User:Sulacu/Renegade (3.5e Class)

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Author: Sulacu (talk)
Date Created: September 20, 2009
Status: Pending
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Renegade[edit]

A renegade is a person who is attuned to a life of running and hiding. Where characters of most classes have established themselves in their chosen profession by virtue of their own dreams or aspirations, renegades instead are made by the land and the era they live in. Nobody dreams of a life of running away, after all. Preordained for death by a powerful body of law, in hiding from influential (and most often global) criminal factions, or chased far and wide by tenacious slave hunters, the renegade as an entity possesses a steeled mind to overcome any adversity and hardship, a quick wit to foil any subterfuge, and a resilient and fast body accustomed to fighting in fierce and merciless retaliation.

Making a Renegade[edit]

Renegades are formidable users of hit and run tactics, and have virtually uncontested mastery of their surroundings and maneuverability on the battlefield. Their versatile skillset allows them to bring many pertinent problems to a quick resolution. The constant danger to their lives has made them quick learners, and many improvised weapons and tactics become a very lethal threat in the hands of a renegade. Their ability to use a great variety of tools both magical and mundane makes them excellent supplementary characters, but they lack the focus of a spellcaster and the battle strength of a fighter.

Abilities: Although a high Dexterity and Intelligence score are absolutely paramount for any renegade, a high Wisdom allows them to live longer and a high Charisma means that they are better at taking advantage of people they encounter, allowing them to live more comfortably. A low Constitution however is often a ticket to certain death.

Races: In any culture with separation of castes or hierarchies, there are bound to be people that have pissed off the wrong person and have been thrown in jail or worse because of it. People that survive, or that have the common sense to run before law enforcement descends upon them en masse with a flaming hammer of justice are often apt candidates for becoming renegades.

Alignment: Any. It doesn't take a chaotic or evil guy to become universally reviled and hunted.

Starting Gold: 5d4×10 gp.

Starting Age: As rogue.

Table: The Renegade

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Danger Sense (wit), Sneak Attack +1d6
2nd +1 +0 +3 +0 Spell Defense +1
3rd +2 +1 +3 +1 Evasion
4th +3 +1 +4 +1 Item Mastery (move), Sneak Attack +2d6
5th +3 +1 +4 +1 Battle Cunning
6th +4 +2 +5 +2 Combat Mobility, Spell Defense +2
7th +5 +2 +5 +2 Sneak Attack +3d6
8th +6/+1 +2 +6 +2 Mettle
9th +6/+1 +3 +6 +3 Supernatural Defense
10th +7/+2 +3 +7 +3 Sneak Attack +4d6, Spell Defense +3
11th +8/+3 +3 +7 +3 Improved Battle Cunning
12th +9/+4 +4 +8 +4 Item Mastery (swift)
13th +9/+4 +4 +8 +4 Eclipsing Movement, Sneak Attack +5d6
14th +10/+5 +4 +9 +4 Spell Defense +4
15th +11/+6/+6 +5 +9 +5 Improved Combat Mobility
16th +12/+7/+7 +5 +10 +5 Item Mastery (immediate), Sneak Attack +6d6
17th +12/+7/+7 +5 +10 +5 Superior Battle Cunning
18th +13/+8/+8 +6 +11 +6 Ready Escape, Spell Defense +5
19th +14/+9/+9 +6 +11 +6 Sneak Attack +7d6
20th +15/+10/+10 +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 (geography, local, nature, all taken individually) (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), Weapon Proficiency (—).

Class Features[edit]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Renegades are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.

In addition to this, the renegade may treat weapon proficiency as a class skill. By putting 2 skill points in this particular skill, he may become proficient in a martial weapon of his choice. Similarly, proficiency in a single exotic weapon may be bought for 3 points in this skill.

Note: If your campaign uses the weapon group rules from Unearthed Arcana, this skill may alternatively be used to 'buy' one weapon group feat for 6 points.

Danger Sense (Ex): A renegade gets his Intelligence bonus to all Wisdom-based checks and skill checks, as well as as a dodge bonus to Armor Class. Whenever a renegade would be denied his Dexterity bonus to Armor Class or when he is otherwise unaware of his enemy, he loses this bonus to Armor Class as well.

Sneak Attack: If a renegade can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The renegade’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the renegade flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three levels thereafter. Should the renegade score a critical hit with a sneak attack, this extra damage is not multiplied.

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

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

A renegade 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 renegade 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 renegade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Spell Defense (Ex): A renegade has conditioned himself to resist magical effects both of the mind and body. At 2nd level, he gains a +1 bonus to all saves against spells and spell-like effects. This bonus increases by an additional point for every 4 levels over 2nd and to a maximum of +5 at 18th level. This ability stacks with any other bonus to saves against spells the character may have (such as from the dwarven racial traits).

Evasion: At 3th level or higher, when subjected to an attack that allows a Reflex save for half damage, a 4th level renegade takes no damage on a successful save.

To benefit from evasion, a renegade must wear light or no armor.

Item Mastery: At 4th level, a renegade can activate a magic item, drink a potion or use any other item that would normally require a standard action as a move action. This ability increases further at 12th level, at which point the renegade can use such items as a swift action, and at 16th, when it becomes an immediate action (either during or out of turn). Regardless of the item used or the type of action required, the renegade can still only use one standard action item per round.

Item mastery does not work on scrolls.

Battle Cunning: A 5th level renegade is considered to have the edge in combat against any creature with a lower Dexterity score than him.

Combat Mobility: At 6th level, a renegade's 5-foot steps double in range. Whenever he makes a 5-foot step, he may move 10 feet. He may now also make a normal 5-foot step through difficult terrain.

Mettle: Whenever an 8th or higher level renegade succeeds on a Fortitude or Will save for partial effect, he incurs no effect as if he possessed immunity.

Supernatural Defense (Ex): From 9th level on, the renegade's spell defense also applies against supernatural abilities.

Improved Battle Cunning: An 11th level renegade does not provoke attacks of opportunity for moving around from creatures against which he has the edge in combat.

Eclipsing Movement: A 13th level renegade gets a second move action per round. This second move action does not have to be taken contiguously to the first, and may happen at any time during the renegade's turn.

Improved Combat Mobility: A 15th level renegade can make a 5-foot step (as per Combat Mobility) out of turn as an immediacte action, provided he does not make a move action or 5-foot step during his turn.

Superior Battle Cunning: From 17th level on, any opponent within 30 feet that a renegade has the edge against in combat is denied its Dexterity to Armor Class against any attack made by the renegade, unless that opponent has equal or more levels in classes that grant the uncanny dodge class feature than the renegade has class levels.

Ready Escape: At 18th level, a renegade may choose to take its second move action gained from the eclipsing movement ability outside of his turn as an immediate action.

Epic <-class name->[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

<nowiki>