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


Pathfinder First Edition General Discussion

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Nicos wrote:
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).

The problem is that sneak attack was drastically over valued. The designers thought it was so great, that they shouldn’t do much to make it better. If it didn’t exist in the first place things probably would have played out better.


Temperans wrote:

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.

OK, let me do a litmus test here: what do you think about the Powerful Sneak rogue talent?


powerful sneak wrote:
Benefit: Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.

Thats pretty terrible. It’d be merely ok if there weren’t an accuracy penalty.

1d6 is an average of 3.5 damage.
Rerolling 1s changes the average to 4.
So, it’s just .5 damage per damage die

Power attack gives 2 damage per -1 to attack. That means you need to have 8d6 of sneak attack dice until it’s on par with an early feat. So it’s maybe an ok talent when your rogue career is almost over. But for a low level rogue, stay away.

Edit. Oops. Did the wrong math. That was for rerolling the 1s. For changing the 1s to 2s it’s way worse.

~3.67 damage instead of 3.5. +0.17 damage per damage dice. If you had 10d6 sneak attack dice, you’d deal 1.7 more damage per hit for a price of -2 attack. Absolutely terrible. Never take that.


Btw, the unchained version of powerful sneak works similar to my first set of math. But not quite as good since you can only reroll once. A little less than +0.5 more damage per damage die. Not amazing but at least it’s worth a look at end game.


Scout Rogue, Dex based
L1 Dodge
L1 Bonus Improved Unarmed Strike
L2 Rogue Talent: Finesse Rogue
L3 Mobility
L4 Rogue Talent/Ninja Trick: Style Master/Charging Stag Style
L5 Agile Maneuvers
L6 Rogue Talent/Ninja Trick: Style Master/Stag Horns
L7 Improved Grapple
L8 Stag Submission

I know... it takes 8 levels and is sub-par on many levels, but using this feat chain the scout rogue can charge through Difficult Terrain or through allies, take up to a 90 degree turn once during their Charge, and make a single attack at the end of their Charge.

This attack then gets Sneak Attack damage because of the archetype. With Stag Horns, after hitting and dealing SA damage with an unarmed strike, the rogue could start a grapple as a Free Action. On round 2, if they manage to hold the grapple long enough for the Pinned condition, they can also choose to make an unarmed attack in that same round they pinned their opponent.

Since the opponent is Pinned, they have lost their Dex bonus. Because of this, the rogue gets to SA again on round 2. Now all we gotta do is figure out how to optimize this rogue's build so they might actually succeed at the Grapple checks.


How about a Carnivalist Rogue? It won't deal a lot of damage and you've got to find a way to protect that familiar but...

Small sized rogue (carnivalist) with a 13 or better Cha, Small sized familiar (Valet archetype)

L1 Skill Focus: Perform (Dance or Sing)
L2 Rogue Talent/Ninja Trick: Style Master/Diva Style

The rogue can now use a Move action to Feint and uses their Perform skill in place of Bluff. If they can get into a Flank with their familiar, Sneak Attack; if they can use a Move action to Feint and are successful, Sneak Attack.

From here on in, you can either work on strategies to harness the familiar in flanks or take the teamwork feat Ensemble so that the familiar becomes an Aid Another buddy; they can grant Aid Another on your Perform check from 20' away, and at 7th level the familiar can move, deliver Aid Another and move again up to its full movement.

You could also work to increase the rogue's SA damage by taking Accomplished Sneak Attacker. If you plan to use the familiar as a Flanker, you could also take Precise Strike.


Another build that focuses on damage as a Str rogue: Scout/Thug archetypes on a rogue that gets a bonus feat at level 1

L1 Bludgeoner
L1 Bonus Enforcer
L2 Rogue Talent/Ninja Trick: Style Master/Cudgeler Style
L3 Sap Adept
L4 Rogue Talent: Weapon Training (whatever bludgeoning weapon you're using)
L5 Sap Master

So you're only dealing non-lethal but when you charge, you SA and deal Str plus Enhancement bonus plus 3d6+3 damage; if your opponent is Flat Footed, roll the SA damage twice. You're also delivering Shaken, possibly Frightened, and Sickened if your foe can suffer those conditions.

From here you could focus on ways to make your opponents Flat Footed, like working towards Shatter Defenses.


Totally Not Gorbacz wrote:
Temperans wrote:

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.

OK, let me do a litmus test here: what do you think about the Powerful Sneak rogue talent?

The only possible way I can think to make that work is a blender type build. One where you are literally throwing as many attacks as possible and you are looking to crit as often as possible with Sneaking Critical. The reason being that at level 20 for every crit you are dealing 13d6. So Powerful Sneak becomes a matter of consistency rather than power.

I would agree that the uRogue version is better. It also helps that uRogue has the bewildered debilitating injury. Being able to lower an enemies AC by 8 negates the penalty gained from Powerful Sneak.


Something else that needs to be said. Even with premium system mastery, the Rogue often teeters at the brink of death. When things like Shaken, Sickened, Negative Levels, Difficult Terrain, and pretty much any other complex scenario occur, they begin to deathspiral far, FAR faster than any other class.

It's a byproduct of both the poor bab and worst saves. Once penalties start flying, the oftentimes barely acceptable ability of the Rogue begin to fail catastrophically. This is a pretty wide blanket statement, but I still believe that any Rogue living past 8th/9th level from 1st is a result of:

-Softball DMing
-Absurdly high wealth
-Absurdly good stats for PB or rolling
-Just has really hot dice
-Their group may not understand the rules completely and are houseruling/ignoring a lot of things that completely gut Rogues like dim hallways.

Or more likely, a combination of the above.


Another thing that often helps rogues survive is the players themselves. Often what makes a character seem powerful is often the ability of the player. If you have a highly intelligent player who understand tactics and knows the systems inside and out the characters, they play will be more powerful than normal. On the other hand, if you have someone who is not as mentally gifted with a poor sense of tactics and little to know system mastery their characters will be less powerful.

