I've just joined a new campaign that's set to begin in a week and I'm planning on playing a rogue. I haven't run a rogue character since 3.0 edition and while I think I did pretty good on my base stats, I'm now pondering what direction to go with my archetype. The character is a half-elf who's something of a drifter who wanders from town to town running short cons and petty larceny. She got tied up in the events of the campaign thanks to hitting a mark in a town with a functioning thief's guild, which is now after her for operating in their area without permission.
So my default choice is to go with Thief, since it seems like a fairly reasonable option but I also like the Scout- all of its class abilities seem pretty solid, particular Skirmisher ad Ambush Master. So I was wondering if anyone had insights on the two they'd be interested in sharing.
Please keep this on topic, I don't care if some other archetype is "better," I'm not interested in playing an Arcane Trickster, Swashbuckler, or any other archetype with this character so don't post here just to suggest one.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The various subclasses of rogue are mostly defined by their level 3 ability. If you're interested in using items, go with thief, if you want to move around in combat, go with scout.
Some points of note, most magical items specify that they require an action to use, fast hands does not avoid that requirement unless your DM houserules it. The mobility of scout requires your reaction and happens after an enemy ends their turn, this means they have an chance to attack you and you have to not use uncanny dodge when they do to be able to run away.
I've just joined a new campaign that's set to begin in a week and I'm planning on playing a rogue. I haven't run a rogue character since 3.0 edition and while I think I did pretty good on my base stats, I'm now pondering what direction to go with my archetype. The character is a half-elf who's something of a drifter who wanders from town to town running short cons and petty larceny. She got tied up in the events of the campaign thanks to hitting a mark in a town with a functioning thief's guild, which is now after her for operating in their area without permission.
So my default choice is to go with Thief, since it seems like a fairly reasonable option but I also like the Scout- all of its class abilities seem pretty solid, particular Skirmisher ad Ambush Master. So I was wondering if anyone had insights on the two they'd be interested in sharing.
Please keep this on topic, I don't care if some other archetype is "better," I'm not interested in playing an Arcane Trickster, Swashbuckler, or any other archetype with this character so don't post here just to suggest one.
Depends on how the campaign is set to go. And how you envision the character.
scouts are more team oriented thief is more behind the scenes.
a lot of thief skills and such don’t really do a lot depending on the kind of campaigns. Nd until the magical item one, are mostly flavor and such. Which can work very nicely when that’s your goal.
scouts get some extra proficiency and mobility. Their usefulness is felt more quickly. And they can fill a role in the party that normally is done by druids or rangers. So that can be helpful.
The various subclasses of rogue are mostly defined by their level 3 ability. If you're interested in using items, go with thief, if you want to move around in combat, go with scout.
Some points of note, most magical items specify that they require an action to use, fast hands does not avoid that requirement unless your DM houserules it. The mobility of scout requires your reaction and happens after an enemy ends their turn, this means they have an chance to attack you and you have to not use uncanny dodge when they do to be able to run away.
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
last sentence. And even more important distinction. It doesn’t provoke ANY opportunity attacks. It does not specificallly say* “from this enemy”. So it is basically a disengage and can move past any enemy without the AoO.
reread and notice you meant their standard attack in an assumed lower initiative. Where you have to choose to uncanny* dodge their attack. Or to skirmisher away after they attack and you didn’t uncanny dodge.
You do get Skirmisher two level before Uncanny Dodge, and there are times when it can be more useful. Like any time you can expect to be facing multiple attacks in a single round. Or enemies with abilities that go off saving throws rather than attack rolls.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
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Hi there.
I've just joined a new campaign that's set to begin in a week and I'm planning on playing a rogue. I haven't run a rogue character since 3.0 edition and while I think I did pretty good on my base stats, I'm now pondering what direction to go with my archetype. The character is a half-elf who's something of a drifter who wanders from town to town running short cons and petty larceny. She got tied up in the events of the campaign thanks to hitting a mark in a town with a functioning thief's guild, which is now after her for operating in their area without permission.
So my default choice is to go with Thief, since it seems like a fairly reasonable option but I also like the Scout- all of its class abilities seem pretty solid, particular Skirmisher ad Ambush Master. So I was wondering if anyone had insights on the two they'd be interested in sharing.
Please keep this on topic, I don't care if some other archetype is "better," I'm not interested in playing an Arcane Trickster, Swashbuckler, or any other archetype with this character so don't post here just to suggest one.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The various subclasses of rogue are mostly defined by their level 3 ability. If you're interested in using items, go with thief, if you want to move around in combat, go with scout.
Some points of note, most magical items specify that they require an action to use, fast hands does not avoid that requirement unless your DM houserules it. The mobility of scout requires your reaction and happens after an enemy ends their turn, this means they have an chance to attack you and you have to not use uncanny dodge when they do to be able to run away.
Depends on how the campaign is set to go. And how you envision the character.
scouts are more team oriented thief is more behind the scenes.
a lot of thief skills and such don’t really do a lot depending on the kind of campaigns. Nd until the magical item one, are mostly flavor and such. Which can work very nicely when that’s your goal.
scouts get some extra proficiency and mobility. Their usefulness is felt more quickly. And they can fill a role in the party that normally is done by druids or rangers. So that can be helpful.
Watch me on twitch
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
last sentence. And even more important distinction. It doesn’t provoke ANY opportunity attacks. It does not specificallly say* “from this enemy”. So it is basically a disengage and can move past any enemy without the AoO.
reread and notice you meant their standard attack in an assumed lower initiative. Where you have to choose to uncanny* dodge their attack. Or to skirmisher away after they attack and you didn’t uncanny dodge.
Watch me on twitch
You do get Skirmisher two level before Uncanny Dodge, and there are times when it can be more useful. Like any time you can expect to be facing multiple attacks in a single round. Or enemies with abilities that go off saving throws rather than attack rolls.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.