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User:Balmz/rogue

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! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
|1st|| class="left" | +0 1 || +0 || +2 || +0| class="left" | [[#Sneak Attack|Sneak Attack]] +1d6, [[#Trapfinding|Trapfinding]], Rogue Talents, [[#Rogue Arts|Rogue Arts]]
|-
|2nd|| class="left" | +1 || +0 || +3 || +0
| class="left" | [[#Evasion|Evasion]], Rogue Talents
|-
|3rd|| class="left" | +2 || +1 || +3 || +1
| class="left" | [[#Sneak Attack|Sneak Attack]] +2d6, [[#Trap SenseRogue Arts|Trap SenseRogue Arts]] +1, Rogue Talents
|-
|4th|| class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]],Rogue Talents
|-
|5th|| class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Sneak Attack|Sneak Attack]] +3d6, Rogue Talents
|-
|6th|| class="left" | +4 || +2 || +5 || +2
| class="left" | [[#Trap SenseRogue Arts|Trap SenseRogue Arts]] +2, Rogue Talents,
|-
|7th|| class="left" | +5 || +2 || +5 || +2
| class="left" | [[#Sneak Attack|Sneak Attack]] +4d6, [[#Improved Evasion|Improved Evasion]], Rogue Talents
|-
|8th|| class="left" | +6/+1 || +2 || +6 || +2
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], Rogue Talents
|-
|9th|| class="left" | +6/+1 || +3 || +6 || +3
| class="left" | [[#Sneak Attack|Sneak Attack]] +5d6, [[#Trap SenseRogue Arts|Trap SenseRogue Arts]] +3, Rogue Talents
|-
|10th||class="left" | +7/+2 || +3 || +7 || +3
| class="left" | [[#Special Abilities|Special Ability]], Rogue Talents
|-
|11th||class="left" | +8/+3 || +3 || +7 || +3
| class="left" | [[#Sneak Attack|Sneak Attack]] +6d6, Rogue Talents
|-
|12th||class="left" | +9/+4 || +4 || +8 || +4
| class="left" | [[#Trap SenseRogue Arts|Trap SenseRogue Arts]] +46, Rogue Talents
|-
|13th||class="left" | +9/+4 || +4 || +8 || +4
| class="left" | [[#Sneak Attack|Sneak Attack]] +7d6, [[#Special Abilities|Special Ability]]Rogue Talents
|-
|14th||class="left" | +10/+5 || +4 || +9 || +4
| class="left" |[[#Greater Evasion|Greater Evasion]] , Rogue Talents
|-
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
| class="left" | [[#Sneak Attack|Sneak Attack]] +8d6, [[#Trap SenseRogue Arts|Trap SenseRogue Arts]] +5, Rogue Talents
|-
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | [[#Special Abilities|Special Ability]]Rogue Talents, Expert Uncanny Dodge
|-
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | [[#Sneak Attack|Sneak Attack]] +9d6, Rogue Talents
|-
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
| class="left" | [[#Trap SenseRogue Arts|Trap SenseRogue Arts]] +6, Rogue Talents
|-
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
| class="left" | [[#Sneak Attack|Sneak Attack]] +10d6, [[#Special Abilities|Special Ability]], Rogue Talents
|-
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6 | class="left" |Rogue Talents, Master of Devices
|- class="noalt"
| colspan="42" class="skill" |
'''[[SRD:Class|Class]] Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]),[[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).
|}
All of the following are [[SRD:Class|class]] features of the rogue.
'''Weapon and Armor Proficiency:''' Rogues are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the hand crossbow, rapier, sabre, cutlass, sap, shortbow, stiletto , shuriken, and short sword. Rogues are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but are only proficient in buckler shields.
'''{{Anchor|Sneak Attack}}:''' If a rogue can catch an opponent when they are unable to defend himself effectively from their attack, the rogue can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time their target would be denied a [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (whether the target actually has a [[SRD:Dexterity|Dexterity]] bonus or not), or when the rogue [[SRD:Flanking|flanks]] her their target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a [[SRD:Critical Hit|critical hit]] with a sneak attack, this extra damage is not multiplied but increased by 1.5xinstead.
[[SRD:Ranged Attack|Ranged attacks]] can count as sneak attacks only if the target is within 35 30 feet.
