D20r:Rogue

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Alignment: Any.

Hit Die: d6

Class Skills (8 + Int, x4 at first level): The rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Contents

Rogue Class Features

Weapon and Armor Proficiency: Rogues are proficient with simple weapons and two other weapon groups. Rogues are proficient with light armor, but not with shields.

Powers (Ex): A rogue has a host of special powers available to her. She is a paragon of stealth, an up-and-coming social broker, or even a master assassin, and all of these are made possible through her power selection. Similar to feats--and to a lesser extent, to skill tricks--powers allow a rogue to shine a limited number of times per day.

Powers are divided into three categories: physical, mental, and social. Physical powers allow a rogue to accomplish great feats of agility, combat prowess, and stealth. Mental powers allow a rogue to resist magic or occasionally create a little magic of their own. Social powers allow a rogue to become a master of interpersonal relations--provided they are used correctly.

Unless otherwise noted, powers are immediate-action Extraordinary abilities that do not provoke attacks of opportunity for their use.

Level Least Lesser Greater
1 1 - -
2 1 - -
3 1 - -
4 2 1 -
5 2 1 -
6 2 1 -
7 2 1 1
8 3 1 1
9 3 2 1
10 3 2 1
11 3 2 1
12 3 2 2
13 4 2 2
14 4 3 2
15 4 3 2
16 4 3 2
17 4 3 3
18 5 3 3
19 5 4 3
20 5 4 3

Trapfinding (Ex): A rogue can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

A rogue also has 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 5th level, to +3 when she reaches 10th level, to +4 when she reaches 15th level, and to +5 at 20th level.

Sneak Attack (Ex): Whenever a rogue flanks an enemy he adds 1d6 damage to his attack rolls, +1d6 damage per two additional rogue levels. Foes that are surprised or are unable to defend themselves--such as a bound or paralyzed foe, or a foe you attack from hiding or invisibility--are considered flanked for the purposes of this ability.

A target without a discernible anatomy (such as an undead, construct, ooze, plant, or incorporeal creature) or a target immune to critical hits is not subject to this extra damage. Similarly, a rogue cannot sneak attack a foe with concealment, nor can he make a sneak attack with a weapon that does nonlethal damage. A sneak attack can only be made with a ranged weapon if the target is within one range increment of the weapon used.

As normal, extra dice of damage are not multiplied on a critical hit.

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.

Canny Finesse (Ex): Most rogues are more dependent upon their agility than their strength. As such, most are better-armed when fighting with a precise weapon. Starting at 3rd level, a rogue with a light weapon, rapier, whip, or spiked chain made for a creature of her size category may use her Dexterity modifier instead of her Strength modifier on attack rolls. She may also add her Dexterity modifier instead of her Strength modifier to damage with those weapons.

Uncanny Dodge (Ex): 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.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge 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 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.

Special Ability: On attaining 8th level, and at every three levels thereafter (11th, 14th, 17th and 20th), a rogue gains a special ability of her choice from among the following options.

Alchemical Grenadier (Ex): A rogue with this ability is an expert at creating alchemical items. She may create alchemical items despite not having a caster level or having any appropriate feats, provided she has enough ranks in the Craft skill. She also receives a bonus on attack rolls (and damage rolls, if applicable) when using alchemical weapons equal to her Intelligence modifier. For alchemical items that do not deal damage and have a duration longer than one round, she instead adds her Intelligence modifier to the item's duration.

Blindsense (Ex): The rogue gains Blindsense at a range of 5' per three class levels. Using nonvisual senses the rogue notices things she cannot see. She usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of her blindsense ability, provided that she has line of effect to that creature.

Any opponent the rogue cannot see still has total concealment against her, and the rogue still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Creature Enthusiast (Ex): When making a check to discover information about a creature, a rogue with this special ability receives a +5 bonus.

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): 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. A rogue can choose this ability more than once: each time beyond the first increases her uses-per-day by one.

Exceptional Flanking (Ex): A rogue with this ability that flanks an opponent gets a +1 to their attack rolls - as do all allies who threaten that opponent.

Evasive Escape (Ex): A rogue with this ability gets a +4 Dodge bonus to AC until the start of their next turn after taking a full turn taking no actions except moving.

Finesse Expert (Ex): A rogue with this ability is a canny master of precise striking. She adds her Intelligence modifier to attack rolls and damage rolls while fighting with weapons usable with Weapon Finesse.

Free Run (Ex): A rogue with this ability can make Acrobatics and Athletics checks that would normally be penalized when used at full speed at no penalty.

