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Rouge (3.5e Class)

This article is about the rouge. You may be looking for the SRD:Rogue.
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Author: Ganteka Future (talk)
Date Created: 1 April 2015
Status: Ready. v1.2
Editing: Clarity edits only please
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A rogue-like class that wears red to power his skill. 10 1 Moderate Poor Good Poor Other Other

RougeEdit

The rouge is a moderately-capable melee combatant that uses skills, tactics, consistency and absurdity to accomplish his goals.

Making a RougeEdit

Rouges need a good Dexterity and often Charisma for skills and combat abilities, where the two complement each other. They may be of any alignment.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Simple.

Table: The Rouge

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Finesse, Wearing Rouge
2nd +1 +0 +3 +0 Redrum
3rd +2 +1 +3 +1 Improved Finesse, Red Rover
4th +3 +1 +4 +1 Red in the Face
5th +3 +1 +4 +1 Ability Buffer, Red Windmill
6th +4 +2 +5 +2 Red Dead Protection
7th +5 +2 +5 +2 Gain Ground, Seeing Red
8th +6/+1 +2 +6 +2 Red Hot
9th +6/+1 +3 +6 +3 Red Method, Selective Strikes
10th +7/+2 +3 +7 +3 Red Roll-Out Retreat, Red Ruse

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class FeaturesEdit

All of the following are class features of the rouge.

Weapon and Armor Proficiency: Rouges are proficient with simple weapons, the hand crossbow, rapier, sap, shortbow, short sword and light armor (but not with shields).

Finesse: At 1st level, a rouge gains Weapon Finesse as a bonus feat. If he already has this feat, he may choose another feat for which he meets the prerequisites. He may apply his Dexterity-modifier in place of his Strength-modifier for damage. "I'll foil your plans yet, Admiral, as long as I have my trusted rapier! En garde!"

Wearing Rouge (Ex): Rouges like red. When they wear red, they feel better and perform better. Whenever a rouge wears enough red and can see that he is wearing red (such as when not invisible, hiding, blind or in darkness), he gains a morale bonus for attacks and damage equal to half his rouge level (minimum of 1 at 1st, +2 at 4th, +3 at 6th, +4 at 8th and +5 at 10th. Wearing enough red gives him a –4 penalty on Hide checks when not in total darkness.

Whenever a rouge's Wearing Rouge bonus doesn't apply, he instead gains twice what his Wearing Rouge bonus would be as a bonus on Disguise skill checks. "I look dashing in red, but alas, it does not suit me in all occasions."

Redrum (Ex): At 2nd level, if a rouge hits with a ranged or melee attack and deals damage to the same target for 3 consecutive rounds, each round afterwards that he continues to deal damage to such targets, he doubles his weapon damage (including his Wearing Rouge bonus damage) for each attack he delivers. "You can't keep up this pace, I've already learned your moves! It's only a matter of time now!"

Improved Finesse: At 3rd level, a rouge gains Improved Weapon Finesse as a bonus feat. If he already has this feat, he may choose another feat for which he meets the prerequisites. He may apply his Dexterity modifier in place of his Strength modifier for bull rush and grapple checks. "With this grand piano, I'll leave you flat!… That was a rather blunt musical pun, but I wouldn't be surprised if you didn't catch it, what with the severe head trauma. Haha!"

Red Rover (Ex): At 3rd level, at the start of his turn, a rouge may spend his Wearing Rouge bonus for a round to instead gain a +10 enhancement bonus to his speeds for every point of Wearing Rouge bonus he had given up. While using Red Rover, a rouge may apply one of the following:

Dastardly Deceptive Charge: A Red Rovering rouge may make a free feint attempt as part of a charge attack. "I never attack from the left, you fool! Except when I do!"

Wild Windmill Charge: At 5th level, a Red Rovering rouge may make a free Tumble check to cover all his movement while charging. "Run, roll and… strike!"

Red in the Face (Ex): A rouge knows how to cause his opponents to suffer a humiliating defeat. At 4th level, upon beating an opponent in an opposed check, such as a grapple or skill check, they suffer a humiliating, demoralizing defeat, gaining a daunt level. A target must be aware of this failure to gain daunt. A rouge may apply a number of daunt levels on a single target up to half his rouge level. "I would have thought the captain of the guard to have better judgement, instead I find an old man past his prime and unable to serve in the duty appointed to him. You are a disgrace to the citizens you have failed to protect!"