With a sap (blackjack) or an [[SRD:Unarmed Strike|unarmed strike]], a rogue can make a sneak attack that deals [[SRD:Nonlethal Damage|nonlethal damage]] instead of lethal damage. She The rogue cannot use a weapon that deals lethal damage to deal [[SRD:Nonlethal Damage|nonlethal damage]] in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—[[SRD:Undead Type|undead]], [[SRD:Construct Type|constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], and [[SRD:Incorporeal Subtype|incorporeal]] creatures lack vital areas to attack. Any creature that is immune to [[SRD:Critical Hit|critical hits]] is not vulnerable to sneak attacksor strike abilities. 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 [[SRD:Concealment|concealment]] or striking the limbs of a creature whose vitals are beyond reach.
'''{{Anchor|Trapfinding}}:''' Rogues (and only rogues) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.
A rogue who beats a trap’s [[SRD:DC|DC]] by 10 or more with a [[SRD:Disable Device Skill|Disable Device]] check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
''' {{Anchor|Evasion}}, Improved Evasion, Greater Evasion ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion. At level 7 they gain improved evasion. This ability works like [[#Evasion|evasion]], except that while the rogue still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks henceforth they henceforth takes only half damage on a failed save. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of improved evasion. At level 14 they gain Greater Evasion.This ability works like [[#Improved Evasion|improved evasion]], except that while the rogue still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks henceforth they henceforth takes only a quarter damage on a failed save. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of greater evasion. '''{{Anchor|Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a rogue gains an intuitive sense that alerts them to danger from [[SRD:Traps|traps]], giving them a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid [[SRD:Traps|traps]] and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. These bonuses rise to +3 when the rogue reaches 6th level, to +5 when they reach 9th level, to +6 when they reach 12th level, to +8 at 15th, and to +10 at 18th level. Trap sense bonuses gained from multiple [[SRD:Classes|classes]] stack.
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a rogue can react to danger before their senses would normally allow them to do so. They retain their [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if the rogue is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, the rogue still loses their [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.
If a character already has [[#Uncanny Dodge|uncanny dodge]] (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant [[#Uncanny Dodge|uncanny dodge]] stack to determine the minimum rogue level required to [[SRD:Flanking|flank]] the character.
'''{{Anchor|Expert Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A rogue of 16th level or higher is no longer able to be surprised in battle or be flat footed. '''{{Anchor|Master of Devices}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A rogue of 20th level may now use disable device or open lock as a swift action. This stacks with any ranks in the skills the rogue already has. '''{{Anchor|Rogue Arts}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At levels 1, 3, 6, 9, 12, 15 and 18 the rogue may choose a feat from the list of feats available here. Agile, Acrobatic, Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Deceitful, Deft Hands, Dodge, Improved Critical, Improved Feint, Improved Initiative, Lightning Reflexes, Mobility, Nimble Fingers, Open Minded, Quick Draw, Shot on the Run, Sidestep Charge, Stealthy, Spring Attack, Run, Weapon Finesse. They must still meet the prerequisites for the feats.  '''{{Anchor|Rogue Talents}}:''' At each level a rogue gains a special ability of their choice from among the following options. Some talents have prerequisites before they can be used by the rogue. Rogue abilities that involve combat can not be combined with other ones unless otherwise stated. For different strike abilities the rogue must declare they are using the strike ability before attacking. Only one strike ability can be used at a time.
''{{Anchor|Feat}}'': A rogue may gain a bonus [[SRD:Feats|feat]] in place of a special ability. If taking an extra feat, next level they can't choose this again until the rogue has two new levels.
''{{Anchor|Up and Down}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):The rogue may get up from being prone and may become prone as a free action.
 
