Talk:D20r:Rogue

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(4th Level Exploits)
(Takes One To Know One [Social])
 
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''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 normal 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 require the rogue to free a hand to make the attack. A foe struck in this fashion is flat-footed against this attack.
''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 normal 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 require the rogue to free a hand to make the attack. A foe struck in this fashion is flat-footed against this attack.
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====Now I'm Very Angry [Physical]====
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====Out of Sight, Out of Mind [Mental, D]====
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''Prerequisites:'' Journeyman in Intimidate, Rage ability
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''Benefit:'' This exploit functions as the Now I'm Angry exploit, except the extra damage is equal to the difference between her current hit points and her maximum hit points.
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====Out of Sight, Out of Mind [Mental]====
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''Prerequisites:'' Journeyman of Stealth
''Prerequisites:'' Journeyman of Stealth
''Benefit:'' A rogue can use this exploit as a swift action to become invisible, as the ''invisibility'' spell, for one round. This exploit is a supernatural ability.
''Benefit:'' A rogue can use this exploit as a swift action to become invisible, as the ''invisibility'' spell, for one round. This exploit is a supernatural ability.
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====Piercing Strike [Physical]====
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====Piercing Strike [Physical, D]====
''Prerequisites:'' Apprentice in Knowledge (Arcana, Religion, and Dungeoneering)
''Prerequisites:'' Apprentice in Knowledge (Arcana, Religion, and Dungeoneering)
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''Benefit:'' A rogue can activate this exploit as an immediate action to overcome her opponent's resistance to sneak attacks. Any foe normally immune (or partially immune) to the rogue's  
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''Benefit:'' A rogue can activate this exploit 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.
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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.
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====Point of Focus [Mental, D]====
====Point of Focus [Mental, D]====
''Benefit:'' A rogue can use this exploit to 'Take 10' 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.
''Benefit:'' A rogue can use this exploit to 'Take 10' 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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====Quell the Beast [Social]====
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====Quell the Beast [Social, D]====
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''Prerequisites:'' Apprentice in Handle Animal and Perform (Sing)
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''Prerequisites:'' Apprentice in Handle Animal or Perform (Sing)
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''Benefit:'' A rogue can use this exploit 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 exploit 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.
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''Benefit:'' A rogue can use this exploit to improve relations (as the Diplomacy skill) with an animal or a magical beast, substituting their Handle Animal or Perform (Sing) skill for their Diplomacy skill (whichever is highest). This exploit 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.
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====Rapid Search [Mental]====
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====Ray Deflection [Mental, D]====
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''Prerequisites:'' Journeyman in Disable Device
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''Benefit:'' A rogue can use this exploit to imitate the ''find traps'' spell with a caster level equal to his rogue level. This exploit is a supernatural ability.
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====Ray Deflection [Mental]====
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''Prerequisites:'' Improved Evasion, Journeyman in Acrobatics, Journeyman in Use Magic Device
''Prerequisites:'' Improved Evasion, Journeyman in Acrobatics, Journeyman in Use Magic Device
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''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.
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''Benefit:''  A rogue attacked by a ray (whether it be from a spell, spell-like ability, or supernatural ability) or other ranged touch ability can activate this ability as an immediate action prior to being struck. The rogue gains a +4 deflection bonus to AC against the 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 new target, they are affected by the ray as normal.
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====Return Fire [Physical]====
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====Return Fire [Physical, D]====
''Prerequisites:'' Journeyman in Awareness and Sleight of Hand, Deflect Arrows
''Prerequisites:'' Journeyman in Awareness and Sleight of Hand, Deflect Arrows
''Benefit:'' A rogue can activate this exploit 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 exploit if she desires.
''Benefit:'' A rogue can activate this exploit 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 exploit if she desires.
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====Streetfighter [Physical]====
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====Streetfighter [Physical, D]====
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''Benefit:'' A rogue with this exploit is considered proficient with all martial weapons but decreases her daily uses of lesser exploits per day by one.
