Purple Dragon Knight |
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This is not a thread to debate if the rogue is inferior or not. Please do not post DPR calculations and a point-by-point analysis on the viability of rogue vs. anything.
This is where you post your homebrew feats, magic items, traits that are meant to make rogues more powerful than they are. Forget balance. Just remember this basic assumption: no one wants to play a rogue (most of the time).
I'll start the ball rolling with Spider Sense, a homebrew feat I concocted in another thread.
Purple Dragon Knight |
SPIDER SENSE:
Prerequisites: Trapfinding, Trapsense +1, Trap Spotter Rogue Talent.
Benefits: You gain a bonus to all initiative checks, attack rolls made as part of an attack of opportunity, a dodge bonus to AC, and all saving throws equal to your Trapsense bonus.
You gain +3 on all Perception and Disable Device checks. This bonus can stack with the bonus from Skill Focus, if applicable.
Finally, you come within 60 feet of a trap, hazard or secret door, you receive an immediate Perception skill check to notice it. The use of Disable Device is always a standard action for you, regardless of the task or difficulty, and if you beat the DC by 5, it becomes a move action, and you figure out how it works, how to bypass it without disarming it, and can rig a trap so your allies can bypass it as well. Finally you can disable a trap at a range of 60 feet if you can manipulate the trap in any way, whether via spell such as mage hand or telekinesis or via ranged attack against an AC equal to the DC of the trap (such as shooting an arrow, throwing a dagger or firing a ray spell); if you lack the way to precisely manipulate or disable the trap via ranged attack, you can set it off (which means traps that reset automatically are not disabled and will reset as per their individual description) via spells or effects that affect an area, such as splash weapons and many evocation spells by successfully making a ranged attack to target a specific grid intersection. Treat this as a ranged attack against AC 5.
Bjørn Røyrvik |
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Does a revamped Rogue class count?
HD, STs, BAB as before
Skills: all skills are class skills.
Level Abilities
1 SA +1d6, Skill Mastery
2 rogue talent, Evasion
3 SA +2d6, Trap Sense +1
4 rogue talent, Uncanny Dodge
5 SA +3d6, Reflexive Adaptability
6 rogue talent, Trap Sense +2
7 SA +4d6, Light Steps
8 rogue talent, Improved Uncanny Dodge
9 SA +5d6, Trap Sense +3
10 rogue talent, Lucky 1/day
11 SA +6d6, Greater Sneak Attack
12 rogue talent, Trap Sense +4
13 SA +7d6, Hide in Plain Sight
14 rogue talent, Lucky 2/day
15 SA +8d6, Trap Sense +5
16 rogue talent
17 SA +9d6, Lucky 3/day
18 rogue talent, Trap Sense +6
19 SA +10d6, Master Strike
20 Hidden Master, rogue talent
Sneak Attack: works within 1st range increment of ranged weapons or 30’ minimum. Otherwise as PFCRB
Skill Mastery: at 1st level choose two skills add ½ class level (min. +1) to all those skill checks. At 3rd and every two levels thereafter, choose another skill to gain this bonus. You may also always Take 10 on checks with these skills.
Rogue Talents: as PFCRB.
Altered Rogue abilities:
Skill Mastery: This talent is replaced with Additional Mastery.
New rogue talents:
Additional Mastery: Choose one Skill: you add to your Skill Mastery list.
Deflect Arrows - as feat, even if you don’t have the prerequisites
Hidden Weapons - as Ninja trick. This bonus to Sleight of Hand stacks with Skill Mastery
High Jumper - as Ninja trick
Master Sniper: You may use Stealth as a Swift action after sniping
No Trace: as 3rd level Ninja ability
Poison Use - as Assassin, Ninja
Skillful – gain the Skill Focus feat for one skill.
Slow Metabolism – as Ninja trck
Snatch Arrows - as Ninja trick
Undetected Sabotage - as Ninja trick
Wall Climber - as Ninja trick
Trap Sense: As PFCRB
Reflexive Adaptability (Ex): Once per combat you may use your Reflex save in place of a Will save or Fortitude save. You may elect to use this ability additional times per combat, up to once per round, but are dazed 1 round if successful on subsequent uses. You do not gain the benefits of Evasion on substituted rolls.
Light Steps (Ex): As Ninja ability.
Lucky (Ex): Once per day the Rogue may reroll any dice roll, taking the better of the two rolls. You can additional uses of this ability at 14th and 17th level.
