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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Argh!! Useless Rogues
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<blockquote data-quote="The Souljourner" data-source="post: 2573065" data-attributes="member: 1622"><p>I think rogues are important in almost every group - dungeon crawling without someone who can silently open 10 locked doors in a single day is a huge PITA, not to mention the fact that he's the only one who can even *tell* if they're trapped, and do anything about it if they are. I've adventured in a party without a rogue before... sure, we could bash down doors, but the enemy was always ready for us, we we often ambushed, and there were several times when we had to intentionally spring a trap because we had no way around it.</p><p></p><p>That's not to say that I don't think rogues have their problems. Undead are *really* common. In my experience, like 20% of encounters include undead. (The unfortunate part is that generally if you're fighting undead, you're fighting a lot of undead... so feeling useless may last an entire gaming session). If it were just constructs, elementals, etc, then it wouldn't be that bad, because you generally don't fight a lot of those again and again... but undead are so pervasive, and it's so common for many different types of undead to congregate, that it's fairly common to have fight after fight be just against undead.</p><p></p><p>One possibility for making a rogue more effective against undead is to take a level of ranger and get favored enemy: undead (which does work against undead). At level 6 you can take improved favored enemy to get an extra 3 damage against all your favored enemies... which would then make you +5 to damage against undead... which pretty much kicks ass. Plus, one level of ranger loses you almost nothing... only -2 skill points, you gain +2 to fort and reflex saves, +1 BAB, and 1d8 hitpoints. It's a pretty sweet single level dip (if you can manage it and bypass multiclass penalties).</p><p></p><p>The other option to simply change sneak attack so those currently immune to it actually take half damage.</p><p></p><p>-The Souljourner</p></blockquote><p></p>
[QUOTE="The Souljourner, post: 2573065, member: 1622"] I think rogues are important in almost every group - dungeon crawling without someone who can silently open 10 locked doors in a single day is a huge PITA, not to mention the fact that he's the only one who can even *tell* if they're trapped, and do anything about it if they are. I've adventured in a party without a rogue before... sure, we could bash down doors, but the enemy was always ready for us, we we often ambushed, and there were several times when we had to intentionally spring a trap because we had no way around it. That's not to say that I don't think rogues have their problems. Undead are *really* common. In my experience, like 20% of encounters include undead. (The unfortunate part is that generally if you're fighting undead, you're fighting a lot of undead... so feeling useless may last an entire gaming session). If it were just constructs, elementals, etc, then it wouldn't be that bad, because you generally don't fight a lot of those again and again... but undead are so pervasive, and it's so common for many different types of undead to congregate, that it's fairly common to have fight after fight be just against undead. One possibility for making a rogue more effective against undead is to take a level of ranger and get favored enemy: undead (which does work against undead). At level 6 you can take improved favored enemy to get an extra 3 damage against all your favored enemies... which would then make you +5 to damage against undead... which pretty much kicks ass. Plus, one level of ranger loses you almost nothing... only -2 skill points, you gain +2 to fort and reflex saves, +1 BAB, and 1d8 hitpoints. It's a pretty sweet single level dip (if you can manage it and bypass multiclass penalties). The other option to simply change sneak attack so those currently immune to it actually take half damage. -The Souljourner [/QUOTE]
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Argh!! Useless Rogues
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