| Rycaut |
I was participating in the fascinating thread about whether a Rogue could be a BBEG and as I looked over the possible Rogue archetypes (of which there are many) I noted that with a handful of notable exceptions few if any Rogue archetypes have changes to core abilities beyond the early levels of the game (Underground Chemist is one notable exception but few other archetypes introduce any big changes after level 20).
Is there a reason for this?
Have I missed other archetypes of the Rogue that do have major impacts at higher levels (the Kobold only rogue archetype is another exception, being the only archetype I'm aware of that modifies Master Strike).
| Pixie, the Leng Queen |
Archetypes can't do anything because Rogue doesn't have any features to give up.
Ironically enough, they actually do. They get lots of stuff nearly every level. The problem is, most of the stuff the get is mediocre and Paizo has this thing about not makimg a archetype hugely more powerful than the base class.
| My Self |
My Self wrote:Archetypes can't do anything because Rogue doesn't have any features to give up.Ironically enough, they actually do. They get lots of stuff nearly every level. The problem is, most of the stuff the get is mediocre and Paizo has this thing about not makimg a archetype hugely more powerful than the base class.
Sneak Attack is a single class feature that just so happens to scale by level. It's not so powerful that it should displace other class features and get a level all to itself. It's comparable to Smite Evil or Challenge, and Paladins get so much better class features than Rogues.
Trapfinding is a single class feature that is also rather weak. Compared to say, Bardic Knowledge, it has less scope, less impact, and does not make up for... well, anything. Bards even get Versatile Performance, which laughs at Rogue's skill points/level advantage almost makes up for it by 2nd, equals it by 6th level, and surpasses it entirely by 10th. And makes the bard less skill-MAD.
Rogue talents are really, really weak. But none of the archetypes ever seem to want to get rid of them.
| Jack of Dust |
There are only a few archetypes that people tend to go for with Rogues such as Knife Master or Thug. Thug is especially good for debuffing with the unchained Rogue. One thing I can't help notice about rogue archetypes though is that many of them replace things like trapfinding, evasion and uncanny dodge rather than Rogue talents. It also means most changes are simply low level (and low power) ability changes. It's a shame too because it makes it difficult to combine rogue archetypes.
If you don't have 3rd Party Content phobia, I would recommend checking out Legendary Rogue by Legendary Games to scratch your Rogue itch. It redesigns the rogue class by making it much more customisable (for example instead of trapfinding you could take information broker which gives you a bonus on Knowledge local and Diplomacy to gather information) and just overall makes the class a much more viable option.
LazarX
|
My Self wrote:Archetypes can't do anything because Rogue doesn't have any features to give up.Ironically enough, they actually do. They get lots of stuff nearly every level. The problem is, most of the stuff the get is mediocre and Paizo has this thing about not makimg a archetype hugely more powerful than the base class.
Archetypes aren't supposed to be more powerful than the base class... that's not the point of making them. Archetypes essentially let you create more classes without having to do them all from scratch.
| Pixie, the Leng Queen |
Pixie, the Leng Queen wrote:Archetypes aren't supposed to be more powerful than the base class... that's not the point of making them. Archetypes essentially let you create more classes without having to do them all from scratch.My Self wrote:Archetypes can't do anything because Rogue doesn't have any features to give up.Ironically enough, they actually do. They get lots of stuff nearly every level. The problem is, most of the stuff the get is mediocre and Paizo has this thing about not makimg a archetype hugely more powerful than the base class.
Except if you limit yourself to the power of yhe base class, then any archetype for the rogue will be weak...
| Rycaut |
right - but my observation is that it is possible to build a rogue archetype that actually does interesting things over the entire 1-20 career of the character - but that most of the current (many archetypes - the rogue actually has more archetypes than most other classes) don't do much particularly interesting after the first 4 or so levels. Which makes many of the archetypes useful and interesting dips but less useful for a BBEG that is supposed to level alongside the party over the course of a campaign.
