User:Sulacu/Renegade (3.5e Class)

Renegade
A renegade is a person who is attuned to a life of running and hiding. Where characters of most classes have established themselves in their chosen profession by virtue of their own dreams or aspirations, renegades instead are made by the land and the era they live in. Nobody dreams of a life of running away, after all. Preordained for death by a powerful body of law, in hiding from influential (and most often global) criminal factions, or chased far and wide by tenacious slave hunters, the renegade as an entity possesses a steeled mind to overcome any adversity and hardship, a quick wit to foil any subterfuge, and a resilient and fast body accustomed to fighting in fierce and merciless retaliation.

Making a Renegade
Renegades are formidable users of hit and run tactics, and have virtually uncontested mastery of their surroundings and maneuverability on the battlefield. Their versatile skillset allows them to bring many pertinent problems to a quick resolution. The constant danger to their lives has made them quick learners, and many improvised weapons and tactics become a very lethal threat in the hands of a renegade. Their ability to use a great variety of tools both magical and mundane makes them excellent supplementary characters, but they lack the focus of a spellcaster and the battle strength of a fighter.

Abilities: Although a high Dexterity and Intelligence score are absolutely paramount for any renegade, a high Wisdom allows them to live longer and a high Charisma means that they are better at taking advantage of people they encounter, allowing them to live more comfortably. A low Constitution however is often a ticket to certain death.

Races: In any culture with separation of castes or hierarchies, there are bound to be people that have pissed off the wrong person and have been thrown in jail or worse because of it. People that survive, or that have the common sense to run before law enforcement descends upon them en masse with a flaming hammer of justice are often apt candidates for becoming renegades.

Alignment: Any. It doesn't take a chaotic or evil guy to become universally reviled and hunted.

Starting Gold: 5d4&times;10 gp.

Starting Age: As rogue.

Class Features
All of the following are class features of the <-class name->.

 Weapon and Armor Proficiency: Renegades are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.

In addition to this, the renegade may treat weapon proficiency as a class skill. By putting 2 skill points in this particular skill, he may become proficient in a martial weapon of his choice. Similarly, proficiency in a single exotic weapon may be bought for 3 points in this skill.

Note: If your campaign uses the weapon group rules from Unearthed Arcana, this skill may alternatively be used to 'buy' one weapon group feat for 6 points.

 (Ex): A renegade gets his Intelligence bonus to all Wisdom-based checks and skill checks, as well as as a dodge bonus to Armor Class. Whenever a renegade would be denied his Dexterity bonus to Armor Class or when he is otherwise unaware of his enemy, he loses this bonus to Armor Class as well.



The renegade’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the renegade flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three levels thereafter. Should the renegade score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a renegade can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A renegade can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The renegade must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A renegade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

 (Ex): A renegade has conditioned himself to resist magical effects both of the mind and body. At 2nd level, he gains a +1 bonus to all saves against spells and spell-like effects. This bonus increases by an additional point for every 4 levels over 2nd and to a maximum of +5 at 18th level. This ability stacks with any other bonus to saves against spells the character may have (such as from the dwarven racial traits).

SRD:Evasion and Improved Evasion: At 3th level or higher, when subjected to an attack that allows a Reflex save for half damage, a 4th level renegade takes no damage on a successful save.

To benefit from evasion, a renegade must wear light or no armor.

This ability increases further at 12th level, at which point the renegade can use such items as a swift action, and at 16th, when it becomes an immediate action (either during or out of turn). Regardless of the item used or the type of action required, the renegade can still only use one standard action item per round.

Item mastery does not work on scrolls.



Whenever he makes a 5-foot step, he may move 10 feet. He may now also make a normal 5-foot step through difficult terrain.



 (Ex): From 9th level on, the renegade's spell defense also applies against supernatural abilities.



This second move action does not have to be taken contiguously to the first, and may happen at any time during the renegade's turn.







Epic <-class name->
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->



Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World
"<-Some quote from a character of this class->"

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.