Needle-based rouge.


Homebrew and House Rules


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So, I was looking at sheik in brawl, and thought "you know, if rouges could do some of this stuff, they may be a little more interesting."

So....

I made a string of needle based rouge talents, along with some other things that came to mind. Thoughts? Balance issues? Notice Any poor wordings? Obvious typos I somehow missed? Rage complaints about how throwing needles is "too anime"? Comments on how my face is dumb?

rouge talents:

Needle throw-
Perquisites- 15+ dex.
The rouge gains proficiency in needles. Needles are a thrown weapon, but can be drawn like ammo. Needles deal 1d2 piercing damage and deals *2 damage on a critical hit. The needle has a range increment of 10 feet, but if it is within sneak attack range, it takes no penalty to hit from range increments. When you critical hit with a needle, precision damage is multiplied.
Needle proficiency is not available through feats.

Stunning needle-
Prerequisites- needle throw
As a full round action, you can throw one stunning needle. Stunning needle forces a foe damaged by your needle attack to make a Fortitude saving throw (DC 10 + 1/2 your level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round. If they are stunned by this attack, they also take sneak attack damage as if they were flat-footed when you made this attack, if they weren't already. Creatures immune to sneak attack are immune to stunning needle, along with incorporeal creatures (unless the needle is ghost-touch), and plants.

Piercing needle-
Prerequisites- needle throw
As a full round action, you can throw a needle in a straight line, to it's maximum range (100 feet) The needle makes and attack roll against each character in that line, closest first, until it fails it's attack roll.

Flawless aim-
Prerequisites- needle throw
When you make a called shot with a needle, and it hits, it always has an effect as if the called shot was a critical hit. This does not effect the damage of the weapon.

Shocking needle-
Prerequisites- needle throw, spell-like ability that does damage on a melee touch attack.
Select a spell like ability that does damage on a melee touch attack. As a swift action by expending a use of you spell-like ability, you can add the spell damage to a needle you throw. This does not carry any non-damage effects from the spell. The spell critical hits if the needle does.

Desperate shot-
Once a day, the rouge may add his level to hit.

Agile-
You add your level to all acrobatics checks, and halve all jump dc's.

Greater rouge talents-

Astounding accuracy-
Prerequisites- needle throw
As a full round action, you can make one attack with a needle. Your sneak attack range increases to 100 feet for this attack, and the attack treats the foe as flat-footed. Foes with uncanny dodge are immune to this talent.

Astounding accuracy, improved-
Prerequisites- astounding accuracy
When using astounding accuracy within 30 feet, you always threaten a critical.

Absurd accuracy, greater-
Prerequisites- astounding accuracy, improved
When using astounding accuracy, you always threaten a critical.

feats, not all of witch are rouge-only:

New feats-

Through the cracks-
Good at piercing armor, you throw your attacks at holes in the foe's armor.
Prerequisites-
Sneak attack 3d6

When using a piercing weapon that has a base damage of 1d3 or less to hit a flat-footed foe, you ignore up to 1/2 your level of armor bouns.

Through the scales-
Your hatred, or knowledge, of dragons is manifested through your ability to slip attacks through their scales.

Prerequisites-
Sneak attack 1d6 or favored enemy (dragon), 5 ranks in knowledge (arcana) and heal.
When using a piercing weapon that has a base damage of 1d3 or less to hit a flat-footed dragon, you ignore up to your level of natural armor bonus. When used on other scaled creatures, you ignore up to 1/2 your level of natural armor bonus.

Magical rouge-
Prerequisites-
Minor magic and major magic rouge talents.
Your spell like ability from minor magic becomes at will, and you gain 3 extra uses of your major magic rouge talent. Choose one second level wizard spell. You can cast this spell twice a day.
These spells can be changed to scaling off of wis or cha after taking this feat.

one more, somewhat long, feat.:

Resourceful magic rouge
Prerequisites-
Magical rouge, 5 ranks in craft (alchemy), 5 ranks in spellcraft, 5 ranks in knowledge (arcana).
You may have limited magic power, but you make very good use of it. You can make items that hold your magic power, and use it in resourceful ways. Each one has a required item, witch is used in creation, and takes 1 hour of work to make. For each one of the following in existence, you have one less use of your first level spell like ability until it is used. If you have no uses left, you cannot make one. at the end of the day, you can stop magically supporting any of these items, causing it to become a non-magical object again, and restoring your daily use.

