Rogue "perks"

Started by VanillaPudding, November 21, 2010, 05:59:04 AM

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Porkolt

Poison application is a DC 20 reflex save, if I'm not mistaken.
 
EDIT: I am.
 
10 + d10 + dexterity modifier vs. poison's apply DC

derfo

Yeah, apparently they also only last three rounds. I think it would be cool to make that somewhat longer/easier too anyways. Maybe also as a higher end pure rogue only thing.

Divine Intervention

On the original post I like movement speed bonus but I think giving away feats and big skill bonuses so easily is kind if OP.  Also, PrC's require an app and good reason/ rp to earn the bonuses they don't just get handed over.  Rogues do need a boost but there is loads of gear and weapons that combined with these perks would be insane.

Gippy

What about... a new crafting landscape that is just for pure rogues? Not Herbalism, not Alchemy, but Roguecraft. Sweet rogue only stuff, traps in 1, poisons in 2, X in 3, that uses rogue levels as a way to determine if you can make stuff or not.

Edit: Wrong forum!

Portal Rat

Quote from: Gippy;210251Too many rogues take these feats meaning that they really have no feat choice at all!

I want to have your babies for saying that.

Drakill Tannan

How about giving them +1 hide/Move silently for each rogue level as long as they remain pure? They would equal the Ranger stealth in the wilds at level 4, but would also make up for not being able to cast One with the land and camuflage themselves at higher levels.

I also like the idea of making them better when using poison. Is there any way to make poitoned weapons remain poisoned longer when you're a rogue? Perhaps 5 rounds instead of 3.

And while i agree undead and constructs should be an obstacle, consider the amount of undead on the module. I'm all for constructs being 100% a pain in the ass for rogues, but with all the undead arround, i don't think it would be a bad idea to add a few rogue-only items that had damage bonuses against undead. (Good items, i mean)

Capricious

More use of Pick Pocket would be wonderful, preferably being able to use the skill in some way against PCs using the same rules as you would for PVP, as in if want to make an attempt in an area with NPCs you need a DM present.

The Old Hack

I am not very happy with PP usable against player characters but then I come from a server where PP griefing used to be rampant.

As to giving pure rogues some benefits, I would tend to agree. Rogue tends to be the class you take a couple levels in, particularly one level at first level for the ton of extra skill points and level 2 for Evasion. I would not mind seeing someone patient enough to single-class all the way in rogue getting a bit extra.

TheImpossibleDream

Duelist, pure rogue only +2 ab +1
1 damage per 3 levels while using 1 handed weapons, replaces sneak attacks.

Thug +1 ab +2 damage per 3 levels while using two handed weapons, replaces sneak attack

The Crimson Magician

I would be for something like +2 hide/ms at level 5, at level 7 maybe something like +20% movement speed indoors.

Maybe add something like intelligence modifier to open lock, umd, etc.

Wildlings

Having just played a pure rogue, I can say that there is very very little that someone else can't do well or better than you.
 
What they offer than NO one else can is the sneak attack.  That's about it.
 
Now the one thing they can do (sneak attack) that no one else can do, is often useless.  So many things are immune to it.
 
So I would love to see some of the other perks of the rogue bumped up.  Make them something people want to play and keep pure.

Drakill Tannan

I somehow think making rogue city-rangers isn't the solution. I would rather have their bonues be universal. (Not dependant on the area)

GoblinSapper

Having played a pure rogue, the biggest problem they face is their shitty AB. More rogue only items with AB bonuses vs specific enemies, or in general.
 
What rogues can do that others can't is pick locks and disarm traps, and sneak attack. Sneak attack is largely useless due to their low AB though. And while Trap and Lock breaking is very useful for this server, it's nothing to the degree that it is necessary to survive. Besides, Ooze familiar (which I love don't change it.)
 
Rogues need some sort of bonus befitting their gadget focused nature. The hide bonuses a ranger can get is mean, maybe a rogue only item that casts Camoflauge, and more rogue specific loot. More gadgets and widgets that befit a rogues tricky and tool oriented nature. Rogues are the gadgeteers of EFU atm, but there's not alot of gadgets to...teer.
 
Also, giving them some of those rogue specialized feats as bonus feats (because who makes it to lvl 10 as a rogue anyway?) like Slippery Mind or Defensive Roll or Skill Mastery.
 
Infact if I could suggest,
 
Lvl 3: Opportunist
Lvl 5: Slippery Mind
Lvl 7: Skill Mastery a
Lvl 9: Defensive Roll
 
Because lets face it, -everyone- is going to take either Crippling Strike or Improved Evasion if they get to 10. No one -ever- bothers with those other specialist feats, because they're largely useless.
 
Except on a low level server like this one :D
 
Perhaps some passive bonus to search/ol/disable trap/set trap as well?

athousandyearsofpain

QuoteInfact if I could suggest,

Lvl 3: Opportunist
Lvl 5: Slippery Mind
Lvl 7: Skill Mastery a
Lvl 9: Defensive Roll


 
Are you serious?

GoblinSapper

Quote from: athousandyearsofpain;210527Are you serious?

Yes. Are you?
 
Opportunist is +4 to AoO. Ie, when someone moves in combat and they're within close range, or casts. You more or less have to be right up on someone flanking them for this to be useful. The Mobility feat neutralizes this.
 
Slippery mind: Potentially OP? Maybe, but consider how low a rogues will saves are anyway - base 3 at lvl 10. Replace it with something else if you don't like it.
 
Skill mastery: Wolol, really? Is this Imba? Really? Take 20 on OL during combat, OoOo. Gonna gank some folks with that.
 
Defensive Roll: This ones the real powerful one, which is why it's at lvl 9.
 
If the character is struck by a potentially lethal blow, he makes a reflex saving throw (DC = damage dealt). If successful, he takes only half damage from the blow.
 
At lvl 9 a rogues base reflex save is 6. Add dex modifier to that, lets be generous and say 4. = 10. Of course there are reflext save items, so lets assume he has at least +4 to reflex from items. 14 if not higher. On success you only take half damage. That doesn't garuntee it'll save you. That doesn't garuntee you can get away. Mostly it's a good save for fireballs or other high dmg AOE spells that eat rogues for meat. If a fighter gets on a rogue in melee and they can't get away, they're dead, story end of. Defensive Roll is a good escape method/Get out of jail free card, especially when combined with evasion, makes rogues very slippery (as they should be) to hit with AoE spells.
 
Course, you can't reflex save magic missle spam.