Viondar
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Hey all. We have these house rules on the Rogue (we have no separate ninja class)
What do you people think?
Rogue: As a basis. Use the ‘unchained’ rogue. The following adjustments apply:
Level 1: The rogue may choose the ninja’s ‘poison use’ instead of ‘trapfinding’
Level 2: The rogue may choose the ninja’s ‘ki pool’ instead of ‘evasion’
Level 2 (and up): The Rogue may take Ninja Tricks for Rogue Talents and Advanced Ninja Tricks for Advanced Rogue Talents.
Level 3: The rogue may choose the ninja’s ‘no trace’ instead of ‘danger sense’
Level 4: The rogue may permanently forgo ‘debilitating injury’ to change either the fortitude or the will save to a strong save. If the rogue chooses this feature, the chosen save immediately changes from +1 to +4, and thereafter progresses as a strong save for the rogue class levels.
Level 6: The rogue may choose either the ninja’s ‘light steps’ ability, or gain the ‘lightfooted stride’ ability, as described here.
Light-footed Stride: The rogue may treat difficult terrain due to crowds, rubble, furniture, mud, sand, snow, ice, pillars, tree trunks, or any undergrowth lower than half his size as if it is normal terrain, permanently. The rogue still needs to see his target or know for certain where his target is to charge through such terrain. Terrain that has magically been enchanted to impede movement, still hinders the rogue.
Level 20: The rogue may choose the ninja’s ‘hidden master’ instead of ‘master strike’
Please note that if choosing any of these options these makes you lack any of the abilities a certain archetype replaces, you cannot take that archetype.
| Alex Trebek's Stunt Double |
Right about trapfinding.
GM puts in traps and if there isn't a Rogue the party blunders into them an very easily ends up TPK. It's tantamount to a "rocks fall, everyone dies". Putting in traps just to trigger the rogue's trapfinding is just tedious busywork, I've seen it every room the rogue says "Yeah, the usual" GM: "Yeah yeah, just like before, you detect traps, you take 10 to disable them, yadda yadda yada, everyone else wait and do nothing while we get this done".
Yeah, traps in a game should be more of a dynamic thing, you recognise them and might be able to disable them, might not. It's something everyone at the table has to think about.
"Level 2 (and up): The Rogue may take Ninja Tricks for Rogue Talents and Advanced Ninja Tricks for Advanced Rogue Talents. "
Isn't there already a rogue talent which basically says you can pick any Ninja trick you'd qualify for?
For the Ki-Pool thing... is that just to get Vanishing Trick?
I have another solution: the underutilised by 100% paizo official Sipping Jacket.
Like the Ki-Pool dependant Vanishing Trick, it is activated by a swift action, only the swift action is to take a fraction of the use of a potion that the jacket has been loaded with. This is GREAT for things like Potion of Vanish, load it up and you have 5 rounds (to be used individually) of Vanish. And unlike Ki-points, the party doesn't have to be pestered to put the adventure on hold so you can get your beauty sleep to recover more Ki-points, on a very intense campaign you can just load the sipping jacket with another potion.
Yes, it's 5k. But I think it's excellent for flexibility. Potions are such an untapped resource in Pathfinder, mainly because of action economy in consuming them but sipping jacket solves that problem.
As a GM, I don't like classes that depend on Ki-Pools.
Even a Wizard can have quite a lot of greater utility through scrolls, but when a monk/ninja run out of Ki-Points the party begins having split priorities. There's no way I can just have them find another Potion of Vanish to load up their Sipping Jacket, Ki-points have too hard a limit.
"The rogue may treat difficult terrain due to crowds, rubble, furniture, mud, sand, snow, ice, pillars, tree trunks, or any undergrowth lower than half his size as if it is normal terrain, permanently."
Our group found an ingenious solution to difficult terrain: jumping.
See jumping you are going over it and not interacting with the terrain at all while rogues very usually have huge dex and good acrobatics, they can easily jump over 20-25ft of difficult terrain. Jumping is probably far more useful to focus on as it gets over all limitations. Any traps there: bypassed. Any destructive liquid like acid or lava: bypassed. Any caltrops: bypassed. Tripwires: bypassed. Swarms moving over the surface of the ground: bypassed.
