Do You Think Rogues Should Have Had A Fighter's HD / BAB?


Pathfinder First Edition General Discussion

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Liberty's Edge

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Claxon wrote:

I guess I put extremely low value on trap disabling (including magic traps) because of how they're usually included.

Often they're stand alone encounters that pretty binary and boring.
Did you detect the trap? No, here's so damage you're going to heal with a wand.
Yes? Can you avoid the trigger? Yeah, we walk around it. No? Okay, let one character alone, disable it.

They're just not interesting as usually implemented IMO. And it was always bad (IMO) to put it forth as one the thing to do for one class.

And precision damage really isn't a great or important niche either. People care about more damage, not so much precision damage itself. The hoops you have to go through to set it up and the lack of accuracy just meant the theoretical damage potential almost never materialized.

Especially compared to playing a stronk fighter, barbarian, or ranger.

I disagree that there was nothing wrong with the rogue, I think they were bad even in the core rule book.

That is a problem of traps from 3.0 onward. Previous editions had challenging traps that were interesting, from 3.0 onward they have become binary, either speed bumps or deadly, and both can be resolved better by having a lot of hit points, good saves, and healing (in healing I include negative status removal) than by defusing the trap.

Maybe it is because combat is long in in-game time, and short in rounds, but the idea of the Rogue scouting ahead of the party and operating alone, the only way to make his main skills shine, has almost completely disapparead.


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I agree that a rogue operating alone is a good way for them to shine, but also means no safety net when one bad roll on the player part or one good one from an enemy can mean a horde of enemies attack. Even if the rogue is higher level than the enemies the action economy alone means it's not in their favor.

The rogue excels most when they're alone, in a game that's mostly about working together as a team.

One of the nice things about PF2 and investing in stealth means at a certain point you can carry your allies to being decent enough in stealth to even try. In PF1 it was pretty much an all or nothing investment and many characters would never both. Which meant stealth was never really a party tactic.


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Inquisitor is pretty over-tuned. It's not as noticeable because their abilities mostly cover different spheres of the game. But each one of those abilities is fairly powerful. And the book it came from featured other over-tuned classes like the Summoner. It's just not a good measuring stick for any other class.


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SheepishEidolon wrote:

If a player wants a combat option that works 99%+ of the time, I would point them to other classes than a rogue.

That would be wise on your part. I'd add that if a player wants to play a good roguish character, I would point them to other classes too.


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Nicos wrote:
SheepishEidolon wrote:

If a player wants a combat option that works 99%+ of the time, I would point them to other classes than a rogue.

That would be wise on your part. I'd add that if a player wants to play a good roguish character, I would point them to other classes too.

I'll one-up that: Even if a player wants to play a dex-based character without spells who's good at stealth and skills in general, can disable magic traps, and targets an enemy's vital points with their attacks and get extra d6s on damage rolls when doing so, I would still point them to other classes!

Mark Hoover 330 wrote:
Among the Core classes with no archetypes, Rogue is the ONLY way to deliver Sneak Attack damage.

I'll respond the same way you last made that statement: Despite what emo teens that listen to NIN all day long and think that playing a Rogue makes them hard and edgy believe, Sneak Attack is not a unique ability. It's just bonus damage, nothing special. Everyone can do HP damage. Doing the same thing others do in but a more conditional way is not a niche, it's the opposite of one.


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Melkiador wrote:
Inquisitor is pretty over-tuned. It's not as noticeable because their abilities mostly cover different spheres of the game. But each one of those abilities is fairly powerful. And the book it came from featured other over-tuned classes like the Summoner. It's just not a good measuring stick for any other class.

I beg to differ, it shows what a class 3/4 BAB d8 hit dice class can be.

Is it one of the best such classes? Absolutely. That doesn't make the comparison invalid.

Unless we're going to stop using wizards as the point of comparison for what 9th level casters can do. Wizards are often regarded as the default best high level magic class because they are a prepared arcane caster with 9th level spells. Which allows people to pretend to be Schrodinger's wizard and be prepared with the right spell at any time. Despite that not being true, it is the measuring stick other class are put up against.

Derklord wrote:
Mark Hoover 330 wrote:
Among the Core classes with no archetypes, Rogue is the ONLY way to deliver Sneak Attack damage.
I'll respond the same way you last made that statement: Despite what emo teens that listen to NIN all day long and think that playing a Rogue makes them hard and edgy believe, Sneak Attack is not a unique ability. It's just bonus damage, nothing special. Everyone can do HP damage. Doing the same thing others do in but a more conditional way is not a niche, it's the opposite of one.

Strongly agreed. Sneak Attack isn't anything special. It's conditional additional damage. Most classes get something that does additional damage. But most do have such annoying conditions to make it work. And while it sounds nice to be rolling extra d6s, the truth is that due to lower accuracy and RNG that bonus damage rarely exceeds (for a total combat) what other martial character could do. In fact, it usually means being behind.


