Please! No more Rogue Rewrites! (And yet here one is)


Homebrew and House Rules


Another Rogue rewrite!

Notable new abilities (No old ones removed):
Scoundrel: Rogues are skilled at using underhanded tactics. A rogue receives a morale bonus on all Stealth, Sleight of Hand, and Escape Artist checks equal to 1/2 their Rogue level (minimum +1). At 3rd level a Rogue can move at full speed while using the Stealth Skill without incurring any penalties.

Why? Rogues are not actually more stealthy than other classes. Rangers get favored terrain, and there is an inquisitor inquisition that grants them half their level to stealth. Sleight of Hand is rarely used, and Escape Artist needs a buff to help Rogues escape from grapples more often. These guys should be slippery!

Nimble (Ex): Starting at 2nd level, a Rogue gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the Rogue to lose her Dexterity bonus to AC also causes the Rogue to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Why? this ability always felt rogue-y, yet it was given to gunslingers. This fixes that.

Poison Use
Why? It was silly that rogues lacked this.

Skillful Dodge (Ex): At 3rd level a rogue learn to avoid their foes incredibly nimbly. A rogue can choose to avoid one melee or ranged attack per round as an immediate action by making a Skillful Dodge check (d20+ Dexterity Modifer + Rogue level) with a DC equal to the melee or ranged attack's roll. Skillful Dodge can be used only if the Rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of Skillful Dodge. Your Skillful Dodge ability gains any additional bonuses the character would gain on Acrobatics Skill checks (feats, competence bonuses, favored class, ect.). Skillful Dodge must be used before the results of the attack roll are revealed.

Why? This ability is very strong. It is about time rogues get a strong ability that makes you go "wow!" They get this in the form of a opposed check to avoid an attack.

Gang Up (Ex): At 5th level, the Rogue becomes incredibly skilled at taking advantage of distracted foes. When attacking a foe threatened by an ally, entangled, or inflicted with the frightened or panicked condition the Rogue gains a +2 circumstance bonus to her weapon attack rolls and may use half of her sneak attack damage dice (rounded down).
If the Rogue is flanking an opponent, he instead uses his full amount of sneak attack damage dice and adds a +2 circumstance bonus to his weapon damage rolls.
This bonus to attack rolls increases to a +3 at 10th level, and increases by +1 for every 5 Rogue levels past 10th level.

Why? This helps make the Rogue's damage more reliable while still keeping his flanker feeling.

Fool the Senses (Su): At 7th level, a Rogue is not automatically detected against a creature’s tremorsense, blindsense, or blindsight when using the Stealth skill. Instead, they roll perception normally against the Rogue’s Stealth, gaining a +2 circumstance bonus to perception if they have tremorsense, blindsense, or blindsight.

Why? To allow a Rogue to actually be really really sneaky, even against foes that are hard (impossible) to sneak up on.

Master Strike: The Rogue can use his Dex bonus to determine the DC.

There are also a bunch of new (strong!) rogue talents too, along with large buffs to older ones. For instance, the "magic" line was greatly improved in power.


Made changes to Gang Up to broaden its use (added in shaken and denied dex bonus to what activates it) And renamed it Blind Side.

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