User:Unsanemaker/Brawling Rogue (3.5e Class)

Brawling rogue
Brawling Rogues are masters of long range, hand to hand, and small weapons combat. They do not mind fighting face to face if need be but prefer to remain unseen. Lawful Brawling Rogues believe in a fair fight. Neutral Brawling Rogues tend to Do whatever suits them. Chaotic Brawling Rogues will do whatever it takes to get a job done.

Making a Brawling Rogue
When they are hidden they can snipe or sneak up on enemies. If face with an opponent they can fight with their hands or small weapons. They are quick, strong, intelligent but tend be weak in open areas.

Abilities: STR, DEX, INT Brawling Rogues gain an ability advancement every 4 levels and a feat every 6. Races: Usually Elves and Halfling become this. If a human does they were most likely raised by and Elf Alignment: Any->.

'''Starting Gold: 2d10 times  1d4 Starting Age: Simple

Skill Points: 4 plus INT mod

Class Features
All of the following are class features of the Brawling Rogue.

Weapon and Armor Proficiency: They are proficient with any light weapons, throwing weapons, and light armor. They do not like heavy armor and weapons because of limited movement.

Sneak Attack: If a Brawling rogue can catch an opponent when he/she is unable to defend him/herself effectively from her attack, he/she can strike a vital spot for extra damage. The Brawling rogue’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  Brawling rogue flanks the target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue 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. A Brawling rogue 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 rogue 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 rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Wild Empathy: A Brawling Rogue can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Brawling Rogue rolls 1d20 and adds level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Brawling Rogue and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Find Trap: Brawling Rogues (and other types of rogues) 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. A Brawling 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 party) without disarming it.

Unarmed: A Brawling Rogue has the ability to fight unarmed if need be. Unarmed if the damage die plus STR to deal damage without a weapon. Crit is 19-20 times 2

Dodge: When being attacked target may roll 1d20 plus REF save to avoid being hit. The DC is higher than what the attacker rolled.

Trap Sense: At level 2, a Brawling rogue gains an intuitive sense that alert Brawling Rogues to danger from traps, giving 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 Brawling rogue reaches 6th level, to +3 at 9th level, to +4 at 12th level, to +5 at 15th, and to +6 at 18th level.

Favored Enemy: At 1st level, a Brawling Rogue may select a type of creature that isn’t magic. The Brawling Rogue gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Track: A Brawling Rogue gains Track as a bonus feat. This allows the Brawling Rogue to find someone or something. 1d20 plus INT

Dancing Pickpocket: (Non-combat) A Brawling Rogue “bumps” into someone and twirls around them. In doing they take items off one target. User rolls 1d20 plus Slight of Hand, the higher the number the more items they can take from someone. However, unless the user has seen where target placed items on themselves than user will only pick up random items and only light items. At level 10 the user also add STR, This allows user to take larger and heavier items with this skill. A brawling rogues loses this skill if they are wearing medium or heavy armor. (In combat) Target must have light or no armor to use this.

Quick Change: When no one is looking user can change clothes. Roll 1d20 plus Disguise. This allows user to hide in plain sight

Evade: At 2nd level and higher, a Brawling Rogue rogue can avoid even magical and unusual attacks with great agility. If user makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the Brawling Rogue instead takes no damage. Evasion can be used only if the Brawling rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Unarm enemy: (Must be done with 5 feet of target) User rolls 1d20 plus STR, if successful user unarms the target of the weapon they are currently holding. IF target is holding a shield they must wait until it is their next turn to use this ability again.

Build Basic trap: User must have the martials to build a basic trap. Roll 1d20 plus INT and DEX to determine if user build correctly, swiftly, and safely without. Depending as to what they add to a trap makes the DC higher. Trip Wire and Stick Floor are used to activate the traps Set Trip wire: DC 5 (At least 2 feet of trip wire is needed) Set Sticky floor DC 5 (parchment and glue of some kind) Add non-Lethal explosion(Powder, Dirt, Pepper liquid) DC +2 Add poison pop up, a container with poison gas pops up (Container of Poison GAS, the damage of the poison depends on the gas) DC+2 Add falling cage (User must build a cage from whatever they find/have) DC+10 Add lethal explosion (Shrapnel of any kind, 2d4 damage) DC+ 10

Uncanny Dodge: If an enemy tries to sneak attack or a ranged attack on a Brawling rogue they can roll a Uncanny dodge. A Brawling Rogue becomes aware that this will happen and this therefore happens automatically but must roll to get out of the way. 1d20 plus REF to avoid being hit.

Analyze: Brawling rogues can analyze poisons to see what they are made of and dead bodies to see how they died and how long. They and use this skill alongside Track.

Fast Shot: They can run and shoot ranged and thrown weapons. 1d20 +Dex -4

Stride: If a Brawling rogue finds a trap they can step though it and by pass it. They can use this with other people but the DC is + 3 and must to it per person they use it with.

Build Weapon: they need the following materials iron/steel (At least 1 pound), Wood(If a user is making a throwing weapon wood is not needed), A fire to melt anything, and a hammer. Small/short range weapons 1d4 Medium/ medium range weapons 1d6 Large/ long range one handed weapons 1d6 Large two handed weapons 1d8 No sickness: 1d20 plus Fort to resist poisons and illness.