''{{Anchor|Across The Land}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Difficult terrain now has movement cost reduced by 1 square to move in from any direction.
 
''{{Anchor|Second Skin}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): You no longer take penalties to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks when wearing light armor.
 
''{{Anchor|Dark Cloak}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): When in areas of darkness or dim light the rogue gains a circumstance bonus equal to 1/2 their rogue level on Move Silently, Hide, Spot, Search, Bluff, Sleight of Hand, Listen checks.
 
''{{Anchor|Improved Across The Land}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): You may run but not charge through difficult terrain, additionally obstacles now cost just 1 square of movement.
 
''{{Anchor|Turn Tail}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): You may withdraw from melee combat as a move action.
 
''{{Anchor|Fast Magic Item}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): You may activate a magic item or read a scroll as a move action.
''{{Anchor|Leaping Draw}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): When drawing a weapon you may leap 5 feet back in a direction of your choice. This does not count as your 5 foot step for the turn.
 
''{{Anchor|Flank Expertise}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): As long as an ally is fighting a foe who is in the rogue's threat range or the rogue is fighting a foe in melee range and an ally is by the foe, the enemy is considered flanked for ally and rogue.
 
''{{Anchor|Splash Master}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): You may prepare to throw a splash weapon as a move action
 
''{{Anchor|Buckler Master}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): When using bucklers you no longer take an armor check penalty or a -1 attack penalty. You also retain the buckler's ac if using a weapon in your offhand.
 
''{{Anchor|Improved Climbing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): You gain a climb speed equal to half your land speed and may take 10 on climb checks even when threatened or distracted.
 
''{{Anchor|Expert Climbing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): You may climb at the same speed as your land speed.
 
''{{Anchor|Quick Pass}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): When squeezing through an area it now only costs 1 square of movement and the penalty to attack rolls and ac is lowered by 1 for every 4 levels in rogue you have.
 
''{{Anchor|Little Big}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): You count as one size smaller when it would be beneficial.
 
''{{Anchor|Hidden Attention}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): When you pass in 10 feet of a trap or secret door you automatically make a search check.
 
''{{Anchor|Improved Stealth}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): You no longer take a -5 penalty to move silently when moving at a speed greater than one-half but less than your full speed. Additionally you gain a +3 on move silently checks when you move up to one-half your normal speed
 
''{{Anchor|Expert Stealth}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): You now take a -10 penalty to move silently while running or charging instead of -10.
''{{Anchor|Crippling Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents with such precision that their blows weaken and hamper them. An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + dexeterity dexterity Modifier or take 2 points of [[SRD:Strength|Strength]] damage. Ability points lost to damage return  ''{{Anchor|Bluffing Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A rogue with this ability may add 1/2 their skill level in bluff on their own at the rate of 1 point per day for each damaged abilityattack rolls as a competence bonus.
''{{Anchor|Defensive Roll}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The rogue can roll with a potentially lethal blow to take less damage from it than they otherwise would. A number of times per day equal to 1/2 their rogue level, when they would be reduced to 0 or fewer [[SRD:Hit Points|hit points]] by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]]=damage dealt). If the save succeeds, they take only half damage from the blow; if it fails, they take full damage. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll—if they are denied their [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]], they can’t use this ability. Since this effect would not normally allow a character to make a [[SRD:Saving Throw|Reflex]] save for half damage, the rogue’s [[#Evasion|evasion]] ability does not apply to the defensive roll.
''{{Anchor|Opportunist}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' Once per [[SRD:Round|round]], the rogue can make an [[SRD:Attack of Opportunity|attack of opportunity]] against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s [[SRD:Attack of Opportunity|attack of opportunity]] for that [[SRD:Round|round]]. Even a rogue with the [[SRD:Combat Reflexes|Combat Reflexes]] [[SRD:Feats|feat]] can’t use the opportunist ability more than once per [[SRD:Round|round]] unless they also have BAB +9 and combat expertise.
''{{Anchor|Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or [[SRD:Compulsion Subschool|compel]] her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her [[SRD:Saving Throw|saving throw]], she can attempt it again 1 [[SRD:Round|round]] later at the same [[SRD:DC|DC]]. She gets only this one extra chance to succeed on her [[SRD:Saving Throw|saving throw]].
 