The few that do are actually pretty interesting - Underground Chemist is actually very nifty in that it actually dips into changing out talents and advanced talents so thus continues to change the character over the entire 20 levels. Combined with an Unchained Rogue and skill unlocks it gets pretty interesting actually (at level 20 with Craft (Alchemy) as a skill unlock with 20 ranks into it and the right advanced talents chosen from the archetype's options you have a rogue that could craft potions himself and drink them as if they were CL20 potions (possibly also with an extended duration) using his very high Craft (Alchemy) skill to do so and would likely be a living mummy, probably with the ability to spontaneously heal 10 times a day (at least) along with a bunch of other nifty options. Making for a Rogue BBEG that doesn't feel anything like a typical rogue - but would be a truly unique foe for a party.
And actually the Kobold racial archetype (Snare Setter) and the Tengu racial archetype (Swordmaster Rogue) are also unique in that they have abilities that scale even to the highest levels.
There are probably a few other archetypes that have higher level abilities - but my question isn't so much whether rogues are good/bad it was more a comment that it seems strange to me that so many of the rogue archetypes tread the same ground (replacing trap finding and trap sense for abilities that don't scale or occasionally replacing uncanny dodge / improved uncanny dodge likewise for abilities that don't often don't scale.
| Shadowlord |
And actually the Kobold racial archetype (Snare Setter) and the Tengu racial archetype (Swordmaster Rogue) are also unique in that they have abilities that scale even to the highest levels.
Interesting note on racial archetypes, a human can take any racial archetype via the Racial Heritage feat. I believe half-elves and half-orcs would be able to take this feat as well, due to the fact that they also count as human. Did you look at the Swindler? It replaces a lot of rogue abilities. Several of the abilities scale in a way that would be beneficial through 20, some that would be more beneficial for the U-Rogue.
blashimov
|
To answer the OP - most of the archetypes change early stuff because rogues are front loaded with key class features, their higher levels being a mix of advanced talents, skill unlocks, etc.
People think rogues are weak - it's just - maybe they are at a similar optimization level. Doesn't mean you can't have a really nasty character. You can build a rogue that sneak attacks from any distance, suffers a -1 to hit per 440 ft and can shoot you up to almost a mile away, takes no penalty to sniping, and gets hide in plain sight at all times. At varying levels, this rogue could be more or less resistant to scry and fry tactics, or be basically immune and self sufficient if they took 10 levels of master spy. Don't tell mean you can't make either a memorable boss or incredibly effective PC. Unchained really improved things. Getting dex to damage at 3rd level without really annoying/confusing rules for example really helps the rogue stand out.
Compare a 4th level rogue vs ninja - the rogue is down your ki pool, mostly useless poison use ( and you can get that from an archetype if you want) etc. In return, you get weapon finesse, dex to damage, evasion!!, debilitating injury (a huuge debuff), and whatever you want to trade trapfinding for (replaced by a trait), like, I dunno, d8 sneak attack dice, or constantly sending people to frightened/sickened, or whatever. Like, a 4th level rogue can sneak attack someone and leave them frightened, sickened, and trying to flee at half speed...that's a single attack, you can do all day with no consumables...
| Rycaut |
yes - I understand all of that - my question (I'm the OP) is why are there so few of the Rogue archetypes that try to explore having an impact on the character into the higher levels. There are some (as I noted) but given the sheer number of archetypes for the rogue I'm surprised there aren't more (hopefully when/if there are new rogue archetypes specifically designed for the unchained rogue we may see more that explore the entire 1-20 arc of a character.
I've seen incredibly effective rogues at high PFS levels (10-11) as a GM and I have some multi classed rogues as a player who are quite effective. The ninja is an extreme example of what I'm asking for - though most archetypes don't have the page count to do as much as the ninja.
| My Self |
Just for reference, the simplified Rogue sheet:
1: Sneak Attack, Trapfinding
2: Evasion, Rogue Talents
3: Trap Sense
4: Uncanny Dodge
5:
6:
7:
8: Improved Uncanny Dodge
9:
10: Advanced Talents
11:
12:
13:
14:
15:
16:
17:
18:
19:
20: Master Strike
Sneak Attack scales +1d6 per 2 levels, Trapfinding scales +1 per 2 levels, Rogue Talents scale +1 per 2 levels, Trap Sense scales +1 per 3 levels. Not that impressive overall, especially considering the power level of each feature.
