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User:Balmz/rogue

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RogueEdit

Making a RogueEdit

Alignment: Any.

Starting Age: Simple.

Table: The Rogue

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Sneak Attack +1d6, Trapfinding, Rogue Talents, Rogue Arts
2nd +1 +0 +3 +0 Evasion, Rogue Talents
3rd +2 +1 +3 +1 Sneak Attack +2d6, Rogue Arts, Rogue Talents
4th +3 +1 +4 +1 Uncanny Dodge,Rogue Talents
5th +3 +1 +4 +1 Sneak Attack +3d6, Rogue Talents
6th +4 +2 +5 +2 Rogue Arts , Rogue Talents,
7th +5 +2 +5 +2 Sneak Attack +4d6, Improved Evasion, Rogue Talents
8th +6/+1 +2 +6 +2 Improved Uncanny Dodge, Rogue Talents
9th +6/+1 +3 +6 +3 Sneak Attack +5d6, Rogue Arts , Rogue Talents
10th +7/+2 +3 +7 +3 Special Ability, Rogue Talents
11th +8/+3 +3 +7 +3 Sneak Attack +6d6, Rogue Talents
12th +9/+4 +4 +8 +4 Rogue Arts +6, Rogue Talents
13th +9/+4 +4 +8 +4 Sneak Attack +7d6, Rogue Talents
14th +10/+5 +4 +9 +4 Greater Evasion , Rogue Talents
15th +11/+6/+1 +5 +9 +5 Sneak Attack +8d6, Rogue Arts, Rogue Talents
16th +12/+7/+2 +5 +10 +5 Rogue Talents, Expert Uncanny Dodge
17th +12/+7/+2 +5 +10 +5 Sneak Attack +9d6, Rogue Talents
18th +13/+8/+3 +6 +11 +6 Rogue Arts , Rogue Talents
19th +14/+9/+4 +6 +11 +6 Sneak Attack +10d6, Special Ability, Rogue Talents
20th +15/+10/+5 +6 +12 +6 Rogue Talents, Master of Devices

Class Skills (8 + 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),Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (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),Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class FeaturesEdit

All of the following are class features of the rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sabre, cutlass, sap, shortbow, stiletto, shuriken, and short sword. Rogues are proficient with light armor, but are only proficient in buckler shields.

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 Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks 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 critical hit with a sneak attack, this extra damage is not multiplied but increased by 1.5x instead.

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

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

A 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 or 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 concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical traps 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.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A 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 her party) without disarming it.

Evasion, Improved Evasion, Greater Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex 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 helpless rogue does not gain the benefit of evasion. At level 7 they gain improved evasion. This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth they henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. At level 14 they gain Greater Evasion.This ability works like improved evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth they henceforth takes only a quarter damage on a failed save. A helpless rogue does not gain the benefit of greater evasion.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if the rogue is caught flat-footed or struck by an invisible attacker. However, the rogue still loses their Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class they automatically gain improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking the rogue, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Expert Uncanny Dodge (Ex): A rogue of 16th level or higher is no longer able to be surprised in battle or be flat footed.

Master of Devices (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.

Rogue Arts (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.

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.

Feat: A rogue may gain a bonus 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.

Up and Down (Ex):The rogue may get up from being prone and may become prone as a free action.

Across The Land (Ex): Difficult terrain now has movement cost reduced by 1 square to move in from any direction.

Second Skin (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.

Dark Cloak (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.

Improved Across The Land (Ex): You may run but not charge through difficult terrain, additionally obstacles now cost just 1 square of movement.

Turn Tail (Ex): You may withdraw from melee combat as a move action.

Fast Magic Item (Ex): You may activate a magic item or read a scroll as a move action.

Leaping Draw (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.

Flank Expertise (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.

Splash Master (Ex): You may prepare to throw a splash weapon as a move action

Buckler Master (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.

Improved Climbing (Ex): You gain a climb speed equal to half your land speed and may take 10 on climb checks even when threatened or distracted.

Expert Climbing (Ex): You may climb at the same speed as your land speed.

Quick Pass (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.

Little Big (Ex): You count as one size smaller when it would be beneficial.

Hidden Attention (Ex): When you pass in 10 feet of a trap or secret door you automatically make a search check.

Improved Stealth (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

Expert Stealth (Ex): You now take a -10 penalty to move silently while running or charging instead of -10.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their blows weaken and hamper them. An opponent damaged by one of their sneak attacks must make a DC 10 + 1/2 BAB + dexterity Modifier or take 2 points of Strength damage.

Bluffing Attack (Ex): A rogue with this ability may add 1/2 their skill level in bluff on attack rolls as a competence bonus.

Defensive Roll (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 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 Reflex saving throw (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 Dexterity bonus to AC, they can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Opportunist (Ex): Once per round, the rogue can make an 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 attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round unless they also have BAB +9 and combat expertise.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 4 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Stunning Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their blows stun them. An opponent damaged by one of their sneak attacks must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or be stunned for 1 round.

Bleeding Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their blows cause bleeding. An opponent damaged by one of their sneak attacks 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.

Improved Bleeding Strike (Ex): As per bleeding strike but the bleed damage dealt now stacks a number of times equal to 1/2 of the rogue's dexterity bonus.

Ham String Strike (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.

Poison Use (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.

Improved Poison Use (Ex): The rogue may apply poison to weapons as a move action instead of a standard action.

Expert Poison Use (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.


