What's the deal with the rogue hate?


Pathfinder First Edition General Discussion

551 to 600 of 607 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

blackbloodtroll wrote:
AndIMustMask wrote:
Imbicatus wrote:
Starbuck_II wrote:
LoneKnave wrote:
Speaking of playtesting and rogues... wasn't the "no quickdraw alchemical items" change a result of a rogue playtest? Or was that just propaganda?

No, that was a nerf because The Gaming Den's Frank told Jason in Paizo about Alchemy throwing rogues are great.

I mean, think, touch ac sneak attacks!

So Jason made sure to nerf quick draw of them and sneak attack of them. Then greases application of it, etc.

Yes, Frank was rude during the beginning, but the math was on Frank's side.

Huh. They nerfed it, but added it back with the Underground Chemist.
i still have absolutely no clue how that AT isnt a waste of ink, or why people think it isnt.

It wasn't, but then the "typed" untyped multisource bonus FAQ came out.

Now, it's a blind, crippled Alchemist wannabe.

The archetype combos with scout.

So a single touch attack sneak attack that can cause bleeding (with a talent).

Consistent damage! (no full attacks though, since it is only one attack for some odd reason).

But you lose out on evasion, further highlighting your crap health.


You can always take Improved Evasion. It doesn't require Evasion.


Secret Wizard wrote:
You can always take Improved Evasion. It doesn't require Evasion.

Well considering how the rules tend to interact with rogues. Improved evasion does not explicit-ally give the effects of evasion.

Ability only explicitally says that rogues take have damage on failed saves.

Scarab Sages

Marroar Gellantara wrote:
blackbloodtroll wrote:
AndIMustMask wrote:
Imbicatus wrote:
Starbuck_II wrote:
LoneKnave wrote:
Speaking of playtesting and rogues... wasn't the "no quickdraw alchemical items" change a result of a rogue playtest? Or was that just propaganda?

No, that was a nerf because The Gaming Den's Frank told Jason in Paizo about Alchemy throwing rogues are great.

I mean, think, touch ac sneak attacks!

So Jason made sure to nerf quick draw of them and sneak attack of them. Then greases application of it, etc.

Yes, Frank was rude during the beginning, but the math was on Frank's side.

Huh. They nerfed it, but added it back with the Underground Chemist.
i still have absolutely no clue how that AT isnt a waste of ink, or why people think it isnt.

It wasn't, but then the "typed" untyped multisource bonus FAQ came out.

Now, it's a blind, crippled Alchemist wannabe.

The archetype combos with scout.

So a single touch attack sneak attack that can cause bleeding (with a talent).

Consistent damage! (no full attacks though, since it is only one attack for some odd reason).

But you lose out on evasion, further highlighting your crap health.

It still allows you to quick-draw alchemist fires that get your int bonus to damage. Combine with the Bomber talent to get a double-sneak attack damage bomb with +int to damage and some extra bombs or alchemical items.


Asmodias wrote:
rungok wrote:
I was wondering why people are complaining about rogues. I thought as 3/4 BAB classes are concerned, they seem to have a few things going for them. So does anyone have any other reasons behind 'they suck' for them to, well, suck?
Yes, I have hatred for the Rogues, but I can't explain it.

At least you're being honest about it. :)


blackbloodtroll wrote:
AndIMustMask wrote:
Imbicatus wrote:
Starbuck_II wrote:
LoneKnave wrote:
Speaking of playtesting and rogues... wasn't the "no quickdraw alchemical items" change a result of a rogue playtest? Or was that just propaganda?

No, that was a nerf because The Gaming Den's Frank told Jason in Paizo about Alchemy throwing rogues are great.

I mean, think, touch ac sneak attacks!

So Jason made sure to nerf quick draw of them and sneak attack of them. Then greases application of it, etc.

Yes, Frank was rude during the beginning, but the math was on Frank's side.

Huh. They nerfed it, but added it back with the Underground Chemist.
i still have absolutely no clue how that AT isnt a waste of ink, or why people think it isnt.

It wasn't, but then the "typed" untyped multisource bonus FAQ came out.

Now, it's a blind, crippled Alchemist wannabe.

Which FAQ do you mean?


leo1925 wrote:
blackbloodtroll wrote:
AndIMustMask wrote:
Imbicatus wrote:
Starbuck_II wrote:
LoneKnave wrote:
Speaking of playtesting and rogues... wasn't the "no quickdraw alchemical items" change a result of a rogue playtest? Or was that just propaganda?

