====== Rogue ======
Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.
===== Class Attributes =====
echo "Hit Dice:"; d6\\
echo "Alignment:"; Any\\
echo "Armor Proficiencies:"; Light armor\\
echo "Weapon Proficiencies:"; All simple weapons plus the hand crossbow, rapier, sap, shortbow and shortsword\\
echo "Skill Points/Level:"; 8 + Int\\
echo "Class Skills:"; Acrobatics (Dex), Athletics (Str), Deception (Cha), Diplomacy (Cha), Dungeoneering (Int), Insight (Wis), Intimidate (Cha), Linguistics (Int), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex), Trade (Int)
^Level ^BAB ^Fort ^Ref ^Will ^Special |
|1st |+0 |+0 |+2 |+0 |Sneak Attack +1d6, Trapfinding, Use Magic Device |
|2nd |+1 |+0 |+3 |+0 |Skill Feat, Evasion |
|3rd |+2 |+1 |+3 |+1 |Sneak Attack +2d6, Trap Sense +1 |
|4th |+3 |+1 |+4 |+1 |Rogue Talent, Uncanny Dodge |
|5th |+3 |+1 |+4 |+1 |Sneak Attack +3d6 |
|6th |+4 |+2 |+5 |+2 |Skill Feat, Trap Sense +2 |
|7th |+5 |+2 |+5 |+2 |Sneak Attack +4d6 |
|8th |+6/+1 |+2 |+6 |+2 |Rogue Talent, Improved Uncanny Dodge |
|9th |+6/+1 |+3 |+6 |+3 |Sneak Attack +5d6, Trap Sense +3 |
|10th |+7/+2 |+3 |+7 |+3 |Skill Feat, Improved Evasion |
|11th |+8/+3 |+3 |+7 |+3 |Sneak Attack +6d6 |
|12th |+9/+4 |+4 |+8 |+4 |Rogue Talent, Trap Sense +4 |
|13th |+9/+4 |+4 |+8 |+4 |Sneak Attack +7d6 |
|14th |+10/+5 |+4 |+9 |+4 |Skill Feat, Skill Mastery |
|15th |+11/+6/+1 |+5 |+9 |+5 |Sneak Attack +8d6, Trap Sense +5 |
|16th |+12/+7/+2 |+5 |+10 |+5 |Rogue Talent |
|17th |+12/+7/+2 |+5 |+10 |+5 |Sneak Attack +9d6 |
|18th |+13/+8/+3 |+6 |+11 |+6 |Skill Feat, Trap Sense +6 |
|19th |+14/+9/+4 |+6 |+11 |+6 |Sneak Attack +10d6 |
|20th |+15/+10/+5 |+6 |+12 |+6 |Rogue Talent, Skill Grandmastery |
===== Class Abilities =====
echo "Sneak Attack (Ex):"; If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.The rogue’s attack deals extra damage anytime her target would be denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
echo "Trapfinding (Ex):"; A rogue gains the Trapfinding feat for free at 1st level, even if she does not meet the prerequisites.
echo "Use Magic Device (Ex):"; The rogue can attempt to use scrolls, wands, and other such magic items as if she were a magic user of the appropriate type. When using such an item, the rogue rolls 1d20 + her rogue level + her Cha modifier. If the rogue has levels in another class that grants this feature, those levels stack with her rogue level for determining the results of the check. You must make such a check each time you activate an item such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour.You must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Use Magic Device check for that purpose. The DCs for various tasks involving Use Magic Device checks are summarized on the table below.
^Task ^Use Magic Device DC |
|Activate blindly |25 |
|Use a scroll |20 + caster level |
|Use a wand or staff |20 |
|Emulate an ability score |See text |
|Emulate a race |25 |
|Emulate an alignment |30 |
echo "Skill Feat:"; As rogues gain experience, they find new and more efficient ways to use their skills. At 2nd level and every four levels thereafter, a rogue can select a skill feat for which she meets the prerequisites.
echo "Evasion (Ex):"; 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.
echo "Trap Sense (Ex):"; At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
echo "Rogue Talent:"; As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 4th level, a rogue gains one rogue talent. She gains an additional rogue talent for every 4 levels of rogue attained after 4th level. A rogue cannot select an individual talent more than once.Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. The available talents are listed below:
* echo "Arterial Strike* (Ex):"; A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g.,4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
* echo "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.
* echo "Deadly Accuracy (Ex):"; A rogue with this ability increases the range at which she can deal precision-based damage by 30 feet.
* echo "Defensive Roll (Ex):"; With this talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
* echo "Lucky (Ex):"; A rogue with this talent may reroll any failed attack roll, skill check, ability check, or saving throw once per day. The character must take the result of the reroll, even if it’s worse than the original roll.
