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Eight essential rogue skills?
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<blockquote data-quote="Technik4" data-source="post: 889888" data-attributes="member: 7211"><p>Re: Jay Omega's Usefulness</p><p></p><p>I think youre right on many accounts, but not all. Listen OR Spot is very very important to a rogue. If you are surprised you still retain your dex, etc, however since the enemy is acting BEFORE you, there is no chance of getting a round 1 sneak attack, which is a pretty signature rogue thing to do. Thus, you may as well not bother with improved initiative.</p><p></p><p>While gather information and diplomacy can be roleplayed, in most 3e modules there are certain DCs that must be beat for info. Also, you appear to count on a paladin or bard, neither of which have been common in my games (which doesn't mean squat, just that it seems weird to me).</p><p></p><p>I also think you under-rate Escape Artist, imo, it almost makes the top 8 (right after Use Magic Device, on the power route) as a rogue getting grappled or tied up is usually a dead or hand-less rogue thereafter.</p><p></p><p>You left jump out completely, but I imagine you'd say "see climb". While this is mostly true, jumping can be invaluable (and very inexpensive at low levels, see Ring of Jumping) and provides good synergy with tumble.</p><p></p><p>Sense Motive is also a good skill that doesnt get a lot of play. You can't just whip out a scroll of detect thoughts when a noble is interrogtating you (or vice versa) and you certainly can get expected to have a detect magic cast in your area if the noble is important. In either case, sense motive reveals their true nature non-magically.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 889888, member: 7211"] Re: Jay Omega's Usefulness I think youre right on many accounts, but not all. Listen OR Spot is very very important to a rogue. If you are surprised you still retain your dex, etc, however since the enemy is acting BEFORE you, there is no chance of getting a round 1 sneak attack, which is a pretty signature rogue thing to do. Thus, you may as well not bother with improved initiative. While gather information and diplomacy can be roleplayed, in most 3e modules there are certain DCs that must be beat for info. Also, you appear to count on a paladin or bard, neither of which have been common in my games (which doesn't mean squat, just that it seems weird to me). I also think you under-rate Escape Artist, imo, it almost makes the top 8 (right after Use Magic Device, on the power route) as a rogue getting grappled or tied up is usually a dead or hand-less rogue thereafter. You left jump out completely, but I imagine you'd say "see climb". While this is mostly true, jumping can be invaluable (and very inexpensive at low levels, see Ring of Jumping) and provides good synergy with tumble. Sense Motive is also a good skill that doesnt get a lot of play. You can't just whip out a scroll of detect thoughts when a noble is interrogtating you (or vice versa) and you certainly can get expected to have a detect magic cast in your area if the noble is important. In either case, sense motive reveals their true nature non-magically. Technik [/QUOTE]
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Eight essential rogue skills?
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