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''Benefit:'' A rogue may use this exploit as an immediate action to gain a monk's Unarmed Strike ability. She substitutes her Hero Value for her monk level to determine her unarmed damage. This ability lasts for a number of rounds equal to her Intelligence modifier before dissipating.
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====Talent [Mental]====
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''Special:'' If the rogue has the Unarmed Strike ability already (such as from the monk class, or from another class that gives the same or a similar feature), she instead stacks her rogue level with the level of the originating class to determine her unarmed damage and may determine the duration of this ability using her Wisdom modifier instead of her Intelligence modifier.
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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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====Tinker's Knack [Mental]====
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''Prerequisites:'' Apprentice in any three Craft skills
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''Benefit:'' A rogue can activate this exploit as a standard action to cast ''mending'' as a spell-like ability.
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===3rd Level Exploits===
===3rd Level Exploits===
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====Arcane Erosion [Physical, D]====
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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, D]====
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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, D]====
''Prerequisites:'' Master of Acrobatics
''Prerequisites:'' Master of Acrobatics
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''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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''Benefit:'' Upon activating this exploit, the rogue gains a +45' insight bonus to her land speed as well as a 30' 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, D]====
''Prerequisites:'' Apprentice of Knowledge (Arcana), Master of Disable Device
''Prerequisites:'' Apprentice of Knowledge (Arcana), Master of Disable Device
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''Benefit:'' A rogue may use this exploit as a full-round action to hamper or disable a foe of the Construct type. As part of this exploit, the rogue makes a Disable Device check versus an adjacent Construct. The result of this check determines the effects of this exploit. Since this exploit is nonmagical in nature, all of its effects supersede a Construct's normal immunities gained by its type and remain until the Construct either receives a Craft check made to repair it (at a DC equal to the rogue's initial check) or receives magical healing enough to be brought back to full or above hit points. Effects are cumulative.
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''Benefit:'' A rogue may use this exploit as a full-round action to hamper or disable a foe of the Construct type. As part of this exploit, the rogue makes a Disable Device check versus an adjacent Construct. The result of this check determines the effects of this exploit. Since this exploit is non-magical in nature, all of its effects supersede a Construct's normal immunities gained by its type and remain until the Construct either receives a Craft check made to repair it (at a DC equal to the rogue's initial check) or receives applicable magical healing enough to be brought back to full or above Hit Points. Effects are cumulative.
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[table=class]{head}Result |{head} Effect
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{|class="bordered zebra header"
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Less than 10 plus the target's HD | No effect
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|-
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The target's HD + 10 or greater | The target's speed (or speeds, if it has multiple kinds of movement) is halved.
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!Result !! Effect
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The target's HD + 15 or greater | The target takes a -5 penalty to all attack rolls.
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|-
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The target's HD + 20 or greater | The target receives a -4 penalty to all ability scores.
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| Less than 10 plus the target's HD || No effect
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Over the target's HD + 25 | The target deactivates and is slain.[/table]
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|-
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| The target's HD + 10 or greater || The target's speed (or speeds, if it has multiple kinds of movement) is halved.
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|-
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| The target's HD + 15 or greater || The target takes a -5 penalty to all attack rolls.
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| The target's HD + 20 or greater || The target receives a -4 penalty to all ability scores.
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| Over the target's HD + 25 || The target deactivates and is slain.
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|}
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====Double-Edged Sword====
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====Double-Edged Sword [Physical, D]====
''Prerequisites:'' Master of Sleight of Hand, Journeyman of Bluff
''Prerequisites:'' Master of Sleight of Hand, Journeyman of Bluff
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''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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''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 normal damage.
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====Gap in the Armor====
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====Gap in the Armor [Physical, D]====
''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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====Incredible Hearing [Mental, D]====
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''Prerequisites:'' Master of Concentration, Journeyman of Heal and Acrobatics
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''Prerequisites:'' Master of Awareness
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''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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''Benefit:'' A rogue can use this exploit as an immediate action to gain blindsense 30' for one minute.
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====Lucky Break [Mental, D]====
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''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.
