Summer-Knight925
First Post
I would hardly called the rogue nerfed, just a tad bit harder to play.
Rogue talents open up a large amount of things you can do (same with ninja tricks which will be used in this example)
I played an elven rogue (meta game: best combo actually) who was the primary archer in the group. He was/is awesome. With the right feats, rogue tricks, and skills, I made myself into a free-running sniper...at 5th level. And that was because I knew generally what I had in mind to do.
In my new group, the character playing the ninja is actually a combat assassin, taking ninja tricks (same as rogue talents really, in fact a ninja trick you can take IS a rogue talent) that boost his defenses.
It is all in direction.
If you want a melee rogue, you can do that.
If you want an archer rogue, you can do that.
If you want a sneaky thief extraordinaire, you can do that.
If you want a trap disabling guru who has yet to find a lock that can stop him, you can do that.
Perhaps the way it could have been 'nerfed' is that mixing into those 'focuses' is like multiclassing without the perks; which is another thing in Pathfinder, multiclass and you lose out on abilities, every class has way more abilities now, and that makes at least me cautious about what I do.
Furthermore, with a lot of the skills becoming one thing, you can actually make the rogue really powerful in that skill block, and with now simplified rules, you can exploit some things that, while you could before use to take up time.
My free-runner sniper elf has a high acrobatics skill (for his level), this means I can tumble through occupied squares and not provoke AoO, while this was the case in 3e, in Pf its easier to figure out target numbers. The same goes for bluff and feinting, which I exploited the bleh out of it 3e, getting me sneak attack nearly every turn, of course they did change it a bit in Pf, but nevertheless, still worth it.
With disable device and pick lock now one skill, hide and move silently one skill, balance and tumble one skill, and the awesome way of Pf doing skills, well...if you have a theme in mind stick to it, because all it takes is a little thought, a little planning (not even to 10th level, maybe to 4th at the most) and that perfect mindset for your character and BAM. you have yourself an amazing rogue.
Also, if you have questions on the Cleric I can answer those, especially thanks to the new 'always proficient with the deity's weapon' stuff, you can really make the cleric into the healer AND 2nd rank something else.
But this is about rogues, so there, gave you my thoughts on rogues.
Rogue talents open up a large amount of things you can do (same with ninja tricks which will be used in this example)
I played an elven rogue (meta game: best combo actually) who was the primary archer in the group. He was/is awesome. With the right feats, rogue tricks, and skills, I made myself into a free-running sniper...at 5th level. And that was because I knew generally what I had in mind to do.
In my new group, the character playing the ninja is actually a combat assassin, taking ninja tricks (same as rogue talents really, in fact a ninja trick you can take IS a rogue talent) that boost his defenses.
It is all in direction.
If you want a melee rogue, you can do that.
If you want an archer rogue, you can do that.
If you want a sneaky thief extraordinaire, you can do that.
If you want a trap disabling guru who has yet to find a lock that can stop him, you can do that.
Perhaps the way it could have been 'nerfed' is that mixing into those 'focuses' is like multiclassing without the perks; which is another thing in Pathfinder, multiclass and you lose out on abilities, every class has way more abilities now, and that makes at least me cautious about what I do.
Furthermore, with a lot of the skills becoming one thing, you can actually make the rogue really powerful in that skill block, and with now simplified rules, you can exploit some things that, while you could before use to take up time.
My free-runner sniper elf has a high acrobatics skill (for his level), this means I can tumble through occupied squares and not provoke AoO, while this was the case in 3e, in Pf its easier to figure out target numbers. The same goes for bluff and feinting, which I exploited the bleh out of it 3e, getting me sneak attack nearly every turn, of course they did change it a bit in Pf, but nevertheless, still worth it.
With disable device and pick lock now one skill, hide and move silently one skill, balance and tumble one skill, and the awesome way of Pf doing skills, well...if you have a theme in mind stick to it, because all it takes is a little thought, a little planning (not even to 10th level, maybe to 4th at the most) and that perfect mindset for your character and BAM. you have yourself an amazing rogue.
Also, if you have questions on the Cleric I can answer those, especially thanks to the new 'always proficient with the deity's weapon' stuff, you can really make the cleric into the healer AND 2nd rank something else.
But this is about rogues, so there, gave you my thoughts on rogues.