Rogue Racket Requests


Homebrew and House Rules


Our release roster of rapscallion resumes:

Ruffian
Key Ability: Dex or Str
Trained Skills: Stealth, Intimidation
Other Talents: Sneak attacking with simple weapons, punishing the flat-footed, wearing medium armour

Scoundrel
Key Ability: Dex or Cha
Trained Skills: Stealth, Deception, Diplomacy
Other Talents: Super feinting

Thief
Key Ability: Dex
Trained Skills: Stealth, Thievery
Other Talents: Dex to damage with finesse weapons

What other types of rogue racket would you like to see published? Feel free to use this format, or come up with your own.


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To throw in my own idea.

Scout
Key Ability: Dex or Wis
Trained Skills: Stealth, Acrobatics or Survival
Other Talents: Good mobility, e.g. a speed boost or P1E's spring attack


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I'd like to see a "Mastermind" that can pick Dex or Int, and has something related to Recall Knowledge. Maybe if you get a successful Recall Knowledge check against a creature, they're considered flat-footed against your attacks for a round.


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Salamileg wrote:
I'd like to see a "Mastermind" that can pick Dex or Int, and has something related to Recall Knowledge. Maybe if you get a successful Recall Knowledge check against a creature, they're considered flat-footed against your attacks for a round.

They are actually going to do a Mastermind Rogue racket in the upcoming APG, though I’m not aware of any specifics.


I'd like something that makes it a bit more viable to sneak attack with cantrips. Maybe have an int based one that gives you proficiencies for cantrips as you level, let debilitating strike work with cantrips, something like that.


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I'm with Gaulin. There's already some limited support for a magical rogue in class, but it requires a lot of multiclassing even just to keep your proficiencies from falling too far behind. An Int or Cha racket that better supports that archetype would be really neat, I think.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Besides the Mastermind...

Some kind of mechanical specialist- someone who might be less than great at picking pockets or conning people, but who can open that lock- YES, that one- something a BIT like the Thief racket (since Thievery is the relevant skill) but without Stealth, and with some kind of Engineering Lore synergy with Disable Device and Pick a Lock.

Not sure what the combat talent would be, but I miss my old troubleshooter rogues from back in the day...


Pathfinder Lost Omens, Rulebook Subscriber

An assassin racket would be neat, maybe it could buff poisons as a playstyle or something?


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Gaulin wrote:
I'd like something that makes it a bit more viable to sneak attack with cantrips. Maybe have an int based one that gives you proficiencies for cantrips as you level, let debilitating strike work with cantrips, something like that.

A magical Racket would be cool. They could call it the Trickster Racket.

Horizon Hunters

Cole Deschain wrote:

Besides the Mastermind...

Some kind of mechanical specialist- someone who might be less than great at picking pockets or conning people, but who can open that lock- YES, that one- something a BIT like the Thief racket (since Thievery is the relevant skill) but without Stealth, and with some kind of Engineering Lore synergy with Disable Device and Pick a Lock.

Not sure what the combat talent would be, but I miss my old troubleshooter rogues from back in the day...

Snares?


Poison/Assassin Racket

Crafter/Trapsmith/Locksmith Racket


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

A poison based racket would be cool.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
DomHeroEllis wrote:
Cole Deschain wrote:

Besides the Mastermind...

Some kind of mechanical specialist- someone who might be less than great at picking pockets or conning people, but who can open that lock- YES, that one- something a BIT like the Thief racket (since Thievery is the relevant skill) but without Stealth, and with some kind of Engineering Lore synergy with Disable Device and Pick a Lock.

Not sure what the combat talent would be, but I miss my old troubleshooter rogues from back in the day...

Snares?

I'd be a bit leery of having them loot and pillage the Ranger options like that, but it could work...


Cole Deschain wrote:


I'd be a bit leery of having them loot and pillage the Ranger options like that, but it could work...

I mean, theoretically snares are a universal option. Anyone can use them or take the feat to craft them. They just kinda suck on their own.


Spymaster with focus on disguises could be fun.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Maybe a rogue racket specializing in thrown weapons: switching out Trained proficiency with rapier, shortbow, and shortsword for hatchet, light hammer, and starknife (also advancing to Expert and allowing critical specialization effects with Weapon Tricks, plus Master with Master Tricks); Trained in Acrobatics or Athletics; can choose Str as key ability; when critically succeeding on a ranged attack roll with a thrown weapon against a flat-footed opponent, increase the weapon damage die by one (does not apply if the weapon damage die is already d8 or more).

Perhaps call it the "Flying Blade" racket (homage to the P1E swashbuckler archetype).

Horizon Hunters

Cole Deschain wrote:
DomHeroEllis wrote:
Cole Deschain wrote:

Besides the Mastermind...

