• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

RIP - The Rogue Improvement Project

Kerrick

First Post
Celebrim mentioned in another thread that the rogue was "subpar", which made me look at it a little more closely. When I did Project Pheonix, I thought it was all right, so I didn't change anything, but looking at it now... yeah, it needs some oomph. For those of you unfamiliar with PP, what I did with most of the classes is create several "ability paths" with tiers, where you can choose from a pool of abilities at certain levels. I did something a little different with the rogue. There are still three paths - offensive (combat), defensive, and utility - but I just expanded their "Special Ability" tree so that they can choose one at every even level (2, 4, 6, etc.), instead of 10th, 13th, 16th, and 19th. I split the abilities up into Lesser, Moderate, and Greater to prevent someone from taking the more powerful abilities at low level, and some abilities, like improved evasion, require a lesser ability to be taken first.

What I ended up with is six abilities for each type; each tier has two of each, for a nice balance. This system can be used for a 3.5 rogue just as easily as a PP one. I whipped this together in a few hours last night and this morning, so it probably has a few balance issues. Feedback is appreciated.

Special Abilities: On attaining 2nd level, and at other levels thereafter (4th, 6th, 8th, etc.), a rogue gains a special ability of her choice from among the following options. These abilities are divided into three tiers: Lesser (1st-6th level), Moderate (7th-12th level), and Greater (13th+ level). A rogue cannot choose a Moderate ability until 7th level, or a Greater ability until 13th; there is otherwise no restriction on which ability she can choose at a given level, though some require lesser abilities (these are noted where applicable).

Lesser Abilities

Bleeding Strike (Ex): If a rogue hits her target with a sneak attack, it creates a wound that continues to bleed, inflicting 1 hit point of damage for 5 rounds or until the wound is bound or healed, whichever comes first. Wounds from successive sneak attacks stack.

Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Hamstring (Ex): By sacrificing 1 or more dice of sneak attack damage, the rogue can inflict a movement penalty on her target with a successful sneak attack. Each die of damage sacrificed equals a 5-foot penalty to movement speed, which lasts for 1d4 rounds. Successive uses of this ability extend the duration.

Master Lockpicker (Ex): The rogue is especially proficient at opening locks and disarming traps. The amount of time she needs to accomplish these activities is halved.

Signature Weapon: The rogue gains proficiency in one martial weapon of her choice, and she gains a +1 bonus to attack rolls made with that weapon. At 7th level and above, she can choose an exotic weapon [in PP, I dropped the EWP feat, but made most exotic weapons have stat requirements to wield properly; all the others were made into martial weapons].

Uncanny Dodge (Ex): A rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.


Moderate Abilities:

Improved Uncanny Dodge (Ex): The rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, she automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank her.

The rogue must already have Uncanny Dodge to choose this ability.

Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes one-quarter damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

The rogue must already have Evasion to choose this ability.

Master Prestidigitator (Ex): The rogue can make Sleight of Hand checks to hide things on her person as a free action without the normal -20 penalty, or to remove an object from someone else (pick someone's pocket) as a move action. She can attempt to pick someone's pocket as a free action with a -10 penalty.

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she can take 10 even if stress and distractions would normally prevent her from doing so. A rogue can gain this special ability multiple times, selecting additional skills for it to apply to each time.

Twist the Blade (Ex): The rogue automatically deals +1d4 points of damage when wielding a weapon with which she is proficient. This bonus applies only once per round, but if the rogue wields two weapons, it applies to each. This bonus damage stacks with sneak attacks and is added on after critical hits are calculated.


Greater Abilities:

Bonus Feat: The rogue can take a bonus feat in place of a special ability. She must still qualify for the feat normally.

Chink in the Armor (Ex): The rogue can find weaknesses in an opponent's defenses. In effect, she can bypass 5 points of DR when making a sneak attack.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

The rogue must already have Bleeding Strike to choose this ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Master Con Artist (Ex): The rogue is an accomplished liar. She gains a +6 competence bonus to Bluff and Disguise checks. Additionally, the rogue can attempt to foil any spell that determines truth or lies (discern lies, zone of truth, etc.). In effect, the spell must make a save (DC 10 + caster level) vs. DC 10 + 1/2 the rogue's class level + the rogue's Cha modifier. If the save fails, the spell doesn't determine the lie.

Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
 
Last edited:

log in or register to remove this ad

Very cool abilities but they don't increase the power of the class. They only let people differentiate their particular Rogue by having different class features.
Which is really good but it's not a power bump.

I'd suggest taking a look at the Trailblazer Rogue. Specifically it's Combat Tactics feature. Essentially, any time they would get their Sneak Attack they also get an attack bonus that gives them a "virtual BAB" (+1 for levels 1-4, +2 for levels 5-8, and so on up to +5).
That, plus a few other systemic changes*, seems to have made Rogues into a powerful but very familiar class.

Good luck.

