I'm A Banana
Potassium-Rich
Some great stuff here! Let me dig in a bit...
Definitely considering making grappling/throwing/prone-ing a part of it. The "shove prone + grapple = you can't move" aspect is nice, and the 4e brutal scoundrel had some "chuck baddy A into baddy B" movies. He just tried to grapple the nothic in the last fight, so it's already on his mind.
I was specifically looking at the battlemaster's Trip Attack and Pushing Attack, and maybe something like the Champion's Remarkable Athlete for a ribbon.
He's already a mountain dwarf, so what I think I need to do is just drop a breastplate in the loot somewhere. That'd probably set him up OK.
I like the concept, it's pretty in character. Maybe give him some action-denial options for his sneak attack...
That "kidnapper" ability is awesome.
Between being a dwarf already and not having a high Dex (and so not needing more finesse weapons), I don't think this particular one is up his alley, but it's giving me interesting ideas...
I like the idea about expanding his SA weapon options. He hasn't particularly lacked in this area (he's got short swords), but a club or a hammer or a fekkin' broken bottle are definitely in-character options here.
I'm tempted to go dangerous.
The Hide thing isn't going to be that useful for him, but a bonus action shove/grapple/trip would totally be solid.
But it seems a little situational. Intimidate might work...he's not good at Intimidate now, but it seems like maybe he should be?
My hesitation with getting rid of advantage in medium armor is that ultimately, he's not built to sneak, so for him, that's support in a party niche he's never really going to occupy. It's nice, but not as nice as it would be for most other rogues. I'd lean more on giving him something to help with the noncombat party role he's going to fall into (he's better at lying and at disabling locks/traps, so maybe here is where I give him something that lets him ignore traps and devices?).
Keen, that'll align with his combat suggestions nicely.
Mistwell said:Be a grappling rogue. It can work really well. Cunning Action let's you move, grapple, and then dash or disengage away with your grappled foe in tow.
Definitely considering making grappling/throwing/prone-ing a part of it. The "shove prone + grapple = you can't move" aspect is nice, and the 4e brutal scoundrel had some "chuck baddy A into baddy B" movies. He just tried to grapple the nothic in the last fight, so it's already on his mind.
Lancelot said:Loot the fighter for cool mechanics,
I was specifically looking at the battlemaster's Trip Attack and Pushing Attack, and maybe something like the Champion's Remarkable Athlete for a ribbon.
JamestheLion said:gives Medium armor as a bonus proficiency
He's already a mountain dwarf, so what I think I need to do is just drop a breastplate in the loot somewhere. That'd probably set him up OK.
Mishihari Lord said:The rogue doesn't just want to defeat his enemy, he wants to hurt them, and he's very good at causing pain. On a critical hit or a successful sneak attack the target must save or become incapacitated with pain. At higher levels this becomes stunned then paralyzed. I didn't try to balance this against anything so adjust as needed.
I like the concept, it's pretty in character. Maybe give him some action-denial options for his sneak attack...
Minigiant said:If relies on bludgeoneing weapons, grappling, and "gathering info". Medium armor covers AC.
That "kidnapper" ability is awesome.

Leatherhead said:So lets start with Sneak Attack.
It's meant to go with Dex weapons and ranged weapons. The quick fix is to extend that bonus damage out to all one handed melee weapons. A damage bump from 1d6 to 1d8 isn't much (it's like 1 damage average), but it "feels" more visceral to wail on someone with a warhammer or battleaxe.
I like the idea about expanding his SA weapon options. He hasn't particularly lacked in this area (he's got short swords), but a club or a hammer or a fekkin' broken bottle are definitely in-character options here.
Leatherhead said:Cunning Action is essential to the Roguish play style. To intertwine it with the STR rogue, let the STR Rogue make STR checks with Cunning Action. Which is basically just Athletics checks and bashing or lifting stuff. If you want to get dangerous, allow this bonus action to shove/grapple/trip, but only after level 3.
I'm tempted to go dangerous.

"Hoarder" is hilarious.Leatherhead said:The level 9 feature basically gives advantage in some situations. This is for a non-combat pillar of play unless you didn't get a combat feature at level 3.
If you really want to lay on the muscle work, give them some bonus carrying capacity. Call it "Hoarder" maybe. Or you could give some bonuses to Intimidate.

Leatherhead said:The level 13 ability gives you some freaky rules exception. Like using bonus actions to grant advantage or total mastery of some non-combat situations. This is where you want to insert negating disadvantage when using medium armor. Or advantage on Str checks in some fashion.
My hesitation with getting rid of advantage in medium armor is that ultimately, he's not built to sneak, so for him, that's support in a party niche he's never really going to occupy. It's nice, but not as nice as it would be for most other rogues. I'd lean more on giving him something to help with the noncombat party role he's going to fall into (he's better at lying and at disabling locks/traps, so maybe here is where I give him something that lets him ignore traps and devices?).
Leatherhead said:And level 17 is the trump card. It grants a massive bonus to combat. This would be something like auto-passing a shove, trip, or grapple check once a combat/rest.
Keen, that'll align with his combat suggestions nicely.