* echo "Magic Savvy (Sp):"; A rogue with this talent gains the ability to cast a 1st-level spell of her choice from the sorcerer/wizard spell list three times a day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 11 + the rogue’s Intelligence modifier. In addition, the rogue gains a +4 bonus on all Use Magic Device checks. The rogue must have an Intelligence of at least 11 to select this talent.
* echo "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 an 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.
* echo "Quickness (Ex):"; A rogue with this talent receives a +10 ft. bonus to her land speed and a +1 dodge bonus to her AC.
* echo "Roguish Knack:"; A rogue may gain any feat that she qualifies for in place of a rogue talent.
* echo "Slippery Mind (Ex):"; This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
* echo "Staggering Strike* (Ex):"; A rogue with this ability can severely hinder foes by hitting them with a sneak attack. A foe that is struck by the rogue’s sneak attack is staggered for 1 round. A target can resist this effect by making a successful Fortitude save (DC = damage dealt).
echo "Uncanny Dodge (Ex):"; Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
echo "Improved Uncanny Dodge (Ex):"; 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 (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
echo "Improved Evasion (Ex):"; At 10th level, a rogue’s evasion ability improves. She still takes no damage on a successful Reflex saving throw againstattacks, but henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
echo "Skill Mastery (Ex):"; The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. At 14th level, the rogue selects a number of skills equal to 2 + her Intelligence modifier (minimum 1). When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.
echo "Skill Grandmastery (Ex):"; The rogue achieves a level of unparalleled expertise with her already mastered skills. At 20th level, when making a check with a skill that she has chosen through her skill mastery feature she may roll a d20 and take either the die result or 15, whichever is higher.
----
====== Variant: Scout ======
While rogues generally thrive in urban environments, the scout specializes in navigating through all manner of natural terrain. Scouts also utilize a unique combat style, harrying their opponents with a combination of movement and deadly attacks.The scout has all the standard rogue class features, except as noted below.
echo "Weapon Proficiencies:"; All simple weapons plus the hand crossbow, handaxe, sap, shortbow and shortsword \\ echo "Class Skills:"; Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Dungeoneering (Int), Insight (Wis), Linguistics (Int), Nature (Wis), Perception (Wis), Stealth (Dex), Survival (Wis), Thievery (Dex), Trade (Int)
===== Class Abilities =====
echo "Skirmish (Ex):"; A scout relies on her mobility to deal extra damage with her attacks. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every two levels gained above1st (2d6 at 3rd, 3d6 at 5th, 4d6 at 7th, etc.). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.\\
echo "Replaces:"; Sneak Attack
echo "Track:"; Scouts are skilled at finding and following tracks. A scout gains the Track feat at 1st level, even if she does not meet the prerequisites.\\
echo "Replaces:"; Use Magic Device
echo "Fast Movement (Ex):"; Scouts are extremely quick on their feet. At 3rd level, the scout gains a +10 foot enhancement bonus to her base land speed. This bonus increases to +20 feet at 9th level, and +30 feet at 15th level.\\
echo "Replaces:"; Trap Sense
echo "Flawless Stride (Ex):"; Starting at 4th level, a scout can move through any sort of terrain that slows movement (Such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other sort of impairment. This ability does not allow her to move more quickly through terrain that requires an Athletics check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this benefit when wearing a medium or heavy armor or when carrying a medium or heavy load.\\
echo "Replaces:"; Rogue Talent (4th)
echo "Camouflage (Ex):"; A scout of 8th level or higher can use the Stealth skill to hide in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.\\
echo "Replaces:"; Rogue Talent (8th)
echo "Trackless Step (Ex):"; Starting at 12th level, a scout leaves no trail in natural surroundings, making her unable to be tracked. She may choose to leave a trail if so desired.\\
echo "Replaces:"; Rogue Talent (12th)
echo "Heightened Awareness (Ex):"; At 14th level, a scout gains the blindsense ability out to 30 feet. Blindsense allows the scout to automatically notice and locate creatures within range of her blindsense ability, although she still suffers the normal miss chance when attacking foes that have concealment (see page 306 of the Monster Manual for more details). In addition, whenever the scout rolls for initiative, she may choose to take the result of the roll or 10, whichever she prefers.\\
echo "Replaces:"; Skill Mastery
echo "Hide in Plain Sight (Ex):"; While in any sort of natural terrain, a scout of 16th level or higher can use the Stealth skill even while being observed.\\
echo "Replaces:"; Rogue Talent (16th)
echo "Unfettered Movement (Ex):"; At 20th level, a scout can easily slip out of bonds, grapples, and even the effects of confining spells. This ability duplicates the effects of a //freedom of movement// spell, except that it is always active.\\
echo "Replaces:"; Rogue Talent (20th)
echo "Superior Awareness (Ex):"; At 20th level, a scout gains the blindsight ability out to 30 feet. Her sense become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it. In addition, whenever the scout rolls for initiative, she may choose to take the result of the roll or 15, whichever she prefers.\\
echo "Replaces:"; Skill Grandmastery