P.S. Those are some cool abilities. A lot of familiar faces, but some nice ones.

*d8 hit die, bonus hp at first level, compressed skill list, unrestricted multi-classing, easier and less costly skill investment.
 
Last edited:

Lesser Abilities

Bleeding Strike (Ex): If a rogue hits her target with a sneak attack, it creates a wound that continues to bleed, inflicting 1 hit point of damage for 5 rounds or until the wound is bound or healed, whichever comes first. Wounds from successive sneak attacks stack.
Weaker than a normal bleeding effect (summon swarm as example), but since wounds are successive that helps.
By successive do you mean commulative?

Hamstring (Ex): By sacrificing 1 or more dice of sneak attack damage, the rogue can inflict a movement penalty on her target with a successful sneak attack. Each die of damage sacrificed equals a 5-foot penalty to movement speed, which lasts for 1d4 rounds. Successive uses of this ability extend the duration.
Already a feat...
Master Lockpicker (Ex): The rogue is especially proficient at opening locks and disarming traps. The amount of time she needs to accomplish these activities is halved.
I like unique, although time not always an issue.
Signature Weapon: The rogue gains proficiency in one martial weapon of her choice, and she gains a +1 bonus to attack rolls made with that weapon. At 7th level and above, she can choose an exotic weapon [in PP, I dropped the EWP feat, but made most exotic weapons have stat requirements to wield properly; all the others were made into martial weapons].
Not bad, but just weapon focus (although stacks with it).
Maybe it should scale up to +1 until Rogue level 13 (or already is), and then +2?
Moderate Abilities:

Master Prestidigitator (Ex): The rogue can make Sleight of Hand checks to hide things on her person as a free action without the normal -20 penalty, or to remove an object from someone else (pick someone's pocket) as a move action. She can attempt to pick someone's pocket as a free action with a -10 penalty.
Good, not easy to lower that free action thing to steal.
Twist the Blade (Ex): The rogue automatically deals +1d4 points of damage when wielding a weapon with which she is proficient. This bonus applies only once per round, but if the rogue wields two weapons, it applies to each. This bonus damage stacks with sneak attacks and is added on after critical hits are calculated.
Not a big benefit, but not bad.
 

Very cool abilities but they don't increase the power of the class. They only let people differentiate their particular Rogue by having different class features.

Which is really good but it's not a power bump.
Not in and of itself, no. But, I've got other changes that aren't visible - condensed skill list, elimination of cross-class skills, improved combat maneuvers, and most "immune to SA" creatures are now only "resistant to SA".

I'd suggest taking a look at the Trailblazer Rogue. Specifically it's Combat Tactics feature. Essentially, any time they would get their Sneak Attack they also get an attack bonus that gives them a "virtual BAB" (+1 for levels 1-4, +2 for levels 5-8, and so on up to +5).
Handy, but it seems kind of superfluous - a creature's flat-footed AC is almost always way lower than their normal AC (in some larger creatures, it's even under AC 10).

P.S. Those are some cool abilities. A lot of familiar faces, but some nice ones.
Thanks. :)

Weaker than a normal bleeding effect (summon swarm as example), but since wounds are successive that helps.
By successive do you mean commulative?
Yes, they're cumulative.

Already a feat...
I wasn't aware of that - I don't have access to anything besides the core rules.

I like unique, although time not always an issue.
Yeah, I didn't think that one was really useful either - that's why I put it at L1. If I could get something better, I'll replace it.

Not bad, but just weapon focus (although stacks with it).
Just weapon focus and proficiency with a martial or exotic weapon (rogues only get simple weapons and a few select martial weapons).

Maybe it should scale up to +1 until Rogue level 13 (or already is), and then +2?
Hmm... not a bad idea.

Good, not easy to lower that free action thing to steal.
Yeah.

Not a big benefit, but not bad.
Yeah. I didn't want to go overboard with it; I considered adding it to every attack (a bit much, IMO) or to sneak attacks only (too weak) before finally settling on 1/round/weapon - it's good for a first-tier ability and gives the rogue a decent boost at low levels. I could make it scale so it remains useful at higher levels: +2d4 at L7, and +3d4 at L13.
 

Handy, but it seems kind of superfluous - a creature's flat-footed AC is almost always way lower than their normal AC (in some larger creatures, it's even under AC 10).
...
You mean Touch AC?

Yeah, Touch AC is often very low.
Too bad Flat-Footed is entirely different and usually not more than 4 below regular AC. For large creatures, regular AC and Flat-Footed AC is usually the same. (Unless you're using some active defense rules that I've totally overlooked.)
This is half of why the rogue class is generally regarded as worthless at high levels; their attack bonus is low enough that they can't hit most of the monsters encountered even when they do catch 'em flat-footed. The other half is that 60%+ of high-level foes are immune to sneak attack, either by creature type, concealment, or by some form of fortification effect.
 