New Advanced Rogue Talents:
Assassinate - as Ninja trick
Deadly Shot - as Ninja trick Deadly Shuriken, except it works with all ranged attacks in SA range
Sneak Attack Mastery: Once per round you may multiply half your Sneak Attack dice on a successful critical hit.
Missile Flurry - as Ninja’s Flurry of stars, applies to all thrown attacks in SA range, weapon must easily fit in hand (daggers, rocks, alchemist’s fire, etc.) Must either have Quick Draw or spend a round preparing for non-ammunition thrown weapons, no ki needed
Greater Sneak Attack (Ex): Once per round you may apply sneak attack damage and effects to any successful attack you have made, regardless of whether it would normally qualify for SA.
Hide in Plain Sight (Ex): as PFCRB
Master strike: as PFCRB
Hidden Master (Ex): as Ninja ability. No ki needed for Greater Invisibility but it only works for 2 rounds unless the rogue has concealment, in which case it works indefinitely.
Basically, the Rogue is supposed to be the skill monkey, but that job was mostly stolen bythe Bard and the wizard. The Ninja tried to fix some of the problems with the rogue, but I dislike the half 'n' half classes.
loaba |
Rogues have been on my mind lately, skill points system too.
Player in our group has a Rogue and his initial plan was for the guy to wield twin rapiers. There were a couple of things that played against that of course, like the Rogue's BAB (or lack thereof) and the player's unwillingness to go STR (to better absorb that nasty -4/-4 penalty).
Looking at this situation, how bad would it be for Rogues to have the ability to consider Rapiers as Light Martial weapons? Would that be a real game breaker? I don't know, I think it could be really nice thing.
Ascalaphus |
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When you cannot apply sneak attack damage you instead add minimum SA damage.
I like that one.
===
Shameless, you say.
* Full BAB, good Will save.
* +2 Dodge, +1 per even level, provided the rogue wears Light or less armor.
* At level 6, may Take 10 to find/remove traps. If a trap is triggered, may as immediate action try to retroactively Disable without Take 10.
* Can prepare poisons in 1 hour, but they lose potency after one day. Requires affordable components, scales in power with rogue level.
* Receive Hide in Plain Sight at level 5.
* Gain Shadow Strike at level 3 and Dampen Presence at level 7.
* At level 1, gain Low-Light Vision. At level 3, gain +30 Darkvision, again at level 6. At 9, gain Blindsense 60. At 12, gain See in Darkness. At 15, gain Blindsight 60. At 18, gain True Seeing. This is an Extraordinary ability.
* At level 1, choose 1 skill to gain +1/2 rogue level bonus. At level 4, 8, 12, 16 and 20 choose another skill to gain such a bonus.
Purple Dragon Knight |
Rogues have been on my mind lately, skill points system too.
Player in our group has a Rogue and his initial plan was for the guy to wield twin rapiers. There were a couple of things that played against that of course, like the Rogue's BAB (or lack thereof) and the player's unwillingness to go STR (to better absorb that nasty -4/-4 penalty).
Looking at this situation, how bad would it be for Rogues to have the ability to consider Rapiers as Light Martial weapons? Would that be a real game breaker? I don't know, I think it could be really nice thing.
kukris have 18-20 crit range and they are light martial weapons (if flavor is important you could design a new weapon, the foil, let's say, that has the same stats/damage as kukris except they would do piercing damage like rapiers...)
For maximum efficiency I would choose twin short swords. Remember that at high levels, that would allow him to wield twin sun blades... :)
Jiggy RPG Superstar 2012 Top 32 |
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Add this sentence to the "Weapon Training" rogue talent:
"Additionally, she counts her rogue levels as levels of fighter for the purposes of feats."
Then write some cool fighter-only feats.
Then give each of those feats a "Special" line that says:
"A monk may select [FEATNAME] as a bonus feat starting at Xth level."
Purple Dragon Knight |
* At level 6, may Take 10 to find/remove traps. If a trap is triggered, may as immediate action try to retroactively Disable without Take 10.* Can prepare poisons in 1 hour, but they lose potency after one day. Requires affordable components, scales in power with rogue level.
* Receive Hide in Plain Sight at level 5.
* Gain Shadow Strike at level 3 and Dampen Presence at level 7.
