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Revised Rogue Class
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<blockquote data-quote="Nyeshet" data-source="post: 3589439" data-attributes="member: 18363"><p>Have you thought about increasing rogue specials, but the types available and the number received? </p><p></p><p>[core rules]Rogue Specials: 10, 13, 16, 19 (4)</p><p></p><p></p><p>[proposal #1]Rogue Specials: 10, 12, 14, 16, 18, 20 (6)</p><p></p><p>This simply changes the specials from once every 3 levels to once every 2 levels, increasing the number gained by +2. This can notably increase the power of the rogue at higher levels, especially if the suggestion of increasing the types of specials is implemented. </p><p></p><p>[proposal #2a]Rogue Specials: 1, 4, 7, 10, 13, 16, 19 (7)</p><p>[proposal #2b]Rogue Specials: 2, 5, 8, 11, 14, 17, 20 (7)</p><p></p><p>These two keep the specials coming every three levels, but the first backs this up into the early levels as well, adding three more specials gained. The second suggestion is mean to prevent one level dipping for a rogue special and to give level 20 something special. </p><p></p><p>Note that if the specials *do* retract into pre-10th level, it will be necessary to have pre-reqs for each special. Otherwise some rather potent abilities will be available far too soon in the game for the rogue. You might also want to consider adding Uncanny Dodge, Evasion, IUD, and perhaps even Trapfinding and Trap Sense as Rogue specials. </p><p></p><p>[proposal #3]Rogue Specials: 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 (10)</p><p></p><p>This one combines the prior two suggestions: specials come every other level and they start pre-10th level, for a total of 10 specials. Note that the rogue alternates between sneak attack progression and rogue special progression. </p><p></p><p>As suggested above, if you move rogue specials back before 10th level, it will be necessary to set pre-reqs for them to prevent abuse. </p><p></p><p></p><p>As for additional rogue specials, consider the specials of the ranger, the scout, and various rogue style PrCs. Death Attack, for instance, could become available as a special after the rogue has 5d6 Sneak Attack and the rogue special Crippling Strike (itself likely requiring 4d6 Sneak Attack). So it could be taken - at earliest - at level 10, presuming crippling strike is taken at level 8 (using proposal #3). </p><p></p><p>Swift Tracker, Hidden Tracker, Camouflage, Hide in Plain Sight (ex or su, depending on whether it is the ranger or shadow dancer version), variants of crippling strike (hitting other ability scores for damage, or improving ability score damage), other specials that might increase speed or stealth, trapfinding, trapsense, slippery mind, mettle, evasion and improved evasion, defensive roll, uncanny dodge and improved uncanny dodge, and of course the ever useful 'bonus feat' all come to mind as useful potential rogue specials. </p><p></p><p>Does this help any?</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 3589439, member: 18363"] Have you thought about increasing rogue specials, but the types available and the number received? [core rules]Rogue Specials: 10, 13, 16, 19 (4) [proposal #1]Rogue Specials: 10, 12, 14, 16, 18, 20 (6) This simply changes the specials from once every 3 levels to once every 2 levels, increasing the number gained by +2. This can notably increase the power of the rogue at higher levels, especially if the suggestion of increasing the types of specials is implemented. [proposal #2a]Rogue Specials: 1, 4, 7, 10, 13, 16, 19 (7) [proposal #2b]Rogue Specials: 2, 5, 8, 11, 14, 17, 20 (7) These two keep the specials coming every three levels, but the first backs this up into the early levels as well, adding three more specials gained. The second suggestion is mean to prevent one level dipping for a rogue special and to give level 20 something special. Note that if the specials *do* retract into pre-10th level, it will be necessary to have pre-reqs for each special. Otherwise some rather potent abilities will be available far too soon in the game for the rogue. You might also want to consider adding Uncanny Dodge, Evasion, IUD, and perhaps even Trapfinding and Trap Sense as Rogue specials. [proposal #3]Rogue Specials: 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 (10) This one combines the prior two suggestions: specials come every other level and they start pre-10th level, for a total of 10 specials. Note that the rogue alternates between sneak attack progression and rogue special progression. As suggested above, if you move rogue specials back before 10th level, it will be necessary to set pre-reqs for them to prevent abuse. As for additional rogue specials, consider the specials of the ranger, the scout, and various rogue style PrCs. Death Attack, for instance, could become available as a special after the rogue has 5d6 Sneak Attack and the rogue special Crippling Strike (itself likely requiring 4d6 Sneak Attack). So it could be taken - at earliest - at level 10, presuming crippling strike is taken at level 8 (using proposal #3). Swift Tracker, Hidden Tracker, Camouflage, Hide in Plain Sight (ex or su, depending on whether it is the ranger or shadow dancer version), variants of crippling strike (hitting other ability scores for damage, or improving ability score damage), other specials that might increase speed or stealth, trapfinding, trapsense, slippery mind, mettle, evasion and improved evasion, defensive roll, uncanny dodge and improved uncanny dodge, and of course the ever useful 'bonus feat' all come to mind as useful potential rogue specials. Does this help any? [/QUOTE]
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