No, that was a nerf because The Gaming Den's Frank told Jason in Paizo about Alchemy throwing rogues are great.

I mean, think, touch ac sneak attacks!

So Jason made sure to nerf quick draw of them and sneak attack of them. Then greases application of it, etc.

Yes, Frank was rude during the beginning, but the math was on Frank's side.

Huh. They nerfed it, but added it back with the Underground Chemist.
i still have absolutely no clue how that AT isnt a waste of ink, or why people think it isnt.

It wasn't, but then the "typed" untyped multisource bonus FAQ came out.

Now, it's a blind, crippled Alchemist wannabe.

Which FAQ do you mean?

This one

Do a search for Fury's Fall and weapon finesse for an in game example of this.


I'm not getting the problem with the archetype (besides being a rogue archetype)


3 people marked this as a favorite.
Imbicatus wrote:
I say the lack of Gygaxian death traps is a good thing. Instant death is bad for any kind of story and isn't fun to play. Tomb of horrors is a terrible module.

Honestly, Gygaxian death traps are where the problems with the Rogue originated, in my opinion. Being the only one who could handle the things was very powerful, or so the thinking goes, so it gets balanced out by not being as good in combat. The Thief was necessary, but honestly wasn't every really that good. And as more emphasis became placed on story, character background, and the expectation of playing one character over the course of the campaign, traps became less deadly, and the Rogue doesn't even have necessity anymore.

In complete agreement about the ToH. Worse model I've ever had the displeasure of playing.


Prince Yyrkoon wrote:


In complete agreement about the ToH. Worse model I've ever had the displeasure of playing.

I have stated on other forum posts that I would stab the DM that insisted on running that. stab him right in the face. I'd rather play Call of Cthulhu if I wanted to do that kind of game...

Grand Lodge

Nicos wrote:
I'm not getting the problem with the archetype (besides being a rogue archetype)

The archetype works best with a dip into Alchemist.

Even better, with a Vivisectionist dip.

I was going to make my first Rogue PC since just after Beta Playtest, with such a combo.

Would have been an awesome.

Even without the dip, using the archetype, with a Launching Crossbow, and Focused Shot, would have been great.

Now, all is lost.

Again.


1 person marked this as a favorite.
Prince Yyrkoon wrote:
Imbicatus wrote:
I say the lack of Gygaxian death traps is a good thing. Instant death is bad for any kind of story and isn't fun to play. Tomb of horrors is a terrible module.
Honestly, Gygaxian death traps are where the problems with the Rogue originated, in my opinion. Being the only one who could handle the things was very powerful, or so the thinking goes, so it gets balanced out by not being as good in combat. The Thief was necessary, but honestly wasn't every really that good. And as more emphasis became placed on story, character background, and the expectation of playing one character over the course of the campaign, traps became less deadly, and the Rogue doesn't even have necessity anymore.

Really, I think turning traps into "Roll a dice to disable the trap" was one of the big mistakes in the game. It turned traps from something the whole party could have fun with to a single-character rolling a dice. By far the most fun my players ever had with a classic trap-filled tomb was one where there were no "traps" in the pathfinder sense. Everything was technically hazards that all couldn't be bypassed by rolling a d20. The whole party got involved trying to strategize and come up with ways to get past the dangers.


Imo a big problem with the Rogue that is somehow mostly ignored in the forum and schould be fixed has nothing to with the classfeatures but with the feats and his combat style.

For a Classical Rogue you usually want to build DEX based with TWF and Feint, this costs tons of feats (especially if you want to combine Feint with TWF) and is still suppar in comparison to high stength, Powerattack and a two handed weapon.

To really make the Rouge work the number of Feats to make this work and the disadvateges of this style must be reduced.


Ein Dämon auf Abwegen wrote:

Imo a big problem with the Rogue that is somehow mostly ignored in the forum and schould be fixed has nothing to with the classfeatures but with the feats and his combat style.

For a Classical Rogue you usually want to build DEX based with TWF and Feint, this costs tons of feats (especially if you want to combine Feint with TWF) and is still suppar in comparison to high stength, Powerattack and a two handed weapon.

To really make the Rouge work the number of Feats to make this work and the disadvateges of this style must be reduced.

