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Rogue Design and Trapfinding: What do you think of these design choices?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5413424" data-attributes="member: 35909"><p>Ok, this is far from complete, but I wanted to post <em>something</em> for now, to get the basic gist across. This would be a new class feature and daily resource for rogues, I'm thinking level 11 is a good spot for it. Basically it gives the Rogue a list of abilities he can choose from as he wants (though I'm limiting any individual ability to one/day), so long as he has the required skill ranks. Generally there is no check involved, the ability just plain works. Other times, often when an opposed roll is involved, the skill check is made in full instead of at some sort of insanely massive penalty. This is both to speed up gameplay (no need to roll and see if it works) and because I think it's fair to have high level daily resources being reliable. And it's a hell of a lot simpler to write up. Keep in mind:</p><p>-No rogue can possibly keep all his skills maxed, I'm not assuming a skill rank requirement of 15 means a level 15 rogue will always be getting access. I was working on the rough assumption that a Rogue will have X skill ranks on average around level X +/- 2. Also...</p><p>-The rank requirements I have are totally arbitrary so far. Higher DC epic skill uses obviously generally got higher rank requirements, and I tried to factor in usefulness, power, and in the case of some skills like Appraise a "pain factor" (it's a weak skill, even requiring double digit skill ranks in it to begin with is probably enough to keep many away).</p><p>Here are some converted epic skill uses and a few custom made ones I've come up with so far. Acrobatics ended up being massive because it just happens to include 3 big skills that are heavily roguish.</p><p></p><p>[sblock]Epic Skill Usage: A number of times per day equal to 1/2 Rogue level + Intelligence modifier, a Rogue can make use of one of the following skill applications, though she must have the required number of skill ranks. No one skill application can be used more than once in a day, no matter how many uses of this ability the Rogue has remaining. Unless stated otherwise, each application is nonmagical, even when duplicating a spell effect. The action required is noted for each listing.</p><p></p><p>Appraise</p><p>10 ranks: The Rogue can determine the properties of a magic item (if any) as if using the Identify spell. This requires 10 minutes of uninterrupted study.</p><p></p><p>Acrobatics</p><p>10 ranks: By rolling to absorb the impact the Rogue can automatically treat a fall as if it were 20 ft shorter than normal. Each rank above 10 allows her to ignore 10 more ft of falling distance (70 ft at 15 ranks, for example). If she has 18 or more ranks, she can ignore the damage of a fall from any distance. (Immediate)</p><p>11 ranks: For one round, the Rogue can balance on a hair or similarly thin/flimsy surface and move across it at half speed. With 13 ranks, the Rogue can move at full speed. With 14 ranks, she can walk across liquid or any other surface at half speed, or full speed if she has 16 ranks. (Free)</p><p>12 ranks: The Rogue can stand from prone as a free action without provoking an attack of opportunity. (Free)</p><p>15 ranks: The Rogue can accomplish a vertical leap equal to her check result, instead of 1/4 the result, and suffers no penalty for not taking a running start. She falls after performing the jump if she does not reach a surface and takes appropriate damage. (Free as part of the action to jump)</p><p>17 ranks: The Rogue can Air Walk for one round, as the spell, at full speed. If she ends her turn in the air, she falls. (Free)</p><p>19 ranks: The Rogue can seemingly push off from thin air itself. By using this ability the Rogue is entitled to make a jump check, even if airborne, in the water, or in some other location where it would be logically impossible for her to perform a jump, and is treated as if she had a running start while doing so. (Free as part of the move action of the jump)</p><p></p><p>Bluff</p><p>11 ranks: The Rogue can display a false alignment of her choice when subject to alignment-sensing effects. Once set, the false alignment remains as long as the Rogue is conscious and awake, or until she dismisses it (a free mental action). (Full round)</p><p>13 ranks: The Rogue can attempt an opposed Bluff check against the target's Sense Motive check. If successful, the Rogue implants a Suggestion in the target, as the spell, except with a duration of 10 minutes. Others can sense the effect as if it were an enchantment spell (DC 25 Sense Motive). (Standard)</p><p>16 ranks: The Rogue can disguise, mask, or falsly display her surface thoughts to fool spells such as Detect Thoughts, and can make her intelligence appear to be as much as 10 points higher or lower than it actually is. Once activated, the effect remains in place for up to 1 hour. (Immediate; can trigger upon being subject to a detection effect)</p><p></p><p>Diplomacy</p><p><s>19 ranks: Upon changing a creature's attitude to Helpful, the Rogue can activate this ability to make the target instead Fanatical for 1 minute. A fanatic will readily risk his life if you ask it of him. This is an enchantment (mind affecting) ability. Once the duration expires, the target's attitude towards you changes to unfriendly, or hostile if he was unfriendly or hostile before using Diplomacy, and you cannot further alter his attitude with uses of the skill. (Swift; used immediately following the successful check)</s></p><p>PF completely changed Diplmacy, back to the drawing board on this one.