Hail of Arrows (Ex): A rogue with this ability can fire or throw a ranged attack at all enemies in a 90-degree cone (and within range) from their position. Each attack uses the rogue's primary attack bonus. If this ability is taken twice, the rogue may aim one attack each at all enemies within range.

Hide in Plain Sight (Su): A rogue can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a rogue can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

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.

Initiate Assassin (Ex): A rogue with this special ability stacks her rogue and assassin levels when determining the DC of her Death Attack ability. This ability has no effect if the rogue does not have the Death Attack ability.

Leave Alive (Ex): A rogue with this ability who makes a melee attack that would reduce an opponent to -2 or fewer hit points can reduce them to -1 hit points instead. They must do so immediately, before continuing any other action.

Magic Item Attunement (Ex): If a rogue successfully activates an item with the Use Magic Device skill, she can take a free action to attune herself to the item. For the next 24 hours, she can activate that item without making further Use Magic Device checks. A rogue can attune herself to only one item at a time. If she attunes yourself to a second item, the previous attunement ends.

Masterful Precision (Ex): Upon taking this ability, choose one of the following types: Construct, Elemental, Ooze, Plant, or Undead. The rogue can now Sneak Attack creatures of this type at half effectiveness. This ability can be taken multiple times. If the same type is selected a second time, the rogue can Sneak Attack creatures of the appropriate type at full effectiveness.

Mentor (Ex): The rogue gains a cohort as if she had taken the Leadership feat. She does not, however, gain other benefits of the Leadership feat. The rogue's cohort is also a rogue and cannot take this power.

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. A rogue can choose this ability more than once: each time beyond the first increases her uses-per-round by one.

Painful Strike (Ex): A rogue who chooses this ability can, any time they are against a target vulnerable to sneak attacks that is not flanked or flat-footed, deal half their Sneak Attack damage as nonlethal damage.

Penetrating Strike (Ex): A rogue who chooses this ability also chooses one of the following types: undead, construct, ooze, or plant. Creatures of that type are now sneak attackable by the rogue, though she only deals half normal damage. This ability can be selected multiple times. Each time, it applies to a new type. Alternatively, a rogue can select this ability and a type she already has chosen for this ability. If she does so, she may now sneak attack creatures of that type at full strength.

Perfect Balance (Ex): A rogue with this ability is not considered flat-footed while balancing, and adds half their class level as a bonus to Acrobatics checks made to remain balanced after taking damage.

Poison Master (Ex): A rogue with this special ability increases the DC of any poison or similar substance she utilizes by 2. The poison also deals one additional point of ability damage (if it deals ability damage) each time it takes effect. If the poison deals multiple kinds of ability damage, determine which it affects randomly.

Poison Use (Ex): A rogue with this special ability need not worry about poisoning herself when applying a poison.

Precision Shooting (Ex): A rogue with this special ability can use a ranged weapon to deal their Sneak Attack damage at range against a flat-footed enemy, an enemy who is flanked, or one who would be flanked if you moved in a straight line towards them.

Shadow Step (Ex): A rogue who is currently hidden and who is in a shadow (besides her own) can travel to other shadows as if by a dimension door spell. For every four class levels, the rogue can jump ten feet in this way. They may attempt a Stealth check to remain hidden after using this ability.

Skirmisher (Ex): A rogue with this ability who uses a move action to move into a flanking position or charge into a flanking position can attack once with their primary hand and once with their off-hand as a standard action.

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. A rogue can choose this ability more than once: each time beyond the first grants her an additional saving throw one round later, so that a rogue who had chosen this ability twice would have a saving throw upon being targeted by the spell, a second saving throw one round later, and a third saving throw one round after that.

Strafe (Ex): The Rogue gains the ability to shoot while moving as a standard action. They can take a move before and after their shot, as long as the total move does not exceed their speed. They may only fire one shot for every five levels, and must move at least 5' between each shot during a Strafe. They add their Sneak Attack damage to attacks made during the strafe as if the target were flanked.

Stylish Charge (Ex): The Rogue gains the ability to charge over all sorts of unusual terrain - swinging along ropes, making massive leaps, and ignoring difficult terrain or squares occupied by allies. (Swings require a Survival check specialized in rope use, and leaps require Athletics checks.) Naturally, the charge need not be a perfectly straight line, but must be close to it for this to work.

Skill Mastery (Ex): At 6th level (and again at 16th level), the rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 1 + her Intelligence modifier. 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.

