D20r:Rogue

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==Rogue Class Features==
==Rogue Class Features==
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'''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.  
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'''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 (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.
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''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.
''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.
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''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.
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: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.
''Creature Enthusiast (Ex):'' When making a check to discover information about a creature, a rogue with this special ability receives a +5 bonus.
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''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.
''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.
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''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.
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''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.
''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.
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''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.
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''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.  
''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.  
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''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.
''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.
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''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.
''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.
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''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.
''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.
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''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.
''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.
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''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.
''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.
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''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 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.
''Poison Use (Ex):'' A rogue with this special ability need not worry about poisoning herself when applying a poison.
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''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.
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''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.
''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.
''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.
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''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.
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''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.
'''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.

Current revision as of 22:01, 26 September 2010

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