Talk:D20r:Rogue

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(3rd Level Exploits)
(3rd Level Exploits)
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===3rd Level Exploits===
===3rd Level Exploits===
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====Arcane Erosion [Physical]====
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====Arcane Erosion====
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''Prerequisites:'' Journeyman of Knowledge (Arcana), Master of Use Magic Device
''Prerequisites:'' Journeyman of Knowledge (Arcana), Master of Use Magic Device
''Benefit:'' A rogue can use this exploit 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.
''Benefit:'' A rogue can use this exploit 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.
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====Burst of Speed====
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====Bargainer's Luck [Social]====
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''Prerequisites:'' Master of Appraise and Diplomacy
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''Benefit:'' A rogue can use this exploit 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.
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====Burst of Speed [Physical]====
''Prerequisites:'' Master of Acrobatics
''Prerequisites:'' Master of Acrobatics
''Benefit:'' Upon activating this exploit, 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 Acrobatics checks and receives one additional attack per round (as if under the effects of ''haste'').
''Benefit:'' Upon activating this exploit, 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 Acrobatics checks and receives one additional attack per round (as if under the effects of ''haste'').
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====Deconstruction:====
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====Deconstruction [Physical]====
''Prerequisites:'' Apprentice of Knowledge (Arcana), Master of Disable Device
''Prerequisites:'' Apprentice of Knowledge (Arcana), Master of Disable Device
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====Double-Edged Sword====
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====Double-Edged Sword [Physical]====
''Prerequisites:'' Master of Sleight of Hand, Journeyman of Bluff
''Prerequisites:'' Master of Sleight of Hand, Journeyman of Bluff
''Benefit:'' A rogue can use this exploit 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's armor class, the foe deals damage to themselves equal to what would have been done to the rogue.
''Benefit:'' A rogue can use this exploit 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's armor class, the foe deals damage to themselves equal to what would have been done to the rogue.
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====Gap in the Armor====
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====Gap in the Armor [Physical]====
''Prerequisites:'' Journeyman of  Knowledge (Arcana, Religion, and Dungeoneering)
''Prerequisites:'' Journeyman of  Knowledge (Arcana, Religion, and Dungeoneering)
''Benefit:'' A rogue can activate this exploit as an immediate action to overcome her opponent's resistance to Sneak Attacks. Any foe normally 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.
''Benefit:'' A rogue can activate this exploit as an immediate action to overcome her opponent's resistance to Sneak Attacks. Any foe normally 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.
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====Fight for Life====
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====Fight for Life [Physical]====
''Prerequisites:'' Master of Concentration, Journeyman of Heal and Acrobatics
''Prerequisites:'' Master of Concentration, Journeyman of Heal and Acrobatics
''Benefit:'' A rogue may activate this exploit 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.
''Benefit:'' A rogue may activate this exploit 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.
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====Moment of Clarity [Mental, D]====
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====Incredible Hearing [Mental]====
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''Prerequisites:'' Journeyman in at least three skills
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''Benefit:'' A rogue can use this exploit to 'Take 15' on a skill check for a skill in which she at least an apprentice, regardless of conditions. Using this exploit is a standard action, unless the skill use normally takes longer, in which case it uses the longer duration.
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====Talent [Mental, D]====
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''Benefit:'' A rogue can use this exploit to become considered trained as an apprentice in all skills for one minute. She also receives a bonus to her next skill check equal to her Intelligence modifier.
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====Terminate====
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''Prerequisites:'' Master of Sleight of Hand, Apprentice of Heal
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''Benefit:'' A rogue can use this exploit 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 + the number of sneak attack dice sacrificed + her Dexterity modifier.
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====Twist of the Knife====
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''Prerequisites:'' Master of Sleight of Hand
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''Benefit:'' A rogue can activate this exploit 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 exploit deals each time she activates it, and must choose to use this exploit after striking a foe but before damage is dealt.
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====Incredible Hearing====
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''Prerequisites:'' Master of Awareness
''Prerequisites:'' Master of Awareness
''Benefit:'' A rogue can use this exploit as an immediate action to gain blindsense 30' for one minute.
''Benefit:'' A rogue can use this exploit as an immediate action to gain blindsense 30' for one minute.
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====Lucky Break====
