Improving 3.X Rogue's combat abilities

Nice, I just wanted to open a thread about rogues in 3.5 and their weak sneak attack.

I have another problem though. The scout. Since we had that class around, noone took the rogue class anymore. Especially with Improved Skirmish and perhaps Swift Hunter, nearly almost always the scout dishes out more damage than any rogue, has more hitpoints, bonus feats and other goodies.

So, do you have any houserules to give the rogue a little extra ompfh compared to the scout? I was thinking about a flat +1d6 sneak attack damage at level 1. Ah well... I already use the dirty fighting feat as +1d6 sneak attack.
 

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Nice, I just wanted to open a thread about rogues in 3.5 and their weak sneak attack.

I have another problem though. The scout. Since we had that class around, noone took the rogue class anymore. Especially with Improved Skirmish and perhaps Swift Hunter, nearly almost always the scout dishes out more damage than any rogue, has more hitpoints, bonus feats and other goodies.

So, do you have any houserules to give the rogue a little extra ompfh compared to the scout? I was thinking about a flat +1d6 sneak attack damage at level 1. Ah well... I already use the dirty fighting feat as +1d6 sneak attack.

A scout is made more for combat. The rogue is not supposed to equal the scout in combat. It should also be noted that if someone build a "combat" rogue they can outdamage the scout, it just takes some sacrificing of skills to do so.
 

How about this:

1. Don't make the knowledge skill class skills. I know it will limit the usefullness of the ability (see below) but it is a representation of the rogue having to really want this.
1.a. As an option, allow the rogue to permanently sacrifice a sneak attack die to take a specific knowledge skill as class skill.
2. Allow a knowledge vs 10+HD check to 'find the weak spot' (as a swift action). This is a standard monster knowledge check, but specifically targeted on finding out how to damage a monster immune to sneak attack anyway. For every 5 point by which you beat the DC, you are allowed a sneak attack die, with a maximum of the maximum sneak attack damage you normally do. You still need to satisfy all the other requirements for sneak attack, like flanking or no dex bonus to ac etc. you also still need to hit the target. The knowledge only is good for this round, and a new check has to be made next round.
2.a. As an option, allow the first sneak attack die at 10+HD.
2.b. As an option, allow bonusses (+2) for successfull checks in earlier rounds, regardless of hit/miss ( this would allow a rogue to study the target for several rounds, getting a better idea each time how to hurt it)

If you really want to go the AC route, you could use the same mechanic, but allow -1AC for each 5 points by which you beat the monster knowledge DC, or even a combination. (beat by 10, use -1AC and +1d6 SA)
 

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