It seems to be the opinion of many that rogues are supposed to be one trick ponies that can stealth and stab people. That's great for a PvP enviroment but Sundren is a roleplay server and to me the greatest appeal in being a rogue was the massive 8 skill points per level. The NWN2 engine does not lend itself well to encounters outside of combat however. I'd like to suggest the following improvements:
Traps: I'm going to get to the RP buffs but adding traps is something that can be done rather easily.
Dispelling Traps: Dispel check equal to rogue level? Stack a few of these and even a level 11 rogue has a decent chance of crippling that level 20 mystic theurge.
More traps in general: Eboncoin and Wrath of Nature get really nice traps but everyone else is SOL. Trapmaking is also a complete waste of skill points I've found. Rather than convolute the process it should be streamlined. Deadly traps and satchel charges for all!
Talents: Lifted shamelessly from Pathfinder. The overall gist is the same as fighter bonus feats. Every other level the rogue can select a nifty trick. At level 10, and every other level thereafter, their selection grows to even better tricks.
The talents listed here lean toward the complicated side so I'm only going to post what can be easily coded.
Advanced Talents (Can only be selected by rogues of level 10 or higher)
Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic. The caster level for this ability is equal to the rogue's level. A rogue must have at least 13 intelligence to select this talent. (This one is admittedly more difficult to script but I have a few ideas as to how it could work)
Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.
Master of Disguise (Ex): Once per day, a rogue with this talent gains a +10 bonus on a single Disguise check (+10 bonus to disguise for 1 minute. As I understand Sundren's disguise system the skill check is made only once for the disguiser, so this wouldn't be a problem)
Thoughtful Reexamining (Ex): Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check.
The current rogue bonus feats: Crippling Strike, Defensive Roll, Improved Evasion, etc. would be changed to talents (only requires 2da editing)
I'd also suggest the Trapfinding feat rogues gain at level 1 to be altered to its Pathfinder equivalent: A rogue adds 1/2 her level to Search skill checks and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
These suggestions would not only give rogues more versatility but encourage people to take 20 levels in rogue instead of 5 or 10 before multiclassing.
On the note of a level 20 rogue:
While some would argue that Master Strike steals an assassin's shtick but I would counter with HiPS. I'd also suggest assassins be given a few nifty abilities, also lifted from Pathfinder. I'll post those suggestions and the suggestions for Shadowdancer next as I seem to have exceeded the character limit for a post.
Before I leave the topic of the base rogue however, adding those talents would give people a very serious reason to take 20 levels in rogue instead of multiclassing after 3 or 5 levels.
Traps: I'm going to get to the RP buffs but adding traps is something that can be done rather easily.
Dispelling Traps: Dispel check equal to rogue level? Stack a few of these and even a level 11 rogue has a decent chance of crippling that level 20 mystic theurge.
More traps in general: Eboncoin and Wrath of Nature get really nice traps but everyone else is SOL. Trapmaking is also a complete waste of skill points I've found. Rather than convolute the process it should be streamlined. Deadly traps and satchel charges for all!
Talents: Lifted shamelessly from Pathfinder. The overall gist is the same as fighter bonus feats. Every other level the rogue can select a nifty trick. At level 10, and every other level thereafter, their selection grows to even better tricks.
The talents listed here lean toward the complicated side so I'm only going to post what can be easily coded.
Camouflage (Ex): Once per day the rogue may gain a +4 bonus to Hide and Move Silently for 24 hours.
Canny Observer: The rogue gains a permanent +2 bonus to Listen, Search and Spot.
Charmer: Once per day the rogue can roll two dice when making a diplomacy check and take the better result. She must choose to use this talent before making the check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. (Use would either display floaty text telling others that the rogue is allowed a reroll on their next check or it would automatically roll their diplomacy twice for them and then display the higher result)
Combat Trick: A rogue that selects this talent gains a bonus combat feat.
Cunning Trigger: A rogue with this talent can set off all traps within 30 ft that she has set. (I'm looking at you, satchel charges)
Expert Leaper (Ex): When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Tumble check allows her to ignore the first 20 feet fallen, instead of the first 10 feet. (will be more useful during DM events, but more options are always good)
Fast Fingers (Ex): Once per day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Follow Clues (Ex): A rogue with this talent can use Perception to follow tracks as per the Survival skill.