Hide In Plain Sight (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.

Knock out Strike (Ex): A rogue with this ability can sneak attack opponents and knock them out. An opponent damaged by one of their sneak attacks 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.

Breathless Strike (Ex): A rogue with this ability can sneak attack opponents and knock the wind out of them. An opponent damaged by one of their sneak attacks 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.

Lacerating Strike (Ex): A rogue with this ability can sneak attack opponents and cause lacerations . An opponent damaged by one of their sneak attacks 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.

Fast Kill (Ex): A rogue with this ability may perform a coup de grace as a move action.

Deafening Strike (Ex): A rogue with this ability can sneak attack opponents and deafen targets. An opponent damaged by one of their sneak attacks must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or be deafened for 5 rounds.

Improved Parry (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

Spooky Strike (Ex): A rogue with this ability can sneak attack opponents and cause them to be shaken. An opponent damaged by one of their sneak attacks must make a DC 10 + 1/2 BAB + Dexterity modifier will save or be shaken for 3 rounds. If the rogue was invisible or had total concealment the DC increases by 3.

Frightening Strike (Ex): A rogue with this ability can sneak attack opponents and cause them to be frightened. An opponent damaged by one of their sneak attacks must make a DC 10 + 1/2 BAB + Dexterity modifier will save or be 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.

Felling Strike (Ex): A rogue with this ability can sneak attack opponents and knock down targets. An opponent damaged by one of their sneak attacks must make a DC 10 + 1/2 BAB + Dexterity modifier reflex save or fall prone.

Suffocation Strike (Ex): A rogue with this ability can sneak attack opponents and damage their targets lungs . An opponent damaged by one of their sneak attacks 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.

Cunning Insight (Ex): A rogue gains an attack bonus equal to 1/2 rogue level on foes who are frightened, nauseated, stunned, stunned, blinded, exhausted.

Greater Cunning Insight (Ex): A rogue gains an attack bonus equal to 1/2 rogue level on foes who are shaken, sickened, dazed, deafened, dazzled, fatigued.

Infirm Strike (Ex): A rogue with this ability can sneak attack opponents and damage their overall health . An opponent damaged by one of their sneak attacks must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude save or take 2 constitution damage.

Blinding Throw (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.

NonMagi Strike (Ex): A rogue with this ability can sneak attack opponents and damage their spell casting . An opponent damaged by one of their sneak attacks 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.

Null Strike (Ex): A rogue with this ability can sneak attack opponents and damage their manifesting . An opponent damaged by one of their sneak attacks 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.

Opportunistic Kill (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.

Ranged Sneak (Ex): When using ranged sneak attacks the range distance the rogue can sneak attack from is increased from 30 feet to 50 feet.

Disarm Strike (Ex): A rogue with this ability can sneak attack opponents and disarm them . An opponent damaged by one of their sneak attacks 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.

Parrying Expertise (Ex): A rogue with this ability when fighting defensively reduces the -4 penalty by 1 for each 4 rogue levels they have.

Parrying Mastery (Ex): A rogue with this ability when fighting defensively can negate 1 attack per 5 levels of rogue they have each round.

Demolition (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.

Sticky Fingers (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.

Leaping Throw (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.

Agonized Strike (Ex) A rogue with this ability can sneak attack opponents and cause horrible pain. An opponent damaged by one of their sneak attacks 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.

Improved Agonized Strike (Ex) As per agonized strike but the penalty now stacks a number of times equal to 1/2 the rogue's dexterity.

Move in for the Kill (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.

Grotesque Strike (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.

Allied Shield (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.

Light Feet (Ex) The rogue gains an additional 10 feet of movement speed when wearing light or no armor. This can only be taken twice.

Weapin (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.

Caltrop Toss (Ex) A rogue may use caltrops on an area as a swift action

Caltrop Leaping Toss (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.

Ruffian (Ex) A rogue with this talent may add their strength modifier to damage rolls in addition to adding their dexterity modifier to damage rolls.

Probing Jab (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.

Stumble Shot (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.

Push Shot (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.


Distracting Attack (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.

Kick Them While They are Down (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.

Improved Kick Them While They are Down (Ex): Allies now get the same bonus as the rogue does.

Showing Your Troubles (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.

Improved Showing Your Troubles (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.


Inattentive Strike (Ex): Foes damaged by your sneak attack can't make attacks of opportunity on you or allies for 1 round per 4 rogue levels.

Table: The Epic Rogue

Hit Die: d6

Level Special
21st Sneak Attack +11d6, Trap Sense +7
22nd
23rd Sneak Attack +12d6
24th Trap Sense +8, Bonus Feat
25th Sneak Attack +13d6
26th
27th Sneak Attack +14d6, Trap Sense +9
28th Bonus Feat
29th Sneak Attack +15d6
30th Trap Sense +10

8 + Int modifier skill points per level.


Sneak Attack: The epic rogue’s sneak attack damage increases by +1d6 at every odd-numbered level.

Rogue Talents: The epic rogue continues to gain additional rogue special abilities after 20th level but can choose a bonus feat if they wish instead.


Rogue Arts (Ex): The epic rogue may choose another feat from the presented list of feats at levels 21, 24, 27, 30 as usual.


Bonus Feats: The epic rogue gains a bonus feat (selected from the list of epic rogue feats) every four levels after 20th.

Epic Rogue Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Intuitive Trapfinding, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy. The rogue may choose a special rogue ability instead of a bonus feat.



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