The forum is in slow news day mode and several class improvements are on their way so, it's suggestion time!
The rogue class suffers a clearly apparent problem: is a one-trick pony character whose main duty is making sneak attacks. Lives and dies with this ability. If the enemies have immunity to sneak attacks or if the requisites to perform the special ability are unfulfilled, the thief loses many utility in the group. The class lacks the versatility of the skill repertoire usually present in RPGs like hide in the shadows, disarm traps, open locks, etc. To compensate for this loss there are numerous rogue-only dialog options created exclusively to support the class along all levels, but the game is combat centered and the objective should be to develop this class as a valuable component of a party along the entire adventure, giving the rogue enough combat choices to have a satisfactory influence in the quarrels and not to compensate with those dialog-exclusive way outs.
Taking as reference the rogue talents options in D&D, several thief-themed abilities can be added to this class to improve the performance in battles.
First abilities group theme: toxins (to differentiate them of the Poison spell) reminiscent of the Thief Class Kit Assassin in Baldur's Gate 2. In the Pathfinder ruleset there are lots of examples:
https://www.d20pfsrd.com/gamemastering/afflictions/poison/
just like in the D&D 3.5 version:
https://www.dandwiki.com/wiki/SRD:Poisons
We don't need so many but a clever selection of them will be godly. Some creativity with the names and add some toxins with diverse effects like those in both lists: more ordinary damage, additional elemental damage, characteristics damage (Str, Dex, Con, etc.), applying conditions on the enemy (Nauseated, Sickened, Bleeding, Confused, Paralyzed) or some neat unique effect like a penalization to all Concentration DCs for several rounds.
For more versatility and power, you can create new rogue-exclusive feats to improve the venom's effects: increase the damage, the number of rounds the poison is active, the saving throw, etc. I think the best option is including a "Rogue Feat" option every X levels of the class to allow the rogue to improve the arsenal to his disposition. With the choosing of general feats every four levels, the rogue should be allowed to add these exclusive feats when leveling up gives the option of getting a general feat but not the opposite: the "Rogue feat" option shouldn't allow to select the general ones.
Why making toxins as a class power instead of the traditional consumables? Simply to provide the rogue some unique features and differentiate the character from the rest of the roster. That doesn't preclude the possibility of adding flasks of poison as consumables to be used by other classes, but the most powerful and versatile should be rogue property.
Following group: snares or traps and bombs, reminiscent of the Bounty Hunter Class Kit in Baldur's Gate 2. I don't know if Pierre has planned to add to the game in the future a class akin to the Pathfinder's Alchemist or Grenadier, distinguished for the specialized use of throwing bombs and flasks but I think that shouldn't be an obstacle to give the rogue a few of them for personal use.
There are two problems with static traps that can be placed on the floor in a squared tile game: first, one trap occupy one entire square and can provoke a bottleneck point in maps with narrow corridors or just at the door to access a room. It can be too much of an advantage, specially if there are several rogues in the group and leads to "jam traffic" style of combat. Second, the trap is set, "invisible" to enemies that shouldn't know where is placed and the 'omniscient AI' must calculate if ignores the point where the trap is and let the monster activates it or the monster avoids triggering it, giving the player the hunch of cheating, by simply averting it. Fundamentally, it transforms trap placement into a hidden random roll effect. I think the best solution is not allowing to place the traps on the floor and resort to some more primitive and direct use of them: throw traps at the enemy's face!
Usual candidates:
- Tanglefoot Bomb (entangle)
- Sunlight Bomb (able to damage undead and slimes, creatures with innate immunity to sneak attacks)
- Shock bomb (dazzled)
- Holy Water (damage evil creatures)
- Alchemist’s Fire (fire + burning)
- Flask of acid (acid + damage per turn)
- Bomb of ice (ice + slowing)
- Smoke Bomb/Choker (fog cloud)
- Grease bomb (same as the spell)
- Dispelling bomb (dispel magic spell)
- Defoliant bomb (anti-plants)
- Blinding Bomb
- Thunderstone (deafening)
- Rust Bomb (some initial damage to metal creatures plus more per turn for x rounds. It can be wiped off with a move action by the victim)
- Shrapnel Trap: several missile damage, perhaps improved with the splash damage option and bleeding.
- Slow trap
- Paralyze trap
- Maze trap (high-level)
Again, more feats to increase their power, DC, duration, reach, etc.
With a resourceful roster of toxins and traps the role of the rogue class changes for the best into the group: instead of performing again and again the sneak attack trick, now it shines for his versatility: being able to do alternative type damage to avoid damage resistances or taking advantage of damage vulnerabilities, targeting an enemy with characteristic damage to considerably weakening it, applying harmful conditions that can be leveraged by other team members, being able to damage creatures with immunity to sneak attacks or using crowd control abilities to constrain enemy movements in the battlefield. Now the rogue resembles more a class with lots tricks under the sleeve to deal with the enemies. And, of course, delivering the fatal blow with the Sneak Attack.
I've thought more suggestions, but I have to mull them over to check if they can improve the role of the rogue in the game. To implement a system like this, with toxins and traps will take some time, but I think it'll help immensely the possibilities of this class.
Names, effects and dynamics are mere drafts.
Any suggestions or criticism will be welcomed.
Thanks for reading!