. And more. While other classes can replicate some elements of the Rogue, they don't replicate ALL elements of the Rogue. The Rogue is a functional and reasonable class. If your GM just bases the game on combat and doesn't bother including elements where the Rogue is meant to thrive, then it's not the rogue's fault.

Shadow Lodge

Umbriere Moonwhisper wrote:

other Trapfinders could include

a Sorcerer or Oracle with the Seeker archetype

a bard with the Archaeologist, Sandman or Magician Archetypes

an Alchemist with the Cryptbreaker Archetype

a Ranger with the Trapper or Urban Ranger Archetype

an Inquisitor with an Archetype that i know exists somewhere in some part of the Golarion setting line but i can't name

an Investigator

a Slayer with Talent Investment

11 classes that can find traps.

Technically, thats only 7 classes, just 11 archetypes. Still, point is taken. The only real advantage a rogue has is full sneak attack progression (for those of us who really like backstabbing), and 2-4 more skills/level (and not even that with bard). So make the most of those I say. Also, there is a limited use of Disable Device that can only be used by rogues in the CRB.


Mythic Evil Lincoln wrote:
Marthkus wrote:
Dungeons are cramped. Sometimes flanking is impossible(corners and walls), other times flanking is suicidal (party - monster - you - 6 other monsters). My GM also tends to run intelligent mobs such that they try to avoid being flanked (like taking a 5ft step into a corner and then attacking) because like you said flanking is good for all melee not just the rogue.
"Dungeon" is a greater assumption than "flanking".

Houses, buildings, large thick brush walls. Most maps tend to fall into the "dungeon" level of cramped conditions with choke points. In more open areas you need a viable range option as you close the distance (if you can).

Is it always impossible to flank? No. But situations that make flanking difficult to impossible are frequent enough that you need a back up plan that is better than doing base weapon damage.

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