That doesn't actually help the Rogue though, since it has nothing to do with the Rogue's actual abilities. All that does is help Slayers and Vivisectionist Alchemists. The problem is squarely the Rogue and it's poor class features that fail to help it excel in either combat or skills.


blackbloodtroll wrote:
Nicos wrote:
I'm not getting the problem with the archetype (besides being a rogue archetype)

The archetype works best with a dip into Alchemist.

Even better, with a Vivisectionist dip.

I was going to make my first Rogue PC since just after Beta Playtest, with such a combo.

Would have been an awesome.

Even without the dip, using the archetype, with a Launching Crossbow, and Focused Shot, would have been great.

Now, all is lost.

Again.

Most rogues work better with a couple os levels in something else, But I'm still not getting what happened, what FAQ screwed the archetype?

Scarab Sages

Nicos wrote:
blackbloodtroll wrote:
Nicos wrote:
I'm not getting the problem with the archetype (besides being a rogue archetype)

The archetype works best with a dip into Alchemist.

Even better, with a Vivisectionist dip.

I was going to make my first Rogue PC since just after Beta Playtest, with such a combo.

Would have been an awesome.

Even without the dip, using the archetype, with a Launching Crossbow, and Focused Shot, would have been great.

Now, all is lost.

Again.

Most rogues work better with a couple os levels in something else, But I'm still not getting what happened, what FAQ screwed the archetype?

It's now impossible to get 3xINT bonus on alchemical weapons by taking this archetype, alchemist, and the Focused Shot feat.

I disagree that it screwed the archetype, but that combo is no longer viable.


6 people marked this as a favorite.

The rogue lacks identity, mechanically and in terms of flavour.

Nothing other than sneak attack highlights the rogue as the scoundrel type, it is not particularly gifted in dirty tricks, steal or disarm, it's not a particularly good user of stealth, etc.

Sovereign Court

Yes, he should have a bonus in all of the above. I would give them improved steal at level 3 as a bonus feat, at the very least


Secret Wizard wrote:

The rogue lacks identity, mechanically and in terms of flavour.

Nothing other than sneak attack highlights the rogue as the scoundrel type, it is not particularly gifted in dirty tricks, steal or disarm, it's not a particularly good user of stealth, etc.

I think this is actually where my love of rogues diminishes. I'm very big on the mechanics reinforcing the story and setting. (Extra credits has a few videos about this, and while they're talking about video games one could say it also applies to any game in general)

So the newer classes have mechanics and features that allow the system to further build the immersion to the character. Other classes have features and mechanics that not only let them do cool stuff, but contribute and/or embody the 'flavor' of the class.

Even many of the Core classes have that going for them now. Fighters, while still somewhat generic, can do things with armor/weapon training that others simply can't. They're meant to be an all around fighting class capable of being built to do many things. Rogues get... stuff everyone else can get with minimal loss to their mechanical flavor. They also do not get anything that helps enforce their rogue-ness. Nothing that makes what they do better than another character. No mechanical reinforcement of their being a rogue.

I thought the improvement to sneak attack from 3.5 was a good step up (now can sneak attack undead, etc.) but that is not the lone purview of the rogue, is it?


rungok wrote:
Fighters, while still somewhat generic, can do things with armor/weapon training that others simply can't.

Uh... Like what? All that Weapon Training gives you is a bonus to hit. Everyone can hit things. Armor training does allow you to move faster in heavy armor... But I'll point out that Barbarian's are naturally faster and Rangers have access to Longstrider. Paladins have access to spells like Grace, which gives them a lot of in=combat mobility.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

My dwarven Travel cleric moves 40ft a round in full plate thanks to Longstrider.


TriOmegaZero wrote:
My dwarven Travel cleric moves 40ft a round in full plate thanks to Longstrider.

My Aasimar Cleric moves 50ft in medium armor thanks to longstrider... And he teleports as a move action too!

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

A pity that greater longstrider isn't on the domain list.


Lemmy wrote:
rungok wrote:
Fighters, while still somewhat generic, can do things with armor/weapon training that others simply can't.
Uh... Like what? All that Weapon Training gives you is a bonus to hit. Everyone can hit things. Armor training does allow you to move faster in heavy armor... But I'll point out that Barbarian's are naturally faster and Rangers have access to Longstrider. Paladins have access to spells like Grace, which gives them a lot of in=combat mobility.

The how is different.


