Example: JaronK's first post and first point is about cost. However, as Kaelik pointed out, Wealth in the DMG expects expendables (like potions) to be used and factors in that you get more than your WBL @ X minus WBL @ X-1 between those levels. Like from first to second level you get 300gp on average per encounter. That translates to 4,000gp for a whole party. A rogue's cut would be 1,000. WBL @ 2 is 900. Minus the 125 it starts with, is 775 of the 1,000 it needs to not expend in expendables. That leaves it with 225gp worth of potions. Seems like enough to me (what is that, 11 20gp potions?). But no, JaronK only points out Kaelik mentioning level 20 and dismisses the point. Good job, JaronK. /sarcasm
I thought my dismissal was quite fair, as I specifically said cost wasn't an issue once you get into the lower mid levels. After all, the cost doesn't increase much as you level (it just goes up by number of attacks) while WBL increases exponentially. So talking about level 20 as a rebuttal was worthless.
Meanwhile, you're assuming 225gp worth of expendables. Fair enough. So, according to Kaelik he's got flasks of Acid, flasks of Holy Water, and flasks of Alchemist's Fire. And he's firing three shots a round, so I think to claim it's effective and that he has something to deal with Demons and Fire Immunes and Acid Immunes (each independently) he should be able to fire at least one round of shooting with each type per level right? I mean, that's a REALLY conservative estimate. Well, three Holy Water flasks are 75 gp, three flasks of alchemist's fire is 60gp, which leaves just 9 Acid Flasks. That's a grand total of 5 full round attacks PER LEVEL to stay within wealth by level expected expendatures on consumable items, and even with that conservative estimate, you can only fire one full round attack at any Acid Immune non Demon you see before you're out of ammo. That's hardly reasonable. I figured that was obvious. *shrug*
@Skydragon: Yes, a Wildshape Ranger is not very effective until Wildshape kicks in. If my only complaint was that it's not viable at lower levels, I wouldn't have even said anything. It's the weight of all the different factors that is the problem. And the lack of viability at low levels is just one of the problems.
Meanwhile, I think the weight thing is a serious issue. You don't want to be taking penalties to hide and such... you're a Rogue! And while I would certainly expect a HHH (I use one all the time) I would also expect that a Rogue wants to always have his armor, the backpack itself, and a few worn magic items (which themselves have weight). I also personally always wear Smuggler's Boots with a hidden set of masterwork theive's tools in them (2lbs)... you never know when you might get captured and a hidden set of lockpicks is awesome. Other gear my Rogue types would usually wear and not have in the pack include Earthsilk Jersey (DR 1/Piercing, 2lb), a Cloak of Resistance (1lb), and so on. This quickly adds up and means that especially Halfling Rogues really need to watch their weight... and even having just three rounds of full attacks before you're automatically out of the fight at higher levels would be a serious problem. At level 10 or so, we're talking 5 attacks a round, so 15 lbs in weapons. Ouch.
And yeah, I forgot to mention the part about how crafting would only work if you had TONS of downtime. Like, one day of adventure per month at most. Someone who can cast Fabricate obviously doesn't have this issue. As such, you really do need to be able to teleport back to town or have someone Fabricate this stuff for you on a regular basis... and we're back to "I'm awesome if the Wizard casts spells for me" issue.
Unfortunately, Quickdraw is for weapons, and a Wand is not a weapon. And Gravestrike Wands are still only even a possibility if the DM uses the Rules Compendium (which IIRC wasn't the greatest selling book) plus there's the whole needing a Wand Bracer or to drop them after firing, and didn't we already blow our expendables budget rather quickly already?
Anyway, allow me to post a comparison of an example of what I think is actually a viable and strong Rogue. I think it's fair at this point to use lots of books allowed, since that was necessary. Since I play a lot of evil games, this guy will be evil, but I'll make a good variant. For comparison, here's what we know about the Potion Throwers we've been hearing about:
Halfling (using the Racial Substitution from Races of the Wild) Rogue with two flaws
First three feats are Point Blank Shot, Quickdraw, and TWF... I hope Precise Shot comes in soon or the chance to hit is pathetically low, and I'd assume Rapid Shot is in there too.