''{{Anchor|Stunning Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents with such precision that their blows stun them. An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or be stunned for 1 round.
''{{Anchor|Bleeding Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents with such precision that their blows cause bleeding. An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or take 1/3 bleed damage equal to the sneak attack damage dealt each round for a number of rounds equal to the rogue's dexterity modifier unless a DC 20 Heal check is done or the target is healed for half the damage the sneak attack did. Multiple strikes do no stack, they overlap. This can only be done with slashing or piercing weapons.
''{{Anchor|Improved Bleeding Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents with such precision that their blows cause As per bleeding. An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or take 1/3 strike but the bleed damage each round for dealt now stacks a number of rounds times equal to 1/2 of the rogue's dexterity modifier unless a DC 20 Heal check is done or the target is healed for half the damage the sneak attack did. Multiple strikes do no stack, they overlap. This can only be done with slashing or piercing weaponsbonus.
''{{Anchor|Ham String Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue who successfully sneak attacks a target can cause the target's movement speed to be halved. A second use of this ability reduces movement speed to 1/3 of normal but not any further.
''{{Anchor|Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The rogue is trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.They also never risk poisoning themselves if they roll a natural 1 on an attack roll.
''{{Anchor|Improved Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The rogue is trained in the use of poison and never risk accidentally poisoning themselves when applying may apply poison to weapons as a weapon.They also never risk poisoning themselves if they roll move action instead of a natural 1 on an attack rollstandard action.
''{{Anchor|Expert Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''The rogue when using poisons can increase the poison DC by 3, they also gain a resistance bonus on saves against poison equal to 1/2 rogue level.
''{{Anchor|Improved Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The rogue when using poisons can increase the poison DC by 3, they also gain a bonus on saves against poison equal to 1/2 rogue level.
''{{Anchor|Hide In Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'':The rogue can use the Hide skill even while being observed. As long as they are within 5 feet of some sort of shadow, a rogue can hide themselves from view in the open without having anything to actually hide behind.The rogue cannot, however, hide in their own shadow.
 
''{{Anchor|Knock out Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and knock them out. An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or be unconscious for 3 rounds and take 1 wisdom and 1 intelligence damage. This can only be done with bludgeoning weapons.
''{{Anchor|Breathless Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and knock the wind out of them. An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or be staggered for 1 minute, a successful save lowers this to one round. This can only be done with bludgeoning weapons.
''{{Anchor|Lacerating Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and cause lacerations . An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or have lacerations marked on their body. A target with lacerations has it's damage reduction and any energy resistance lowered by the same amount as the rogue's dexterity modifier, targets can have negative reduction or resistances. The lacerations last until the target is healed of half the damage the sneak attack did or a DC 25 Heal Check is done. This requires a slashing or piercing weapon.
''{{Anchor|Fast Kill}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability may perform a coup de grace as a move action.
 
''{{Anchor|Deafening Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and deafen targets. An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or be deafened for 5 rounds.
 
''{{Anchor|Improved Parry}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': if a rogue chooses to fight defensively or use total defense in melee combat, the rogue gains an additional +1 dodge bonus to AC for each level of rogue they have
''{{Anchor|Terror Spooky Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and frighten cause themto be shaken. An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier will save or be frightened shaken for 3 rounds. A successful save makes the target shaken instead. If the rogue was invisible or had total concealment the DC increases by 3.
''{{Anchor|Felling Frightening Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and knock down targetscause them to be frightened. An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier reflex will save or fall pronebe frightened for 3 rounds. A successful save makes the target shaken instead. If the rogue was invisible or had total concealment the DC increases by 3.
''{{Anchor|Felling Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and knock down targets. An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier reflex save or fall prone.
''{{Anchor|Suffocation Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and damage their targets lungs . An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or start to suffocate from lack of oxygen due to damage lungs. Holding their breath is not possible. On a successful save the target is exhausted instead. Healing the target for half the damage the sneak attack did or a DC 25 Heal check stops the suffocation.
''{{Anchor|Greater Cunning Insight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue gains an attack bonus equal to 1/2 rogue level on foes who are shaken, sickened, dazed, deafened, dazzled, fatigued.
 ''{{Anchor|Infirm Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and damage their overall health . An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or take 2 constitution damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
''{{Anchor|Blinding Throw}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability may as a move action throw a substance at a foe's eyes. The foe must make a DC 15 + dexterity modifier or be blinded for 1d2 rounds. A successful save renders the target dazzled instead. The substance thrown at the target's eyes can be dirt, sand, stone, etc.
''{{Anchor|NonMagi Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and damage their spell casting . An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or lose a number of spells equal to the rogues dexterity modifier. if the target was attempting to cast a spell at the time and fails the save, they also can't cast for 1d3 rounds.
 