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Wizard is a measuring stick because it is Core. It's the base that other casters are measured against. The inquisitor is from a splat book that ran on the over-tuned side. And then following books in that series repeatedly pulled back from that heightened power level.


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Derklord wrote:
Mark Hoover 330 wrote:
Among the Core classes with no archetypes, Rogue is the ONLY way to deliver Sneak Attack damage.
I'll respond the same way you last made that statement: Despite what emo teens that listen to NIN all day long and think that playing a Rogue makes them hard and edgy believe, Sneak Attack is not a unique ability. It's just bonus damage, nothing special. Everyone can do HP damage. Doing the same thing others do in but a more conditional way is not a niche, it's the opposite of one.

This thread, in the OP premise that the class might need full BAB and more HP, asks if the rogue is somehow broken and needs fixing. My response has always been that, when compared strictly to the Core classes in the Core rules no; the rogue class was not broken. SA damage is one reason for my assessment. I assert SA damage was unique in that no other Core class had a class ability that deals precision damage.

I never said that SA damage was sexy. I said it does its job. It delivers more damage. A barbarian's rage delivers more damage; a fighter's weapon training delivers more damage. A paladin's smite evil does more damage.

Each of these abilities has conditions. SA is any weapon, any attack, that meets the condition of the foe being denied their Dex bonus. Weapon training is one weapon group, all attacks; rage is only usable a few times/day, increasing this number of uses over time. Smite evil works only against evil, optimizing against specific creature types, is usable a limited number of times per day and only against 1 foe at a time.

And before anyone corrects me I know that many of the Core classes' extra damage abilities had accuracy boosters built into them. I'd hazard a guess that the reason why sneak attack didn't was b/c the foe has be denied it's Dex bonus so for the condition to be met for the rogue to deliver SA damage, the foe's AC would have to be lower than usual (hopefully). This is, however, speculation on my part and I don't have a source on why rogues didn't get accuracy boosters.

I have never, ever said that the rogue was awesome, or amazing, or that edgelords got their dream class with it or whatever you're asserting. I said they were adequate as a class in the Core rules. The rogue could disable magic traps; despite some posters' issue with how the mechanics for how traps work, if the GM uses magic traps, however boring and binary, it's either the rogue disabling them, a spellcaster using a spell to deal with it, or the high HP or high Saves type blundering through it to move on.

Rogues are not broken. Sneak Attack damage is extra damage upon meeting conditions. Trapfinding is real and works. Whether or not they're fun is a matter of opinion based on the individual player and not subject for debate.


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Melkiador wrote:
Wizard is a measuring stick because it is Core. It's the base that other casters are measured against. The inquisitor is from a splat book that ran on the over-tuned side. And then following books in that series repeatedly pulled back from that heightened power level.

I don't think there is anything special about core vs other hardback books.

Now, if we were talking about something that came out in a "soft cover splat book" I would agree that those shouldn't be used as the measuring stick. Of course, I don't think we had classes that came out in those, only archetypes.

Advanced Player's Guide which the Inquisitor appears in was the second player facing (ignoring the 1st bestiary and GM guide) book published for PF1. If you're going to call that splat then you must mean "everything but the core rulebook".

At the time when the APG was published, we didn't have any 3/4 BAB 6th level spell progression classes besides the Bard, which didn't remotely try to focus on the martial side of stuff.


I prefer to think of the inquisitor as an experiment from an unexperienced design team. The fact that no class that came after the inquisitor was tuned as high as it was is proof that it's not a good standard.


Yeah the Inquisitor just has too much. At best it's an example of the maximum power level. It should not be used as a base for how strong classes should be.

Which is part of why the Rogue gets so much flak. It's a perfectly good class. But it's very much a base class compared to classes that came out later. It's why there are so many Rogue talents and archetypes, also why the talents and archetypes you pick determine how good you are at different things. The Rogue is a good base, that has just enough material that you can replace, and just the right mechanics to let you add more stuff without affecting the rest.

That flexibility is what makes them good for people with system mastery. Is it a combat monster? No. Was it meant to be a combat monster? NO. Did U. Rogue help iron out some kink? Yeah. Does it still need a bit more help? Maybe, but its certainly not higher BAB and HP.


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The Core Rogue is a terrible class with terrible talents. It has a lot of skills, but zero skill bonuses beyond trapfinding, making it a weak skill monkey. It's main damage steroid requires it to flank the enemy, but it lacks the survivability to be behind enemy lines. Beyond that, it lacks even a single offensive steroid, making it the weakest attacker in the game. This smattering of contradictory design is saved only by fix-it archetypes and alternate classes granting them both power and direction.

