View Full Version : [Pathfinder: Sarūnia] Base Class: Rogue

Twin Dragons
2011-09-04, 01:58 AM
ROGUE (http://www.pathfinderdb.com/campaign-worlds/sarunia/517-rogue)

Hit Die: d8

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Dungeoneering), Knowledge (Local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks Per Level: 8 + Int modifier.

{table=head]Level|BAB|Fort|Ref|Will|Special|Bonus Feats|Trap Sense
1|+0|+0|+2|+0|Martial Aptitude, Trapfinding, Trap Sense||+1
2|+1|+0|+3|+0|Brains Over Brawn, Rogue Talent|1st|
4|+3|+1|+4|+1|Rogue Talent|2nd|
5|+3|+1|+4|+1|Uncanny Dodge||+3
6|+4|+2|+5|+2|Rogue Talent|3rd|
7|+5|+2|+5|+2|Improved Uncanny Dodge||+4
8|+6/+1|+2|+6|+2|Rogue Talent|4th|
9|+6/+1|+3|+6|+3|Improved Evasion||+5
10|+7/+2|+3|+7|+3|Advanced Talents, Rogue Talent|5th|
11|+8/+3|+3|+7|+3|Subduind Strike||+6
12|+9/+4|+4|+8|+4|Rogue Talent|6th|
13|+9/+4|+4|+8|+4|Vicious Critical||+7
14|+10/+5|+4|+9|+4|Rogue Talent|7th|
15|+11/+6/+1|+5|+9|+5|Vicious Critical||+8
16|+12/+7/+2|+5|+10|+5|Rogue Talent|8th|
17|+12/+7/+2|+5|+10|+5|Vicious Critical||+9
18|+13/+8/+3|+6|+11|+6|Rogue Talent|9th
19|+14/+9/+4|+6|+11|+6|Vicious Critical||+10
20|+15/+10/+5|+6|+12|+6|Rogue Talent, Slaying Strike|10th|[/table]

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, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Martial Aptitude: Rogues gain Martial Aptitude as a bonus feat at 1st level. Additionally, the rogue's effective fighter level is equal to her rogue level.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense (Ex): At 1st level, a rogue gains an intuitive sense that alerts her to danger from traps giving her +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These increase by +1 at 3rd level and every odd level thereafter.

Trap sense bonuses gained from multiple classes stack.

Bonus Feats: The rogue may select any feat she qualifies for, including combat feats and fighter feats (by virtue of her Martial Aptitude class feature).

Brains Over Brawn (Ex): At 2nd level the rogue uses her Intelligence bonus as a modifier on Strength checks and checks involving skills based on Strength (climb and swim).

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional talent at 4th level and every even level htereafter. A rogue cannot select an individual talent more than once unless otherwise noted.

Evasion (Ex): At 3rd level the 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.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against her.

If the rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): At 8th level the rogue can no longer be flanked. This defense denies the attacker the ability to sneak attack the rogue by flanking her, unless the attacker has at least four more character levels than the rogue does.

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

Improved Evasion (Ex): This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Advanced Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Subduing Strike (Ex): At 11th level when the rogue confirms a critical strike against their foe, she can choose to put them to sleep for 1d4 hours or paralyze them for 2D6 rounds. Regardless of the effect chosen, the target receives a Fortitude save (DC 10 + the rogue's class level + the rogue's Intelligence modifier) to negate the additional effect. Once a creature has been the target of a subduing strike, regardless of whether or not the they succeed or fail it, it is immune to the rogue's subduing strike for 24 hours. Creatures immune to critical hits are also immune to this effect.

Vicious Critical (Ex): At 13th level when the rogue confirms a critical hit against their foe, the attack deals an additional 2 points of Strength or Constitution (rogues choice) damage to the target. The target is entitled to a Fortitude save (DC 12 + the rogue's class level + the rogue's Intelligence modifier) to negate the additional effect. Creatures immune to critical hits are also immune to this effect.

At 15th level and every odd level thereafter the rogue's Vicious Critical deals one additional point of ability damage, to a maximum of 5 points of ability damage at 19th level.

Slaying Strike (Ex): At 20th level when the rogue confirms a critical strike against their foe the rogue can choose to outright slay them. The target receives a Fortitude save (DC 15 + the rogue's class level + the rogue's Intelligence modifier) to negate the effect. Once a creature has been the target of a slaying strike, and succeeds on their save against it succeed or fail it, it is immune to the rogue's subduing strike for 24 hours. Creatures immune to critical hits are also immune to this effect.

Twin Dragons
2011-09-04, 01:59 AM

Alley Fighting (Ex): This ability allows the rogue to fight in cramped quarters (such as alleyways and narrow dungeon corridors), granting her a +1 competence bonus on all attack rolls as long as she is fighting in an area no wider than her space (5 feet for a small or medium humanoid). Additionally, if the rogue makes a melee attack against a target around a corner, the target does not gain the benefit of cover (unless the target has total cover). The rogue retains the benefit of cover against her enemy, unless she is fighting another rogue or creature with a similar power.

Crowdwalk (Ex): The rogue is able to move through crowds with ease, moving as if in an open space. If attempting to move through a square occupied by a hostile creature (such as with an Acrobatics [Tumble] check or overrun attempt), you gain a +4 bonus on any skill check, Strength check or attack roll made to resolve the movement.

Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Favored City (Ex): The rogue selects one settlement of at least small town size or larger that she has visited, the settlement chosen need not be the city that the rogue currently calls home. Within the chosen city, the rogue gains a competence bonus on all Bluff, Diplomacy and Intimidate checks equal to her one-quarter her class level +1 (minimum +1). In addition the rogue gains a +3 morale bonus on all Will saving throws made within her favored city. This talent may be selected more than once, each time it is selected it the rogue gains on additional favored city.

Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list twice per day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 11 + the rogue’s Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.

Minor Magic: A rogue that selects this talent gains Arcane Adept as a bonus feat.

Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Resilient (Ex): Once per day the rogue gains a number of temporary hit points equal to twice her class level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal. This talent may be selected more than once, each time it is selected it can be one additional time per day.

Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5 foot step while crawling.

Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon Training: A rogue that selects this talent gains Exotic Weapon Proficiency or Martial Weapon Proficiency as a bonus feat.

Weapon Expertise: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Twin Dragons
2011-09-04, 02:00 AM
Advanced Talents

Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she 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, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she 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.

Information Network (Ex): While within any of your favored cities, it only takes an hour to gather information (rather than a full evening or day). Additionally, When any event occurs within any of the rogue's favored cities that would interest her, she may make a Diplomacy (Gather Information) to learn of the event as a free action; knowledge of the event reaches the rogue's ears in 1d4+1 hours unless the rogue is in an area that cannot be reached by her contacts. The rogue must have at least four favored cities before selecting this advanced talent.

Opportunist (Ex): Once per round, the rogue can make an attack ofopportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an 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.

Skill Mastery: The rogue becomes so confident 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 3 + 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.

The rogue may gain this special ability multiple times, selecting additional skills for skill mastery 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.

2012-03-20, 01:55 PM
Sorry am i not seeing it or does this rouge have no form of sneak attack?