''{{Anchor|Null Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and damage their manifesting . An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or lose a number of power points equal to the rogues dexterity modifier. if the target was attempting to manifest at the time and fails the save, they also can't manifest for 1d3 rounds.
 
''{{Anchor|Opportunistic Kill }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability make perform a coup de grace on stunned, cowering, entangled, confused and pinned(if someone else is pinning the target) foes.
''{{Anchor|Ranged Sneak}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': When using ranged sneak attacks the range distance the rogue can sneak attack from is increased from 35 30 feet to 50 feet.
''{{Anchor|Disarm Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and disarm them . An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier reflex save or drop anything they are carrying in their hands. This stacks with other strike abilities.
''{{Anchor|Parrying Expertise}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability when fighting defensively reduces the -4 penalty by 1 for each 4 rogue levels they have.
 
''{{Anchor|Parrying Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability when fighting defensively can negate 1 attack per 5 levels of rogue they have each round.
 
''{{Anchor|Demolition}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can make sneak attacks against constructs, corporeal undead creatures, elementals with a solid body. However the rogue may only add one-half your normal sneak attack dice (rounded down) when determining bonus damage for such attacks.
 
''{{Anchor|Sticky Fingers}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability gains a circumstance bonus equal to 1/2 their rogue level on climb checks, Sleight of Hand checks, use rope checks and saves to avoid being disarmed.
 
''{{Anchor|Leaping Throw}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability when using a thrown weapon in combat may when throwing the weapons leap 5 feet in a direction of their choice. This can be done even if a full attack is used. This does not count as a 5 foot step.
 
''{{Anchor|Agonized Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'' A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents and cause horrible pain. An opponent damaged by one of their [[#Sneak Attack|sneak attack]]s must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or take -3 penalty on all rolls, checks and saves for a number of rounds equal to the rogue's dexterity modifier. Multiple strikes do not stack.
 
''{{Anchor|Improved Agonized Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'' As per agonized strike but the penalty now stacks a number of times equal to 1/2 the rogue's dexterity.
 
''{{Anchor|Move in for the Kill}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': When a foe is at 50% or less health the rogue gains a morale bonus equal to 1/2 rogue level on damage rolls and rolls to confirm critical hits.
 
''{{Anchor|Grotesque Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'' When you kill a target with a sneak attack all foes in 15 feet who can see the kill take a -1 morale penalty on all rolls and checks for 1 round. Multiple kills do not stack.
 
''{{Anchor|Allied Shield}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'' If an ally is in the area you threaten or is adjacent or behind you, you gain a shield bonus equal to 1/2 their HD level. Multiple allies do not stack their bonus.
 
''{{Anchor|Light Feet}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'' The rogue gains an additional 10 feet of movement speed when wearing light or no armor. This can only be taken twice.
 
''{{Anchor|Weapin}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'' When wielding a bladed weapon such as a dagger, stiletto, short sword, etc the rogue may as a move action attempt to pin a foe in their melee threat range.The target must make a DC 10 + 1/2 BAB + dexterity reflex save or be pinned. The rogue pins the foe's foot to the ground with the blade dealing damage as usual and rendering the target unable to move until the target performs a DC 20 strength check or DC 20 escape artist check to free their foot which takes a full round to do. The target may also just force their foot free but doing so does triple the damage the initial attack did. The target's movement speed is halved until they recover at least half the damage the move did or a DC 25 Heal check is done. If the target forced their foot free they must be healed for 3.5x the amount of damage the inital attack did or have a DC 30 Heal Check done.
 
''{{Anchor|Caltrop Toss}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'' A rogue may use caltrops on an area as a swift action
 
''{{Anchor|Caltrop Leaping Toss}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'' A rogue may throw a bag of caltrops on a tile as a swift action and leap 5 feet in a direction of their choice. This does not count as a use of the 5 foot rule.
 
''{{Anchor|Ruffian}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'' A rogue with this talent may add their strength modifier to damage rolls in addition to adding their dexterity modifier to damage rolls.
 
