User:MisterSinister/Rogue Redux

Summary::A rogue that has been updated and doesn't suck. ToP-compliant. Length::20 Minimum Level::1 Base Attack Bonus Progression::Good Fortitude Save Progression::Poor Reflex Save Progression::Good Will Save Progression::Poor Class Ability::Other Class Ability Progression::Full

Allowed Alignments::Lawful Good Allowed Alignments::Lawful Neutral Allowed Alignments::Lawful Evil Allowed Alignments::Neutral Good Allowed Alignments::Neutral Allowed Alignments::Neutral Evil Allowed Alignments::Chaotic Good Allowed Alignments::Chaotic Neutral Allowed Alignments::Chaotic Evil

Rogue
Some people rogue things while roguing like a rogue. They rogue things roguely, and thus, get called rogues, due to their roguey-ness and roguelike approach to rogueing things. Rogue rogue rogue. Some more shit conjugations of 'rogue'. Refrigerator.

Making a Rogue
Gonna write something in here.

Abilities: Dex, Int, possibly Con, possibly Wis.

Races: Everyone can be a rogue. Whoo.

Alignment: Any alignment. Whoo.

Starting Gold: 5d4&times;10 gp (120gp).

Starting Age: Simple

Class Features
All of the following are class features of the rogue.

Weapon and Armor Proficiency: A rogue is proficient with all simple weapons, and one martial and one exotic weapon of their choice. Rogues are proficient with light armour, but not shields.

No, more seriously, when you gain your first rogue level, choose a single Style from the list below. The Style gives you additional proficiencies, as well as a Style ability. The style abilities are extraordinary unless otherwise noted, and if they have DCs, these are 10 + 1/2 of the rogue's character level + the indicated ability modifier (the Style will show it). Each style also suggests rogue tricks that you might wanna consider. You don't have to take them - but they suit the concept.

At 5th level, and every 5 levels after that, your chosen style improves, as described in the style itself.

Some of these cool things have a level requirement, which is always considered by character level. Any DCs that a rogue trick requires are the same as those for their chosen style, and anything that would be based on caster level uses character level instead. All rogue tricks can be used at-will and are extraordinary, unless noted otherwise.

The full list of rogue tricks can be found here.

 : If a rogue of 2nd level or higher would be affected by any ability that allows a Reflex save for a partial effect, they are instead completely unaffected on a successful save.

A rogue cannot use this ability if they are wearing armour heavier than light, or carrying a load heavier than light. A helpless rogue cannot use evasion.

If the rogue already had evasion, or later gains it again, they gain improved evasion instead. This does not count as a rogue trick selection in that case.

 : A rogue of 3rd level or higher keeps their Dexterity bonus to AC when flat-footed, or being attacked by someone invisible. They still lose their Dexterity bonus to AC when immobilized or helpless.

If the rogue already has uncanny dodge, or later gains it, they gain improved uncanny dodge instead.

This can be any feat the rogue meets the prerequisites for.

Talk to your GM about what this means in your world, but the organization is fairly big and important. This has several effects.

Firstly, you can call upon your guild to provide useful resources to you. These resources have a maximum value based on your character level, and can be in any form appropriate to the guild (such as safehouses, loans, magical equipment etc). The maximum gold piece cost that you can have requisitioned at any one time in total is described by the chart below:

Whatever you've borrowed from the guild is yours to use, but the guild can recall it at any time. Additionally, if you lose, sell or otherwise permanently deprive yourself of something borrowed from the guild, you have to pay it back, or else lose all benefits from this class feature (and potentially be in danger, depending on who you work for).

Secondly, you gain followers from your guild, or associated organizations, which function exactly like followers from the Leadership feat. These followers can only have levels in NPC classes, or can be monsters (if appropriate to the guild). How many you can have depends on your guild score, which is equal to your character level + the ability score modifier chosen for your rogue style, as described on the chart below:

Additionally, members of the organization will give you respect and help whenever they can. You can treat members of the organization as being one step friendlier to you than normal (to a maximum of helpful).

As you gain levels, either the guild grows with you to accommodate your new power, or you move to a new guild of suitable power level to accommodate you. Which of these happens is up to your GM and you to discuss and determine.

 : Starting at 7th level, a rogue can no longer be flanked (or sneak attacked), except by something which has a CR or level (whichever is better) 3 or more higher than their own.