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Specialist Rogue
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<blockquote data-quote="Celebrim" data-source="post: 6300960" data-attributes="member: 4937"><p>This isn't a purely theoretical case.  </p><p></p><p>The current rogue in the PC party is a 6th level Misanthrope Sidhe rogue.  His skills and feats are heavily skewed toward mobility.  So he's really really good at tumble, balance, jump, climb, and escape artist.  He bounces all over the place like prequel Yoga - most of the time he doesn't even need to check.  He's got lots of ranks in use rope and empathy (humans).  He can open locks.  He's got lots of spot and listen, and he's good at move silently and really good at hide.  I think he's got a few ranks in alchemy, swim, use magical device, and sleight of hand.   And judging by the fact he had to redo the character sheet to fit in all of his skills, there is probably a bunch of stuff I'm forgetting or don't know about where he put 1 or 2 ranks in it just to be able to roll.</p><p></p><p>He's not terribly good at Search.  He's been training it up lately, but its definitely not one of his strong points and its not maxed out.  This resulted in a bit of comedy, and a promise to the party he'll focus on it more last time they encountered a batch of traps.  His tumble, touch AC, and reflex save is so high, that combined with evasion, most traps he's encountered he's overcome by springing them and dealing with the effects - this doesn't work as well when the rest of the party is caught in the chain lighting or falls into the spiked pit.</p><p></p><p>However, now that I've actually looked at the Pathfinder implementation of the Rogue, your decision to make Trapfinding a rogue talent that is optional at level 1 makes a lot more sense.   Several of the Rogue talent options in Pathfinder are a lot more competitive with Trapfinding as a first choice than the alternatives in your short list - combat trick, major magic, and weapon training all look like they might compete for space.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6300960, member: 4937"] This isn't a purely theoretical case. The current rogue in the PC party is a 6th level Misanthrope Sidhe rogue. His skills and feats are heavily skewed toward mobility. So he's really really good at tumble, balance, jump, climb, and escape artist. He bounces all over the place like prequel Yoga - most of the time he doesn't even need to check. He's got lots of ranks in use rope and empathy (humans). He can open locks. He's got lots of spot and listen, and he's good at move silently and really good at hide. I think he's got a few ranks in alchemy, swim, use magical device, and sleight of hand. And judging by the fact he had to redo the character sheet to fit in all of his skills, there is probably a bunch of stuff I'm forgetting or don't know about where he put 1 or 2 ranks in it just to be able to roll. He's not terribly good at Search. He's been training it up lately, but its definitely not one of his strong points and its not maxed out. This resulted in a bit of comedy, and a promise to the party he'll focus on it more last time they encountered a batch of traps. His tumble, touch AC, and reflex save is so high, that combined with evasion, most traps he's encountered he's overcome by springing them and dealing with the effects - this doesn't work as well when the rest of the party is caught in the chain lighting or falls into the spiked pit. However, now that I've actually looked at the Pathfinder implementation of the Rogue, your decision to make Trapfinding a rogue talent that is optional at level 1 makes a lot more sense. Several of the Rogue talent options in Pathfinder are a lot more competitive with Trapfinding as a first choice than the alternatives in your short list - combat trick, major magic, and weapon training all look like they might compete for space. [/QUOTE]
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