But even then, you're almost always better off just playing a Ranger. Rangers are better Rogues than Rogues and are stronger Slayers than Slayers (and stronger Fighters than Fighters, but that's besides the point). This really just goes to show you that it's not BAB or HD you need to succeed in Pathfinder...it's spells and action economy.


Requires Flanking? You don't require flanking to sneak attack, you can use any strat that denies the opponents dex. Let's list the options:

Invisibility, Feint, Two Weapon Feint, Scout's Charge ability, Stunning, Shatter Defenses, Cowering, Paralyzing (poisons are great), Sniping, Stealthing, high enough initiative, Catch-Offguard, Strangler (lets you sneak attack), Vanishing/invisible weapons, etc.

That is not even counting things I may have forgotten. Nor does it count any of the Rogue feats that make it easy to do any of those things I already mention.

Also, literally all classes have archetypes that change the direction, some of which make the class much better (Ex: Primalist Bloodrager being a straight upgrade). If you are going to discount archetypes and talents, then do the same for Ranger and it too will be useless. Rogue Talents gives more feats than Ranger Combat style, but of course you would ignore that.


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Temperans wrote:


Invisibility, Feint, Two Weapon Feint, Scout's Charge ability, Stunning, Shatter Defenses, Cowering, Paralyzing (poisons are great), Sniping, Stealthing, high enough initiative, Catch-Offguard, Strangler (lets you sneak attack), Vanishing/invisible weapons, etc.

All of which are situational, dependant on having a caster help you, work on just a single attack, require an archetype or don't work (invisible weapons).

Flanking is the only reliable way of getting all your sneak attacks out in a round, and thus making Rogue work 100% effectively, and that requires another player's support.

Rogue is the only class in the game that cannot consistently do the one thing it has going for it in combat without outside support. Even if it can, it's crap BAB and lack of accuracy boosters (slightly fixed in uRogue) means that it gets less out of that one thing than other classes get out of theirs. It's really a badly designed class that has literally nothing that would make you pick it over a Slayer, Archeologist Bard or a dozen other options that are better than Rogue at being Rogue.

But at least knowing that you think PF1 cRogue is fine explains a lot about your views regarding PF2, maybe if you would ever get to play it and see how PF2 Rogue works in practice, you'd change your mind :)


Invisibility does not require a caster all you need is a wand of greater invisibility. Or even just a ring of invisibility.

The unseen weapon property literally makes it so your first attack vs a target denies Dex to AC almost guaranteed against most creatures.

Catch Off-guard just requires using improvised weapons and works vs anything that is unarmed. It's not hard to build around disarm as a rogue.

Shatter Defenses is literally just an intimidate build. Which Rogues have plenty of leeway to put ranks into intimidate. Not to mention it stacks well with making someone cower. Not to mention how easy it is to trigger with Enforcer, which also makes Sap Master much more consistent.

There are multiple ways to work with poisons that does not require situational stuff. Not to mention that you can just keep swing the poison until the enemy fails.

Scout is literally built around sneak attack, and it's a Rogue archetype. Are you going to say a Fighter shouldn't use the two-handed weapon master archetypes? That argument is extremely silly.

Dirty Trick is literally the easiest way to apply blindness, and Rogues using underhanded trick guarantees 1 full round of it. Not to mention that feint is really not that hard to minmax for rogues.

So yeah, the fact you consider some of the most reliable strategies in the game "situational" is weird. The rogue not having the most accuracy is meaningless when it has the most burst damage potential.

*****************************

* P.S. I literally play a Phantom Thief Rogue, the archetype that trades all sneak attack for even more skills. The one thing PF2 Rogue does well is get extra skill feats. Which is what PF1 Rogue does, expect PF1 Rogue has more access to combat feats and more synergy in how skill feats interact.

* P.S.S. What does that comment even mean? If you mean playing PF2 you are many months too late for that argument. Which is not relevant to my opinions on the Rogue or the many ways that they can work in the context of PF1.


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Temperans wrote:
Invisibility does not require a caster all you need is a wand of greater invisibility. Or even just a ring of invisibility.

First attack only. Does a Paladin need a magic item to smite? Does a Ranger need one for favoured enemy? Also, using the wand reliably requires you to get in the zone of hitting UMD DC 20, which takes quite a few levels and eats up your other resources to get quickly.

Temperans wrote:


The unseen weapon property literally makes it so your first attack vs a target denies Dex to AC almost guaranteed against most creatures.

First attack only. Splatbook material. Does a Paladin need Ultimate Something book to smite? Does a Ranger need it for favoured enemy?

Temperans wrote:


Catch Off-guard just requires using improvised weapons and works vs anything that is unarmed. It's not hard to build around disarm as a rogue.

Does a Paladin need to take a specific feat, disarm somebody (needing more feats because you suck at combat manoeuvres without them and taking actions which other party members spend being useful) and use an improvised weapon (with all the associated problems, such as: not magical, no Dex to hit) to use smite?

