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What DO you DO for... Rogues?
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<blockquote data-quote="Arkhandus" data-source="post: 3232765" data-attributes="member: 13966"><p>I agree that Rogues are fairly well-designed in 3rd Edition, though they could use a bit more class-feature flexibility (so that the class could cover skill monkeys that aren't necessarily sneak-attackers or trap-finders). But for what they do, they work well.</p><p></p><p>I do only a little with Rogues in my houserules, mainly just tweaking their class-feature acquisition a bit for certain homebrews, but the rest of the time I just leave them exactly-as-printed. In my Rhunaria homebrew, Rogues just get the option to swap out some of their proficiencies for ones noted in Oriental Adventures for oriental rogues, if desired.</p><p></p><p>In my Aurelia homebrew, I have three Rogue variants for those who don't follow the standard roguish path, but leave the main Rogue class untouched except for a few additional class features (since other classes get a little boost in the setting, so Rogues need a bit of extra power too). The variants include a buccaneer for rogues who prefer sailing and ship-to-ship combat, a shinobi for rogues who prefer ninja weaponry and tricks and ki power, and a mastermind for rogues who focus on skills and scheming rather than traps and sneak attacks.</p><p></p><p>The main Rogue class in Aurelia learns a few crippling blows for inflicting with sneak attacks (in place of some SA dice; a few include eye gouge, nerve rattle, hamstring cut, and wing cripple), slightly faster progression for their defense against traps, slightly slower sneak attack progression (7d6 by 19th-level), slightly later acquisition of evasion, slightly earlier access to roguish abilities, more such abilities to choose (such as dodge mastery, fast sneak, poison use, and slow fall), and a few more automatic abilities at middle and upper levels, such as canny guard, canny solution, veteran clarity, finishing touch, and a bonus Skill Focus feat. The extra roguish ability, slightly better trap defenses, skill focus feat, and options help make up for their mildly-slower sneak attack advancement. The crippling blows and finishing touch ability to make up for a bit of deficiency (being so limited in battle against constructs, undead, and such; they deserve some minor combat boosts). The few other special abilities just make up for the extra abilities given other Aurelian classes. Most of the new abilities are each fairly weak, or only useable up to a few times per day.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3232765, member: 13966"] I agree that Rogues are fairly well-designed in 3rd Edition, though they could use a bit more class-feature flexibility (so that the class could cover skill monkeys that aren't necessarily sneak-attackers or trap-finders). But for what they do, they work well. I do only a little with Rogues in my houserules, mainly just tweaking their class-feature acquisition a bit for certain homebrews, but the rest of the time I just leave them exactly-as-printed. In my Rhunaria homebrew, Rogues just get the option to swap out some of their proficiencies for ones noted in Oriental Adventures for oriental rogues, if desired. In my Aurelia homebrew, I have three Rogue variants for those who don't follow the standard roguish path, but leave the main Rogue class untouched except for a few additional class features (since other classes get a little boost in the setting, so Rogues need a bit of extra power too). The variants include a buccaneer for rogues who prefer sailing and ship-to-ship combat, a shinobi for rogues who prefer ninja weaponry and tricks and ki power, and a mastermind for rogues who focus on skills and scheming rather than traps and sneak attacks. The main Rogue class in Aurelia learns a few crippling blows for inflicting with sneak attacks (in place of some SA dice; a few include eye gouge, nerve rattle, hamstring cut, and wing cripple), slightly faster progression for their defense against traps, slightly slower sneak attack progression (7d6 by 19th-level), slightly later acquisition of evasion, slightly earlier access to roguish abilities, more such abilities to choose (such as dodge mastery, fast sneak, poison use, and slow fall), and a few more automatic abilities at middle and upper levels, such as canny guard, canny solution, veteran clarity, finishing touch, and a bonus Skill Focus feat. The extra roguish ability, slightly better trap defenses, skill focus feat, and options help make up for their mildly-slower sneak attack advancement. The crippling blows and finishing touch ability to make up for a bit of deficiency (being so limited in battle against constructs, undead, and such; they deserve some minor combat boosts). The few other special abilities just make up for the extra abilities given other Aurelian classes. Most of the new abilities are each fairly weak, or only useable up to a few times per day. [/QUOTE]
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