* At level 1, gain Low-Light Vision. At level 3, gain +30 Darkvision, again at level 6. At 9, gain Blindsense 60. At 12, gain See in Darkness. At 15, gain Blindsight 60. At 18, gain True Seeing. This is an Extraordinary ability.
* At level 1, choose 1 skill to gain +1/2 rogue level bonus. At level 4, 8, 12, 16 and 20 choose another skill to gain such a bonus.
I really like the above-listed ones.
Purple Dragon Knight |
i guess my follow up question is what considerations should we give to format? a feat-style entry could be easily added in an upcoming product, but a complete re-writing of the basic rogue class would be more difficult...
i really like the ideas shown above though, so do you think it would be possible to put those in feat or trait form? perhaps an alternate racial feature that replaces "human: skilled" or something?
if you look at what i did for Spider Sense, i did not shy away from putting a boat load of stuff under that same feat (there's 4 bonuses that scale directly with trap sense, for instance... scaling things like that rewards the single classed rogues......)
loaba |
loaba wrote:Rogues have been on my mind lately, skill points system too.
Player in our group has a Rogue and his initial plan was for the guy to wield twin rapiers. There were a couple of things that played against that of course, like the Rogue's BAB (or lack thereof) and the player's unwillingness to go STR (to better absorb that nasty -4/-4 penalty).
Looking at this situation, how bad would it be for Rogues to have the ability to consider Rapiers as Light Martial weapons? Would that be a real game breaker? I don't know, I think it could be really nice thing.
kukris have 18-20 crit range and they are light martial weapons (if flavor is important you could design a new weapon, the foil, let's say, that has the same stats/damage as kukris except they would do piercing damage like rapiers...)
For maximum efficiency I would choose twin short swords. Remember that at high levels, that would allow him to wield twin sun blades... :)
There certainly other avenues of attack, no doubt. Your suggestions are all quite valid and excellent choices... But... the player has a picture of his character, wielding twin rapiers and that's what he wants to pursue.
Really, I'm of two minds here; on the one hand, I say buck up and spend the required resources (very high STR or DEX+finesse and feats) and absorb the -4 penalty as God intended. On the other hand, I see where a player might find that untenable and therefore be dissatisfied with their character.
For me, giving Rogues the Rapier as a Light weapon, isn't that bad. I'd also want to raise every other classes skill points to INT+6 too (as an additional balancing effect).
Purple Dragon Knight |
hmmm... maybe adding all the sneak attack suggestions/boosts under the "Greater Sneak Attack" invented by Bjørn and make it an advanced rogue talent could be a solution... (add Sneak Attack Mastery as an added benefit under Greater Sneak Attack, so that you don't have to waste a rogue talent on it too, plus added range / min 30ft, plus minimum Sneak Attack damage, plus any other that we find in the future as part of this thread)
Landon Winkler |
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One thing I've been considering is redefining flat-footed from "when an enemy can't apply their dex bonus" to "when an enemy is not applying a dex bonus."
Basically, making sneak attack usable against whose flat-footed AC matches their normal AC. Flavorwise, if the target is so slow it doesn't matter if they're aware of the rogue's presence, it seems like the rogue should be able to take advantage of that.
It has the side effect of generally scaling well, with larger enemies appearing at higher level and often having abysmal dex. Having the rogue shine against giant, slow enemies hits a good flavor spot for me too.
Cheers!
Landon
kyrt-ryder |
A normal level 10 rogue gets an average of +17.5 sneak attack damage at that point. Come level 11 they're riding at +22 (mine) and +21 (standard rogue) respectively.
The big differences are that mine actually gets multiplied by stuff, and mine doesn't care if the target has concealment so long as it lands the hit.
(And that mine gives half the bonus all the time, which I might concede as too much, but this IS given under the provision of the Rogue's current attack bonuses, which rather suck)
Purple Dragon Knight |
I just add an idea. I could be an extremely bad idea or something genius like my pickleshot idea for the gunslinger.
How about this new Advanced Rogue Talent:
Selective Proprioception (Ex): By tricking her own sense of hand-eye coordination, a rogue with this ability can attack directly while invisible and not become visible.
Purple Dragon Knight |
Rogues have Full BAB and as an advanced Rogue Talent they can get pounce. My group has thought about changing the flanking requirement to the target being threatened by another ally.
I like this extra flat damage idea instead of the +Xd6.
