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What do you do without balance?
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<blockquote data-quote="Remathilis" data-source="post: 4733579" data-attributes="member: 7635"><p>1.) There was two magical item properties (both coming late, Magic Item Compendium late) that gave rogues SA for undead and constructs. In addition, there was a single PrC (skullclan hunter, Mini's HB) that gave rogues a pseudo SA, but required cleric levels to enter. Lastly, there was a class feature in Dungeonscape/Complete Divine/Expedition to Ravenloft that gave rogues 1/2 their SA dice vs. undead and constructs in exchange for trap sense. Almost all of these fixes (save the Mini HB PrC) came in 2006 or later. </p><p></p><p>2.) Rogue are such a schizophrenic class. You need one to disable locks and find traps in ancient dungeons (without magic, they are the only PHB class to do either) but the typical guardians of these dungeons are immune to their assault. Once you factor in the scaling Bab of Rogue vs. Fighter Vs. CR 15+ AC, rogues routinely end up (literally) sitting out combats because they cannot hit and if they do rarely do enough damage to break DR or even hurt their foes. Fighters can hit, wizards and clerics resort to magic. </p><p></p><p>If your campaign features a lot of these types of foes (such as Ravenloft or AoW) you can reliably invest in a ring of invisiblity (or a good hide score) and start the body searching while everyone else is healing up, since you're not much good for anything else. </p><p></p><p>While I do like 3e still, this is one of the areas I adore 4e's approach. Rogues can actually do something in combat that is flavorful and meaningful.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4733579, member: 7635"] 1.) There was two magical item properties (both coming late, Magic Item Compendium late) that gave rogues SA for undead and constructs. In addition, there was a single PrC (skullclan hunter, Mini's HB) that gave rogues a pseudo SA, but required cleric levels to enter. Lastly, there was a class feature in Dungeonscape/Complete Divine/Expedition to Ravenloft that gave rogues 1/2 their SA dice vs. undead and constructs in exchange for trap sense. Almost all of these fixes (save the Mini HB PrC) came in 2006 or later. 2.) Rogue are such a schizophrenic class. You need one to disable locks and find traps in ancient dungeons (without magic, they are the only PHB class to do either) but the typical guardians of these dungeons are immune to their assault. Once you factor in the scaling Bab of Rogue vs. Fighter Vs. CR 15+ AC, rogues routinely end up (literally) sitting out combats because they cannot hit and if they do rarely do enough damage to break DR or even hurt their foes. Fighters can hit, wizards and clerics resort to magic. If your campaign features a lot of these types of foes (such as Ravenloft or AoW) you can reliably invest in a ring of invisiblity (or a good hide score) and start the body searching while everyone else is healing up, since you're not much good for anything else. While I do like 3e still, this is one of the areas I adore 4e's approach. Rogues can actually do something in combat that is flavorful and meaningful. [/QUOTE]
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