Reflexive Defense (Ex): Starting at 12th level, a rogue who is attacked in melee can attempt to reflexively soften the blow. By spending an immediate action, a rogue in light or no armor may make a Reflex save against a successful melee attack on her, with a DC equal to the damage dealt. If she is successful, she is able to mitigate the blow and halves the damage. This ability only applies against one attack in a full-attack action, not against all of them.

Improved Reflexive Defense (Ex): At 18th level, a rogue is an adroit master of agility. She no longer needs to spend an immediate action to activate her Reflexive Defense ability.

Rogue Progression

Level BAB Fort Ref Will Special Least Powers/Day Lesser Powers/Day Greater Powers/Day
1st +0 +1 +2 +0 Trapfinding +1, Sneak Attack +1d6 1 - -
2nd +1 +1 +3 +0 Evasion 1 - -
3rd +2 +2 +3 +1 Sneak Attack +2d6, Canny Finesse 2 - -
4th +3 +2 +4 +1 Uncanny Dodge 2 1 -
5th +3 +3 +4 +1 Trapfinding +2, Sneak Attack +3d6 2 1 -
6th +4 +3 +5 +2 Skill Mastery 3 1 -
7th +5 +3 +5 +2 Sneak Attack +4d6 3 1 1
8th +6/+1 +4 +6 +2 Improved Uncanny Dodge, Special Ability 3 2 1
9th +6/+1 +4 +6 +3 Sneak Attack +5d6 4 2 1
10th +7/+2 +5 +7 +3 Trapfinding +3 4 2 1
11th +8/+3 +5 +7 +3 Special Ability, Sneak Attack +6d6 4 2 1
12th +9/+4 +6 +8 +4 Reflexive Defense 5 3 2
13th +9/+4 +6 +8 +4 Sneak Attack +7d6 5 3 2
14th +10/+5 +6 +9 +4 Special Ability 5 3 2
15th +11/+6/+1 +7 +9 +5 Trapfinding +4, Sneak Attack +8d6 6 3 2
16th +12/+7/+2 +7 +10 +5 Skill Mastery 6 4 2
17th +12/+7/+2 +8 +10 +5 Special Ability, Sneak Attack +9d6 6 4 2
18th +13/+8/+3 +8 +11 +6 Improved Reflexive Defense 7 4 3
19th +14/+9/+4 +8 +11 +6 Sneak Attack +10d6 7 4 3
20th +15/+10/+5 +9 +12 +6 Trapfinding +5, Special Ability 7 5 3

Powers

Least Powers

Physical Powers

Athleticism

Prerequisites: Tumble 4 ranks, Climb 4 ranks, Balance 4 ranks

Benefit: Upon activating this power, the rogue gains a +10' insight bonus to her land speed as well as a 10' climb speed for a number of rounds equal to her Dexterity modifier.

Extreme Leap

Prerequisites: Jump 6 ranks

Benefit: A rogue can activate this power as a free action while making a Jump check. The rogue determines jumping distance as normal according to their check, and then doubles the distance.

Focused Strike

Prerequisites: Concentration 4 ranks

Benefit: A rogue can use this power as an immediate action to add his Intelligence modifier to a d20 roll made to confirm a critical.

Hidden Blade

Prerequisites: Sleight of Hand 6 ranks, Bluff 4 Ranks, Disguise 4 ranks

Benefit: A rogue with a weapon successfully hidden on her person in an accessible place can activate this ability as an immediate action. The rogue can then immediately make an attack at her full attack bonus minus two with the hidden weapon. The weapon is no longer hidden (as it is now in the rogue's hand) and may reuire the rogue to free a hand to make the attack. A foe struck in this fashion is flat-footed against this attack.

Lucky Dodge

Prerequisites: Tumble 4 ranks

Benefit: A rogue can use this power as an immediate action to reroll a Reflex save that qualifies for the Evasion class feature. This reroll must be taken before the effects are determined, but can be selected after the result is seen.

Now I'm Angry

Prerequisites: Intimidate 6 ranks

Benefit: A rogue may activate this ability as an immediate action after striking an opponent but before damage is rolled. The rogue adds extra damage equal to the difference between her current hit point total and her maximum hit point total.

Palm the Blade

Prerequisites: Bluff 6 ranks, Sleight of Hand 4 ranks

Benefit: A rogue can use this power to make a feint as a move action.

