| nidho |
Hi again folks. The post monster ate this thread yesterday. Hopefully this time it will work.
That's the thing, the rogue class is not used in my table anymore from levels 10 to 20. Bards, alchemists and pretty much any class with a good relevant stat and a trait can become a relevant skillmonkey. The rest of their abilities make it a no brainer to choose any class but the rogue.
I like the rogue's mystique and I would like to see them more in my games so here's a small upgrade to them.
Two abilities to be gained at 1st level, one to substitute and overlap trapfinding and another one as a full add on.
This one gives a boost to skills, the usual first to choose should be trapfinding to keep with the usual abilities of a rogue. But swapping it for an archetype is still an option. Then every 4 a levels up to level 20 different thematic boosts hopefully will take the rogue up to its assumed niche of master skillmonkey.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Deviceto disarm magic traps.
Acrobatic: A rogue adds 1/2 her level to Acrobatics and Fly checks (minimum +1).
Alertness: A rogue adds 1/2 her level to Perception and Sense motive checks (minimum +1).
Animal affinity: A rogue adds 1/2 her level to Handle animal and Ride checks (minimum +1).
Athletic: A rogue adds 1/2 her level to Climb and Swim checks (minimum +1).
Deceitful: A rogue adds 1/2 her level to Bluff and Disguise checks (minimum +1).
Deft hands: A rogue adds 1/2 her level to Disable device and Sleight of hand checks (minimum +1).
Magical aptitude: A rogue adds 1/2 her level to Spellcraft and Use magic device checks (minimum +1).
Persuasive: A rogue adds 1/2 her level to Diplomacy and Intimidate checks (minimum +1).
Self sufficient: A rogue adds 1/2 her level to Heal and Survival checks (minimum +1).
Stealthy: A rogue adds 1/2 her level to Escape artist and Stealth checks (minimum +1).
This mechanic is obviously inspired by the samurai's resolve which I love. Here we see a theme again. These abilities are designed to give a defensive boost for a class that is supposed to be ahead scouting alone.
Elusive: As a standard action, the rogue can spend one use of his luck to remove the entangled, dazzled, or fascinated condition. If the rogue is at least 8th level, he can alternatively remove the confused, grappled, paralyzed, or pinned conditions. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Glancing blow: Whenever the rogue is required to make a Fortitude or Reflex save, he can spend one use of his luck as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Comeback: When the rogue is reduced to fewer than 0 hit points but not slain, he can spend one use of his luck as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
| nidho |
Thanks to the people that responded yesterday.
About the suggestion of adding a luck use to reroll skill checks, it is sound and I'll think of it. There was also the idea that even these boosts are tame for the high levels... Well, here's a bit of number crunching. Let's see if these abilities take the rogue to autosuccess land or not.
One of the iconic abilities of a rogue should be to be able to reach a flank to sneak attack.
At level 1 he should have its first rank in acrobatics, her class bonus and a good or very good dex. Let's say, for a total between +7 to +9 (dex 16 to 20). A constrictor snake has a cmd of 18 or a leopard 19: dangerous CR2 opponents. A rogue that took the acrobatic skillset and had a decent dex of 16 would tumble to flank half the time. If he specialises: skill focus or acrobatic feat her odds improve substantially. Humanoid foes will be tumbled around with guarantees.
Level 5. Now we have two skillsets. Our rogue could be the trapfinder and acrobat of the group. No stat boosters yet. Dex 16, 5 ranks and the bonus of his skillset. +13 without skill focus against a young white dragons CMD 23. 50% success. add skill focus and she needs a 7 to succeed. A hyperspecialized rogue with both acrobatic and skill focus or a 20 dex should succeed on a 5 or higher.
Level 10. This level is nice. Skill focus doubles its bonus if taken, so do the other skill feats.
Dex can be assumed from 20 to 22 and the skillset bonus is now a respectable +5, we have 10 ranks so: +5 dex +10 ranks +5 skillset +3 class means +23 vs a giant fly trap's CMD of 32 (success on a 9 or a 3 if we took skill focus) If we want to take the acrobatic feat this becomes an autosuccess or tubmling through the creature becomes a possibility (50%) A skill booster should be avaliable now btw, providing another +5. CMDs range from 25 to 40 at this level btw, choose your enemies wisely.
We have three skillsets by now so our rogue is not only an acrobat, he's also the trapspotter and maybe our diplomat, magic dabbler with UMD etc... (a note on UMD; with magical affinity and the minimal 10 cha a rogue is relibly using any wand or staff by this level)
Level 15 Dex 24 to 26 so +7 dex +15 ranks +7 skillset +3 class means +32 vs a neothelid's CMD 37 or an adult gold dragon's 40(we're looking good). Add feats and skill boosters to safely take a few steps above our CR by now.
By Level 20 the target CMD is 47 for a solar or 64 for a tarn linnorm. Our rogue could have 30 dex by this time. +10 dex +10 skillset +20 ranks +3 class is a minimum of +43 which is enough for the solar. Against the linnorm a skill booster +5 and skill focus brings us to +54. 50% success. Investing another feat or a better skill booster +10 or +15 puts us up to par against the worst situation possible.
So with this little boost I'd say a rogue could reliably pull his weight skillwise with moderate investment against CMDs which are agreed to have a brutal progression.
Thoughts?