I know someone who loves to game but in all honesty is not too bright; they have no sense of tactics and often forget details of the system. When they play a wizard, they forget what their spells can do and usually end up sticking to the same spells. If I play a rogue in a game where they are playing a wizard my character will be more powerful. Sure, I will have weaknesses, but I actively look to minimize them. My saves may initially be lower, but I chose my feats and go out of my way to get magic items that boost them. They just take whatever we find and is often more interested in the cool magic items than the ones that cover their weaknesses. The end result is that while on paper his wizard should be more powerful than my rogue, but in reality, it is not.

This does not mean the rogue is not a weak class especially the unchained rogue. I suspect that a lot of people defending the rogue as being perfectly fine are probably the smarter and better players in their group. They don’t see the problems because the other players are not living up to the full potential of their characters.


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Mysterious Stranger wrote:
I suspect that a lot of people defending the rogue as being perfectly fine are probably the smarter and better players in their group.

Either that, or they've witnessed Rogues played by people with high system mastery and understanding of tactics.

Anothere thing that makes Rogue appear stronger than it is is subjective perception. Many people focus on individual events, and when they see a Rogue deal high damage in the rare instance where all the stars align (full attack with SA where all the attacks hit), they take that as evidence that the class is powerful, even if the average damage across all fights is much lower than that of other characters.

Somewhat related is that many people vastly overvalue damage dice, so when they see the Rogue rolls eight dice for one damage roll, they think that's better than what other melees with their two damage dice do, even if those have 30 static bonus damage. Even if the total damage is lower, the perception is there (and visuals tend to trump heared numbers, and you just don't see static bonus damage). This is actually part why people pick the class in the first place, too.

I already touched upon how Rogue isn't actually bad in low powered game, but it warrents a more in-depth look. In a game where it's normal for two PCs to spend 3-4 turns to bring down an enemy even when they gang up, a Rogue gets plenty of Sneak Attacks off. And based on a believe of, to quote Temperans, "Invisibility (...) Displacement and Mirror Image is a bother for everyone" (which is not actually true, as gish classes often have spells for that), GMs in easy/lower powered games tend to not actually use such tactics or opponents; this also applies to flying/unreachable opponents that stay away from the party. The same applies to saving throws - in games where no one shores up their saves, GMs tend to shy away from nasty effects.

A big part (and related to the above) is also lack of comparison. If no one in your gaming group knows how to build powerful martials, or no one does as to not upstage others, players might never see the potential of Pathfinder mechanics and thus operate from a whole different reference point. If you've never seen a melee like Shifter, WS Druid, unMonk etc. take out a non-adjacent CR=APL enemy in one turn, on a character with good saves and outfight usefulness, you may not realize how low the Rogue's ceiling is in comparison.

And lastly, people may have had good experiences playing a Rogue without realizing they were mollycoddled by the group. When supported by a Bard and either summoning, or melees who're willing to let the Rogue shine by setting up flanking instead of pouncing something to death, a Rogue may look strong, and people may not realize how little of theat apparent strength remains outside of these specific circumstances.
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Temperans wrote:
But yeah otherwise I am currently playing in an RP heavy campaign.

Doesn't change that you're playing in an easy and/or low powered campaign. An RP heavy campaign can still be hard in what combat it has, and non-combat-challenges can be of various difficulty, too (and for harder ones, a couple of skill ranks isn't gonna cut it).

Temperans wrote:
The only people would say it's bad are people who want to max out DPR

You're awfully quick to judge, aren't you?

­

Melkiador wrote:
Thats pretty terrible. It’d be merely ok if there weren’t an accuracy penalty.

That question was for Temperans, to see if they understand enough math to make competent comments on Pathfinder mechanics in the first place...


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I don't disagree with the fundamental point, but I find it weird to say that low-powered games are somehow playing the game in easier mode.


Well, I do agree with Temperans assertion that the phantom thief is a good rogue. And it doesn't have the hassle of sneak attack.

This thread isn't about if the rogue needs a boost. It obviously did or it wouldn't have gotten the unchained attention. But I think a lot of us have different ideas of what kind of boost the class needed. Personally, I think there are already plenty of martial beatsticks, even in core but especially in expanded books. The rogue needed to be the martial master of skills. That's where most of the buffing needs to go. Sneak attack is just a mechanic that messes with people's perceptions. It's been continually over valued, even in Unchained. It would have been better to never have it in the first place.


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Derklord wrote:
Mysterious Stranger wrote:
I suspect that a lot of people defending the rogue as being perfectly fine are probably the smarter and better players in their group.

Either that, or they've witnessed Rogues played by people with high system mastery and understanding of tactics.

Anothere thing that makes Rogue appear stronger than it is is subjective perception. Many people focus on individual events, and when they see a Rogue deal high damage in the rare instance where all the stars align (full attack with SA where all the attacks hit), they take that as evidence that the class is powerful, even if the average damage across all fights is much lower than that of other characters.

Somewhat related is that many people vastly overvalue damage dice, so when they see the Rogue rolls eight dice for one damage roll, they think that's better than what other melees with their two damage dice do, even if those have 30 static bonus damage. Even if the total damage is lower, the perception is there (and visuals tend to trump heared numbers, and you just don't see static bonus damage). This is actually part why people pick the class in the first place, too.

I already touched upon how Rogue isn't actually bad in low powered game, but it warrents a more in-depth look. In a game where it's normal for two PCs to spend 3-4 turns to bring down an enemy even when they gang up, a Rogue gets plenty of Sneak Attacks off. And based on a believe of, to quote Temperans, "Invisibility (...) Displacement and Mirror Image is a bother for everyone" (which is not actually true, as gish classes often have spells for that), GMs in easy/lower powered games tend to not actually use such tactics or opponents; this also applies to flying/unreachable opponents that stay away from the party. The same applies to saving throws - in games where no one shores up their saves, GMs tend to shy away from nasty effects.

A big part (and related to the above) is also lack of comparison. If no one in your gaming group knows how to build...

The other reason for thinking that Rogue is fine is that they are much more relevant outside of combat even for people who aren't very good at roleplay.

I know hard hard the combat in the campaign I play at is in. It still has nothing to do with the fact that Rogues are a perfectly fine class for anyone who bothers to understand how to play it (doesn't go charging in like a barbarian).