Temperans wrote:


Shatter Defenses is literally just an intimidate build. Which Rogues have plenty of leeway to put ranks into intimidate. Not to mention it stacks well with making someone cower. Not to mention how easy it is to trigger with Enforcer, which also makes Sap Master much more consistent.

Probably your best suggestion, but BAB +6 means level 8 for a Rogue. Intimidating somebody as a free/swift action requires extensive splatbook dumpster diving. Does a Paladin's smite become effective midway through their career and require considerable system mastery?

Temperans wrote:


There are multiple ways to work with poisons that does not require situational stuff. Not to mention that you can just keep swing the poison until the enemy fails.

Ha ha, PF1 poisons and their static DCs and the laundry list of things that are flat out immune to poison in PF1, good one.

Temperans wrote:


Scout is literally built around sneak attack, and it's a Rogue archetype. Are you going to say a Fighter shouldn't use the two-handed weapon master archetypes? That argument is extremely silly.

First attack only. And 2h Weapon Master is a crap archetype, but I can see why you aren't aware of that.

Temperans wrote:


So yeah, the fact you consider some of the most reliable strategies in the game "situational" is weird. The rogue not having the most accuracy is meaningless when it has the most burst damage potential.

None of those are reliable. Flanking is the only one that is, and again, this requires a buddy. No other core class requires that to have their signature iconic ability work at full capacity.

Temperans wrote:


* P.S. I literally play a Phantom Thief Rogue, the archetype that trades all sneak attack for even more skills. The one thing PF2 Rogue does well is get extra skill feats. Which is what PF1 Rogue does, expect PF1 Rogue has more access to combat feats and more synergy in how skill feats interact.

* P.S.S. What does that comment even mean? If you mean playing PF2 you are many months too late for that argument. Which is not relevant to my opinions on the Rogue or the many that they can work in the context of PF1.

It means that if you aren't aware of just how bad PF1 Rogue is, it means you aren't really good at system mastery. This is hardly something negative, but it does drag down all your arguments about game design and how things work quite a bit.


There are some "creative" ways to get flanking from not party members, via cheeky dibbing and dabbing and thus getting some flanking buddies from various sources, but other clasess can do the same but better.

Cornugnon smash works, if you use elephant in the room it even works for low str builds (free powerattack yay), and a rouge can have OK int, and there is a "Intimidate goes off Int rather then CHA and is also a class skill" trait if I remember correctly.

I played a lot with this ruleset and my impression was that, while all martials benefit considerably, the rogue seems to benefit more (kind of moving rouge from trailing behind to middle of the pack).
Especially because he does not need STR 13 for power attack, combat exerptise is free, dodge + mobility is one rather then 2 feats, agile maneuvers is free if you are using a finessable weapon and deft maneuvers opens a lot of desireable maneuver (Trip and Disarm are both value).


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Melkiador wrote:
Wizard is a measuring stick because it is Core.

No, Wizard is the measuring stick because it's generally considered the strongest class in the game. The delayed spell access alone makes spontaneous casters clearly weaker, and the Wizard spell list is pretty clearly the strongest in the game (non-incidentally also the by far biggest).

Melkiador wrote:
The inquisitor is from a splat book

No. A splatbook is sourcebook dedicated to a certain topic, APG is no such thing. It's also the second most important and probably second most use book in the gamed (for PCs). Indeed, considering that it introduced archetypes, the definitive feature of Pathfinder, it's an absolutely central part of the game.

Mark Hoover 330 wrote:
I assert SA damage was unique in that no other Core class had a class ability that deals precision damage.

The only thing unique about sneak attack is that it has a unique weakness. You responded to someone talking about a niche, and what you brought forth is not a niche.

@Temperans: You seem to be playing in either easy, or low powered games. And there is nothing wrong with that! And in such games, Rogue is indeed not a bad class. When you don't face fortitude or will save requiring effects that immediately take you out of the fight, having the weakest saves of any PC class isn't a big deal. When you don't have to compete with martials that kill non-adjacent targets in single rounds, making a single SA qualifying attack in a round can be notable damage, plus you can also profit from flanking set up a turn earlier. When you rarely face flying/unreachable or invisible/hidden/displaced/mirror image'd enemies, lack of class features to overcome those things isn't a problem. meanwhile, in such games, skills usually play a bigger role, including niche skills, making the Rogue's 8+Int actually useful.

But you have to realize that your experiences aren't translatable to other tables. Every thing you listed requires notable investment. Investment thus unaviable for other things, and when you need to invest into shoring up saves, physical defenses, and attack roll, as well as anwers to unreachable and unseen enemies, you can't just willy-nilly grab four feats to get Shatter Defenses going. An option like Unseen weapon that costs 18k (thus only aviable at ~10th level) and only affects a single attack per combat is just not useful in anything but very easy or low powered games.