Marroar Gellantara wrote:
Lemmy wrote:
rungok wrote:
Fighters, while still somewhat generic, can do things with armor/weapon training that others simply can't.
Uh... Like what? All that Weapon Training gives you is a bonus to hit. Everyone can hit things. Armor training does allow you to move faster in heavy armor... But I'll point out that Barbarian's are naturally faster and Rangers have access to Longstrider. Paladins have access to spells like Grace, which gives them a lot of in=combat mobility.
The how is different.

Is it? How does adding an extra +1 makes it different?

Silver Crusade

Marroar Gellantara wrote:
Lemmy wrote:
rungok wrote:
Fighters, while still somewhat generic, can do things with armor/weapon training that others simply can't.
Uh... Like what? All that Weapon Training gives you is a bonus to hit. Everyone can hit things. Armor training does allow you to move faster in heavy armor... But I'll point out that Barbarian's are naturally faster and Rangers have access to Longstrider. Paladins have access to spells like Grace, which gives them a lot of in=combat mobility.

The how is different.

It really isn't different.

A sword swings at a +1, not in any different way. It's the same thing, but with +1. Nothing is new.


Lemmy wrote:
Marroar Gellantara wrote:
Lemmy wrote:
rungok wrote:
Fighters, while still somewhat generic, can do things with armor/weapon training that others simply can't.
Uh... Like what? All that Weapon Training gives you is a bonus to hit. Everyone can hit things. Armor training does allow you to move faster in heavy armor... But I'll point out that Barbarian's are naturally faster and Rangers have access to Longstrider. Paladins have access to spells like Grace, which gives them a lot of in=combat mobility.
The how is different.
Is it? How does adding an extra +1 makes it different?

For armor, you move faster by ignoring the penalty.

For weapon training, you hit better with that kind of weapon not with weapons in general.

Now to predict the response, "But isn't that just worse than being able to move faster period, and being able to just hit better with any kind of weapon."

Why yes strawman it is. I think that is the fighter's problem. Armor training and weapon training are the main reasons to play a fighter, when that features are really secondary abilities. The fighter's main feature should be bonus feats, but bonus feats are the fighter's worse class feature not counting bravery. I think you need to fix feats to fix the fighter.

Strawman: "But everyone gets feats! Hell rangers and slayers almost get as many bonus feats as the fighter!"

Well rangers and slayers get feats from fixed list. No one but the fighter gets as broad a selection of bonus feats. If feats were good enough then the fighter's 11 bonus feats would be a real advantage.

Strawman2: "What does this have to do with rogues?"

Well rogue talents suck far more than feats, but compared to class features like sneak attack and the rest, you could easily say the rogue's best class feature is their skill list and 8 + int skill points. Rogues have a unique problem that overhauling the skill system would not actually fix rogues. Skills should be the rogues main thing, but fixing skills won't make the rogue best at it since plenty of classes actually get more skill points than the rogue.


Ein Dämon auf Abwegen wrote:

Imo a big problem with the Rogue that is somehow mostly ignored in the forum and schould be fixed has nothing to with the classfeatures but with the feats and his combat style.

For a Classical Rogue you usually want to build DEX based with TWF and Feint, this costs tons of feats (especially if you want to combine Feint with TWF) and is still suppar in comparison to high stength, Powerattack and a two handed weapon.

To really make the Rouge work the number of Feats to make this work and the disadvateges of this style must be reduced.

The classical Rogue had a Dagger in one hand with the other open. That's all he needed because he'd be on your back before you notice him and his knife would be in your spleen or across your throat.

The Rogue you're thinking of is the one made popular by World of Warcraft.


The war on straw continues...

Quote:
Well rangers and slayers get feats from fixed list. No one but the fighter gets as broad a selection of bonus feats. If feats were good enough then the fighter's 11 bonus feats would be a real advantage.

The ranger does not get feats from a fixed list. They get feats from one of a dozen or so fixed lists, one of which is very likely what you were going to pick for your fighter anyway. Not only that, but they ignore a lot of pesky requirements like an obscene dex score or level requirements: if you want a sword and board fighter the sword and board ranger is your go to option because you get the shield master feat five levels earlier.

RPG Superstar 2012 Top 16

Weapon Training is an easily stackable buff for wielding a specific weapon.
However, all the melee classes get easily stackable buffs, and aren't restricted to specific weapons.