Some kind of mechanical specialist- someone who might be less than great at picking pockets or conning people, but who can open that lock- YES, that one- something a BIT like the Thief racket (since Thievery is the relevant skill) but without Stealth, and with some kind of Engineering Lore synergy with Disable Device and Pick a Lock.

Not sure what the combat talent would be, but I miss my old troubleshooter rogues from back in the day...

Snares?
I'd be a bit leery of having them loot and pillage the Ranger options like that, but it could work...

Same but it does strike me as a bit odd that Rogues can't set their own traps.

Grand Lodge

Cole Deschain wrote:
Some kind of mechanical specialist- someone who might be less than great at picking pockets or conning people, but who can open that lock- YES, that one- something a BIT like the Thief racket (since Thievery is the relevant skill) but without Stealth, and with some kind of Engineering Lore synergy with Disable Device and Pick a Lock.

Isn't that just thievery and lore? Any rogue can do that. Easy for any class with enough skills. It even seems natural for alchemist and wizard.

The thing for Thief is DEX to damage. Ruffian has armor and extra weapons. Scoundrel can feint. What are you saying you want? Just a Thief who replaced stealth with engineering lore? Even if this racket allowed INT rather than DEX, it doesn't seem distinct.

You mention some kind of synergy. What kind of synergy?


DougSeay wrote:
Cole Deschain wrote:
Some kind of mechanical specialist- someone who might be less than great at picking pockets or conning people, but who can open that lock- YES, that one- something a BIT like the Thief racket (since Thievery is the relevant skill) but without Stealth, and with some kind of Engineering Lore synergy with Disable Device and Pick a Lock.

Isn't that just thievery and lore? Any rogue can do that. Easy for any class with enough skills. It even seems natural for alchemist and wizard.

The thing for Thief is DEX to damage. Ruffian has armor and extra weapons. Scoundrel can feint. What are you saying you want? Just a Thief who replaced stealth with engineering lore? Even if this racket allowed INT rather than DEX, it doesn't seem distinct.

You mention some kind of synergy. What kind of synergy?

How about having Wis primary for noticeing/searching for things like traps and allow them Trapfinder as a class ability. Then give them the snair crafting shtick that rangers are so bad at with a bit of polish. Having a Wis>Dex>Int>Con>Str>Cha character with finding and disarming traps as well as setting them up as their main focus. Maby give them a series of combat feats that allow them to manuver enemies into their traps after setting them up.


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Pathfinder Starfinder Society Subscriber

Trickster Racket
Key Ability: Dex or Cha
Trained Skills: Arcana, Deception
Other Talents: Proficiency with innate magic of any tradition increases at 7 and 15 (maxes out at master). Grants a single innate cantrip off the arcane list whose key spellcasting ability is Charisma. At 9th level you gain the following feature in place of Debilitating Strike:

Debilitating Spell wrote:

Trigger Your innate spell that makes a spell attack roll against AC hits a flat-footed creature and deals damage.

Effect You apply one of the following debilitations, which lasts until the end of your next turn.

Debilitation The target takes a –10-foot status penalty to its Speeds.

Debilitation The target becomes enfeebled 1.

Additionally, your weapon expertise and greater weapon expertise class features add their additional damage to your innate spells that require you to make a spell attack roll against AC. If your single spell leads to multiple separate damage rolls, apply your weapon expertise damage only once per target.

----------
Gives you Cha key stat for your innate spells, progresses your proficiency past trained, and lets your debilitations work with your combat strategy. These are the three biggest stumbling blocks for the cantrip sneak attacker right now, so this is a tidy niche to fill.


That's a good place to start but it probably needs a little more; since cantrips can't get item bonuses and your proficiency would only be master (compared to a casters legendary) AND it requires two actions, there's a good chance you'd be wasting a turn on a pretty likely miss at higher levels. And getting flat footed is a bit more difficult too. So there would have to be something else if it was something to base the class around, in my opinion anyway.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
DougSeay wrote:
Isn't that just thievery and lore? Any rogue can do that. Easy for any class with enough skills. It even seems natural for alchemist and wizard.

Not what is desired.

Quote:
What are you saying you want? Just a Thief who replaced stealth with engineering lore?

No, a rogue who specializes in mechanical devices but is neither terribly sneaky nor terribly stabby. The Thief exists, but it's this catchbasin for "Thievery as a skill covers bloody near everything except stealth" and "I like knives."

Which is where hopping on the Ranger Snare bandwagon becomes an option.

Maybe they'd get the option to add their sneak attack damage to any traps they set.

Quote:
You mention some kind of synergy. What kind of synergy?

Altering DCs on finding, disabling, repurposing, and otherwise tinkering with mechanical traps substantially. Opening new options for how to interact with mechanical traps or locks.

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