The problem is too many people only think of using jump to get over chasms when really it's to get over anywhere you cannot step.
| DeathQuaker RPG Superstar 2015 Top 8 |
Hey all. We have these house rules on the Rogue (we have no separate ninja class)
What do you people think?
Rogue: As a basis. Use the ‘unchained’ rogue. The following adjustments apply:
The following are just FYIs; you can do as you like and probably have a better sense as to what house rules work for your table:
Level 1: The rogue may choose the ninja’s ‘poison use’ instead of ‘trapfinding’
You could also apply the poisoner archetype.
Level 2: The rogue may choose the ninja’s ‘ki pool’ instead of ‘evasion’
Rogues can also take ki pool as a rogue talent, although they cannot use it to get extra attacks. Since your idea seems to use this ability minimally, you could have the rogue take the ki pool rogue talent at level 2 so as not to give up Evasion, which in my personal experience at least, is incredibly useful.
Level 2 (and up): The Rogue may take Ninja Tricks for Rogue Talents and Advanced Ninja Tricks for Advanced Rogue Talents.
Rogues are already allowed to do this.
Level 3: The rogue may choose the ninja’s ‘no trace’ instead of ‘danger sense’
Level 4: The rogue may permanently forgo ‘debilitating injury’ to change either the fortitude or the will save to a strong save. If the rogue chooses this feature, the chosen save immediately changes from +1 to +4, and thereafter progresses as a strong save for the rogue class levels.
As IIRC Ninjas don't get a second good save either, this seems neither thematic nor an equal tradeoff.
Level 6: The rogue may choose either the ninja’s ‘light steps’ ability, or gain the ‘lightfooted stride’ ability, as described here.
Light-footed Stride: The rogue may treat difficult terrain due to crowds, rubble, furniture, mud, sand, snow, ice, pillars, tree trunks, or any undergrowth lower than half his size as if it is normal terrain, permanently. The rogue still needs to see his target or know for certain where his target is to charge through such terrain. Terrain that has magically been enchanted to impede movement, still hinders the rogue.
I can't off the top of my head see what kind of difficult terrain the lightfooted stride ability actually CAN'T ignore, according to your list, and I can see arguments at the table about what does or doesn't count. And as such, this ability becomes more powerful than certain feats (Nimble Steps and Acrobatic Steps, which ignores difficult terrain for a short distance) and high-ish level class abilities (it is better than the 7th level ranger's Woodland Stride, which is limited to one type of terrain).
It's also a bit overcomplex. The existing Light Steps ability I think accomplishes thematically what you want anyway. Otherwise you might have the rogue choose a single type of terrain and model it after class abilities like Woodland Stride.
Level 20: The rogue may choose the ninja’s ‘hidden master’ instead of ‘master strike’
Please note that if choosing any of these options these makes you lack any of the abilities a certain archetype replaces, you cannot take that archetype.
A lot of the rest of the above not commented upon could be rewritten into a formal archetype. That then makes it easier to check for balance etc. Yes, this means it's harder to stack with other archetypes, but given the base ninja already couldn't take most archetypes, that's also appropriate.
| Alex Trebek's Stunt Double |
I think giving up debilitating injury for a very circumstantial strong save isn't worth it.
There are a lot of alchemical items to boost fortitude saves.
Your Reflex Save is amazing anyway.
Will Save can often end up pretty low, but that's where you might be better off spending money for the rare occasion you are hit with a spell. For example a Ring of Counterspelling (4k), pop a Dispel Magic in there. Also, aslo about getting a Blowgun loaded with a Dart of Dispelling. Dispelling being a +1 bonus and the one-time-use in a unit of ammunition should cost 1/50th so get that for 40gp.
Really, the Rogue should be the one hiding from the caster and going after the caster, taking them out. It should be a rare thing them being targeted with the huge debuffing spells rather than the big-ole fighter on the frontline.
Debilitating Injury I would personally stick with, by the logic that the best defence is a good offence, identify and go after the spellcaster and take him out, pronto.