Armor Training's problem is not speed. It's that is a Stat Tax. If you have Armor Training +2, are wearing Mithral BP, if you don't have a 20 Dex, your class ability is doing jack for you. You MUST wear heavy armor AND have an excellent dex to take advantage of the ability.

Compare to a monk's scaling AC bonus.

The fact fighters get a lot of feats is a misnomer. There are few GOOD feat trees that Rangers and Stalkers don't get to choose, or that other classes can't take with general feats. So the problem is more that so many feat choices are crap choices. If you gave Stalkers and rangers access to a lot of feats that sucked, you'd start seeing the fighter's problem. In the end, they all end up taking the same good, dependable feats, and ignoring the chaff fluttering around out there.

Therefore, the only option is for the fighter to get more out of those same exact feats then they do.

==Aelryinth


BigNorseWolf wrote:
The ranger does not get feats from a fixed list. They get feats from one of a dozen or so fixed lists, one of which is very likely what you were going to pick for your fighter anyway. Not only that, but they ignore a lot of pesky requirements like an obscene dex score or level requirements: if you want a sword and board fighter the sword and board ranger is your go to option because you get the shield master feat five levels earlier.

And if paizo just printed some good feats then the fighter would gain an advantage.

It is a problem with feats if a limited list is as effectively good as a broader selection because most feats suck anyways.


Aelryinth wrote:

Weapon Training is an easily stackable buff for wielding a specific weapon.

However, all the melee classes get easily stackable buffs, and aren't restricted to specific weapons.

Armor Training's problem is not speed. It's that is a Stat Tax. If you have Armor Training +2, are wearing Mithral BP, if you don't have a 20 Dex, your class ability is doing jack for you. You MUST wear heavy armor AND have an excellent dex to take advantage of the ability.

Compare to a monk's scaling AC bonus.

The fact fighters get a lot of feats is a misnomer. There are few GOOD feat trees that Rangers and Stalkers don't get to choose, or that other classes can't take with general feats. So the problem is more that so many feat choices are crap choices. If you gave Stalkers and rangers access to a lot of feats that sucked, you'd start seeing the fighter's problem. In the end, they all end up taking the same good, dependable feats, and ignoring the chaff fluttering around out there.

Therefore, the only option is for the fighter to get more out of those same exact feats then they do.

That is exactly why weapon training and armor training should be the fighter's secondary class features.

All paizo has to do is come out with feats that are actually good and not on the ranger's bonus feat list for the fighter's bonus feats to be a real advantage. The issue is that nearly all the good feats are on those limited list.

If paizo stopped putting cantrip like effects behind 9 feat chains 13 int and a particular race subtype then maybe the fighter's bonus feats wouldn't be as worthless as they currently are.


Marroar Gellantara wrote:
...

You have a very broad definition of "strawman"...


Lemmy wrote:
Marroar Gellantara wrote:
...
You have a very broad definition of "strawman"...

I was arguing with a position I constructed.

You didn't actually say many of the things I responded to.


Marroar Gellantara wrote:

I was arguing with a position I constructed.

You didn't actually say many of the things I responded to.

I didn't say I did.

But getting a +1 doesn't really make anything different... Just (very slightly) more effective.


Lemmy wrote:
rungok wrote:
Fighters, while still somewhat generic, can do things with armor/weapon training that others simply can't.
Uh... Like what? All that Weapon Training gives you is a bonus to hit. Everyone can hit things. Armor training does allow you to move faster in heavy armor... But I'll point out that Barbarian's are naturally faster and Rangers have access to Longstrider. Paladins have access to spells like Grace, which gives them a lot of in=combat mobility.

Whether or not they are better than another class is not what I was trying to point out. I was indicating that mechanically, they had features that supported the flavor/lore/whatnot of the fighter class. The fact that they are sub-par is still an issue, but at least their mechanics do support the concept.


Should point out that Inner Sea Combat has added deity flavored feat lists for the Ranger that let them do pretty much anything. Whip, throwing, updated two-weapon lists, updated archery lists, it's all good.


Oh, yeah... There is also the archetype that gives Rangers Warpriest's blessings. Now Rangers have access to move action teleport!


Lemmy wrote:
Oh, yeah... There is also the archetype that gives Rangers Warpriest's blessings. Now Rangers have access to move action teleport!

Yay blink-ranger.