Uses a Ring of Blinking (27kgp, not likely to be affordable until level 10 or so) to generate sneak attacks, and is thus unable to sneak attack much past the first round for the first 9 levels. After he gets it, 20% miss chance makes me wonder why we're working so hard to get touch attacks. And yes, for Judging Eagle... Blink specifically says all your attacks have a 20% miss chance. That's it, that's just what it says. Deal.
So, at level 6 we're probably looking at a guy with a Handy Haversack (2kgp), Gloves of Dexterity +2 (4kgp), plus some basic armor and other items, a backup weapon, and a heck of a lot of wealth by level blow in potions, as well as a Wand of Gravestrike. Point Blank Shot, Quickdraw, TWF, Rapid Shot, and Precise Shot, plus two flaws. He's got three attacks at +2 to hit plus dex bonus (probably +5 dex bonus, so total of +7 to hit), and they do a whopping 5d6 damage (average 17.5) with acid flasks if you can sneak attack, 1d6 if you can't. Plus, with much of his money shot, I'm really wondering how he even uses that Wand of Gravestrike, considering it's a DC 20 to use and he only has +9 from ranks, as well as MAD from needing Dex, Int, and Con while still needing a decent Str score on a Halfling. I'd assume a masterwork tool, but are we really calling it effective when you fail to do most of your damage nearly half the time because of blown UMD checks? Feel free to correct me if I'm missing something.
As a comparison, here's what I'd do as a solid combat Rogue who isn't pretending to be a Ninja. Whispergnome (since we don't have to be a Halfling for the racial substitution) Rogue 6 with TWF, Darkstalker, Craven, Weapon Finesse, and Martial Stance (Assassin's Stance), plus two flaws. Of course, we'll pick up a pair of Novice Shadow Hands (1500gp, grants Shadow Jaunt, provides the prerequisite for the later feat), and wield a pair of Masterwork Blue Ice Kukris (effectively like +1 Kukris). Gloves of Dexterity and a Handy Haversack plus the usual items sound fine. Result? Two attacks at +4 to hit plus dex bonus doing 1d3+5d6+7+Str (or half Str offhand) damage (average 26.5, with a strength of 10) when you sneak attack, 1d3+1 if you can't. Far higher damage, plus you can actually critically hit quite a bit (which does effect the Craven damage), and you never worry about running out of shots. If you have to move and attack (which will happen to the potion guy too with his limited range) your much higher single shot damage really helps. Also, weight is no longer a serious issue, and you're viable from level 1. And you're a better Rogue, with far better stealth and the ability to spend feats on things like Darkstalker. Heck, you're almost indetectable. You've got more money available to spend on fun toys. Plus you can take Penetrating Strike and at least have some effect against undead and the like without relying on the unreliable wands. Also, you can keep sneak attacking even after the first round, so you're actually a lot more useful in combat.
And if you want to be really nasty, go Necropolitan at higher levels and turn those Kukris into Keen Enfeebling Lifedrinker Kukris, and now you do 2 negative levels to anyone you hit... including Plants, Elementals, Barbarians, and other folks the potion thrower just couldn't effect reasonably. Nice. Add in Opportunist as well and you're doing all kinds of stat and level damage all over the place. Eventually the speed enchantment could be fun, and don't forget a Truedeath Crystal when you can afford it.
Meanwhile, if you want to be good, you can just avoid the Necropolitan/Lifedrinker angle, and drop Weapon Finesse for Nymph's Kiss (your DM might want you to drop Craven due to being Exalted, in which case other options are out there). More skill points is always fun, and now you can build your own Feycraft Kukris to drop any need for Weapon Finesse anyway. Also, the boost to Charisma skills is fun (UMD and Diplomacy!). And you'll end up using Enfeebling Keen +3 Kukris with Truedeath Crystals, and then maybe throwing Blurstriking on there so you get even more sneak attacky goodness.
Point being, there are plenty of strong Rogue builds out there. Potion throwing specialists aren't one of them. I mean, no one's even been able to show one that's believably viable below level 10 (mostly because they've so far depended on a Ring of Blinking that you can't possibly afford before then). And above level 10, another issue is setting in... you don't get to use magic weapons with potions. And the miss chance, which the spell says you have.
JaronK