Rogue
Between trapmakers and pickpockets, charletains and burglers, rogues are the most popular choice for those who have been trampled upon by law, and society.
Starting Gold: 5d4
HP: (2 + CON Mod)* Level
Skill Poins: + Int Mod/HD
Starting Age: Basic
BAB: Average
Saves: Fortitude (), Reflex (), Will ()
Class Skills: Athletics (Str), Balance (Dex), Craft (Int), Deception (Cha), Decipher Script (Int), Disable Device (Dex), Escape Artist (Dex), Forgery (Int), Investigate (*), Knowledge (Local) (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Sense Motive (Wis), Slight of Hand (Dex), Sneak (Dex), Tumble (Dex), Use Magic Device (Cha)
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack: Starting at first level, once per round you gain +2 damage on a damage roll on an opponent who you hit on an attack where you have advantage, your target counts as flat footed, you are flanking that opponent, or the enemy is otherwise incapacitated.
This damage increases by an additional +2 every odd Rogue level.
Cutpurse: When making a slight of hand check against an opponent, the opponent rolls the perception check first. Upon knowing the result of the perception check, the rogue may continue to roll the slight of hand to grab the item in question, or uses deception opposed by the targets sense motive check to prevent the noticed attempt.
Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Robbery: At 3rd level, as a full-round action, a rogue can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an Item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft. This ability does not stack with Cutpurse.
Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Specialization: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options. Each ability can be chosen more than once. The specializations do not stack, and instead can be used additional times per day/round.
Crippling Strike (Ex):A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex):Once per day, a rogue may choose to take 1/2 of the damage from an attack.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex):Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Lucky Guess: Once per day, a rogue can treat a miss as if it were a regular hit, or, treat a failed skill check as if they rolled a natural 20.
Supernaturally Gifted (Ex): If a rogue with Supernaturally gifted is affected by a spell or spell like ability with a duration greater than 1 round, and fails the saving throw, they can attempt it again 1 round later at the same DC. The rogue gets only this one extra chance to succeed on their saving throw.
Feat:A rogue may gain a bonus Feat
Capstone:Upon reaching 20th level, a rogue may choose their capstone.
Alternate Class Features
While feigning death, the rogue gains immunity to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, death effects, and gaze attacks. Attempts to resuscitate you, automatically fail, though a wish spell immediately ends your feign death ability.
Spells and other effects that assess your current condition indicate that you are dead. A successful Heal check can discern that you are actually alive.
You can remain in the catatonic state indefinitely, though you still require food, water, and air as you normally would. Emerging from feigned death is a standard action.
If you would gain improved evasion at a higher level when taking the Feign Death ACF, you would instead gain evasion.
Rogue
Preferred Stats: Dexterity, Intelligence, StrengthStarting Gold: 5d4
HP: (2 + CON Mod)* Level
Skill Poins: + Int Mod/HD
Starting Age: Basic
Rogue Level Up Benefits
Level | Special |
---|---|
1st | Sneak Attack +2, Cutpurse |
2nd | Evasion |
3rd | Sneak Attack +4, Robbery |
4th | Uncanny Dodge |
5th | Sneak Attack +6 |
6th | |
7th | Sneak Attack +8 |
8th | Improved Uncanny Dodge |
9th | Sneak Attack +10 |
10th | Specialization |
11th | Sneak Attack +12 |
12th | |
13th | Sneak Attack +14, Specialization |
14th | |
15th | Sneak Attack +16 |
16th | Specialization |
17th | Sneak Attack +18 |
18th | |
19th | Sneak Attack +20, Specialization |
20th | Capstone |
Saves: Fortitude (), Reflex (), Will ()
Sneak Attack: Starting at first level, once per round you gain +2 damage on a damage roll on an opponent who you hit on an attack where you have advantage, your target counts as flat footed, you are flanking that opponent, or the enemy is otherwise incapacitated.
This damage increases by an additional +2 every odd Rogue level.
Cutpurse: When making a slight of hand check against an opponent, the opponent rolls the perception check first. Upon knowing the result of the perception check, the rogue may continue to roll the slight of hand to grab the item in question, or uses deception opposed by the targets sense motive check to prevent the noticed attempt.
Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Robbery: At 3rd level, as a full-round action, a rogue can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an Item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft. This ability does not stack with Cutpurse.
Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Specialization: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options. Each ability can be chosen more than once. The specializations do not stack, and instead can be used additional times per day/round.
Crippling Strike (Ex):A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex):Once per day, a rogue may choose to take 1/2 of the damage from an attack.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex):Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Lucky Guess: Once per day, a rogue can treat a miss as if it were a regular hit, or, treat a failed skill check as if they rolled a natural 20.
Supernaturally Gifted (Ex): If a rogue with Supernaturally gifted is affected by a spell or spell like ability with a duration greater than 1 round, and fails the saving throw, they can attempt it again 1 round later at the same DC. The rogue gets only this one extra chance to succeed on their saving throw.
Feat:A rogue may gain a bonus Feat
Capstone:Upon reaching 20th level, a rogue may choose their capstone.
- They may choose that whenever they make a successful sneak attack, they can paralize or force their opponent to go to sleep. The DC for this ability is 10 + 1/2 rogue level + Int modifier.
- A seccond choice of capstone is that all skills have a permanent +4 bonus. All skills can also be used under duress, and can take 10 when not under duress.
- A third capstone ability is that you may apply your sneak attack damage to any trap you create. This damage only activates on the first person to trigger the trap. Afterwards, the trap must be reset by the rogue to apply this effect. This damage can go onto any number of traps.
Cutpurse
Of Many Faces
/*Using instead of Mimic, because mimic sucks*/
A rogue with the of many faces ability can always take 20 on a deception check to disguise themselves if they are not threatened. If threatened, a rogue may still take 10 on a deception check to disguise themselves. At 9th level, they can make a disguise check as a swift action for a -10 penalty.Evasion
Feign Death
By removing the ability to gain evasion at 2nd level, a rogue gains the ability to fake their death. The rogue as an immediate action can enter a catatonic state where they appear to be dead. They cannot see or feel anything, but retain the ability to smell, hear, or otherwise follow what is going on around them.While feigning death, the rogue gains immunity to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, death effects, and gaze attacks. Attempts to resuscitate you, automatically fail, though a wish spell immediately ends your feign death ability.
Spells and other effects that assess your current condition indicate that you are dead. A successful Heal check can discern that you are actually alive.
You can remain in the catatonic state indefinitely, though you still require food, water, and air as you normally would. Emerging from feigned death is a standard action.
If you would gain improved evasion at a higher level when taking the Feign Death ACF, you would instead gain evasion.
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