Snatch

Prerequisites: Sleight of Hand 6 ranks, Bluff 4 ranks

Benefit: A rogue can activate this ability as an imemdiate action while making a Sneak Attack. By sacrificing all Sneak Attack damage, the rogue can take a Small or smaller object on her foe's person. Attended object (such as a dagger in foe's hand) can be taken, but these require a successful Disarm check.

Mental Powers

Knack

Benefit: A rogue can use this power to be considered trained in one skill for one skill check.

Trick of the Light

Prerequisites: Spot 6 ranks

Benefit: A rogue can use this power as an immediate action to gain low-light vision for one minute.

Point of Focus

Prerequisites: 4 ranks in any 2 skills

Benefit: A rogue can use this power to 'Take 10' on a skill check for a skill in which she has at least 4 ranks, regardless of conditions. Using this power is a standard action.

Prestidigitator

Prerequisites: Use Magic Device 6 ranks, Knowledge (Arcana) 5 ranks, Spellcraft 2 ranks

Benefit: This power functions as the prestidigitation spell. Use the rogue's level in place of caster level for this effect. This power is a spell-like ability.

Preternatural Awareness

Prerequisites: Listen 10 ranks, Spot 10 ranks

Benefit: A rogue can use this power as an immediate action to add his Intelligence modifier to an initiative check. A rogue can use this power even when flat-footed.

Shake It Off

Prerequisites: Concentration 6 ranks

Benefit: A rogue can activate this power as a standard action to remove an ongoing fear effect from herself. She can activate this power even if she is normall unable to take a standard action because of her fear effect.

Social Powers

Jack of All Trades

Prerequisites: Any two Professions 4 ranks

Benefit: A rogue with this power is always treated as having maximum possible ranks for her level in a number of Profession skills equal to her Intelligence modifier. Unlike most powers, this power is not activated and is instead always considered active.

Special: Your maximum number of Least powers usable per day decreases by one.

Name-Dropping

Prerequisites: Diplomacy 4 ranks, Knowledge (Local) 4 ranks

Benefit: A rogue can activate this power as an immediate action to add her Intelligence modifier to a Bluff, Diplomacy, or Intimidate check made in a social, non-combat encounter.

Strong Conviction

Prerequisites: Bluff 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks

Benefit: A rogue can use this power to reroll a Bluff, Diplomacy, or Intimidate check as an immediate action. This reroll must be taken before the effects are determined, but can be selected after the result is seen.

Lesser Powers

Physical Powers

Agility

Prerequisites: Tumble 8 ranks, Climb 9 ranks, Balance 8 ranks

Benefit: Upon activating this power, the rogue gains a +15' insight bonus to her land speed as well as a 15' climb speed for a number of rounds equal to her Dexterity modifier. She also adds her Intelligence modifier to Tumble checks during this time.

Filch

Prerequisites: Sleight of Hand 10 ranks, Bluff 8 ranks

Benefit: This power functions as Snatch, but the rogue only forgoes one-half her Sneak Attack damage.

Flick of the Wrist

Prerequisites: Bluff 11 ranks, Sleight of Hand 9 ranks

Benefit: A rogue can use this power to make a feint as a swift action.

Now I'm Very Angry

Prerequisites: Intimidate 10 ranks, Rage ability

Benefit: This power functions as the Now I'm Angry power, except the extra damage is one and a half times the difference between her current hit points and her maximum hit points.

Piercing Strike

Prerequisites: Knowledge (Arcana, Religion, and Dungeoneering) 6 ranks

Benefit: A rogue can activate this power as an immediate action to overcome her opponent's resistance to Sneak Attacks. Any foe normally immune (or partially immune) to the rogue's Sneak Attack that she strikes before the end of her turn with an attack that would otherwise qualify for a sneak attack takes extra damage equal to one-half the rogue's normal Sneak Attack damage.

Return Fire

Prerequisites: Sleight of Hand 10 ranks, Spot 10 ranks, Deflect Arrows

Benefit: A rogue can activate this power as an immediate action directly after being attacked by a thrown or missile weapon. The rogue may catch the weapon if it misses her AC (or is deflected by her Deflect Arrows feat) and may throw it back as part of this power if she desires.

Streetfighter

Prerequisites: Knowledge (Local) 7 ranks

Benefit: A rogue with this power is considered proficient with all martial weapons but decreases her daily uses of lesser powers per day by one.

Mental Powers

Breadth of Knowledge

Prerequisites: Any 4 Knowledge sills 6 ranks

Benefit: The rogue may use this ability as a bard uses Bardic Knowledge with the same effect, substituting her rogue levels for bard levels when making the necessary check.