Temperans wrote:
Rogue Talents gives more feats than Ranger Combat style, but of course you would ignore that.

Not if you count the saved prereqs - which you apparently ignore.

Temperans wrote:
Are you going to say a Fighter shouldn't use the two-handed weapon master archetypes?

Do you mean Two-Handed Fighter?


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Temperans wrote:

Invisibility does not require a caster all you need is a wand of greater invisibility. Or even just a ring of invisibility.

The unseen weapon property literally makes it so your first attack vs a target denies Dex to AC almost guaranteed against most creatures.

Sorry for dogpiling but I also have qualms with these options. The ring/wand would cost 20,000 gp which means they become available late in a character's career, and also when special senses that trumps invisibility are more common.

The Unseen property is really awful. You must pay for a +2 property that works once per combat, inflicts a -1 attack penalty unless you have Blind-Fight, and as a Dex-based martial it's entirely possible that your high initiative makes the benefit redundant. So compared to someone with a +3 weapon vs your +1 Unseen weapon you eat a total -3 attack penalty to maybe get a benefit once in a while.

***

Mightypion wrote:
Cornugnon smash works, if you use elephant in the room it even works for low str builds (free powerattack yay), and a rouge can have OK int, and there is a "Intimidate goes off Int rather then CHA and is also a class skill" trait if I remember correctly.

I've never been very impressed by Shatter Defenses variations for (un)rogues. The reason it works so well for Slayers is that they have their full BAB+Studied Target to carry them through the hits you need to activate the combo: One hit to then get a free demoralize through Enforcer/Cornugon Smash. Another hit to trigger Shatter Defenses. And beginning with your third hit they're flat-footed.

So that's two attacks and one skill check needed to make it work. Considering that you're a rogue (and probably using TWF) those odds aren't too good.


Wonderstell wrote:

I've never been very impressed by Shatter Defenses variations for (un)rogues. The reason it works so well for Slayers is that they have their full BAB+Studied Target to carry them through the hits you need to activate the combo: One hit to then get a free demoralize through Enforcer/Cornugon Smash. Another hit to trigger Shatter Defenses. And beginning with your third hit they're flat-footed.

So that's two attacks and one skill check needed to make it work. Considering that you're a rogue (and probably using TWF) those odds aren't too good.

You are completely correct, I would however still argue that its the least bad/most reliable/most available option that is not dipping into animal companion.

Like, the taste flavor options for "how to sneak attack reliably as rouge without direct assists from partymembers" come in like, 5 flavors of very expensive and/or suck (invisibility, unseen weapon etc.) and one midly overpriced flavor of mediocre (shatter defenses route) and one flavor of "if you do this, why arent you a ranger in the frist place?" where you dip for an animal companion flanking buddy, backed up by the forbidden flavor of the leadership feat.

Liberty's Edge

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Totally Not Gorbacz wrote:
Does a Paladin need ....

an evil opponent.


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Diego Rossi wrote:
Totally Not Gorbacz wrote:
Does a Paladin need ....
an evil opponent.

Yeah, sure, we all keep playing those games where CN criminals and NN golems are the main enemy, of course, that's the Pathfinder baseline. Thanks for reminding me!

Liberty's Edge

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Totally Not Gorbacz wrote:
Diego Rossi wrote:
Totally Not Gorbacz wrote:
Does a Paladin need ....
an evil opponent.
Yeah, sure, we all keep playing those games where CN criminals and NN golems are the main enemy, of course, that's the Pathfinder baseline. Thanks for reminding me!

Really? Those are all the examples that come to your mind?

You were the one ranting about situational benefits using as an example a class that need a specific kind of opponent to shine.

Do you want a situation where smite evil is so-so even against evil opponents? Instead of fighting a single high-level BEEG, you have to fight several evil opponents that are reasonable treats at the same time. The paladin can smite one or two, but he can't smite all the opponents.


Pinned denies a foe their Dex bonus. A grappler controlling a grapple can make an attack with a light weapon. A Sneak Attacker could deliver SA damage against a pinned foe. Just sayin'.


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I'm sorry, but in all my years of playing D&D/PF1 with different groups, evil enemies are the norm, neutrals are an occasional variety. Unless you're playing some kooky "Against the Golems" or "Proteans Unleashed" campaign, which I wouldn't mind, your Paladin can smite reliably 80-90% of the stuff they encounter. This pretty much checks out with the fact that Rogues can't sneak attack a whole bunch of enemy types (oozes/elementals), so that's pretty much the same.


Mark Hoover 330 wrote:
Pinned denies a foe their Dex bonus. A grappler controlling a grapple can make an attack with a light weapon. A Sneak Attacker could deliver SA damage against a pinned foe. Just sayin'.

Turn 1 grapple, turn 2 pin, turn 3 hey one sneak attack. Scary!


