Reworking Rogue Perks

Started by Valo56, February 14, 2014, 01:02:40 AM

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Valo56

Figure I'd suggest making rogue perks fall in line with the design of other class perks, in that the bonuses scale with level. Alternatively allow people to have level 5 rogue perks if they multiclass, or have the pure rogue perks.

Knifemaster
"From a young age knives always fascinated you. More than just a  convenient tool - you have learnt to adapt its uses to your own battle  repertoire and you never leave home without a selection of throwing  knives and daggers at the ready."
Level 2: 5% immunity piercing, Weapon Finesse when using only Daggers
Level 5: Weapon Specialization (Dagger), Weapon Specialization (Dart)
Level 8: Improved Critical (Dagger), Improved Critical (Dart) OR Improved Two-Weapon Fighting when using Daggers/Kukris only.

Detective
"A rare commodity to law enforcement, a skilled thief that uses her  skills to oppose society's underbelly is a criminal's worst fear. She  can eye a cut-purse or sniff out a lie better than anyone."
Level 2: Alertness Feat
Level 5: See Invisibility 1/day, Player Tool to detect Forged Items
Level 8: +2 WIS, Clairaudience/Clairvoyance 1/day, Player Tool to detect Bluffing Ability

Merchant Lord
"Coin and commerce, both are words that you learnt the meaning of long  ago. Now you are an enterprising individual through which the currency  flows, a person of repute in circles coveting gold."
Level 2: Skill Focus (Appraise)
Level 5: Minor Wage (perhaps based on a mix of INT and CHA) while in a market area (House of Trade, Lower Market, Shop of Undeath, etc.).
Level 8: +2 Will, Alertness Feat, Larger Wage

Scout
"A life in the wilderness has become yours by choice or force. Whether a  nomad or a hired scout, you have grown fond of the wilds and your place  in it, at the point where animals consider you one of them and leave  you alone for the most parts."
Level 2: Access to Tracking, +2 EFUSS Wilderness Survival
Level 5: Trackless Step, +10% move Speed in Wilds
Level 8: +20% Move Speed in Wilds, Nature Sense (maybe.. seems a bit strong, even if it only brings them up to a fighter AB at this level)

Shadow
"Years of elusive play has made you a part of the background, more easily concealed in both day and night."
Level 2: Light Sensitivity (does this even do anything anymore?), Stealthy
Level 5: Darkness 1/day
Level 8: Displacement 1/day

Just a few ideas.

Jayde Moon

I like how the rogue perks work, currently, and do not feel they need to be 'brought in line' with the other perk systems.

Vlaid

I really like how the rogue perks work specifically for rogues at the moment. It allows a lot more creativity and mix and matching of perks to create new and interesting takes on the perks and rogues in general. Which I feel represents the way rogues can fill a wide range of concept niches quite well.
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Gippy

Bonuses to multiclassing with rogues are clearly undesirable.