Questions about the rogue class


Classes

RPG Superstar 2009 Top 16, 2012 Top 32

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The following are a few random questions I had while reading the rogue class.

Footpad’s Focus: Why isn’t there any sort of synergy between this feat and Bludgeoner?

Battle Assessment: How does this differ from a Recall Knowledge action? And, assuming there is a bigger difference than I am seeing, why is this a rogue feat instead of a fighter feat?

Dread Striker: Why isn’t this also a fighter feat?

Poison Weapon: Where is the simple poison generated by this feat coming from? Shouldn’t this feat involve some sort of rules for crafting a simple poison instead of just handwaving its existence?

Dispelling Slice: Is it intentional that you can use this on an ally to end a harmful spell whose effect is worse than the damage you would deal with Dispelling Slice?

Perfect Distraction and Reactive Distraction: How are these feats not powers? Isn’t every class ability that produces a spell effect supposed to be a spell in PF2? And even if they somehow aren’t spells, shouldn’t these feats have the same descriptors as the mislead spell they are duplicating?

Implausible Infiltration: How is this feat not a power? And even if it is somehow not a spell, how does it not have any descriptor indicating that moving through a solid object is a magical action?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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Sneak Attack - is it correct that when using ranged attacks there’s no range limit - you could take a 600 foot shot at a flat footed target and get sneak attack, right at first level? If so, that’s great, just different from expected (and not sure it makes sense - more than 30 feet does, but unlimited might be a bit too much.)

Surprise attack - wow, only rogues get this now instead of everyone? Seems like it should still apply to all, especially for surprise/ambush situations.

Bludgeoner - being able to sneak attack with 1 handed club/mace weapons should be default for sneak attack, not a feat tax. The enhancement can be part of a feat still.

Trap Finder - Why is this tied to trained in Stealth at all? How does being stealthy impact your ability to sense traps?

Footpad’s Focus - this should also apply to weapons from bludgeoner

Mobility - how does this work when you can move up to your speed? If you start moving, and after 10 feet, would normally trigger a reaction, do you then decide if you want to stop moving to avoid it or to continue moving more than half your speed and trigger it anyway? Or do you have to start your action saying you won’t move more than half your speed. For that matter when most races have a speed of 25 feet, how do you determine half your speed? Is that 10, 12.5 or 15?

Battle Assessment - don’t use vague language like the GM might apply a range penalty. Just provide what the range penalty is, either for this ability or for Perception in general. For the actual effect, how is this different from Recall Knowledge? Wouldn’t it be a lot easier to have the general use of Recall Knowledge do this, and have Battle Assessment allow you to use Perception instead of Nature, Occult, etc? Does this apply to effects which aren’t permanent/inherent in the creature? Like if the target is wearing a magic item or under a spell effect which grants one of these abilities?

Poison Weapon - Shouldn’t contact poisons be able to be used with any weapon, not just piercing or slashing? Also, if you don’t have a poison, where exactly is the poison coming from? Do you grow poison glands somewhere, or just magically excrete poison though existing biologic functions (don’t really want to think about that, and wouldn’t want to do it in combat, that’s for sure!)

Sabotage - shouldn’t this allow uses outside of combat also? Like not be restricted to items carried or wielded? Also, how is carried defined? In hand, or does it apply to worn items, like belt buckle, or harnesses, etc?

Delay Trap - for a success, what does “whichever is worse, GM’s choice” how would not triggering the trap ever be worse than delaying it for 1 round? Why not just say a success simply delays it for 1 round and be done with it?

Vicious Debilitations - why would the first choice only apply to one choice of bludgeoning, piercing or slashing? Either you maneuver them into being vulnerable to weapon attacks or you don’t. There’s no way you can sneak attack to change their skin or armor type enough to only become vulnerable to one of these.

Critical Debilitation - this name doesn’t really match the effect. It’s not related to critical hits of successes. Why not call it slowing or paralyzing debilitation?

Fantastic leap - high jump ranges become ridiculous if you’re not using magic by doing this.

Instant Opening - why not just have this work by having your Feint action count as one higher level of success?

Spring from the Shadows - why not have the condition of being unseen or sensed be a requirement like many other feats seem to have for their structure?

Blank Slate - include artifacts as an exception, in case some don’t have levels exceeding 20th.

Perfect Distraction - how on earth does this work? What if you aren’t carrying mirrors or ropes and dummies? How do you concentrate to get the duplicate to move? This should just be a magical ability and be done with it. Also, how many actions are needed to activate?

Implausible Infiltration - shouldn’t require a climb speed to move through a ceiling - just the ability to reach the ceiling - you could be climbing the wall with an athletics check, magically flying or levitating etc. This should also just be a magic ability, whether with spell points or not.

Reactive Interference - this should be a much lower level ability, and always require the attack roll. Keep the 18th level version as Improved Reactive Interference and make it a free action usable once per round against lower level foes.

Trickster’s Ace - why not just have this work exactly like the contingency spell and refer to that spell for details?

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