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====Lucky Break [Mental]====
''Benefit:'' A rogue can activate this exploit 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.
''Benefit:'' A rogue can activate this exploit 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.
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====Perfection of Trade====
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====Moment of Clarity [Mental, D]====
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''Prerequisites:'' Journeyman in at least three skills
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''Benefit:'' A rogue can use this exploit to 'Take 15' on a skill check for a skill in which she at least an apprentice, regardless of conditions. Using this exploit is a standard action, unless the skill use normally takes longer, in which case it uses the longer duration.
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====Perfection of Trade [Mental]====
''Prerequisites:'' Master in any 6 skills
''Prerequisites:'' Master in any 6 skills
''Benefit:'' A rogue can use this exploit to 'Take 20' on a skill check for a skill in which she is at least an apprentice, regardless of conditions. Using this exploit is a standard action, unless using the skill would take more time, in which case it uses the longer duration.
''Benefit:'' A rogue can use this exploit to 'Take 20' on a skill check for a skill in which she is at least an apprentice, regardless of conditions. Using this exploit is a standard action, unless using the skill would take more time, in which case it uses the longer duration.
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====Prodigy====
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====Polyglot [Social]====
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''Prerequisites:'' Knowledge of at least six languages
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''Benefit:'' A rogue can activate this exploit 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.
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====Prodigy [Mental]====
''Benefit:'' A rogue can use this exploit to be considered trained as a Journeyman in all skills for one minute. She also receives a bonus to her next skill check equal to her rogue level.
''Benefit:'' A rogue can use this exploit to be considered trained as a Journeyman in all skills for one minute. She also receives a bonus to her next skill check equal to her rogue level.
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====Taste of Magic====
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====Takes One To Know One [Social]====
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''Prerequisites:'' Apprentice of Sense Motive, Master of Use Magic Device
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''Prerequisites:'' Master of Bluff and Diplomacy, Journeyman of Sense Motive
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''Benefit:'' A rogue can use this exploit 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, etc.). For each three points by which she beats the DC, she can identify one additional property of the item. This exploit does not reveal the properties of artifacts, though it does indicate that such items are exploitful.
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''Benefit:'' A rogue can use this exploit 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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====Talent [Mental, D]====
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''Benefit:'' A rogue can use this exploit to become considered trained as an apprentice in all skills for one minute. She also receives a bonus to her next skill check equal to her Intelligence modifier.
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====Bargainer's Luck====
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====Taste of Magic [Mental]====
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''Prerequisites:'' Master of Appraise and Diplomacy
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''Prerequisites:'' Apprentice of Sense Motive, Master of Use Magic Device
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''Benefit:'' A rogue can use this exploit 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.
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''Benefit:'' A rogue can use this exploit 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, etc.). For each three points by which she beats the DC, she can identify one additional property of the item. This exploit does not reveal the properties of artifacts, though it does indicate that such items are powerful.
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====Polyglot====
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====Terminate [Physical]====
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''Prerequisites:'' Knowledge of at least six languages
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''Prerequisites:'' Master of Sleight of Hand, Apprentice of Heal
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''Benefit:'' A rogue can activate this exploit 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.
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''Benefit:'' A rogue can use this exploit 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 + the number of sneak attack dice sacrificed + her Dexterity modifier.
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====Takes One To Know One====
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====Twist of the Knife [Physical]====
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''Prerequisites:'' Master of Bluff and Diplomacy, Journeyman of Sense Motive
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''Prerequisites:'' Master of Sleight of Hand
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''Benefit:'' A rogue can use this exploit 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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''Benefit:'' A rogue can activate this exploit 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 exploit deals each time she activates it, and must choose to use this exploit after striking a foe but before damage is dealt.
===4th Level Exploits===
===4th Level Exploits===

Revision as of 19:23, 17 January 2011

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