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Add Fast Stealth to rogue bonus feats.

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  • #16
    Speaking as someone who plays a rogue....You learn to live with it. I'd be down for the .75 movement, though.
    "Use the Force, Harry" -Gandalf

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    • #17
      Pffft, I thought it was intended for the 10+ talents, I misread the OP!

      So, yes.. I'd back it only if it was for the 10+ level ones!
      It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
      Sydney Smith.

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      • #18
        Haters, the lot of you.

        Originally posted by Saulus
        Stop playing other shitty MMOs and work on Sundren, asshole.

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        • #19
          I thought the bonus feats were at level 10+, too.
          (But I actually just wanted to post a picture.)



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          • #20
            I linked to and quoted the Pathfinder rules in the original post!

            Skimmers gonna skim.
            Originally posted by Saulus
            Stop playing other shitty MMOs and work on Sundren, asshole.

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            • #21
              I don't see it as rangers suck that rogues should. I see it as: rangers have a class feat that is cool, and currently sets them apart. Rogues don't get it, and weren't meant to. Rangers get it at level 13. Rogues shouldn't get it earlier. Or free. I won't mind them having a shot at it, but I want to see some investment needed, and no "dips" in rogue to get it and multi class.
              "Now I know the full power of evil. It makes ugliness seem beautiful and goodness seem ugly and weak." -The Dance of Death

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              • #22
                Rogues don't get it, and weren't meant to
                Bro? ... BRO!

                Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

                Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

                Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

                Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Feats).

                **Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.**

                Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

                Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

                Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.

                Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.

                Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

                Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

                Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.

                Slow Reactions* (Ex): Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.

                Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

                Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

                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. This check should be made in secret by the GM.

                Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.
                Originally posted by Saulus
                Stop playing other shitty MMOs and work on Sundren, asshole.

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                • #23
                  I am obviously not familiar enough with pathfinder! I still don't like the thought that anyone can dip in rogue and grab it if allowed at any rogue feat......
                  "Now I know the full power of evil. It makes ugliness seem beautiful and goodness seem ugly and weak." -The Dance of Death

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                  • #24
                    All I've got left to say is that I'm totally in love with j'accuse! cat.

                    Got bless google image search.
                    Originally posted by Saulus
                    Stop playing other shitty MMOs and work on Sundren, asshole.

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                    • #25
                      I support this idea, and the j'accuse! cat.
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                      • #26
                        If the thought of people dipping rogues just to nab it as a "talent" feat raises hairs, move it to the list of level 10+ special rogue feats.

                        Takes training to be a broninja, after all.
                        But please, keep one thing in mind for me. What have you become when even nightmares fear you?
                        - Nessa

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                        • #27
                          I say if you want to waste a couple precious levels losing BaB or PrC class features to 'dip' rogue for fast stealth, you probably were going to do more than 2 rogue anyway. Unless we're talking about bards. Are we talking about bards?
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                          • #28
                            You all realize you're just moving quickly while sneaking. It's hardly worth being a 10+ feat. Could somebody give some examples of how this would be game breaking?
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                            • #29
                              Kinda agreed here. Normal rules allow you to move at full speed while in stealth anyhow, but with a -10 penalty (presuming you actually have somewhere to hide).

                              Originally posted by Pathfinder
                              You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging.
                              Originally posted by D&D 3.5
                              You can move up to one-half your normal speed and hide at no penalty. When moving at a speed greater than one-half but less than your normal speed, you take a -5 penalty. It’s practically impossible (-20 penalty) to hide while attacking, running or charging.
                              I'ld actually find it really funny attacking someone while hidden: "Hit you!, still don't see me, Hit you again!" :-P
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                              • #30
                                It is different then in PnP. In a game world it means that you can run while sneaking without restriction. With the qualities of a PW you aren't limited in what that speed boost entails. While people are typing responses/moving around/whatever you can run full speed (and if you have decent skill) without any chance of being noticed, cover be damned. As it stands only one class has ever had this skill, and only later on.

                                Rogues having this feat is not an issue to me, but giving this to anyone who wants to take 2 rogue levels is. That is just my personal opinion, though.
                                "Now I know the full power of evil. It makes ugliness seem beautiful and goodness seem ugly and weak." -The Dance of Death

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