Neutral enemies, such as nearly all animals, many fey, a bunch of elementals, or just mercenaries or soldiers of another feudal lord are pretty common. It is very GM dependent.

In my experience (of course campaign dependent):

% Not evil >= % of immune to sneak attacks.

Even a mostly evil organization like the Aspis consortium will have plenty of non evil members.

There are APs where you can smite, literally, from page 1 to last page (Wrath of the righteous) but thats far from all of them.

Liberty's Edge

Totally Not Gorbacz wrote:
I'm sorry, but in all my years of playing D&D/PF1 with different groups, evil enemies are the norm, neutrals are an occasional variety. Unless you're playing some kooky "Against the Golems" or "Proteans Unleashed" campaign, which I wouldn't mind, your Paladin can smite reliably 80-90% of the stuff they encounter. This pretty much checks out with the fact that Rogues can't sneak attack a whole bunch of enemy types (oozes/elementals), so that's pretty much the same.

They have a limited number of Smite Evil every day. So, no, they can't smite 80-90% of the opponents. Unless you limit the number of daily encounters.

Evil enemies are the norm to a point. A large percentage of people prefer to play "against evil" campaigns, and most printed adventures support that. But you are arguing about the "norm" in the game, not about how limited is the target population of the paladin.
A paladin is LG, a CG guy is as far from his alignment as a LE guy. A paladin would be the enemy of Robin Hood without any problem.

Liberty's Edge

Mightypion wrote:

Neutral enemies, such as nearly all animals, many fey, a bunch of elementals, or just mercenaries or soldiers of another feudal lord are pretty common. It is very GM dependent.

In my experience (of course campaign dependent):

% Not evil >= % of immune to sneak attacks.

Even a mostly evil organization like the Aspis consortium will have plenty of non evil members.

There are APs where you can smite, literally, from page 1 to last page (Wrath of the righteous) but thats far from all of them.

I can assure you that playing the PC version of Wrath of the righteous I would have been more than happy to have the ability to Smite Lawful against the Hellknights, and most of those are LN.


The limited uses of smite combined with the prevalence of smite-able enemies, means that you could likely use up all of your smites per day, since you'll eventually come across a valid target in an adventuring day.

It's getting off topic, but the big problem with smite is just that it's hard to know when to not waste it. You could use it up on lesser enemies without knowing a bigger enemy is right around the corner. Or you could save it for a bigger enemy that never actually comes. Either way the smite could be considered wasted.


Regill somehow was a total bro for me, even after I ehhmmm, unleashed my full potential, participated in some frank exchanges of opinion concerning leadership in the Abyss, resulting in me gaining this leadership positions, replete with the ability to hand out profane stat boosts to my followers. And yes, fighting Lady N. was much more of a pain then the actual endbosses.

I did have to duel him in his final quest, but it wasnt much of a big deal. I dont think I ever fought against a single hellknight apart from that.

The only one who always leaves on full demon Lord path is good Arueshalee.


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Diego Rossi wrote:
A paladin would be the enemy of Robin Hood without any problem.

A Paladin that goes after Robin Hood isn't a paladin, it's an LN twerp with a stick deep in their anus. An actual Paladin would say "look, I know the sheriff is a corrupt bastard who exploits the people and causes them harm, but I disapprove of your methods. So here's what I propose: we take him down together and if you help me and promise not to be a brigand anymore after we've done, I'm going to say that you've repaid your debt to society and we're good."


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Diego Rossi wrote:
Totally Not Gorbacz wrote:
I'm sorry, but in all my years of playing D&D/PF1 with different groups, evil enemies are the norm, neutrals are an occasional variety. Unless you're playing some kooky "Against the Golems" or "Proteans Unleashed" campaign, which I wouldn't mind, your Paladin can smite reliably 80-90% of the stuff they encounter. This pretty much checks out with the fact that Rogues can't sneak attack a whole bunch of enemy types (oozes/elementals), so that's pretty much the same.

They have a limited number of Smite Evil every day. So, no, they can't smite 80-90% of the opponents. Unless you limit the number of daily encounters.

But my argument has nothing to do with the amount of smites per day, but with whether you need to jump through any hoops to use it. A Paladin doesn't, a Rogue has. To make matters worse, for Paladin the smite is a cherry on the top of full BAB, spells, mercies, defences and other funky stuff they can use in combat, while for Rogue SA is the only thing that separates them from being a glorified NPC class in combat. That one thing requires special conditions a Rogue can't reliably supply themselves, doesn't work on all enemies, oh, and is foiled by something as trivial as dim light, because I hope you all remember that for a cRogue without a special non-core feat can't SA when the enemy is under any concealment.

This means the iconic "a Rogue backstab an enemy in a dark alley" scenario is impossible RAW in PF1 without something extra (that feat, dorkvision etc.) to aid you. Of course, this got fixed with uRogue where Paizo gave us a straight-up fix of the class by removing some of the most egregious 3.5 mistakes that got carried over into PF1.


