Player has a super rogue, DM needs help.


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Re: Super Rogue

Ditto what Nail said....wow!

But as a player, I'd be more than a little ticked off. I mean, a god just walked up to me and took my +20 to Hide ring. That's a bit....harsh, don't you think?

The rest is fantastic, if he's the kind of player who likes those kind of developments!
 

I honestly thing he will like it. I've asked him repeatedly to give me some kind of character background and really havn't been given much at all.

The character is largly underdeveloped and I think he will like this chance to give him a little more depth.

Like I said, I understand what you guys are talking about. I wouldn't want to be railroaded either. However, in the context of this game and this character, all will be well.

Besides, the players need to know you can't just screw with gods and expect them to suck it up. :D
 

Re: Super Rogue

All in all, it sounds great and I love the fact that you're giving him both a choice on the development along with some pretty intriguing advantages and disadvantages associated to the two choices!
 

Do you think the choices balance out?

For refference: (As stollen from Sayburr on the Kalamar board.... I think. :) )

Hero Points:

PC’s are given 2 Hero Points at character creation. These points may be spent on a number of things:

One Hero Point
Add a +4 to any skill check, ability check, attack roll, saving throw, or initiative roll. Up to 5 Hero Points (for a total of + 20 to the roll) may be used on a single die roll.

May be spent to automatically succeed in a stabilizing roll to stop bleeding when between -1 and -10 hit points.

Two Hero Points
Negate the effects of a critical failure, making the roll a normal failure. This option must be chosen after the failure is rolled, but before the effect is described.

May be spent to automatically score maximum damage on a single damage roll. Each die when rolling for damage is considered a single roll, thus, a 6d6 fireball would require spending twelve Hero Points to maximize.

Three Hero Points
Roll two dice for hit points when leveling up. The highest of the two rolls is then used for hit points gained.

Four Hero Points
Gain an addition skill point. This point is spent normally, and may not increase a skill above a character’s normal level limit.

Five Hero Points
Re-roll any roll. Use of this option must be declared before any secondary effects (such as damage) are described.

Gain an additional partial action for one round.

Make a critical threat automatically become a critical hit. This option must be chosen after a threat is scored, but before the critical is rolled.

Ten Hero Points
Force another player or NPC to re-roll any roll.

Twenty Hero Points
Gain a new general feat.

Thirty Hero Points
Increase an attribute by one. This increase adjusts the base attribute, and is not an enhancement bonus.

Earning more Hero Points:
1. 1 Point gained at the end of each session.
2. PC is dropped to below –5 hit point and survives.
3. PC succeeds at a desperate action against great odds.
4. PC defeats an enemy 2 CRs higher than himself in single combat.
5. Exceptional Role-playing.
6. Anything else the DM deems worthy.
 

Re: Super Rogue

Hmmmm....it seems really generous if he chooses not to accept Mask's offer, despite the loss of xps. 15 Hero points gets him halfway to a bump up in an ability score or almost close enough to get another feat. The +1 Luck bonus in AC and saves is nearly equivalent to getting a +2 in Dex and a +2 in Wisdom. He gets dinged for constitution but he makes up for it in Charisma (remember his Fortitude doesn't go down due to the Con loss because he's getting it back with the luck bonus).

In comparison, if he accepts the offer, he gets a +2 Wisdom bonus and needs to start moving down the path of a cleric of Mask. While this may be very much to his liking, I think it doesn't quite match up to the other option. This may be just fine if you want the rewards for choosing the "light" side to be greater in the long run for the character even though he also takes on a punishment for turning down his god.

If you want to balance, I'd consider changing the luck bonus to a +1 in either AC or Saves as opposed to both. Also, don't give the player any indication as to what rewards/punishments come from his choice til after he's made them!
 

You could always pit the party against a high level rouge and his followers. I'm not a big fan of the whole "thieves guild" thing, but lots of low to mid level rouges or one high level rouge would do to the party what he does to your NPC's. His skills and items could make him the PC's best chance at victory.

Readied actions, of course. Even if he is at a distance and concealed, a dozen arrows into a shadow should hit something.

Remember to enforce the 30' foot range on sneak attacks, and AoO for moving into threatened areas.

Armor of Fortitude(?). Perfect for both fighters, other rouges, or dignitaries, makes his sneak attack alot more iffy. Don't forget tower shields or a Robe of Eyes.

Two words. Devoted Defender.

Anit Magic Field, Repulsion, or Sanctuary. They either just work or force a will save.

Finally, does he have spring attack? The whole move, hit, hide thing almost requires it in my mind.
 
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Two possible solutions


Keep in mind I just started 3e:

1. Pit the party against a rogue with the exact same abilities (magic items or natural abilities. My DM calls this escalation. You use fireball...I use fireball.

2. I have never played a rogue but if someone moves out of a threatened hex after attacking do they provoke an attack of opportunity? or can someone activate a magical item after attacking?

Hope this helps.
 

Blind Fighting

Blind Fighting--- A person with this feat DOES NOT lose there Dex bonus when attacked with melee weapons from invisible oppenents. Your Uber Hide in Plain Sight thief will do normal little damage. Also Daylight will kill a shadow dancers hide ability. Enforce that have to be within 10ft of a shadow to Hide in Plain Sight. Uncanny dodge also negates that pesky invisible foe.

Well have fun. Good luck.
 

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