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Posted: Tue Jun 13, 2006 5:55 pm
You know, I love rogues. Potentially capable of handling encounters way above their level by not fighting them. Personally, I'd like to play a character with less combat ability and more skill, but doubt I could build a balanced class for it.
Here's the basics: 1 for 2 base attack, d4 hit dice. Maybe screw with the sneak attack a bit as well. How much extra skill and/or skill-based abilities could one get from that?
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Posted: Tue Jun 13, 2006 7:28 pm
Sounds like you're trying to modify the rogue class into...like, a spy? Well, the decrease in Base Attack is fairly significant, and the Hit Die shrink warrants compensation alone. Not sure how you would mess with Sneak Attack, whether lowering the progression, turning it inot Sudden Strike, or increasing it, I don't know what you're saying there. The amount of skills shouldn't really increase past 8 per level, since 8 per level has been kinda set as the maximum. As far as extra abilities? Well, regardless of the other changes, how many extra abilities are warranted depends on what abilities are being added, and when. Incredible abilities would arrive at later levels, not-so-great-but-still-kinda-cool would be lower level. Unless you just mean the "Special Abilities" Rogues get at 10th level. In that case, perhaps double, or heck, maybe even triple the normal amount. Not sure what else I can tell you without a better idea of what you're trying to achieve. If it's the spy angle you're going for, off the top of my head I could suggest looking at the Spymaster and Exemplar PrC's from the Complete Adventurer and stealing or modifying some of those abilities, maybe.
I would like to note, however, that when a party has 3 loud combat-oriented characters and one person who is immensely skilled at not being in combat whatsoever, those other 3 people won't be too fond of said avoider-of-combat when battle begins.
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Posted: Wed Jun 14, 2006 6:22 pm
Actually, though such a class would be great for a spy, I was thinking more along the lines of a cat burglar. Just getting more of the rogue special abilities seems a little cheesed to me. Perhaps something more along the lines of different, maybe even unique class abilities.
What is Sudden Strike?
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Posted: Thu Jun 15, 2006 2:27 pm
Cat burglar? Hmm...Sounds like you'd want anti-trap abilities and sneaking abilities. Maybe Trap Sense?
Sudden Strike is from the Ninja class, Complete Adventurer. It's almost exactly like Sneak Attack, even to the point that it counts as the equivalent damage increase of sneak attack for the purpose of qualifying for feats and PrCs, with the one key difference that flanking doesn't trigger it. So it's an ability that couldn't be used as much in regular combat. The main way to use it would be to sneak up to someone and hit 'em before they knew you were there, denying them their Dex bonus to AC against you.
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Posted: Thu Jun 15, 2006 6:26 pm
Yeah, that sounds more appropriate.
So that's three downgrades to combat abilities! biggrin
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Posted: Thu Jun 15, 2006 8:09 pm
Okay, three downgrades to combat abilities...so...what are you planning to do during combat? I mean, unless it's a solo campaign or everyone has the same character as you do, you're gonna get into combat...so what then?
D'oh, I'm silly. Rogues already HAVE trap sense. Okay then...I don't know what kind of extra abilities you'd get to counteract those.
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Chikayoseru Gekitsuu-Taco
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Posted: Thu Jun 15, 2006 9:04 pm
I think that the only use of this kind of character would be to piss off the rest of the party, were it a party session, because they'd sit there and watch while the party fought. That's how it comes across to me.
You'd need patient partners in crime, due to the fact that this would be a heavy roleplaying character, which a large number of players have a problem dealing with, due to they're impatient and dislike spotlight hoggers.
This is from my own experience, I'll have you know.
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Posted: Sat Jun 17, 2006 2:49 pm
But is that as noticable on play by posting games where the dm can address every ones actions at basicaly the same time?
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Posted: Sat Jun 17, 2006 4:16 pm
Yeah, it still matters. Just because the DM can pay attention to the non-combatant character during combat, it doesn't make that character any more help during combat.
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Posted: Tue Jun 20, 2006 5:47 pm
Really, Tenyo (the character this is primarily for) is not supposed to be useful in combat. However, being very much so my persona character, I would only ever play him alongside other players who I already knew wouldn't get pissed off at me for it. wink
It's a kind of "you have your edge, I have mine" sort of deal.
Another thought, just for comparison: I've heard there's a Healer class, which essentially a cleric without fighting ability and more healing ability. It's just taking something every party needs to the extreme.
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Posted: Tue Jun 20, 2006 7:36 pm
Well, that healer class has something it can do during combat. Someone gets stabbed, and the Healer can run over and heal them. The Healer has actions it can perform during combat to aid the party in their battle. What would the cat-burglar do?
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Posted: Fri Jun 23, 2006 5:41 pm
Ummm... Sneak away and accomplish the mission while everyone else is busy in the first room? ^^;
Or maybe hide, pop out and stab, then hide again. <.<
It helps if the campaign isn't designed as 99% combat.
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Posted: Fri Sep 08, 2006 3:51 pm
Yeah, that wouldn't work so well in a dungeon crawl...and I know from personal expirence, if you have alot of people, usually the campaign will turn into a dungeon crawl due to roleplaying and XP issues.. sweatdrop Just stay away from dungeon crawls.
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Posted: Fri Sep 08, 2006 6:17 pm
Ah, yeah. ^^; It's hard to find that perfect balance. Too few characters, and there's not enough people to interact with to keep it interesting. Too many, and you can't afford to interact. It slows the campaign way down.
That kinda happened in the campaign I played at my last base. sweatdrop For a while, half the action revolved around the rogue and my bard constantly competing.
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