Pounce as an advanced talent is great... you could even make a regular rogue talent that lets you pounce against flat-footed enemies (and it could be a prereq to the full pounce advanced talent, i.e. act a bit as a talent tax as pounce is massively awesome)
MattR1986 |
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I can't believe I'm going to contribute to another one of these rogue threads, but my only change to the rogue atm is: A rogue may have 1 1/2 ranks (rounded down) in any rogue class skill.
This puts them a cut above other classes (or should) in skills.
I think I'm going to add that Rogues receive combat expertise as a bonus feat at 1st (to qualify for Improved Feint) and don't have to have an Int of 13 for Improved Feint. Would make sneak attack easier and go with the "dastardly rogue" theme.
Purple Dragon Knight |
I think I'm going to add that Rogues receive combat expertise as a bonus feat at 1st (to qualify for Improved Feint) and don't have to have an Int of 13 for Improved Feint. Would make sneak attack easier and go with the "dastardly rogue" theme.
I love this. Dumb rogues should be able to be cowards too! :)
Tacticslion |
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This is where you post your homebrew feats, magic items, traits that are meant to make rogues more powerful than they are. Forget balance. Just remember this basic assumption: no one wants to play a rogue (most of the time).
"Forget balance"? Okay!
Shameless Boost (for Rogues) (1st level feat)
Prerequisite: you must be a rogue, and it must be your only (or demonstrably 90% of) your class. These bonuses don't apply unless you play a rogue, Suckah!
The Rogue is now Shamelessly Boosted.
The Rogue transforms into a succubus (or an incubus, if they really want, I dunno) without the extraplanar or alignment subtypes, gaining all the benefits of that creature. They retain their base racial traits except ability score bonuses. They can lower their spell resistance as a free action. They gain all the bonuses of a rogue of their level.
Their level values becomes as follows: d10, best BAB, best reflex and will saves, 8+skills
Otherwise they're a normal rogue, only, you know, better.
They probably have, like, the Assassin or Shadow Dancer prestige class special abilities too, or something, I dunno. Oh, and they automatically pants all ninja's and barbarians in a 1-mile radius. This makes the affected characters make a will save each round to avoid dying of embarrassment.
EDIT: sorry, I couldn't resist. :D
MattR1986 |
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The point of doing that is instead of letting them bypass Combat Expertise for Imp. Feint, they just get it instead. It's their prerogative to use it or not. And bypassing the 13 Int is simply because if you're a rogue you already get 8 skill points a level. You may not go 12 int just to get 9/level. That OR if you go 12 Int now you don't have to waste an ability point getting a stupid 13 instead of 12.
It's giving them access to Improved Feint more easily so they can try to deny dex and get their sneak attack more often. It means they don't have to wait to double team someone to get their only benefit. They also don't have to worry about the feat and ability tax for Imp. Feint.
Mistah J RPG Superstar 2009 Top 8 |
I can't believe I'm going to contribute to another one of these rogue threads, but my only change to the rogue atm is: A rogue may have 1 1/2 ranks (rounded down) in any rogue class skill.
This puts them a cut above other classes (or should) in skills.
I am intrigued but don't quite follow - could you elaborate please?
TimD |
He's saying every even level a Rogue's maximum rank limit for Rogue Class Skills is increased by one more than usual. At second level his maximum is 3 ranks, at 4th level his maximum is 6 ranks, etc
Which would mean that people would be using Rogue to dip a few levels for early entry into Prestige classes as this would be the only way to get more ranks than levels in a skill - probably not optimal for making the Rogues better.
Will try to post my "Rogue Revisited" stuff for boosting Rogues that I've been having some of my PCs playtest either later tonight or tomorrow.
-TimD
kyrt-ryder |
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My general guideline on this kind of thing is not to worry about dipping. Casters lose way too much stuff by dipping (except those going into Arcane Trickster, but that class is more constrained by the required Sneak Attack dice and resultant lost caster levels than by maximum skill rank) and I don't care about what martials come up with from dips.
So a martial type might dip Rogue for 4 levels to get 6 skill ranks at the cost of 1 BAB (and poor Fortitude progression if he won't be dipping into another martial class) before hopping into a prc... why would I care?
Lemmy |
Ascalaphus |
Oh, right, the Master Spy. Maybe that should just be folded wholesale into the Rogue.