Study Enemy: While hidden a Brawling Rogue can study an enemy’s movements in battle to understand how they fight. If they succeed they receive +3 to attack bonus against that enemy. 1d20 plus INT. They can choose to learn how to use the weapon they are using or figure out weak points in the armor. This Skill can only be used hidden. Slow movements DC 10 Medium movements DC 15 Fast movements DC 20 Faster movements DC 25 Fastest Movements DC 35

Quick hide: Before fighting begins a Brawling rogue can hide behind something to use Sneak attack. The less things there are to hide behind the higher the DC.

Disappear: A brawling rogue must have HP less than 20% of their max HP. Roll 1d20 plus REF. If successful the user escapes from battle. Without receiving anymore damage. Attacker must roll 1d20 plus Ref to set the DC.

Dancing death: (Non combat only) A Brawling rogue ‘bumps’ into the target while spinning around them. When one does so they kill however they chose. It can be a slow working poison, stabbing them, cutting the throat, etc.

Flying Fists: When fighting unarmed and attack roll lands on a 19 or 20 this ability gives two extra attack rolls. This continues for as many times in a row user gets a 19 or 20.

Speed shot: Fast shot but only a -1 penalty.

Battle insight: (Battle only) Before user rolls attack they can roll a %die to figure out what their opponent will do next. This can be used while hidden as well. However, in battle user must wait until three attack rolls to use it and when hidden user must use Study enemy first to use it. 0-59: Unable to tell what enemy will do next 60-75: able to tell what enemy is likely to do next 76-95: Somewhat able to tell what enemy will do 96-99: Able to tell what enemy will do next 100: Able to tell what enemy will do next for INT Mod turns automatically

Remove Armor: 1d20 plus STR and REF to remove enemy’s armor in battle. The DC is set my target rolling 1d20 plus REf

Quick Draw: 1d20 Ref to change weapons in mid fight without having to wait a turn. Opponent must Roll 1d20 plus Ref to set the DC for the user Build advanced Trap: user builds deadlier traps. Add Ground Spikes (Spikes of wood or metal or Spears) DC+10 Add Massive lethal explosion (Shrapnel, damage 2d8) DC+15 Add Flying Poison needles (Thin needles and fast working Poison damage depends on poison used) DC +15 Add Dropping heavy Object (Heavy Object may be a giant log or if user has a heavy object. If giant log damage is 1d12) DC +15

Still Sight: % Roll. User sees everything slow down. After use is over A Brawling Rogue must wait another 5 turns to use it 0-59: 5% slower and +1on all DEX checks, Study Enemy, Battle Insight, and base attack bonus for 1d4 rounds 60-80: 10% slower and +3 on all DEX checks, Study Enemy, Battle Insight, and base attack bonus for 1d4 rounds 80-97: 15% slower and+5 on all DEX checks, Study Enemy, Battle Insight, and base attack bonus for 1d4 rounds 98-99: 20% slower and +7 on all DEX checks, Study Enemy, Battle Insight, and base attack bonus for 1d4 rounds 100: 45% Slower and +10 on all DEX checks, Study Enemy, Battle Insight, and base attack bonus for 1d4 rounds

Special ability: At levels 3, 6, 9, 12, 16, 19, and 20 a Brawling Rogues can choose any of the following Untamed: Can keep fight after HP drops to 0 Cure: +3 to No Sickness Sure: +4 to Analyze By chance: +1d6 to Battle insight Beating: +3 to attack rolling when fighting unarmed and +2 to damage Easy does it: +5 to stride Multi task: Can study two enemies for just one roll. No hold barred: +4 to Grapple checks Speedy: receive no penalty to Speed shot (Must have Speed shot to choose this) Even Slower: +1d6 to still mind Now you see me: +3 to all hide checks Feat: A brawling Rogue may also gain a new feat as a special ability

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Ex Brawling Rogues
Once A Brawling rogue always a Brawling Rogue

Epic Brawling Rogues
All class features gain a +8 (That don’t involve %die)

Jumping Death: 1d20 plus Jump plus. Throws throwing weapon in a full circle. Study Enemies: Can use Study enemy to study 1d10 extra enemies

Brawling Rogue Starting Package
Weapons: 2 light weapons and 2 ranged weapons Armor: Light armor

Gear: Backpack and basic tools like a hammer and nails.

Campaign Information
Depending on the kind of god they worship will affect the way they play. LG will act as peace keepers. NG will Act as Guards. CG will act as Vigilantes or bounty hunters. LE will be Debt collectors. NE will act as Mercenaries. CE Will act as cold blooded Killers. LN and CN can be either in their general alignments. TN can be any.

Playing a Brawling Rogue
Religion: They tend to worship many gods and goddesses of their general alignment for different reasons. For example, they will pray to one for courage and another for safe travel.

Other Classes: By rogues and rangers they are considered one in the same. But to other classes If they are of different alignment they tend to get aggressive.

Combat: In the heat of a battle they are usually support in battle. But in the beginning they usually stay with the party.

Advancement: They usually multiclass with other skill classes.

Brawling Rogues in the World
"I simply am that good at what I do. I never said it was clean work."

They fit everywhere and nowhere. Daily Life: If they are not fighting thy can usually be found in a library reading.

Organizations: Depends on their alignment.

NPC Reactions: Respect and fear.

Brawling Rogues in the Game
They can play many different roles in a game. They can be helping the players for trying to kill them. They can get items for the party by stealing much easier than most others.