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General Tabletop Discussion
*Pathfinder & Starfinder
Revised Rogue Class
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<blockquote data-quote="Meeki" data-source="post: 3591667" data-attributes="member: 17257"><p>Since the rogue is a very skill intensive class the rogues use relies on the build of the rogue and on the DM. If the Dm does not put traps, locks, etc. in the way then the rogue becomes less useful. If the dm doesn't allow for encounters where the rogue can sneak in or even encounters where a rogue can scout out the encounter before the party gets there, then the rogue is less useful. If the rogue takes a ton of skills and never uses them, then that is the rogues fault. </p><p></p><p>I played a very strange rogue from level 3 to 28 ( I did have some levels of cleric for RP purposes). My rogue STRONGLY focused on disable device, and I had a plethora of other skills (sneaking, bluff, some x-class knowledges, etc). I had skill focus DD and as many feats as I could find to add to DD. I focused on having a high int and decent physical scores (str 14, dex 18, con 14) but I was definitely not a great melee combatant. I ended up taking improved unarmed strike, imp disarm and convincing the DM to let me make disable device "strikes" against opponents that wore armor or had any sort of item that could be taken apart. When I was in epic levels my DD score was so high (hitting mid 50's) that I could disable weapons! And with some levels in cleric I created an epic feat that allowed me to disable magical auras with a SC and DD check!</p><p></p><p>My rogue was fun and was definitely a necessity to the group, I made sure of it. I had high DD, sneaking abilities, fairy high bluff and procured some nifty magic items. I dealt with non-critable creatures by purchasing undead bane weapons and against constructs I was able to aid the other melee and in some cases disable constructs with movable joints and the like. One of my biggest benefits to the group in combat was a weapon I had that had a weapon bonus called Mana Wall Crushing, this lowered the SR of a creature every time I hit it! It can be found in the complete book of eldritch might, very handy. Also, my rogue special abilities helped out alot against crittable creatures. Crippling strike is awesome and on a wounding weapon it becomes very, very helpful. While my to hit was not very high I was able to maneuver into flanks and benefit from weapons with high basic enhancement bonuses along with some buff spells that effected everyone (prayer, mass buff spells, etc).</p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="Meeki, post: 3591667, member: 17257"] Since the rogue is a very skill intensive class the rogues use relies on the build of the rogue and on the DM. If the Dm does not put traps, locks, etc. in the way then the rogue becomes less useful. If the dm doesn't allow for encounters where the rogue can sneak in or even encounters where a rogue can scout out the encounter before the party gets there, then the rogue is less useful. If the rogue takes a ton of skills and never uses them, then that is the rogues fault. I played a very strange rogue from level 3 to 28 ( I did have some levels of cleric for RP purposes). My rogue STRONGLY focused on disable device, and I had a plethora of other skills (sneaking, bluff, some x-class knowledges, etc). I had skill focus DD and as many feats as I could find to add to DD. I focused on having a high int and decent physical scores (str 14, dex 18, con 14) but I was definitely not a great melee combatant. I ended up taking improved unarmed strike, imp disarm and convincing the DM to let me make disable device "strikes" against opponents that wore armor or had any sort of item that could be taken apart. When I was in epic levels my DD score was so high (hitting mid 50's) that I could disable weapons! And with some levels in cleric I created an epic feat that allowed me to disable magical auras with a SC and DD check! My rogue was fun and was definitely a necessity to the group, I made sure of it. I had high DD, sneaking abilities, fairy high bluff and procured some nifty magic items. I dealt with non-critable creatures by purchasing undead bane weapons and against constructs I was able to aid the other melee and in some cases disable constructs with movable joints and the like. One of my biggest benefits to the group in combat was a weapon I had that had a weapon bonus called Mana Wall Crushing, this lowered the SR of a creature every time I hit it! It can be found in the complete book of eldritch might, very handy. Also, my rogue special abilities helped out alot against crittable creatures. Crippling strike is awesome and on a wounding weapon it becomes very, very helpful. While my to hit was not very high I was able to maneuver into flanks and benefit from weapons with high basic enhancement bonuses along with some buff spells that effected everyone (prayer, mass buff spells, etc). Hope this helps! [/QUOTE]
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Revised Rogue Class
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