I'm really not sure how paladin came into this conversation. It has a lot going for it, even if you completely cut out the smite ability. Good BAB with great saves, self healing and decent AC makes for a solid martial combatant. Out of combat it has a focus on charisma for decent diplomacy, a few spells and the ability to freely detect if someone is "evil".

The problem with paladin is how limited it can be by its alignment restrictions. That can depend on the GM and party, but seems to lean on the side of making the paladin life extra hard.


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Are there any style feats you like? Once again, this would not make a rogue SUPERIOR to any other classes, but in order to aid the rogue in being ADEQUATE for contributing to combat on their own, a rogue can take Ninja Trick as often as they want with Rogue Talents, and one Ninja Trick that can be taken over and over is Style Master.

So, a level 6 human rogue could, conceivably, have 7 feats if they picked up 3 style feats along the way through Rogue Talents. If you don't like traps and wanted to go the style feat route, a Makeshift Scrapper by level 6 could have Catch Off Guard, Throw Anything, Shikigami Style, Shikigami Mimicry and Shkigami Manipulation alongside 4 other feats. The only pre-reqs you'd need to meet would be Use Magic Device 5 ranks and, as we've clearly established, rogues have plenty of skill ranks to spend.

A Str/Cha based human rogue could go Bludgeoner, Enforcer, Skill Focus: Intimidate and maybe Visceral Threat if you really want to set up Sneak Attacks. You're dealing non-lethal damage, sure, but you're dealing 3d6 base weapon damage, plus your Str bonus, and debuffing anything that can be affected by non-lethal on a hit. Your Fort and Will saves are probably lousy but in terms of damage you're not too bad off.

Get a cheap MM rod and you've got a +4 Enhancement bonus on the weapon. 2-hand the thing and deal half again damage on a hit. At level 8 you take the rogue talent Combat Trick to pick up Vital Strike; you're dealing 6d6 base weapon damage on a hit. By level 8, based on the monster creation chart averages, the benchmark is that your PC is dealing 25 damage in a full attack round.

Well, 6d6 is an avg of 21 damage. Add in a 20 Str by level 8 and you're 2-handing a MM rod, that's an extra 11 damage so you're already over what's expected of you. If you also manage to deliver SA damage though, that's another +14 damage on avg.

I know, I know... why not just make a ninja at this point? Well, you could if you wanted to, I just figured this is one way to make a rogue is all.

Liberty's Edge

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Totally Not Gorbacz wrote:
Diego Rossi wrote:
A paladin would be the enemy of Robin Hood without any problem.
A Paladin that goes after Robin Hood isn't a paladin, it's an LN twerp with a stick deep in their anus. An actual Paladin would say "look, I know the sheriff is a corrupt bastard who exploits the people and causes them harm, but I disapprove of your methods. So here's what I propose: we take him down together and if you help me and promise not to be a brigand anymore after we've done, I'm going to say that you've repaid your debt to society and we're good."

Let's be Chaotic together. Not a paladin anymore.


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Yeah, a real paladin would collect evidence against the sheriff and present the information to the king (or someone else above the sheriff) and ask them to remove the sheriff from their position.

If that failed, then the paladin might be empowered to remove the sheriff by other means, but depending on how/why the removal was denied it might mean the paladin also takes aim at the denier too.


At any rate, the problems faced by a paladin are drastically different than the problems faced by a rogue.

If I had to pick a class to compare the rogue against, it'd be a monk. They fill similar niche's in a party and come from the same book. The monk even has Stunning Fist, an ability that doesn't work against certain types of enemies. And flurry of blows, an ability that doesn't work unless you are already positioned correctly.


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It still surprises me how people dismiss dirty tricks. Assuming just getting Superior, Greater Dirty Trick, Dirty Fighting, and Underhanded Trick that is 3 feats (including Dirty Fighting) and 1 talent. That let's you blind an opponent for 1d4+x turns (min 1); Then if they want to remove the blindness they must spend a full-round doing nothing. Only for the Rogue to dirty trick again.

With very few ways to counter it.


A lot of monsters have really high CMDs. And having only moderate BAB without any built in CMB modifiers make the maneuvers harder to land.

Also the talents for dirty fighting are under powered, as most rogue talents are.

The half-orc’ skulking slayer rogue archetype has potential, but the bounty hunter slayer still does it better, if you want that play style.


Derklord wrote:


@Temperans: You seem to be playing in either easy, or low powered games. And there is nothing wrong with that! And in such games, Rogue is indeed not a bad class. When you don't face fortitude or will save requiring effects that immediately take you out of the fight, having the weakest saves of any PC class isn't a big deal. When you don't have to compete with martials that kill non-adjacent targets in single rounds, making a single SA qualifying attack in a round can be notable damage, plus you can also profit from flanking set up a turn earlier. When you rarely face flying/unreachable or invisible/hidden/displaced/mirror image'd enemies, lack of class features to overcome those things isn't a problem. meanwhile, in such games, skills usually play a bigger role, including niche skills, making the Rogue's 8+Int actually useful.