I just wish... there was stuff that made people excited for the rogue. Like, I dunno, AT's that gave them other classes stuff?


rungok wrote:
Lemmy wrote:
Oh, yeah... There is also the archetype that gives Rangers Warpriest's blessings. Now Rangers have access to move action teleport!

Yay blink-ranger.

I just wish... there was stuff that made people excited for the rogue. Like, I dunno, AT's that gave them other classes stuff?

Well there is that sweet Troubadour Archetype that trades Trapfinding and Trap Sense for all the 1st level Bardic Performances with full scaling. And it let's you use Rogue Talents to pick up Bardic Masterpieces and Versatile Performances.. a.. aha... ahahahah... ahahahahahahahaha.

Sorry if I got anyone's hopes up, but come on you should have known it was fake based on the fact that it was useful.


rungok wrote:
Lemmy wrote:
Oh, yeah... There is also the archetype that gives Rangers Warpriest's blessings. Now Rangers have access to move action teleport!

Yay blink-ranger.

I just wish... there was stuff that made people excited for the rogue. Like, I dunno, AT's that gave them other classes stuff?

I made these. They are pretty darn cute.


Hey, I got one too! Although it isn't really an archetype...


Can't we just link the Investigator's and Slayer's d20pfsrd pages and be done with it?


We could... But where is the challenge?


Lemmy wrote:
We could... But where is the challenge?

Good point. Carry on!


rungok wrote:
Lemmy wrote:
rungok wrote:
Fighters, while still somewhat generic, can do things with armor/weapon training that others simply can't.
Uh... Like what? All that Weapon Training gives you is a bonus to hit. Everyone can hit things. Armor training does allow you to move faster in heavy armor... But I'll point out that Barbarian's are naturally faster and Rangers have access to Longstrider. Paladins have access to spells like Grace, which gives them a lot of in=combat mobility.
Whether or not they are better than another class is not what I was trying to point out. I was indicating that mechanically, they had features that supported the flavor/lore/whatnot of the fighter class. The fact that they are sub-par is still an issue, but at least their mechanics do support the concept.

Lemmy isn't saying they are bad (I mean, they are, but combat is still their strong suit), he's saying they don't get anything that sets them apart mechanically. Compare to a slayer. Slayer basically gets the same scaling bonus with ALL weapons (actually, slayer tops at +5, doesn't he?), and armor training basically does jack once mithral is in the game. And then he can also ignore feat pre-reqs, and has SA, and gets bonus on skills as well.

Even in core, the barb is essentially the same as the fighter (+STR translates into hit and damage bonus... the scaling is a bit more jagged but he also ends up with the same bonus to hit, increased movesepeed replicates the most important part of armor training) in everything sans flavor, and then he gets a bunch of cool unique abilities.

The fighter has none of that. There's maybe 3 fighter only feats that do something other than give a small bonus to hit & damage. Even if he does get fighter only feats, all that means is the brawler, warpriest and Magus will be all over that stuff.

Sovereign Court

DominusMegadeus wrote:
There has been at least 3 topics that I found on Google that ask about how Underhanded is supposed to work. The consensus is that it's literally useless unless you take quick draw and are a Bandit.

always threatening trait, lookout feat, and a cohort at level 7... this way I don't think you need Bandit... right?

Sovereign Court

Purple Dragon Knight wrote:
DominusMegadeus wrote:
There has been at least 3 topics that I found on Google that ask about how Underhanded is supposed to work. The consensus is that it's literally useless unless you take quick draw and are a Bandit.
always threatening trait, lookout feat, and a cohort at level 7... this way I don't think you need Bandit... right?

Why did you necro this thread now that rogues don't suck anymore?

Sovereign Court

Charon's Little Helper wrote:
Purple Dragon Knight wrote:
DominusMegadeus wrote:
There has been at least 3 topics that I found on Google that ask about how Underhanded is supposed to work. The consensus is that it's literally useless unless you take quick draw and are a Bandit.
always threatening trait, lookout feat, and a cohort at level 7... this way I don't think you need Bandit... right?
Why did you necro this thread now that rogues don't suck anymore?

...for completely personal and selfish reasons? :)


wraithstrike wrote:
The Human Diversion wrote:
Lemmy wrote:
I have yet to see any Rogue build that is "broken" (well, at least "broken" in the sense of "too effective", I've seen plenty that are "broken" in the sense of "not functional"). Please, do post them. I'd love to be proven wrong on this matter.