====Moment of Clarity [Mental, D]====
====Moment of Clarity [Mental, D]====
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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.
''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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====Terminate====
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====Polyglot [Social, D]====
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''Prerequisites:'' Master of Sleight of Hand, Apprentice of Heal
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''Prerequisites:'' Knowledge of at least six languages
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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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''Benefit:'' A rogue can activate this exploit as a standard action to cast ''tongues'' on herself. She substitutes her class level for her caster level (if needed). This exploit is not a spell-like ability: rather, it is an extraordinary ability.
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====Twist of the Knife====
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====Takes One To Know One [Social, D]====
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''Prerequisites:'' Master of Sleight of Hand
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''Prerequisites:'' Master of Bluff and Diplomacy, Journeyman of Sense Motive
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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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''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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====Incredible Hearing====
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====Taste of Magic [Mental, D]====
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''Prerequisites:'' Master of Awareness
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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 an immediate action to gain blindsense 30' for one minute.
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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 the item (as if by the ''identify'' spell, except as an extraordinary ability and without the need for a material component). This exploit does not reveal the properties of artifacts, though it does indicate that such items are powerful.
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====Lucky Break====
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====Tinker's Knack [Mental, D]====
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''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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''Prerequisites:'' Apprentice in any three Craft skills, Journeyman of Use Magic Device
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====Perfection of Trade====
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''Benefit:'' A rogue can activate this exploit as a standard action to alter a magic weapon or magic armor's special property (of no more than a +1 enhancement bonus equivalent) to another special property of the same cost. Special abilities that have a fixed cost cannot be altered with this exploit, and the item must still be a valid target for the new ability (so that one could not add the ''distance'' property to a melee weapon, for instance).
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''Prerequisites:'' Master in any 6 skills
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''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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===4th Level Exploits===
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====Fight for Life [Physical, D]====
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''Prerequisites:'' Master of Concentration, Journeyman of Heal and Acrobatics
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====Prodigy====
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''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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''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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====Perfection of Trade [Mental, D]====
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''Prerequisites:'' Apprentice of Sense Motive, Master of Use Magic Device
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''Prerequisites:'' Master in any 6 skills
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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 to 'Take 20' on a skill check for a skill in which she is at least an apprentice, regardless of conditions. Unlike regular 'Take 20' rules, the rogue is considered to have merely rolled a 20 on her first attempt. 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 [Mental, D]====
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''Benefit:'' A rogue can use this exploit to be considered trained as a Journeyman in one skill for one minute. She also receives a bonus to her next skill check equal to her Hero Value.
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====Bargainer's Luck====
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====Smash and Grab [Physical, D]====
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''Prerequisites:'' Master of Appraise and Diplomacy
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''Prerequisites:'' Master of Sleight of Hand and Bluff
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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:'' This exploit functions as Snatch, but the rogue does not sacrifice any damage.
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====Polyglot====
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====Terminate [Physical, D]====
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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. If she does, she forgoes all her Sneak Attack damage and instead forces 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. The rogue must choose to use this exploit after striking a foe but before damage is dealt.
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====Takes One To Know One====
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====Twist of the Knife [Physical, D]====
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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 use this exploit as an immediate action during a Sneak Attack. If she does so, she may trade Sneak Attack dice for Charisma or Dexterity damage to her target. For each die sacrificed, she inflicts 2 points of ability 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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===4th Level Exploits===
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====Smash and Grab [Physical, D]====
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''Prerequisites:'' Master of Sleight of Hand and Bluff
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''Benefit:'' This exploit functions as Snatch, but the rogue does not sacrifice any damage.
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===5th Level Exploits===
===5th Level Exploits===
===6th Level Exploits===
===6th Level Exploits===
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====Mug [Physical, D]====
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''Prerequisites:'' Master of Sleight of Hand and Bluff
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''Benefit:'' This exploit functions as Snatch, but the rogue does not sacrifice any damage: instead, she inflicts 6d6 additional damage.

Current revision as of 17:17, 21 April 2011

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