I'll just make a quick note here.

Bleeding Strike (Ex): If a rogue hits her target with a sneak attack, it creates a wound that continues to bleed, inflicting 1 hit point of damage for 5 rounds or until the wound is bound or healed, whichever comes first. Wounds from successive sneak attacks stack.

This might be very hard to track. When you've stabbed someone 4 times over 3 turns, you'll have 3 timers with different effects to track. I'd say maybe change it so that it doesn't stop bleeding after 5 rounds for each wound, but after 3 rounds after the last wound has been inflicted (so it lasts for 3 rounds, but a wound resets the timer).
 

...
You mean Touch AC?
Ack, you're right. I was thinking of mages and touch AC.

This is half of why the rogue class is generally regarded as worthless at high levels; their attack bonus is low enough that they can't hit most of the monsters encountered even when they do catch 'em flat-footed. The other half is that 60%+ of high-level foes are immune to sneak attack, either by creature type, concealment, or by some form of fortification effect.
I've altered the "immune to SA" thing to "resistance to SA" (varies depending on creature type), and concealment grants a 50% immunity to SA (i.e., the rogue has a 50/50 chance of dealing normal damage).

This might be very hard to track. When you've stabbed someone 4 times over 3 turns, you'll have 3 timers with different effects to track. I'd say maybe change it so that it doesn't stop bleeding after 5 rounds for each wound, but after 3 rounds after the last wound has been inflicted (so it lasts for 3 rounds, but a wound resets the timer).
Good point, and a good idea. It enables the rogue to make a bunch of small, bleeding cuts that will eventually bring down even a huge opponent. I had a concern about all those wounds stacking (especially when you're dealing with a dual-wield rogue), but it's 1 point/wound, it only works with sneak attack, and might actually serve to make rogues more effective in combat, so I think it'll be all right.
 

Handy, but it seems kind of superfluous - a creature's flat-footed AC is almost always way lower than their normal AC (in some larger creatures, it's even under AC 10).

Rogues also get sneak attack when flanking... An odd oversight considering that, in my experience, 90% of all sneak attacks are a result of flanking (as opposed to catching them flat-footed, being invisible, or otherwise denying the target its AC).

The rogues you know must be extremely frustrated if they're not getting sneak attacks from flanking.

Yeesh.

EDIT: And as a quick rule of thumb, at my table the rule is, "You can flank anything with a face."
 

Rogues also get sneak attack when flanking... An odd oversight considering that, in my experience, 90% of all sneak attacks are a result of flanking (as opposed to catching them flat-footed, being invisible, or otherwise denying the target its AC).

The rogues you know must be extremely frustrated if they're not getting sneak attacks from flanking.

Yeesh.

EDIT: And as a quick rule of thumb, at my table the rule is, "You can flank anything with a face."
I'll add another rule to it: if a creature is being attacked by three or more opponents, they are all considered to be flanking it, and exact positioning be damned.
 

I'll add another rule to it: if a creature is being attacked by three or more opponents, they are all considered to be flanking it, and exact positioning be damned.

I don't agree with this, because:

WWW
AXW
A<W
AXW
WWW

'A' is an attacker.
'X' is an empty square.
'W' is a wall.
'<' is the defender, facing toward the attackers.

The defender is not yet 'flanked'.

Similarly:

WWW
XAW
XA<
XAW
WWW

The defender stands in a doorway, and therefore can't be flanked.

I do agree however that the flanking rules are too limited in their scope. So, I've done this:

FLANKING (Advanced Variant)

When making a melee attack, you may be eligible for a flanking bonus on your attack roll if your target is also threatened by one more more allies. The size of this bonus depends on the degree to which your opponent is surrounded.

You recieve a +2 flanking bonus if your opponent is threatened by an ally on the opponent’s opposite border or opposite corner from your position.

You recieve a +3 flanking bonus if your opponent is threatened by an ally on each of the opponents borders adjacent to the the corner opposite your position, or if your opponent is threatened by an ally on each of the opponent's corners adajacent to the border opposite your position. In this position, the opponent is said to be 'encircled'.

You recieve a +4 flanking bonus if your occupy a corner, and an ally threatens your target from each of the other corners, or if you occupy a border and an ally threatens your target from each of the other borders. In this position, the opponent is said to be 'surrounded'.

If you are adjacent to an ally which recieves a flanking bonus, you are also flanking the target. If you are eligible for more than one flanking bonus, you may take the highest bonus you are eligible for. Flanking bonuses do not stack.

When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.

Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.

Only a creature or character that threatens the defender can help an attacker get a flanking bonus.

Heaven help you if you get surrounded by a bunch of goblins or kobolds with the 'Teamwork' feat (that doubles your flanking bonus if one of the other flankers also has the 'Teamwork' feat). Oh, and did I mention that wolves get the 'Teamwork' feat as a racial bonus?
 

Into the Woods

Remove ads

Top