1: Sneak Attack, Trapfinding, Finesse Training
2: Evasion, Rogue Talents
3: Danger Sense, Finesse Training (dex to damage)
4: Uncanny Dodge, Debilitating Injury
5: Rogue's Edge
6:
7:
8: Improved Uncanny Dodge
9:
10: Advanced Talents
11:
12:
13:
14:
15:
16:
17:
18:
19:
20: Master Strike
Sneak Attack scales +1d6 damage per 2 levels, Trapfinding scales +1 per 2 levels, Rogue Talents scale +1 talent per 2 levels, Trap Sense scales +1 per 3 levels. Rogue's Edge scales +1 Skill Unlock per 5 levels. Finesse Training (dex to damage) scales +1 weapon per 6 levels. Debilitating Injury increases at level 10 and level 16. A bit better, but not a lot.
Notice the number of new high-level abilities you can trade out with archetypes.
| Darche Schneider |
Unchained Rogue has Rogue edge ever 5 levels though.
I think the main reason why you don't have archetypes that affect higher levels of rogue is basically because Developers don't exactly know what they want to do with rogue, and often feel that if they give it something the class would become overpowered.
Esoteric Scholar for example, from Ultimate Combat, beyond being very poorly worded, gave the ability to make an untrained knowledge check once per day. Unchained is only a little better, because it isn't limited to once per day anymore. But both of them get weaker as you level. I get the feeling that giving them 'Bardic Knowledge' was felt to be too powerful.
Then there is Sneaky Maneuver in Magical Marketplace, which has the Rogue work to qualify for sneak attack damage, take a -2 penalty on their attack, sacrifice the sneak attack damage, to use a swift action to make a combat maneuver that could have been used in place of an attack (except for Dirty Trick) that still provokes an AoO. Would it have been too powerful to allow it not provoke? Not take that -2? Maybe instead of dropping sneak attack damage, it would lower it by a certain amount?
And the list of talents like this keep going on and on. it seems every time when the rogue something, It also gets nerfed to the ground.
But one rogue archetype that does look okay-ish (GM dependent) and affects pretty high, is the Waylayer, a hyperfocused archetype that specializes in the Surprise round.
ryric
RPG Superstar 2011 Top 32
|
I have some insight in designing rogue archetypes based on feedback from the RPG Superstar judges on one I submitted(you could go look if you want but it was a bad archetype)...basically, as far as archetypes are concerned, rogues have Evasion, Trapfinding, Trap Sense, and (Improved) Uncanny dodge. That's why rogue archetypes almost always replace a pair of those abilities and nothing else.
The reason you almost never see rogue talents replaced is that if you create an ability that replaces a talent, why not just make a new talent and suggest the archetype select it? That gives players more build freedom and is almost always the superior option.
I'm not sure why sneak attack isn't changed more often. It seems to me that that could be a way to create more combat utility for a rogue archetype.
| Aelryinth RPG Superstar 2012 Top 16 |
and the reason that doesn't happen is that 'new options that are as easy to get shouldn't make old options weak'. In other words, making up Rogue Talents that are level-appropriate, powerful, and scale by level would make so many of the existing Talents appear worthless, you can't propose them.
Same reasoning they applied to the Lore Warden as 'too good.'
And so the Rogue Sucketh.
==Aelryinth
| Xethik |
A little off topic, is there an archetype that focuses on (at least mildly) use magic device?
High craft (alchemy) And high use magic device could be dangerous in a bbeg with lots of money...
Yeah, there is a Counterfeit Mage archetype.