User:Balmz/rogue

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Rogue

Making a Rogue

Alignment: Any.

Starting Age: Simple.

Table: The Rogue

Hit Die: d6

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

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), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

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, sap, shortbow, stiletto 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 her 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.

Ranged attacks can count as sneak attacks only if the target is within 35 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She 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. 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 quarter damage on a failed save. A helpless rogue does not gain the benefit of greater evasion.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts them to danger from traps, giving them 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 +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 classes stack.

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.

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.

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 also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

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.

Feat: A rogue may gain a bonus feat in place of a special ability.

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 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.

Ham String (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.


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.


Ear Slap (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

Terror Strike (Ex): : A rogue with this ability can sneak attack opponents and frighten them. 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 lungs targets. An opponent damaged by one of their sneak attacks must make a DC 10 + 1/2 BAB + Dexterity modifier fortitude 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 shaken, sickened, dazed, deafened, dazzled, fatigued.

Epic Rogue

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.

Special Abilities: The rogue does not gain additional rogue special abilities after 19th level, but can choose one of the rogue class special abilities (crippling strike, defensive roll, improved evasion, opportunist, skill mastery, or slippery mind) instead of a bonus feat.

Trap Sense (Ex): The epic rogue’s bonus increases by +1 every three levels higher than 18th.

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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