Also in your own statement you are talking about the Rogue based on how much damage it does; And how they are better is a game where enemies die slowly. The campaign I am playing in literally has a very optimized unMonk, my position still stands.

You are judging Rogue by how much DPR it has compared to other classes and using that as a basis for that class being better in low power games. By that metric my statement that "only people who are looking at max DPR would say Phantom Thief is bad" is true. Which you tried to dismiss as me being "quick to judge". But it perfectly sums up the problem when you say,

Quote:
If you've never seen a melee like Shifter, WS Druid, unMonk etc. take out a non-adjacent CR=APL enemy in one turn, on a character with good saves and outfight usefulness, you may not realize how low the Rogue's ceiling is in comparison.

That statement says that the Rogue is bad because of how much damage those other classes do.


Nicos wrote:
I find it weird to say that low-powered games are somehow playing the game in easier mode.

That's not what I said, nor did I mean to imply it. "either easy, or low powered games."

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Melkiador wrote:
Well, I do agree with Temperans assertion that the phantom thief is a good rogue. And it doesn't have the hassle of sneak attack.

It doesn't fix any of the Rogue's issues. It doesn't improve fortitude save or will save, doesn't make the Rogue a competent combatant in vanilla fights, and doesn't let her contribute in non-vanilla-fights. How does a Phantom Thief provide a meaningful contribution to combat in a non-easy and non-low powered game? Because Temperans' "Magic Trick (Magic Missile) 4 times a day is more than enough" sure isn't in my games.

Melkiador wrote:
Sneak attack is just a mechanic that messes with people's perceptions. It's been continually over valued, even in Unchained. It would have been better to never have it in the first place.

I strongly agree - SA in the existing form should never have been made. I don't dislike the situational bonus damage itself, but it shouldn't be triggered by flanking. But Rogue does not something that makes it able to meaningfully contribute in combat.


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Temperans wrote:
Also in your own statement you are talking about the Rogue based on how much damage it does

No, I was talking about that some people tend to overestimate how much damage it does or can do.

Temperans wrote:
Derklord wrote:
If you've never seen a melee like Shifter, WS Druid, unMonk etc. take out a non-adjacent CR=APL enemy in one turn, on a character with good saves and outfight usefulness, you may not realize how low the Rogue's ceiling is in comparison.
That statement says that the Rogue is bad because of how much damage those other classes do.

No, it says that people who have never seen a actually good damage dealer may falsely believe Rogue to be one.

Temperans wrote:
You are judging Rogue by how much DPR it has compared to other classes and using that as a basis for that class being better in low power games.

Again, no, I'm judging Rogue by how much it helps a party in combat (which does not necessitate damage), for which I include how much of a liability it is.

Three instances of you blatantly misrepresenting what I've said. Either you don't understand my arguments, or you're deliberately constructign a strawman.

Temperans wrote:
The campaign I am playing in literally has a very optimized unMonk, my position still stands.

It's not about position, it's about vantage point. Either you don't actually have any idea how a true "very optimized unMonk" looks like, or you're fine with being virtually useless in combat in comparison. Or you do things in combat you haven't mentioned. Because Magic Missiles sure isn't notable damage compared to what I consider an optimized unMonk!

This means your comments are either worthless for anyone playing in harder or higher difficulty games, or they're worthless for anyone who isn't fine with being neigh useless in combat.


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The skill rogue can contribute by flanking and maybe even using the aid another action. At a certain point you could start using wands during combat. There is plenty to do if you just try to look for something.

You seriously don’t have to be great at combat. This is a team game. One guy not maximizing offense is barely ever going to matter.


Derklord wrote:
Nicos wrote:
I find it weird to say that low-powered games are somehow playing the game in easier mode.

That's not what I said, nor did I mean to imply it. "either easy, or low powered games."

­

ok, got it.


Magic missile is 5d4 point of guaranteed damage that bypasses most resistance. unRogue gets 1 use for every 2 levels. That is a max of 10 uses at level 20 for 1 single talent. Yeah, it's not the same number as the maximized martial but it's not meant to be: It's easy damage to deal with stragglers.

Then there are many things that can make the rogue of great help in combat:

Spoiler:
Stealth Synergy for 1 measly feat makes the full plate warrior as stealthy as the Rogue. Combat Advice a move action for a free +2 to the next ally attack. Meaning that you can help guarantee the first hit. Harder they fall makes it so the medium sized ally can trip huge creatures, while giving them +2 on the check this greatly increases the damage done by giving +4 to all melee attack. Magic Trick (Unseen Servant) allows the Rogue to provide an even larger bonus on attacks. While Ranged Aid lets the Rogue aid from a safe distance. Choral Support makes AoE casters deal sonic damage instead, letting them bypass energy resistance. Harrying Partners make makes the bonus last until your next turn. Benevolence just being extra icing.

What is more dangerous than an optimized martial? That same martial with anywhere from +4 to +8 on all attacks, plus an addition +4 from tripping the huge creature.

You might say "but then they have to spend feats on teamwork". To that I say, buy the random combat feats with Training enchant for 8k. Also use the Ring of Tactical Precision to make the bonus +1 bigger (you can combine it with another ring).

That was just a small thing mainly just looking at aid another. You could also go for the feint route which disable high dex opponents. Steal/Disarm which neutralizes opponents with weapons. Could go for scrolls or even be the party's designated Magic Arms and Weapon crafter with the Master Crafter feat: That frees up the party casters from doing other things with their feats, or double up and make item crafting much faster.

Not to mention some of the weird stuff you can do with skill unlocks. Like healing 12 hp/lv + 12 points of ability damage as part of treating deadly wounds at level 14.


Temperans wrote:
Stealth Synergy for 1 measly feat makes the full plate warrior as stealthy as the Rogue.

That's not how Stealth Synergy works. The Fighter doesn't get Rogue's Stealth bonus, the only thing the feat does is that it lets everyone use the highest roll of all teamwork-ed people. The feat is badly worded, but this way it's in line with other Teamwork feats (which is: crap unless you're an Inquisitor or Cavalier).

I see your games have a rather liberal and player-friendly interpretation of things, which is nice and cool, but not PF1 baseline.


Totally Not Gorbacz wrote:
Temperans wrote:
Stealth Synergy for 1 measly feat makes the full plate warrior as stealthy as the Rogue.