Guileful Polyglot (Ex): A rogue with this talent immediately gains an additional number of bonus langauges equal to their Int modifier.
Hard to Fool (Ex): Once per day, a rogue with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. (See Charmer for possible usage)
Honeyed Words (Ex): Once per day, the rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. A rogue can use this ability one additional time per day for every five rogue levels she possesses. (See Charmer for possible usage)
Nimble Climber (Ex): When a rogue with this talent fails a Climb check by 5 or more, she can immediately make another Climb check at the surface’s base DC +10. If successful, she stops her fall by clinging onto the surface. The rogue does not take falling damage when she stops her fall in this manner. (Encourage rogues to use climb in DM events. Also useful with the addition of Kaeldorn's climb system)
Quick Disguise (Ex): A rogue with this talent does not need to use a disguise kit to create a disguise. (Maybe even increase the range of disguises available?)
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. These additional hitpoints last for one minute per rogue level.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. (Grant the Keen Senses feat)
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.
Canny Observer: The rogue gains a permanent +2 bonus to Listen, Search and Spot.
Charmer: Once per day the rogue can roll two dice when making a diplomacy check and take the better result. She must choose to use this talent before making the check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. (Use would either display floaty text telling others that the rogue is allowed a reroll on their next check or it would automatically roll their diplomacy twice for them and then display the higher result)
Combat Trick: A rogue that selects this talent gains a bonus combat feat.
Cunning Trigger: A rogue with this talent can set off all traps within 30 ft that she has set. (I'm looking at you, satchel charges)
Expert Leaper (Ex): When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Tumble check allows her to ignore the first 20 feet fallen, instead of the first 10 feet. (will be more useful during DM events, but more options are always good)
Fast Fingers (Ex): Once per day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Follow Clues (Ex): A rogue with this talent can use Perception to follow tracks as per the Survival skill.
Guileful Polyglot (Ex): A rogue with this talent immediately gains an additional number of bonus langauges equal to their Int modifier.
Hard to Fool (Ex): Once per day, a rogue with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. (See Charmer for possible usage)
Honeyed Words (Ex): Once per day, the rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. A rogue can use this ability one additional time per day for every five rogue levels she possesses. (See Charmer for possible usage)
Nimble Climber (Ex): When a rogue with this talent fails a Climb check by 5 or more, she can immediately make another Climb check at the surface’s base DC +10. If successful, she stops her fall by clinging onto the surface. The rogue does not take falling damage when she stops her fall in this manner. (Encourage rogues to use climb in DM events. Also useful with the addition of Kaeldorn's climb system)
Quick Disguise (Ex): A rogue with this talent does not need to use a disguise kit to create a disguise. (Maybe even increase the range of disguises available?)
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. These additional hitpoints last for one minute per rogue level.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. (Grant the Keen Senses feat)
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.
Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic. The caster level for this ability is equal to the rogue's level. A rogue must have at least 13 intelligence to select this talent. (This one is admittedly more difficult to script but I have a few ideas as to how it could work)
Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.
Master of Disguise (Ex): Once per day, a rogue with this talent gains a +10 bonus on a single Disguise check (+10 bonus to disguise for 1 minute. As I understand Sundren's disguise system the skill check is made only once for the disguiser, so this wouldn't be a problem)
Thoughtful Reexamining (Ex): Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check.
The current rogue bonus feats: Crippling Strike, Defensive Roll, Improved Evasion, etc. would be changed to talents (only requires 2da editing)
These suggestions would not only give rogues more versatility but encourage people to take 20 levels in rogue instead of 5 or 10 before multiclassing.
On the note of a level 20 rogue:
Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
- put the target to sleep for 1d4 hours
- paralyzed for 2d6 rounds.
- slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
Before I leave the topic of the base rogue however, adding those talents would give people a very serious reason to take 20 levels in rogue instead of multiclassing after 3 or 5 levels.
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