</p><p></p><p>Disable Device</p><p>8 ranks: The Rogue may attempt to disarm a trap in 1 round. (1 round)</p><p>11 ranks: The Rogue may attempt to disarm a trap or open a lock as a move action. (Move)</p><p>15 ranks: The Rogue may attempt to disarm a trap or open a lock as a free action. (Free)</p><p></p><p>Disguise</p><p>10 ranks: You can adopt a new disguise as a full round action by taking a -10 penalty on the check. (Full round)</p><p>14 ranks: The Rogue can change her apparent height and weight by up to +/- 50% as part of her disguise with no penalty on the check. (1d3 x 10 minutes)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5413424, member: 35909"] Ok, this is far from complete, but I wanted to post [i]something[/i] for now, to get the basic gist across. This would be a new class feature and daily resource for rogues, I'm thinking level 11 is a good spot for it. Basically it gives the Rogue a list of abilities he can choose from as he wants (though I'm limiting any individual ability to one/day), so long as he has the required skill ranks. Generally there is no check involved, the ability just plain works. Other times, often when an opposed roll is involved, the skill check is made in full instead of at some sort of insanely massive penalty. This is both to speed up gameplay (no need to roll and see if it works) and because I think it's fair to have high level daily resources being reliable. And it's a hell of a lot simpler to write up. Keep in mind: -No rogue can possibly keep all his skills maxed, I'm not assuming a skill rank requirement of 15 means a level 15 rogue will always be getting access. I was working on the rough assumption that a Rogue will have X skill ranks on average around level X +/- 2. Also... -The rank requirements I have are totally arbitrary so far. Higher DC epic skill uses obviously generally got higher rank requirements, and I tried to factor in usefulness, power, and in the case of some skills like Appraise a "pain factor" (it's a weak skill, even requiring double digit skill ranks in it to begin with is probably enough to keep many away). Here are some converted epic skill uses and a few custom made ones I've come up with so far. Acrobatics ended up being massive because it just happens to include 3 big skills that are heavily roguish. [sblock]Epic Skill Usage: A number of times per day equal to 1/2 Rogue level + Intelligence modifier, a Rogue can make use of one of the following skill applications, though she must have the required number of skill ranks. No one skill application can be used more than once in a day, no matter how many uses of this ability the Rogue has remaining. Unless stated otherwise, each application is nonmagical, even when duplicating a spell effect. The action required is noted for each listing. Appraise 10 ranks: The Rogue can determine the properties of a magic item (if any) as if using the Identify spell. This requires 10 minutes of uninterrupted study. Acrobatics 10 ranks: By rolling to absorb the impact the Rogue can automatically treat a fall as if it were 20 ft shorter than normal. Each rank above 10 allows her to ignore 10 more ft of falling distance (70 ft at 15 ranks, for example). If she has 18 or more ranks, she can ignore the damage of a fall from any distance. (Immediate) 11 ranks: For one round, the Rogue can balance on a hair or similarly thin/flimsy surface and move across it at half speed. With 13 ranks, the Rogue can move at full speed. With 14 ranks, she can walk across liquid or any other surface at half speed, or full speed if she has 16 ranks. (Free) 12 ranks: The Rogue can stand from prone as a free action without provoking an attack of opportunity. (Free) 15 ranks: The Rogue can accomplish a vertical leap equal to her check result, instead of 1/4 the result, and suffers no penalty for not taking a running start. She falls after performing the jump if she does not reach a surface and takes appropriate damage. (Free as part of the action to jump) 17 ranks: The Rogue can Air Walk for one round, as the spell, at full speed. If she ends her turn in the air, she falls. (Free) 19 ranks: The Rogue can seemingly push off from thin air itself. By using this ability the Rogue is entitled to make a jump check, even if airborne, in the water, or in some other location where it would be logically impossible for her to perform a jump, and is treated as if she had a running start while doing so. (Free as part of the move action of the jump) Bluff 11 ranks: The Rogue can display a false alignment of her choice when subject to alignment-sensing effects. Once set, the false alignment remains as long as the Rogue is conscious and awake, or until she dismisses it (a free mental action). (Full round) 13 ranks: The Rogue can attempt an opposed Bluff check against the target's Sense Motive check. If successful, the Rogue implants a Suggestion in the target, as the spell, except with a duration of 10 minutes. Others can sense the effect as if it were an enchantment spell (DC 25 Sense Motive). (Standard) 16 ranks: The Rogue can disguise, mask, or falsly display her surface thoughts to fool spells such as Detect Thoughts, and can make her intelligence appear to be as much as 10 points higher or lower than it actually is. Once activated, the effect remains in place for up to 1 hour. (Immediate; can trigger upon being subject to a detection effect) Diplomacy [s]19 ranks: Upon changing a creature's attitude to Helpful, the Rogue can activate this ability to make the target instead Fanatical for 1 minute. A fanatic will readily risk his life if you ask it of him. This is an enchantment (mind affecting) ability. Once the duration expires, the target's attitude towards you changes to unfriendly, or hostile if he was unfriendly or hostile before using Diplomacy, and you cannot further alter his attitude with uses of the skill. (Swift; used immediately following the successful check)[/s] PF completely changed Diplmacy, back to the drawing board on this one. Disable Device 8 ranks: The Rogue may attempt to disarm a trap in 1 round. (1 round) 11 ranks: The Rogue may attempt to disarm a trap or open a lock as a move action. (Move) 15 ranks: The Rogue may attempt to disarm a trap or open a lock as a free action. (Free) Disguise 10 ranks: You can adopt a new disguise as a full round action by taking a -10 penalty on the check. (Full round) 14 ranks: The Rogue can change her apparent height and weight by up to +/- 50% as part of her disguise with no penalty on the check. (1d3 x 10 minutes) [/sblock] [/QUOTE]
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