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rogue

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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

Hit Dice: d6

Alignment: Any

Armor Proficiencies: Light armor

Weapon Proficiencies: All simple weapons plus the hand crossbow, rapier, sap, shortbow and shortsword

Skill Points/Level: 8 + Int

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 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.

Trapfinding (Ex): A rogue gains the Trapfinding feat

for free at 1st level, even if she does not meet the

prerequisites.

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

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.

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.

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.

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:

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.

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.

Deadly Accuracy (Ex): A rogue with this ability

increases the range at which she can deal

precision-based damage by 30 feet.

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.

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.

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.

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.

Quickness (Ex): A rogue with this talent receives

a +10 ft. bonus to her land speed and a +1 dodge

bonus to her AC.

Roguish Knack: A rogue may gain any feat that

she qualifies for in place of a rogue talent.

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.

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).

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.

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.

Improved Evasion (Ex): At 10th level, a rogue’s

evasion ability improves. She still takes no damage

on a successful Reflex saving throw against attacks, but henceforth she takes only half damage

on a failed save. A helpless rogue does not gain

the benefit of improved evasion.

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.

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.

Weapon Proficiencies: All simple weapons plus

the hand crossbow, handaxe, sap, shortbow and

shortsword

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

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 above 1st (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.

Replaces: Sneak Attack

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.

Replaces: Use Magic Device

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.

Replaces: Trap Sense

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.

Replaces: Rogue Talent (4th)

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.

rogue.1370924905.txt.gz · Last modified: 2013/06/10 21:28 by kyeenadmin