That's not how Stealth Synergy works. The Fighter doesn't get Rogue's Stealth bonus, the only thing the feat does is that it lets everyone use the highest roll of all teamwork-ed people. The feat is badly worded, but this way it's in line with other Teamwork feats (which is: crap unless you're an Inquisitor or Cavalier).

I see your games have a rather liberal and player-friendly interpretation of things, which is nice and cool, but not PF1 baseline.

Nah that one was me misreading the feat. On my initial read I read "add all your modifiers" as "sum the modifier for each char with the feat". But yeah on the correct version it's a way to avoid nat 1 (effectively getting a bunch of rerolls).

I'll admit that I messed up on that one.


How hard does combat need to be so that the GM isn't a "softball?" How much damage/combat effectiveness rates a character class as "fine" and how do you otherwise define "fine?" If player experience and perception is a measurement of how acceptable a class is, how much should GM experience, perception and permission be a factor?

Sneak Attack is a challenging mechanic. It removes control of dealing extra damage from the character and places that control in the hands of the GM or other players. For most other character classes, damage and accuracy boosters are automatic, not circumstantial. There are exceptions such as a ranger's Hated Enemy or a paladin's Smite Evil, however those other classes also have enough other abilities and options that these boosters are just a cherry on top.

This point, however, does not simply invalidate the class or its utility. The average Medium sized rogue weapon has a base damage of 1d6. Thanks to the feat Slashing Grace, by level 3 a vanilla c-rogue can be adding Dex to damage, or a Str rogue has the normal opportunity to add Str to damage. With WBL you can gain enhancement bonuses on your weapon for more damage. By level 6 it is entirely possible, with a 20 pt buy and WBL, to have a 20 attack stat and a +1 weapon.

This translates to a 1d6 weapon attack dealing an average of 10.5 damage. The monster creation chart says a CR6 monster has 70 HP, meaning one PC in a 4 character party needs to be contributing 17.5 damage. This means the rogue is woefully behind.

However the level 6 rogue, with no other help from feats, has the capability of adding 3d6 damage to an attack in the combat. That's an average of another 10.5 damage. This means that the rogue has now contributed OVER their expected damage against this foe.

Upthread some posters were talking about rogues after level 9. A c-rogue 10 has at this point 5 normal feats. They also have the opportunity for a free weapon focus, the Weapon Finesse feat, a bonus combat feat and a free style feat through rogue talents. Even building as a finesse fighting rogue, a PC could at this point have weapon focus, weapon finesse, slashing grace, piranha strike, the minor magic rogue talent and arcane strike, along with other feats.

Following WBL at this point, you should be able to budget enough for a +2 weapon. A single hit by this PC deals 1d6+14 damage. If this PC hits with both attacks in a full attack round, they deliver an average of 35 damage. The monster creation chart suggests that contributing against a CR10 monster requires dealing 32.5.

But that iterative attack isn't likely to hit right? Especially with an accuracy penalty on the attack from piranha strike. Well, removing that feat reduces their single attack to 1d6+10, but if this same c-rogue 10 and pull off just one SA on one hit, they add back 5d6 damage, an avg of 17.5 on one hit. This means a single, accurate attack adding SA by a c-rogue 10 deals 31 damage; nearly everything they need to be contributing in this fight.

Incidentally, the feat chains and items used to calculate damage from the c-rogue in my post here are probably poorly optimized on my part. Perhaps others with better system mastery than me could find a way to do this better.

Unless this is a "softball" kind of game I'm describing, one in which PCs are expected to contribute against the averages of monsters whose CRs are equal to the APL of the party. Maybe this is not a hard combat game, or this method describes running on "easy mode." That's why I asked for the definitions of terms above.

Finally, in regards to total damage dealt in a round: I'm not saying that this is the only way in which a c-rogue can contribute in a round, simply that this is one measurable way. I'm also not saying that the rogue needs to be able to deal as much damage as anyone else in the party. If all four PCs in the party win fights through damage and there are 2 martials in the party that can respectively deal 13 damage each on a single attack at level 1, having a c-rogue 1 that only deals 3.5 damage is still acceptable.

Sneak Attack occurs if you go before your enemies have acted; Improved Initiative and the Reactionary trait on a Dex based rogue would mean at least a +10 or better on your initiative rolls. It can happen when you attack in a Surprise round, catching your foes Flat Footed; the Stealth skill plus Cover or Concealment, wands of Invisibility plus ranks in Use Magic Device, two rogue talents to give you the Vanishing Trick, and so on.

You can deliver SA damage when your foe is denied their Dex bonus in general combat. Improved Dirty Trick/Blinded, Kobold Style/Kobold Groundling against a prone foe, Charging Stag Style/Stag Horns/Stag Submission and 2 combat rounds of grappling, going the Shatter Defenses route, Feinting, and of course Flanking are all methods. There are others. All of these are risky; all of them rely on either difficult CMB attacks, are feat intensive, or rely on others to pull off.

This. Does Not. Invalidate these strategies. It DOES however say that being a character that has lots of skills, is Dex based and deals damage through weapons plus Precision damage could be accomplished easier through other classes. It doesn't however completely remove the efficacy of a c-rogue.

I'm only saying what I've been saying, that based on the benchmarks of the monster creation chart this class can still succeed in its vanilla form, though just barely. Add in some more combat-oriented archetypes, your combat will improve; go with the unchained version, your accuracy improves in combat and Dex based rogues get slightly better still. Perhaps you go Eldritch Scoundrel and add spells to the mix, or remove SA damage with Phantom Thief... whatever.

The class is "fine" when compared to the monster creation chart benchmarks. Not OP or anything, but fine.


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The monster creation chart isn't fine compared to reality. It was made with core sword and board Fighters swinging their longsword for 1d8+11 damage at level 10 in mind, not a properly built 2H damage dealer that can compete in DPR olympics.


So give me some numbers, please, TNG. What does a rogue need to do in order to be "fine"? Is the benchmark 16 damage at level 1 (martial full BAB, Str 18 wielding a greatsword with Power Attack)? By level 6 I need to be dealing, what, 48 damage and then at level 10 I need to be cranking out 62 damage? What's the measuring stick here?