Not trying to prove you wrong - I completely agree with you, just pointing out that I'm not great at building effective characters, but I'm certainly not bad at it.

I have a 9th level PFS halfling rogue with the Scout and Knife Master archetypes. Those are interesting, but I had to replace the most iconic rogue ability, trapfinding, and a pretty useful ability, uncanny dodge, to get them.

He's built with a special boon so he gets +2 to dex in addition to racial bonuses, so he started at a 22 dex. Along the way I've made sure to get him a ghost touch dagger allowing him to sneak attack everything but oozes, swarms, and elementals. I've also gotten him an agile dagger allowing him to deal more damage based on his dex. With various talents and feats I've given him Combat Reflexes, Dodge, Piranha Strike, Shadow Strike, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Offensive Defense, and Slow Reactions (and those last two can't be used together!). When he uses piranha strike and can sneak attack something he does pretty good damage, 1d3+14 + 5d8, getting on average about 38 damage per hit. That's not too bad, but a good barbarian build can easily out-do that.

He's also got a pretty good armor class, a 27 under "normal" conditions thanks to his high dex and Pathfinder having armor with no upper dex cap, but it cost him - he's spend a good bit on some protection items. While he's quite good at combat, he has a horribly low will save and can easily be taken out of a fight with something that targets will saves. Like I pointed out above, though, he's also lost his ability to find magical traps and has a pretty low perception to find mundane traps. Thanks to his

...

I like to think that my endless hours of poring over the PRD has allowed me to find a favorable cross-section of abilities to break almost anything.

I am currently running in a campaign that is 17th level and 3rd tier. I have 5 levels in Kitsune Trickster (by extension you could accurately conclude I'm a kitsune), 2 levels in Assassin prestige, and 10 levels in Master Spy prestige. Stats are STR 10, DEX 20, CON 10 (modified to 16 by a belt), INT 30 (modified to 36 by age and headband), WIS 16 (age), and CHA 16 (age). while I will go further into the mythic choices later I took the general path ability to prevent aging's negative effects. without going into crazy detail about converging 3 lists of skills most of them are medium strength. but he is optimized for bluff, diplomacy, disguise, sense motive, and stealth (but only when invis). keep in mind that kitsune tricksters add INT to all of those I listed above except stealth, and master spy level adds on top of everything else for bluff, sense motive, and disguise. his three rogue talents are fast stealth, convincing lie, and without a trace. feats are deceitful, weapon finesse, iron will, deft hands, realistic likeness (kitsune specific), swift kitsune shapechanger, run (mythic), extra rogue talent, improved initiative (mythic), two-weapon fighting, and improved two-weapon fighting.

I took the trickster path and took the no aging path ability, as well as 2 stacks of supreme stealth, one for scent, and one for blindsight with the intent to flesh it out to all three at tier 4.

That's the basics as well as I can remember right now. There are so many converging aspects that I have to spend 30-45 minutes digesting the character before each session. but the most simple and the characters lynchpin is his sneaking. he of course has a ring of invis to start off. but 9th level master spies get a constant mind blank making him immune to all divination effects, meaning every magical form of invis detection is nullified against him leaving only invisibility purge to actually reveal him. then supreme stealth means that the only natural means of detecting him is tremorsense (which will soon also be nullified). combine that with his death attack he can open a fight by dropping someone. he wields two expensive daggers (roughly 100k each) that I believe are called shadows edge. they are specific magic weapons from the mythic system, their main function aside from being keen +2 is to bypass all force effects. this makes him especially suited for hunting down that annoying caster in the back across the room.

now the big blaring hole in this is the invis purge loophole in his immunities. I was researching for a way to specifically get rid of this chink in my defenses. and I found it. the 3rd party godhunter path has a first tier ability called skin of blasphemy. you may choose one divine spell of a level equal to or lower than your tier and become immune to it. invisibility purge is a 3rd level spell that can only be attained by clerics and inquisitors, meaning it will always be nullified by the ability. so at tier 5 I use path dabbling from the trickster class to get the godhunter ability, and I become entirely undetectable from any effect I have thought of so far.

It is late and I may be forgetting something. I would love to have my character tested for holes so I can plug them and improve the overall design. Please point out anything you see.

551 to 600 of 607 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / What's the deal with the rogue hate? All Messageboards

Want to post a reply? Sign in.