Twin Dragons
2011-09-04, 01:58 AM
ROGUE (http://www.pathfinderdb.com/campaign-worlds/sarunia/517-rogue)
Alignment:Any
Hit Die: d8
CLASS SKILLS
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|
3|+2|+1|+3|+1|Evasion||+2
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]
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, 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.
Alignment:