You can say the monster creation chart is old or outdated, but that's what I have to go on. Depending on the level of optimization on a PC I can slide up or down the chart when figuring APL vs an "average" fight, but that's what I use to determine if a PC class is "fine." Also, I think it's worth pointing out that the monster creation chart was created at the same time the vanilla c-rogue class was.


The measuring stick is being able to hit things with your multiple attacks (TWF, most of the time) to get enough out of sneak attack to be comparable to a greatsword Fighter/Barbarian or bowladin. cRogue can't do that, because of med BAB and no accuracy boosters.

Outside of combat, the cRogue is a glorified NPC Expert class. So is Fighter, but at least they can chop/bow things to death reliably, the Rogue can't.

If you say "yeah but you can clobber together thirty things from 20 splatbooks to make Rogue do this or that" I'm afraid that the same floor raises for all other classes, and once the Slayer and Archeologist Bard are available, there's really no reason for cRogue to exist.


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Totally Not Gorbacz wrote:
The monster creation chart isn't fine compared to reality. It was made with core sword and board Fighters swinging their longsword for 1d8+11 damage at level 10 in mind, not a properly built 2H damage dealer that can compete in DPR olympics.

The game is mostly balanced around that chart though. Going over that amount might win some olympics, but there isn't a need to win the olympics.

And it's not like there aren't already other party members. If 2 party members are each doing twice as much damage as another party member like the phantom thief rogue, then the results won't be much different than if that 3rd member did the same damage as the other 2. A party doing X5 DPR vs X6 DPR? One might sometimes finish the enemies off 1 round sooner than the other. It's not that big of a deal. Scale the party up to a more common 5 or 6 member group, and it's even more insignificant. A party doing X9 vs X10? Most encounters will die in the same number of rounds either way.


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@Mark Hoover 330

You're not far from the measuring stick. Bench-Pressing and the most updated version of that table.

Mark Hoover 330 wrote:

This translates to a 1d6 weapon attack dealing an average of 10.5 damage. The monster creation chart says a CR6 monster has 70 HP, meaning one PC in a 4 character party needs to be contributing 17.5 damage. This means the rogue is woefully behind.

However the level 6 rogue, with no other help from feats, has the capability of adding 3d6 damage to an attack in the combat. That's an average of another 10.5 damage. This means that the rogue has now contributed OVER their expected damage against this foe.

You're forgetting to roll the d20. By your assumptions the rogue would have a +11 to hit, which means their attack has a 65% chance to hit. So their average dmg for a round is not 21, but ~13,5. And that's if they get their sneak attack in.


Melkiador wrote:


And it's not like there aren't already other party members. If 2 party members are each doing twice as much damage as another party member like the phantom thief rogue, then the results won't be much different than if that 3rd member did the same damage as the other 2. A party doing X5 DPR vs X6 DPR? One might sometimes finish the enemies off 1 round sooner than the other. It's not that big of a deal. Scale the party up to a more common 5 or 6 member group, and it's even more insignificant. A party doing X9 vs X10? Most encounters will die in the same number of rounds either way.

"Hey guys, so since you have such competent characters, can I play a useless extra?" is not the best take in a cooperative game where everyone is supposed to pull some weight together.


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Dealing half as much damage isn't useless though. X1 is still more than X0, even if it's not as much as X2. And it's not like you couldn't be many times more competent in the other parts of the game.

Basically, combat is basic. Everyone can take part, even if it's not their focus. Not everyone has to win the DPR olympics to take part. There is a lot more to a game of Pathfinder than just whacking on things.


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Melkiador wrote:

Dealing half as much damage isn't useless though. X1 is still more than X0, even if it's not as much as X2. And it's not like you couldn't be many times more competent in the other parts of the game.

Basically, combat is basic. Everyone can take part, even if it's not their focus. Not everyone has to win the DPR olympics to take part. There is a lot more to a game of Pathfinder than just whacking on things.

But the Rogue isn't more competent in other parts of the game. A bloody Ranger has almost the same amount of skill points as Rogue. There's just preciously little that Rogue has unique going for it that other classes can't do ON THE TOP of being far better in combat.

Seems to me like you just can't get the "3.5 Rogue was crap and Paizo failed to update it meaningfully the first time round" idea through - once you do that and stop assuming that all elements of PF1 were well done, it gets easier.


Melkiador wrote:
Not everyone has to win the DPR olympics to take part.

but other classes are competing in the DPR olympics (and/or other metrics for being good at combat) and are at least as useful as the rogue out of combat.


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My point has always been that the other parts of the game is where the buffing needs to be. Focusing on damage is boring since that field is already flooded. The phantom thief addresses this. It’s what the baseline for the rogue should have been like.


Playing a skill Rogue is not "play an useless extra" if you even cared to read my post.

In what world is healing every party member to full with no spell slots and minimal gp bad? People rave about wand of Cure Light Wounds being so good yet a Rogue can out heal it in a single round with just 1 feat and 1 skill unlock, no spells. Invalidating certain encounter with 1 round diplomacy, or are you going to say that diplomacy rules stops working in "high power games"?

Phantom Thief gets 10 skill unlocks, unRogue gets 4. So all of those are basically free.

Since when is giving your allies up to +8 to hit on all attacks bad?
Or making it so you have a dedicated crafter without the Spellcaster having to use feats on that? #1 way to optimize the game is to break the Wealth by level chart, and no one will say no to cheap magic items.

People really seem to be ignoring the value of skill unlocks or the fact that Rogues don't need to spend as many feats on combat if they just let the optimizers handle it. A Ranger will spend his feats increasing his attacks, meaning that Rogue is still better at investing in all the game break skill options.


@TNG: respectfully, I've consistently said in this thread that I'm not looking for the "best" option. I'm looking to see if the vanilla c-rogue, as written, is capable of it at all. It doesn't MATTER to me if the ranger or slayer does damage, or utility skills, or spells or whatever BETTER than the rogue. I just want to know if the c-rogue can hit the combat benchmarks and have utility outside of combat that benefits them and their party.