Ability Buffer (Ex): Ability damage drains the color from his face. At 5th level, whenever a rouge is dealt ability damage, he may use his Wearing Rouge bonus (if he has it) as an ability buffer which absorbs the damage first. He loses part or all of his Wearing Rouge bonus for the round as it absorbs ability damage for him, point for point. He regains his Wearing Rouge bonus (if he has it) at the start of his turn. "This poison isn't so bad... tastes a bit like almonds."

Red Windmill (Ex): Like a spinning mill, a rouge tumbles expertly and unfailingly like no other. At 5th level, a rouge may Tumble at his speed rather than at half his speed (without the standard –10 penalty). He may use his Tumble skill in place of his Bluff when feinting. "I learned this move from a trio of cantina dancers! All at the same time!"

Red Dead Protection (Ex): A rouge relies not just on his combat skill to deal blows, but to avoid them as well. At 6th, level, at the start of his turn and so long as he is armed, a rouge may exchange his Wearing Rouge bonus for the round to instead apply it as a bonus to his armor classes. "Parry, parry, parry, dodge, duck, dip, dive, parry!"

Gain Ground (Ex): At 7th level, if a creature misses a rouge in melee combat, the rouge may use an immediate action to make a bull rush against the opponent, moving into his space. This attempt doesn't provoke an attack of opportunity against the target, but may provoke from other creatures threatening the rouge. If the rouge succeeds, his opponent is pushed back 5 feet, provoking attacks of opportunity from other creatures. If the rouge's opponent moves into an occupied space, the opponent falls prone in that space. If the rouge fails his bull rush, he is pushed back into the space he started from and becomes flat-footed until the start of his turn. "I wouldn't normally get this close to you, but be told, it's only to push you away! The games we must play with one another!"

Seeing Red (Ex): At 7th level, whenever a rouge would apply a daunt level to a target, the rouge can enrage his opponent, as if by the rage spell, with a Will save (DC 10 + 1/2 rouge level + Cha modifier). Regardless of success or failure, a target can only be affected by Seeing Red from that rouge once per 24 hours. If the target saves, it still takes the daunt level. A target enraged by this ability gains none of the benefits of the rage, instead suffering a –2 penalty to AC and cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to half his rouge level. Targets are not fatigued after seeing red. "The holes in your defenses are as plain as your wife's homely features! It's a good thing your children don't take after either of you and have my good looks instead!"

Red Hot (Ex): A rouge is hot and fast. At 8th level, all rouge class skills (except Disguise and Hide) and ability checks gain his Wearing Rouge bonus. When a rouge adds his Wearing Rouge bonus to damage, he may deal that extra damage as fire damage instead. "That breastplate fails to hide all the girth you've gained in the wrong places! Burn!"

Red Method: A rouge knows when to give it his all and when to give it his average. At 9th level, a rouge may "Take 10" on any skill check at any time. "I'm not even trying my best yet!"

Selective Strikes (Ex): A rouge knows how to get in his attacks just how he wants. At 9th level, during a full attack action, the player rolls for all his attack rolls simultaneously. After rolling, the player assigns the dice to each attack how he chooses. You may need several dice. Critical confirmations are rolled normally. Any special abilities applied to attacks are declared as the dice are assigned. "I read your tactics like an open book! A book that's mostly pictures with no character development!"

Red Roll-Out Retreat (Ex): At 10th level, a rouge may Tumble at no penalty to the check or his movement as part of a withdraw action so long as he is currently Wearing Rouge (and gaining a bonus from it). "If you'll excuse me, I have places to visit. Places where you're not at!"

Red Ruse (Ex): It was a rouge! At 10th level, whenever a disguised rouge voluntarily throws off his disguise to gain his Wearing Rouge bonus, high society targets within 120 feet that can see the rouge and failed to see through his disguise gain 1d4+1 daunt levels. "Haha! You fool, t'was me all along!"

Rouge LoreEdit

Characters with ranks in Knowledge (local) can research rouges to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (local)
DC Result
5 Rouges, much like their name might suggest, often wear their namesake color of red, because they like it quite a lot. They're rogue-likes.
10 Rouges are empowered by the color red. They're generally highly mobile and acrobatic.
20 Rouges may use their extraordinary connection to the color red to employ greater skill and tactical capability. They're often hard to spot in a crowd when they aren't wearing red.
30 DMs, reveal rumors about specific certain local characters that may be rouges.



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