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Ideas for STR-based rogue archetype
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<blockquote data-quote="Lancelot" data-source="post: 6653447" data-attributes="member: 30022"><p>If I was doing this personally, I'd make myself a fighter. Champion subclass... or battle master if I'd like some more tactical complexity.</p><p></p><p>I'd take the Criminal background: this gives me the flavor. I'll take Stealth and Sleight of Hand (or Intimidate) as the trained skills. Negotiate with the DM for thieves tools proficiency (if they don't already get it; I forget), possibly in place of something from the fighter. Criminal contact (fence), useful starting equipment. I'd negotiate with the DM to take thieves' cant as a bonus language, maybe even swapping out dwarven (if I was born and raised in a human ghetto). Take medium or light armor to avoid disadvantage on Stealth, and select the Duelist combat style.</p><p></p><p>What do I lose by not taking rogue? Double skill proficiency and sneak attack, plus bonus actions. But I can sort-of replicate most of those with fighter builds. Action Surge has some equivalence to Cunning Action (less uses, more powerful). Expanded crit range or various maneuvers can give me similar damage to sneak attack. Second Wind has some sort of equivalence to the defensive ability where you take half damage from a visible attack (one restores HP, the other mitigates their loss). The big loss is the double proficiency bonus on expert skills, but that's manageable.</p><p></p><p>I'd actually get a huge buzz from trying to build this kind of fighter, and playing him straight-faced as a rogue. See how long it takes the other players to realize the lightly-armored, hiding-in-the-shadows, pocket-picking, backstabbing dwarven thug with a battleaxe is actually a fighter, and not a rogue.</p><p></p><p>...</p><p></p><p>...but yeah, I think you're on the right track. Loot the fighter for cool mechanics, if the player is dead-set on "a rogue is only a rogue if his class says rogue" and isn't interested in multi-classing either.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 6653447, member: 30022"] If I was doing this personally, I'd make myself a fighter. Champion subclass... or battle master if I'd like some more tactical complexity. I'd take the Criminal background: this gives me the flavor. I'll take Stealth and Sleight of Hand (or Intimidate) as the trained skills. Negotiate with the DM for thieves tools proficiency (if they don't already get it; I forget), possibly in place of something from the fighter. Criminal contact (fence), useful starting equipment. I'd negotiate with the DM to take thieves' cant as a bonus language, maybe even swapping out dwarven (if I was born and raised in a human ghetto). Take medium or light armor to avoid disadvantage on Stealth, and select the Duelist combat style. What do I lose by not taking rogue? Double skill proficiency and sneak attack, plus bonus actions. But I can sort-of replicate most of those with fighter builds. Action Surge has some equivalence to Cunning Action (less uses, more powerful). Expanded crit range or various maneuvers can give me similar damage to sneak attack. Second Wind has some sort of equivalence to the defensive ability where you take half damage from a visible attack (one restores HP, the other mitigates their loss). The big loss is the double proficiency bonus on expert skills, but that's manageable. I'd actually get a huge buzz from trying to build this kind of fighter, and playing him straight-faced as a rogue. See how long it takes the other players to realize the lightly-armored, hiding-in-the-shadows, pocket-picking, backstabbing dwarven thug with a battleaxe is actually a fighter, and not a rogue. ... ...but yeah, I think you're on the right track. Loot the fighter for cool mechanics, if the player is dead-set on "a rogue is only a rogue if his class says rogue" and isn't interested in multi-classing either. [/QUOTE]
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