@wonderstell: when I look at benchmarks I'm not calculating DPR properly; I'm not saying a 65% chance of hitting, times avg damage, factoring potential crits and so on... for my own measure of "fine" I'm saying:

Ok, so we have a party of x number of PCs. Their APL is y, so I'm going to look at the averages against the CR of a foe that equals that APL. Now, looking at the avgs for that monster, could these PCs reasonably hit the avg AC of said monster more than half the time, and if so, would their potential damage in a full attack round equal or exceed the HP of the creature?

The way I figure it, combats generally last 2-3 rounds. If a PC has about a 60% chance of hitting, odds are if they don't hit in round 1 they're hitting in round 2 and so on.

As far as multiple PCs in the party goes, I side with Melkiador there with the caveat that your character shouldn't be DESIGNED to be less optimized for combat than your fellows at the table. In other words if you design a c-rogue in a core rules game, but your fellow PCs are a DPR-focused barbarian and a reach cleric with combat-oriented stats, gear and domains, you shouldn't be like "ok, well, you guys combined deal 30 damage a round pretty consistently so I'm gonna' knock off an ONLY take skill focuses!"

Unless of course, those skill focus and skill related feats help the party in other ways.

Stealth and Perception leap to mind as obvious, along with Acrobatics, Disable Device and Diplomacy, or either Bluff or Intimidate if you're building towards that SA strategy, but what about others? Knowledge Local or Dungeoneering can be very handy, depending on the campaign; Use Magic Device has plenty of utility, potentially for the entire party. And hey, who ever devotes actual skill ranks to Sense Motive in core rules games?

If your PC is high Dex but avg in Cha, a couple Skill Focuses on Bluff and UMD could benefit you and the whole party. If you can bluff better and you build around improved feint, this one feat boosts your eventual damage output. UMD could see you wielding wands by L4 perhaps.


IME, an unRogue can often expect to do significant damage (enough to pull his weight) if in a party of 5+. But to do that (as per some examples above) he's putting essentially all his feats and talents into offence. He still has light armour, d8 hp, MAD stats and the worst saving throws in the game. So he's fine until someone hits him back, which they'll probably do because SA almost always requires getting in close.

And seriously, 10x5d4 magic missiles a day at 20th level? Is that it? I do hope you have some other way to inflict pain.


Did you miss the part where I said it's a single talent?

Also you are clearly forgetting that ranged options to applying sneak attack exist. Mainly sniping.


Temperans wrote:

Did you miss the part where I said it's a single talent?

Also you are clearly forgetting that ranged options to applying sneak attack exist. Mainly sniping.

Outside of eversmoking bottle/goz mask cheese, "sniping" is not a concept in a game where you need to be 30 feet to make ranged sneak attacks and the first attack de-stealths you. Yes, sniper goggles exist, no, they cost 20k so it's late levels territory (and come from a splatbook, so you're SOL if it's a core only game or your GM is a PITA and says "nooo, too cheesy") and it's all still just a single attack. Not to mention that, once again, it's all defeated by dim light of any sort, as any uRogue sneak attack is.


At level 15 sniping can actually work for an unchained rogue with skill unlock for stealth and 15 ranks....

Still not that viable unless you really focus on that through feat and talent choices...

I wrote up a rogue I have yet to play that I leveled up to 15, and the first few levels he is pretty useless, except for out of combat stuff, which is a large focus for him. By about level 6 combat is better and best by level 15 using the unlocked sniping ability.

However... The amount of content I needed to use to make this rogue work was extensive:

Books Required:

Core Rulebook
Advanced Player’s Guide
Advanced Race Guide
Inner Sea Races
Pathfinder Unchained
Pathfinder Society Primer
Ultimate Campaign
Heroes of the Streets
Ultimate Combat
Ultimate Equipment
Adventurer’s Guide
Pathfinder Campaign Setting
Magic Tactics Toolbox
Dungeoneer’s Handbook
Cheliax, Empire of Devils
Dirty Tactics Toolbox
Elemental Master’s Handbook


@Temperans: Would you mind giving me the build of the "very optimized unMonk" in your party, to see what you consider such?

Melkiador wrote:
This is a team game.

If letting others do the work is your idea of teamwork, I'm glad I was never assigned to a group with you for a homework assignment!

Melkiador wrote:
One guy not maximizing offense is barely ever going to matter.

If the game is geared towards a party full of PC with maximised offense, it does matter. And if the game is geared towards all PCs having moderate combat prowess, the other players building their characters accordingly, and one player insists on playing a character notably below that, it either forces the others to alter their characters, or it does produce issues for the group.

Melkiador wrote:
If 2 party members are each doing twice as much damage as another party member like the phantom thief rogue, then the results won't be much different than if that 3rd member did the same damage as the other 2.

I don't see a Phantom Thief doing half the damage of a reasonably well build melee. Temperans' Magic Missile Rogue does less than 1/6th of the damage an unMonk with just two feats on offense and 16+2 starting strength can do at 8th level.

Oh, and that unMonk can (for example) turn ethereal, which means turn invisible, fly, and move through walls, let party members reroll saving throws, and suppress status conditions from themself or allies, so it's not like they're useless out of combat, or don't support the party.

Totally Not Gorbacz wrote:
a properly built 2H damage dealer that can compete in DPR olympics.

You know, you kinda undercut your own argument there but furthering the false dichotomy that "better in combat than a Rogue" automatically means "totally optimized munchkin build with no regard to anything but damage"...


Yeah, but I said "compete", not "win" :)

But in fact, any competently built PF1 Core martial (Fighter with greatsword and Power Attack, Bowladin with all the non-brainer archery feats) leaves a Rogue so far behind that it isn't even funny.


Derklord wrote:

@Temperans: Would you mind giving me the build of the "very optimized unMonk" in your party, to see what you consider such?

Melkiador wrote:
This is a team game.

If letting others do the work is your idea of teamwork, I'm glad I was never assigned to a group with you for a homework assignment!

Melkiador wrote:
One guy not maximizing offense is barely ever going to matter.

If the game is geared towards a party full of PC with maximised offense, it does matter. And if the game is geared towards all PCs having moderate combat prowess, the other players building their characters accordingly, and one player insists on playing a character notably below that, it either forces the others to alter their characters, or it does produce issues for the group.

