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Want a better Rogue? Build a Wizard. Or why play a Rogue?
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<blockquote data-quote="Mistwell" data-source="post: 7966500" data-attributes="member: 2525"><p>A lot of good points here that you've made. </p><p></p><p>1) I was thinking more of a dungeon scenario (which is our most common adventure type these days, particularly with the move to online-only). In those scenarios, if a familiar is spotted it will be killed. If nothing else, because an owl is food.</p><p></p><p>2) Familiars flying is huge INSIDE dungeons as well. Dungeons often have traps or bridges or deadly ground which they can avoid this way. It's an advantage they have wherever they are. Though outdoors it can make that 100' range bothersome because you want them to fly far and up.</p><p></p><p>3) I agree it's more dangerous for the rogue to go out than the familiar. But given the rouge can sneak so much better than the familiar, the odds of being caught are much lower. A familiar can die from a simple dart trap that would be a nuisance to a rogue as well. </p><p></p><p>4) Yes, this is certainly an advantage. You need a spell like Rary's Telepathic Bond (a good ritual, though the casting time and duration can be a pain - at least the range is infinite) for the Rogue to operate that way. You can do it a bit with a ghostwise halfing (which I find to be one of the good choices for a rogue) but the range is rotten at only 1/3 of the range of the familiar. </p><p></p><p>And yes I agree it's sure nice to have everyone in the party with stealth. When my big clunky dwarf fighter in heavy plate managed to get his plate enchanted with the equivalent of Boots of Elvenkind, I did a jump for joy because I went from a huge burden to a bonus for the party when trying to sneak. </p><p></p><p>Overall, I agree with you that a familiar is great. I also think having a rogue for those times when you really need to scout ahead in a dungeon is better. Of course, an Arcane Eye spell is even better. But convincing your Wizard to burn a 4th level slot for that can be rough sometimes when they're looking at sacrificing a Polymorph use to do it.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7966500, member: 2525"] A lot of good points here that you've made. 1) I was thinking more of a dungeon scenario (which is our most common adventure type these days, particularly with the move to online-only). In those scenarios, if a familiar is spotted it will be killed. If nothing else, because an owl is food. 2) Familiars flying is huge INSIDE dungeons as well. Dungeons often have traps or bridges or deadly ground which they can avoid this way. It's an advantage they have wherever they are. Though outdoors it can make that 100' range bothersome because you want them to fly far and up. 3) I agree it's more dangerous for the rogue to go out than the familiar. But given the rouge can sneak so much better than the familiar, the odds of being caught are much lower. A familiar can die from a simple dart trap that would be a nuisance to a rogue as well. 4) Yes, this is certainly an advantage. You need a spell like Rary's Telepathic Bond (a good ritual, though the casting time and duration can be a pain - at least the range is infinite) for the Rogue to operate that way. You can do it a bit with a ghostwise halfing (which I find to be one of the good choices for a rogue) but the range is rotten at only 1/3 of the range of the familiar. And yes I agree it's sure nice to have everyone in the party with stealth. When my big clunky dwarf fighter in heavy plate managed to get his plate enchanted with the equivalent of Boots of Elvenkind, I did a jump for joy because I went from a huge burden to a bonus for the party when trying to sneak. Overall, I agree with you that a familiar is great. I also think having a rogue for those times when you really need to scout ahead in a dungeon is better. Of course, an Arcane Eye spell is even better. But convincing your Wizard to burn a 4th level slot for that can be rough sometimes when they're looking at sacrificing a Polymorph use to do it. [/QUOTE]
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