Knock

Prerequisites: Open Lock 7 ranks

Benefit: A rogue can use this power to imitate the knock spell with a caster level equal to his rogue level. This power is a supernatural ability.

Moment of Clarity

Prerequisites: 9 ranks in any 3 skills

Benefit: A rogue can use this power to 'Take 15' on a skill check for a skill in which she has at least 9 ranks, regardless of conditions. Using this power is a standard action.

Out of Sight, Out of Mind

Prerequisites: Hide 7 ranks, Move Silently 7 ranks

Benefit: A rogue can use this power as a swift action to become invisible, as the invisibility spell, for one round. This power is a supernatural ability.

Rapid Search

Prerequisites: Search 7 ranks, Disable Device 7 ranks

Benefit: A rogue can use this power to imitate the find traps spell with a caster level equal to his rogue level. This power is a supernatural ability.

Ray Deflection

Prerequisites: Improved Evasion, Tumble 9 ranks, Use Magic Device 9 ranks

Benefit: A rogue attacked by a ray (whether it be from a spell, spell-like ability, or supernatural ability) can activate this ability as an immediate action prior to being struck. The rogue gains a +4 deflection bonus to AC against he ray attack; if the ray misses, the rogue can direct the ray to a new target. The ray acts as if it had originated from the original caster; only the source and target change. The rogue make an attack roll at her normal ranged attack bonus, minus two, for the ray. If this strikes the intended target, they are affected by the ray as normal.

Talent

Benefit: A rogue can use this power to become considered trained with all skills. She also receives a bonus to her next skill check equal to her Intelligence modifier.

Tinker's Knack

Prerequisites: Craft (any 3) 7 ranks

Benefit: A rogue can activate this power as a standard action to cast mending as a spell-like ability.

Social Powers

Bloodhound

Prerequisites: Gather Information 7, Survival 4, Track

Benefit: A rogue can actiave this ability as an immediate action to reroll a failed Survival check made to find or follow a trail.

Quell the Beast

Prerequisites: Handle Animal 5 ranks, Perform (Sing) 7 ranks

Benefit: A rogue can use this power to improve relations (as the Diplomacy skill) with an animal or a magical beast, substituting their Handle Animal ranks for their Diplomacy ranks should they have more ranks in Handle Animal. This power can also be used on a creature of the Magical Beast type with an Intelligence score of 3 or less, but the rogue takes a -4 penalty on the check.

Greater Powers

Physical Powers

Arcane Erosion

Prerequisites: Knowledge (Arcana) 7 ranks, Use Magic Device 14 ranks

Benefit: A rogue can use this power as an immediate action when Sneak Attacking a foe. If the chosen foe has any active spells upon them (not magical items, merely magical effects), they take damage equal to the total caster level of all active spells upon them. For instance, an opponent under the effects of a bull's strength spell cast by an eighth-level caster would take eight extra points of damage. Similarly, an opponent under the effects of a shield spell and a mage armor spell, both cast by a fifteenth-level spellcaster would take 15 points of damage from each spell, for a total of 30 extra points of damage.

Burst of Speed

Prerequisites: Tumble 13 ranks, Climb 13 ranks, Balance 11 ranks

Benefit: Upon activating this power, the rogue gains a +20' insight bonus to her land speed as well as a 20' climb speed for a number of rounds equal to her Dexterity modifier. During this time, she also adds her Intelligence modifier to Tumble checks and receives one additional attack per round (as if under the effects of haste).

Deconstruction:

Prerequisites: Knowledge (Arcana) 5 ranks, Disable Device 11 ranks

Benefit: A rogue may use this power as a full-round action to hamper or disable a foe of the Construct type. As part of this power, the rogue makes a Disable Device check versus an adjacent Construct. The result of this check determines the effects of this power. Since this power is nonmagical in nature, all of its effects supersede a Construct's normal immunities gained by its type.

Result Effect
Less than 10 plus the target's HD No effect
The target's HD + 10 or greater The target's speed (or speeds, if it has multiple kinds of movement) is halved.
The target's HD + 16 or greater The target takes a -5 penalty to all attack rolls.
The target's HD + 20 or greater The target receives a -4 penalty to all ability scores.
Over the target's HD + 25 The target deactivates and is slain.

Double-Edged Sword

Prerequisites: Sleight of Hand 14 ranks, Bluff 11 ranks

Benefit: A rogue can use this power as an immediate action to cause a foe who has just missed them with a melee attack to make a second attack roll against themselves. Should this second attack roll hit, the foe deals damage to themselves equal to what would have been done to the rogue.