''{{Anchor|Probing Jab}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'' The rogue may with a piercing weapon as a swift action jab the foe with it. The rogue and allies get a +1 Circumstance bonus per 4 rogue levels on attack rolls on that foe for 1 round per 4 rogue levels.
 
''{{Anchor|Stumble Shot}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can shoot at opponents and cause them to stumble. An opponent damaged by this ability must make a DC 10 + 1/2 BAB + Dexterity modifier reflex save or be flatfooted for one round.
 
''{{Anchor|Push Shot}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can shoot at opponents and push them back. An opponent damaged by this ability must make a DC 10 + 1/2 BAB + Dexterity modifier reflex save or be pushed back 5 feet. This only works on foes the same size as the rogue or smaller.
 
 
''{{Anchor|Distracting Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': A rogue with this ability can attack opponents and cause them to lose concentration. An opponent damaged by a rogue with this ability who is spellcasting, manifesting or doing some activity that requires concentration adds to the DC of concentration the rogue's dexterity modifier to continue what they were doing.
====Epic Rogue====''{{Anchor|Kick Them While They are Down}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': When a foe is prone, the rogue gains a circumstance bonus on attack, damage and critical hit confirmation rolls equal to 1/2 their rogue level.  ''{{Anchor|Improved Kick Them While They are Down}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Allies now get the same bonus as the rogue does. ''{{Anchor|Showing Your Troubles}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The rogue gains a insight bonus on AC equal to 1/2 their rogue level when foes who are attacking the rogue are nauseated, blinded, ,exhausted, staggered, entangled, deafened, shaken, ability drained.  ''{{Anchor|Improved Showing Your Troubles}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The rogue gains a insight bonus on AC equal to 1/2 their rogue level when foes who are attacking the rogue are sickened, dazzled, fatigued, ability damaged, prone, level drained, checked.  ''{{Anchor|Inattentive Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Foes damaged by your sneak attack can't make attacks of opportunity on you or allies for 1 round per 4 rogue levels.
{| class="zebra d20"
8 + [[SRD:Intelligence|Int]] modifier skill points per level.
|}
 
'''[[#Sneak Attack|Sneak Attack]]:''' The epic rogue’s [[#Sneak Attack|sneak attack]] damage increases by +1d6 at every odd-numbered level.
'''[[#Special Abilities|Special AbilitiesRogue Talents]]:''' The epic rogue does not continues to gain additional rogue special abilities after 19th 20th level, but can choose one of the rogue a bonus feat if they wish instead.  '''[[SRD:Class#Rogue Bonus|classRogue Arts]] special abilities ([[SRD:Special Abilities Overview#Crippling StrikeExtraordinary|crippling strike]], [[#Defensive Roll|defensive roll]], [[#Improved Evasion|improved evasionEx]]):''' The epic rogue may choose another feat from the presented list of feats at levels 21, [[#Opportunist|opportunist]]24, [[#Skill Mastery|skill mastery]]27, or [[#Slippery Mind|slippery mind]]) instead of a bonus [[SRD:Feats|feat]]30 as usual.
'''[[#Trap Sense|Trap Sense]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic rogue’s bonus increases by +1 every three levels higher than 18th.
'''{{Anchor|Bonus Feats}}:''' The epic rogue gains a bonus [[SRD:Feats|feat]] (selected from the list of epic rogue [[SRD:Feats|feats]]) every four levels after 20th.
''Epic rogue Rogue Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Dexterous Fortitude|Dexterous Fortitude]], [[SRD:Dexterous Will|Dexterous Will]], [[SRD:Epic Dodge|Epic Dodge]], [[SRD:Epic Reputation|Epic Reputation]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Sneak Attack|Improved Sneak Attack]], [[SRD:Intuitive Trapfinding|Intuitive Trapfinding]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Lingering Damage|Lingering Damage]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Sneak Attack of Opportunity|Sneak Attack of Opportunity]], [[SRD:Spellcasting Harrier|Spellcasting Harrier]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]]. The rogue may choose a [[#Special Abilities|special rogue ability]] instead of a bonus [[SRD:Feats|feat]].
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[[Category:Base Class|{{BASEPAGENAME}}]]
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