But you have to realize that your experiences aren't translatable to other tables. Every thing you listed requires...

I am playing the Rogue because we already have an Monk that rolls fairly well. I went in wanting to be a skill monkey I got a skill monkey. I don't need sneak attack because Magic Trick (Magic Missile) 4 times a day is more than enough in most cases.

But yeah otherwise I am currently playing in an RP heavy campaign. Doesn't mean that the strategies I mentioned don't work when other classes are also doing them. Other classes get a to-hit bonus, Rogue gets a damage bonus, it balances out. Not to mention all the conditions Rogue can apply with a single sneak attack.

Flying is solved by a ranged weapon and sniping. Invisibility is a problem for everyone and Rogue can easily max perception (get it as a signature skill) if uRogue). Displacement and Mirror Image is a bother for everyone, not just Rogue.

Also is anyone really going to complain to the Rogue making their chance to hit that much better? Even if you don't actually deal damage, your role in an uber party is to debuff opponents and handle the skill checks that most hyper combat builds ignore.


Temperans wrote:

I am playing the Rogue because we already have an Monk that rolls fairly well. I went in wanting to be a skill monkey I got a skill monkey. I don't need sneak attack because Magic Trick (Magic Missile) 4 times a day is more than enough in most cases.

But yeah otherwise I am currently playing in an RP heavy campaign. Doesn't mean that the strategies I mentioned don't work when other classes are also doing them. Other classes get a to-hit bonus, Rogue gets a damage bonus, it balances out. Not to mention all the conditions Rogue can apply with a single sneak attack.

Hm. If four uses of Magic Missile is enough then I'll have to agree with Derklord that you seem to be playing in a low powered game. As I'm assuming you are level 8 that means you deal 14 damage per round with Magic Missile. Which means that you'd need around seven rounds to take down a CR equivalent foe.

You're right in that the strategies you mention work... to a certain extent. But they all require investment and time to come online. If sneak attack is easy to secure then why is your character relying on Magic Missile of all things?


They're playing the Phanton Thief, the Ultimate Intrigue Rogue archetype that trades out the sneak attack for more class skills. Plinking away some low-level spells using rogue magic talents is literally their only combat ability.

Tons of skills though, can solve a puzzle or negotiate with the devil queen while the rest of the party is doing the fighting.


Oh, you're right. That explains the Magic Missile.

It's a bit weird to bring up one's experiences playing without sneak attack when arguing for the ease of securing sneak attack.


I don't know how Magic Missile 4/day would be effective. But if you want, you can use this fairly cheap and nifty item, The Quarterstaff of Entwined Serpents, to spam Magic Missile. Note that it's only ever 2 missiles at a time, but it's at will rather than only 4/day. Moreover, it doesn't require that you take terrible Rogue talents, especially when those talents can be spent on better things allowed by the Phantom Thief.

Though...as Wonderstell mentioned, it is indeed weird that you're defending sneak attack using an archetype that completely gets rid of it.


Wonderstell wrote:
It's a bit weird to bring up one's experiences playing without sneak attack when arguing for the ease of securing sneak attack.

It fits the wider discussion of combat relevance.


The argument has been that Rogue is bad because they can't reliably use Sneak Attack. Or because they can't hit reliably.

While others are arguing that the Rogue is good because of its talents and amounts of skills. And because the player can choose to either focus on sneak attack or skills and still have a ways to affect the other modes of play.

My mention of Phantom Thief is that it's literally one of the best Rogue Archetypes, despite losing sneak attack. It gives more skill ranks, more signature skills, more access to Rogue talents you would normally not take (less spent on sneak attack). The only people would say it's bad are people who want to max out DPR, to which I respond with: You can literally just spend all of your talents and money on getting damaging spells and still keep all the Phantom Thief's skill bonuses.


Phantom thief was more like what I think the core rogue should have been. A true master of skills. And without sneak attack we wouldn't have so many trash talents based around sneak attack.


I had not paid too much attention to the Phantom Thief, but now that I have looked at it, it is great. Melidiador is right this is what the rogue should have been from the beginning. About the only thing I would change would be to keep the ability to disarm magic traps. Maybe by altering the skill unlock to give that at the first unlock. The could also make sneak attack a rogue talent that could be taken more than once.


Melkiador wrote:
And without sneak attack we wouldn't have so many trash talents based around sneak attack.

I disagree. Publishing so many awful rogue talents was a deliberate choice by the designers. They could have done great talents, sneak attack or not, but they just preferred not to until the last era of PF1 (apparently).

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