Melkiador wrote:
If 2 party members are each doing twice as much damage as another party member like the phantom thief rogue, then the results won't be much different than if that 3rd member did the same damage as the other 2.

I don't see a Phantom Thief doing half the damage of a reasonably well build melee. Temperans' Magic Missile Rogue does less than 1/6th of the damage an unMonk with just two feats on offense and 16+2 starting strength can do at 8th level.

Oh, and that unMonk can (for example) turn ethereal, which means turn invisible, fly, and move through walls, let party members reroll saving throws, and suppress status conditions from themself or allies, so it's not like they're useless out of combat, or don't support the party.

Totally Not Gorbacz wrote:
a properly built 2H damage dealer that can compete in DPR olympics.
You know, you kinda undercut your own argument there but furthering the false dichotomy that "better in combat than a Rogue"...

Because it is a team game, I think it is fine that not everyone does the exact same thing. 1-2 people hyper focusing on damage, 1 person hyper focusing on spells, and 1 person hyper focusing on skill is the literal stereotypical party. The Rogue is the skill person, so it's fine if they deal less damage than a Barbarian or Fighter whose thing is damage. For me the game is not just combat, but everything including social things and skills so maybe that is the problem? Some people see the game as only combat and nothing else?

I don't know all the feats and stuff the monk has. I do know that it's a Snake style monk with Elemental Fury, combat reflexes, and trip feats (I believe they have greater trip). Combat is a blender of attacking, with stunning fist and trip to guarantee hits and stun/trip lock enemies. It's not the most optimized probably, but it was made by someone new the game who spent time learning about the class before building it. I built my character to not upstage the new player, also because I prefer gimmicks over max damage: Unless it's a gonzo style game that allow 3rd party options, then I try to maximize damage. Either way I do not understand why you keep bringing up that game when my points are generic?

If you answer to Melkiador is related to my game, everyone in that game is building to fit the theme and power of the game. My character is not a burden besides the fact that I literally rolled the horrible for HP.

As stated previously, idk why people keep ignoring it, Major Magic is literally just ONE single talent. Not to mention that I am building for skills to be a support player for the rest of the party. Not to mention that my argument is that a Rogue can spend feats and gold on combat and have a ton of stuff for skills in class or vice versa. The only other classes with more versatility in how to build them are casters for obvious reasons.


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Temperans wrote:
Because it is a team game, I think it is fine that not everyone does the exact same thing. 1-2 people hyper focusing on damage, 1 person hyper focusing on spells, and 1 person hyper focusing on skill is the literal stereotypical party. The Rogue is the skill person, so it's fine if they deal less damage than a Barbarian or Fighter whose thing is damage. For me the game is not just combat, but everything including social things and skills so maybe that is the problem? Some people see the game as only combat and nothing else?

Most classes are useful both in and out of combat.

Some classes, like Fighter, are good in combat, bad out of combat.

Rogues are comparatively bad in combat, mediocre out of combat. You'd probably get more utility from a Ranger, a Bard, a Wizard, a Cleric, a Paladin, a Druid, etc. There are so many spells that are better than skills.

A party can generally cope with having one or two characters who are bad at non-combat stuff, as long as you have the most useful abilities covered (eg, someone who can remove negative conditions, someone who can cast Fly/Teleport, a party face, Perception, etc.) Missing abilities create challenges. If no-one can disable the trap in the door, you have to figure out a way to set it off safely, or to tunnel through the wall, or whatever.

Characters who let you down in combat, on the other hand, are a leading cause of TPKs.


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The "I can do with one feat and one skill unlock what others need an overhyped wand" argument is kind of self-defeating, anyway, because you're advocating for needing to blow one of your limited feats and having to use an optional rule from a splatbook to recreate what an average party can do all day, every day, with a core rulebook thing by expending just the money, which is the easiest resource to come by - heck, you can have a CLW wand easily at level 1 thanks to Rich Parents.

Just like that, core rulebook spells invalidate pretty much all skills, because PF1 skills were designed with the "you can only achieve peak normal human ability using skills, for anything beyond that, you need magic" which automatically makes magic the better tool for problem-solving. There are some funky exceptions to that rule, but 9 times out of 10, magic will get you where skills can't.


Matthew Downie wrote:
Temperans wrote:
Because it is a team game, I think it is fine that not everyone does the exact same thing. 1-2 people hyper focusing on damage, 1 person hyper focusing on spells, and 1 person hyper focusing on skill is the literal stereotypical party. The Rogue is the skill person, so it's fine if they deal less damage than a Barbarian or Fighter whose thing is damage. For me the game is not just combat, but everything including social things and skills so maybe that is the problem? Some people see the game as only combat and nothing else?

Most classes are useful both in and out of combat.

Some classes, like Fighter, are good in combat, bad out of combat.

Rogues are comparatively bad in combat, mediocre out of combat. You'd probably get more utility from a Ranger, a Bard, a Wizard, a Cleric, a Paladin, a Druid, etc. There are so many spells that are better than skills.

A party can generally cope with having one or two characters who are bad at non-combat stuff, as long as you have the most useful abilities covered (eg, someone who can remove negative conditions, someone who can cast Fly/Teleport, a party face, Perception, etc.) Missing abilities create challenges. If no-one can disable the trap in the door, you have to figure out a way to set it off safely, or to tunnel through the wall, or whatever.

Characters who let you down in combat, on the other hand, are a leading cause of TPKs.

I think you've touched on the real reason that rogues are viewed as bad.

Rogues are "good" at a lot of skills. Good in this case meaning they have lots of skill points and class skills. They lack significant class based bonuses to skills (except with regard to traps).

And the real issue....skills in general are just okay. Especially without the optional skill unlock system.

Magic is just so much better. And having some sort of sizable bonus to your skills is important too. While the rogue might have a lot of skills, if someone else in the party has the skill they're probably just as good as the rogue. Which means the rogue doesn't get a chance to shine at skills.


Hmm, apart from trapfinding, there isnt much that a rouge can do that cannot be easily duplicated by other classes.

Perhaps a more interesting question is:

--How many extra feats would a rouge need to be on par with a Slayer?