Vacuum bomb-
An empty bottle.
A bottle that, when thrown, doesn't break, instead landing in a square when you make an attack roll. This has a bit of fishing line attached to it, and when the string is pulled as a swift action, the "bomb" sucks in everything within 10 feet (reflex save DC 10+1/2 your level + your wisdom modifier.), then explodes with the air vacuumed in, knocking everything that was sucked in 5 feet away in a random direction, in addition to knocking those that can be knocked prone, prone.

Flash bomb-
A bottle of alchemist's fire.
This functions as a regular bottle of alchemists fire, save that it dazzles everyone in it's splash range for 1 minute. If the targets have the light sensitive trait, double the penalty. If they have the light blindness trait, they remain blinded for the minute instead.

Extra-burny bomb-
By spending an additional daily use of your first level spell like ability when you throw it, you can add 1d4 fire damage per two rouge levels to either the flash bomb or the vacuum bomb. This doesn't apply to slash damage on the flash bomb, and only applies to those who fail the reflex save vs the vacuum bomb when using the vacuum bomb.
Special- if your first level spell-like does elemental damage other then fire, this does that type of damage instead.

Magical weapon- you enchant a weapon to count as magic for overcoming DR. This lasts until you stop supporting the weapon with a daily use of your spell like ability. Ammunition aside from bullets enchanted with this do not break, and can always be reclaimed. This does not carry over to things shot from a weapon enchanted with this.
Special-
If your first level spell-like does elemental damage, the weapon gains 1d6 damage of that elemental type.

Shadow Lodge

Flawless aim needs some harsher prerequisites because otherwise is it's a little op in my opinion
Other than that, seems fine, interesting even


Well, what kind of Perquisites / taxes would you impose on it?

Shadow Lodge

Not sure, maybe make it an advance talent, maybe require deadly aim, or vital strike, maybe require one other needle tallent


See, the reason I wasn't worried about it being too powerful is the rouge's to-hit making it hard to land the called shot at all, aside from the easy ones that only inflict a -2.

But, you may be right.

Requiring vital strike is literally nothing more the a feat tax, and even if it ever comes into use, it adds only 1d2 to your damage due to your speciality.

Makign it an advanced talent might work, but also gives it to you when it'll be most useful, due to the fact that you actually have a decent attack.

Perhaps requiring piercing needle, witch, IMO, is perhaps the worst talent, but makes sense as a tax, because it Implies you can drive the needle deep.

Shadow Lodge

Good point on vital strike, I note no comment on deadly aim


Deadly aim is fair, but I'd assume you'd be taking it anyway.


Another thread about cosmetics?


Ciaran Barnes wrote:
Another thread about cosmetics?

Crap. Sorry.

But thanks for the meaningful comment, though.


Thank you for the sarcasm.

Needle Throw
The idea behind attacks that deal precision deal, such as sneak attack, is that it isn't multiplied because it is already like a critical hit. Its already bonus damage. As far as range goes, "sneak attack range" is not a term defined in the game. Range penalties should still apply as there is already a feat to reduce them.

Desperate Shot
Once per day abilities from rogue talents obviously have a precedence, but generally I don't think they are a good ability. Balance wise, I guess its not terrible, if you consider what the true strike spell does. Finally, use "to attack" instead of "to hit". "Hit" is a possible result of an attack.

Agile
Considering what most skill boosting feats do, this really seems like overkill. If a character has maxed his Acrobatics skill, adds his level to the check, and cuts the DC of jumps in half, he can basically jump 4X further than normal. I would cut one part of the feat or the other, and add a prerequisite. Or, change it to add 1/2 level to Acrobatics. Or, Add level to Acrobatics checks made to jump. Also, check on the name because Agile might already be used for something else.

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