I don't consider 4+ levels a dip anymore. 3 is the borderline case. Taking 2 levels of monk to get Evasion, saves and a big load of other features is a dip. 4 levels is too much to be "on track" with your main track, or even anything resembling that.
MattR1986 |
Folding Master Spy into Rogue is something to think about. And a 2 level dip of rogue would get you to a prestige class a level sooner. May be worth it maybe not. And even then, it means rogue will get more love does it not? And don't people already go to classes like fighter or whatever else to get extra feats? Don't see it being a problem.
Purple Dragon Knight |
I've posted it quite a few times before, but I honestly like this homebrew. IMHO, it makes Rogues viable without removing the "feel" of the class.
My favorite part are the revised Rogue Talent. They are <GASP!> actually useful!
EDIT: Just noticed Scavion already posted it here. Thanks, dude.
That is a nice rogue. But my mind was just blown by the latest "Marvel: Agents of SHIELD" and can thus no longer think clearly... so do you mind summarizing your changes compared to the Core Rogue? (for ease of reference on this thread) thanks!
Lemmy |
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Lemmy wrote:That is a nice rogue. But my mind was just blown by the latest "Marvel: Agents of SHIELD" and can thus no longer think clearly... so do you mind summarizing your changes compared to the Core Rogue? (for ease of reference on this thread) thanks!I've posted it quite a few times before, but I honestly like this homebrew. IMHO, it makes Rogues viable without removing the "feel" of the class.
My favorite part are the revised Rogue Talent. They are <GASP!> actually useful!
EDIT: Just noticed Scavion already posted it here. Thanks, dude.
Well, the changes are actually pretty minor, for the most part.
Rogues get proficiency with bucklers and a few extra weapons, Poison Use, Shadow Strike, Trap Spotter and Improved Evasion for free. They also get to choose two of their class skills.
The real changes are the revised Rogue Talents.
Among other things, they allow Rogues to do stuff like...
- Apply Int instead of Str to damage rolls.
- Pull any potion/scroll they want from their backpack
- Roll a Reflex save instead of a Fort/Will save against some effects
- Get resistance (and, eventually, immunity) to disease and poison.
- Charm enemies by simply talking to them.
- Use your enemies to flank other enemies.
- Add Cha instead of Wis to all Will saves.
- Get a pretty big bonus to Acrobatics, and use Acrobatics instead of Escape Artist.
- Get free Combat Maneuver feats and use their Rogue level instead of BAB for the selected maneuver
- Get a big bonus on attack rolls against flanked opponents.
- Make a Bluff (or Sleight of Hand) check as a swift action in order to get a big bonus on attack rolls against any opponent they want (flanked or not).
- Automatically deal max SA damage against opponents who are surprised/helpless/unaware of your presence.
- Get a Climb (or Swim) speed.
- Make AoO against enemies that provoked AoO from one of their allies.
Jiggy RPG Superstar 2012 Top 32 |
kyrt-ryder |
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Jiggy wrote:True. But it doesn't hurt. And it helps them at 1st~2nd level.Lemmy wrote:Rogues get proficiency with bucklersConsidering the way nonproficiency rules work, they pretty much already are, as soon as they can afford 150gp for masterwork.
That's also a fairly high system mastery item, something the average casual player would never notice.
Demanding system mastery of players is not a good thing in my opinion.
Lemmy |
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Add a bonus to the rogues initiative, say one every other level, or every third level; make it nearly impossible to get the drop on a high level rogue.
There's a (revised) Rogue Talent for that. ;)
- Strong Impression: Add a bonus equal to your Charisma modifier to Initiative checks. At 9th level, you can roll for Initiative twice and take the better result. At 18th level, you can roll for Initiative three times and take the best result (Prerequisite: Rogue level 6)
RDM42 |
RDM42 wrote:Add a bonus to the rogues initiative, say one every other level, or every third level; make it nearly impossible to get the drop on a high level rogue.There's a (revised) Rogue Talent for that. ;)
Lemmy's Homebrew Rogue wrote:- Strong Impression: Add a bonus equal to your Charisma modifier to Initiative checks. At 9th level, you can roll for Initiative twice and take the better result. At 18th level, you can roll for Initiative three times and take the best result (Prerequisite: Rogue level 6)
I was talking more "make it an inherent class feature" rather than a talent you pick.
You don't have to give up something to get it.
Or an ability you can buy or otherwise pick that all you to, once a day, essentially "take twenty" on an initiative roll.