Fight for Life

Prerequisites: Concentration 14 ranks, Heal 10 ranks, Tumble 10 ranks

Benefit: A rogue may activate this power as an immediate action after receiving damage that would reduce them to 0 or less hit points. Instead of taking the full amount of damage, the rogue only takes enough damage to drop them to 1 hit point. Any other attacks in this round deal damage as normal.

Hand Faster Than The Eye

Prerequisites: Bluff 16 ranks, Sleight of Hand 14 ranks

Benefit: A rogue can use this power to make feints as free actions until his next turn.

Now I'm Really Angry

Prerequisites: Intimidate 14 ranks, Rage ability

Benefit: This power functions as Now I'm Angry, except the extra damage is twice the difference between her current hit points and her maximum hit points.

Smash and Grab

Prerequisites: Sleight of Hand 14 ranks, Bluff 12 ranks

Benefit: This power functions as Snatch, but the rogue does not sacrifice any damage.

Terminate

Prerequisites: Sleight of Hand 14 ranks, Heal 7 ranks

Benefit: A rogue can use this power as an immediate action during a sneak attack to forgo all her Sneak Attack damage to force her target to make a Fortitude save or die. The DC is equal to 10 + 1/2 the rogue's class level + her Dexterity modifier.

Penetrating Strike

Prerequisites: Knowledge (Arcana, Religion, and Dungeoneering) 10 ranks

Benefit: A rogue can activate this power as an immediate action to overcome her opponents's resistance to Sneak Attacks. Any foe normall immune to the rogue's Sneak Attack that the rogue strikes before the end of her turn with an attack that would otherwise qualify for a Sneak Attack takes extra damage equal to the rogue's normal Sneak Attack damage.

Twist of the Knife

Prerequisites: Sleight of Hand 13

Benefit: A rogue can activate this power as an immediate action after striking a foe with a successful Sneak Attack to trade half her normal Sneak Attack dice for 1d4 Charisma or Dexterity damage. The rogue chooses which kind of damage this power deals each time she activates it, and must choose to use this power after striking a foe but before damage is dealt.

Mental Powers

Incredible Hearing

Prerequisites: Listen 10 ranks

Benefit: A rogue can use this power as an immediate action to gain blindsense 30' for one minute.

Lucky Break

Prerequisites: None

Benefit: A rogue can activate this power as an immediate action directly following a die roll but before the result is determined. On doing so, the rogue may reroll one die. If multiple dice were rolled (such as a Sneak Attack for 5d6 damage), only one die is rerolled.

Perfection of Trade

Prerequisites: 14 ranks in any 6 skills

Benefit: A rogue can use this power to 'Take 20' on a skill check for a skill in which she has at least 14 ranks, regardless of conditions. Using this power is a standard action.

Prodigy

Benefit: A rogue can use this power to be considered trained in all skills. She also receives a bonus to her next skill check equal to her rogue level.

Taste of Magic

Prerequisites: Sense Motive 9 ranks, Use Magic Device 14 ranks

Benefit:A rogue can use this power to determine the magical properties of an item. By spending ten minutes focusing upon a magical item and succeeding on a Use Magic Device check (DC 10 + the caster level of the item), she can identify one property of that item (enhancement bonus, special ability, command word, et al). For each three points by which she beats the DC, she can identify one additional property of the item. This power does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are powerful.

Social Powers

Bargainer's Luck

Prerequisites: Appraise 14 ranks, Diplomacy 11 ranks

Benefit: A rogue can use this power as a standard action while haggling over a price with a merchant or while appraising an item's value. The rogue gains a +10 bonus on any rolls made in the next minute concerning the item's monetary value, sell prices for the item, or to alter the attitude of the merchant.

Polyglot

Prerequisites: Knowledge of at least six languages

Benefit: A rogue can activate this power as a full-round action to identify a language written or spoken to her. If she continues to be exposed to the language over the period of a day in a non-combat situation, she can immediately add the language to her languages known, as if she had purchased a new language through skill points.

Takes One To Know One

Prerequisites: Bluff 12 ranks, Diplomacy 12 ranks, Sense Motive 6 ranks

Benefit: A rogue can use this power as an immediate action to substitute a Bluff check for a Diplomacy, Sense Motive, or Intimidate check. She gains a +4 bonus on the roll, and gains an additional +4 bonus on the roll if she is of the same race as the target of the check.

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