TarkisFlux wrote:I think it's SGT stuff has dropped a bit actually, given the large drop in SP and the removal of the "miss me and I get to move" ability.
Good point. I forgot to mention in my last post that "that version" was before I made the changes that dropped SP after level 6, outright removed a bunch of abilities, and changed many others.
Step Into Darkness: I had some trouble understanding all that. Ideally I'd like to give the rogue the ability to use this basically at any time he needs it, as utility or offensively, so he could use Cover Me and this, or find some shadows and use this, or maybe even just pull a cloak/curtain around himself and use this (like a magician), eg when trapped in a Forcecage. Are the mechanics broken right now? Is it brokenly powerful?
Worm In: Worm In definitely is wierd, in part because the original idea I had for it was to deny illusory defences like Displacement and Mirror Image (and Blink, even though that's Transmutation). Then I just took the text from the Tome Samurai's Deny Caster Defences since it was already like what I wanted, but stripping natural armor is perhaps better, and I like it. BUT! I want to give the rogue something more to fight spellcasters, so I think maybe a way to dispel those defences would be better, especially since it fits in with what I'm starting to think of as the "situationally useful" requirement for Special Abilities (as opposed to "always useful" abilities, which should be main class features). If I understand correctly, Abj/Conj will increase a Wizard's AC, Ench/Necro give extra HP, Evoc creates barriers like Wind Wall and the Hand spells, Div does nothing defensively, and Illus/Trans are the real winners at high levels with the aforementioned plus polymorphing. I'd like to give the rogue the ability to kill those Illus/Trans spells, but I'd like to give that to everyone, so maybe it should be a feat instead (like the +11 ability of Mage Slayer). I'll just stick with the armor/NA thing for now, since that also fits in with the rogue theme of getting through tough defenses for the stab. Changed.
On the note of special abilities, those from the 3.5 rogue are still available, I just haven't copied them here. In particular I assume rogues will go for Skill Mastery with Balance, or somesuch.
Thief's Eye: Huh, it pretty much grants what I wanted from Worm In now (except against Blink/Mirror Image). Changed.
Hypersavvy: Gone. Good points.
Dissever: I was actually thinking this should probably be a special ability or feat when I made it because of its situational use. You've confirmed it for me. Changed. The other 3 have also been made special abilities, and the rogue now has at most 2 abilities per level except levels 1 and 3, with fewer at high levels (is that a good thing?).
Special Abilities in general: Changed to include sp costs. The rogue now has massive Resource management at high levels. But if he's started at level 1, he's probably used to it. Either way, it drops his SGT results a bit while still hopefully keeping up with the wizard (in a different way).
Also, Slip Behind was renamed to Counterattack for clarity.
Question: would one of these rogues with Thief's Eye and Mind Blank be a match for a wizard at level 15? Even without those 2?