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It's not like I'm saying the rogue, especially the core rogue, was good enough at skills to be less good at combat. What I'm saying is that if the rogue were good enough at skills, it wouldn't matter if they were less good at combat.

But the unchained phantom thief comes close to the point of being good enough at skills to not have to be good at combat. And in my opinion, the phantom thief is a better party member than the base rogue, even if it's worse at doing damage.


i had this homebrew option i allowed players of unchained rogue to take (and have been giving npc unchained rogues, what's fair is fair). that seem to bring into being the potential of being in the right place and time (also getting out in the right time).

it goes like this. when ever an unchained rogue can take the skill edge ability he can opt to get the homebrew 'Dash' ability instead. (can be taken only once, the idea was to avoid others classes just one class dipping into unchained rogue for this ability as well as showcasing a rogue of higher then basic thug level)

'Dash' is basically the ability to use an immediate action to move your speed even in difficult terrain, without provoking aao. and it can be used up to 1 time per level each day (so 5 times a day at 5th level for example). at level 10,15 and 20 the distance moved while dashing get a stacking +20 ft to it. (up to 60 ft+ normal speed at level 20)

this allow the unchaind rogue to get into position to strike at the right time (or get closed enough to enemy casters). as well as getting away from fights they have no intention of sticking close to.
it also meant the party had to keep close tab on enemy rogues who suddenly became a lot more nasty.


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I think one of the unique things that the Rogue offers his group is getting Surprise Rounds and preventing Ambushes, and on a consistent basis. Yes other classes can do this, but they have to build specifically for it. The Rogue does this naturally, and with almost no investment outside of what they would normally do. The Trapfinding Mechanic naturally causes this; it all but forces the rogue out front as a scout and a point-man. Trapfinding + A high Dex and Stealth/Perc maxed is really all the Rogue needs to get this ball rolling, and with 8skills/lvl and being a Dex-focused class this sacrifices nothing in their build. The Rogue is constantly stealthing/scouting ahead for traps and enemies, and when he spots enemies (either smokin' n jokin', or waiting in ambush), he can alert the party without alerting the enemies - and this all naturally happens due to the Trapfinding Mechanic.

And if the Rogue wants to crank any of this to the next level, they have access to a plethora of Rogue Talents that no other classes get access to (except Ninjas, Slayers, etc.)

In the grand scheme of things, over the course of a campaign the Rogue mitigates a metric asston of damage, ailments, and harmful crowd control that a party would otherwise have to deal with if they didn't get all these Surprise Rounds. Not all combats can be Surprise Rounds/Ambushes, obviously, but there are MANY encounters in a campaign that can be influenced by the Rogue. So sure, the Rogue doesn't deal as much damage as a fighter, nor does he soak up as much damage as a fighter either, at least not in terms of actual HP. But! The Rogue consistently puts enemies on the back foot through Surprise Rounds, and prevents his own party from being on the back foot in Ambushes.

And this benefit is easily quantifiable. Take any combat encounter and run it 3 times. First, as a Surprise Round where all the PC's get to act; second, as an encounter where neither side gets a Surprise Round; and third, as an ambush encounter where the enemies get a Surprise Round on the PC's. Count up all the damage, ailments, and crowd control your party had to suffer in each of these 3 encounters, and the difference is staggering. The Rogue can turn what might be a 6 round combat with a couple of near-deaths, 5-10ish uses of 1/day or 3/day ability uses from the party, 10 charges of CLW-worth of post combat healing, and the casters' spell slots are running on fumes, into a 3 round combat that was reminiscent of a Seal Team 6 raid.

Now multiply this by how many combat encounters that could have Surprise Rounds that you face in an entire campaign.

TLDR: Rogues pwn


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When talking about a characters ability to contribute you also have to factor in the ability to avoid problems is just as good as being able to overcome them with brute force. The Idea is that while the rogue may not be able to win every combat they can often avoid them. The real problem is that the core rogue does not do a good job at this. Diplomacy takes too long and does not really work at stopping a combat very well.

The unchained rogue is a little better at this but in order to do it they have to be absurdly high in level. The Phantom Thief archetype is actually surprisingly good at this. Take a 12th level phantom thief with an 18 CHA and maxed out diplomacy, with skill focus and persuasive. That gives him a +35 bonus to diplomacy and the ability to use diplomacy to adjust a characters attitude in on round with no penalty. He can change a hostile character to indifferent as long as the hostile character has less than a +5 CHA modifier. The rogue talent Coax Information allows him to use his diplomacy in place of intimidation to force a character to act friendly, and they don’t get angry afterwards. If the character is human they can take the silvered tongue in place of skilled and shift the reaction from hostile to friendly. The phantom thief’s bonus is high enough that they do not even need to roll and they will still succeed.

The party’s goal is to recover some item being guarded by a demon. The barbarian, cleric and sorcerer are arguing about how to do kill the demon. Meanwhile the phantom thief walks up to the demon and convinces him that he was sent by the evil wizard to fetch the item without the rest of the party noticing he is gone. After the rest of the characters explain to the rogue what he is supposed to do, he say or we could simply leave now that we have the item, while casually tossing it around. Don’t tell me that rogue is not pulling his weight despite having very little combat ability. The phantom thief at 10th level is getting 15th level skill unlocks. By 15th level they can be getting the 20th level unlocks.


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A common disconnect from reality is the expectation of the Rogue as a combat blender. Sneak Attack is not a good combat drug compared to what other classes achieve. And they don't need to invest multiple feats to rely on something that is ultimately unreliable.

Even the topic of this thread betrays those expectations. Increasing the Rogue's HD/BAB would indeed make it deal more damage. But as people have already said, that's not what the class was designed for. It was meant to provide utility through being a mundane skill monkey. And unfortunately that just isn't a big enough niche to base an entire class around if you don't make the Rogue better at such checks rather than just being broad.

It's not just about having the biggest skill bonus, in which case several other classes outclasses heh the Rogue, but also about doing more with the skills.
A Rogue is not "the best" at finding traps because of their Trapfinding. A Rogue is "the best" at finding traps because of their Trap Spotter talent.

Skill Unlocks was an attempt to fix this issue.

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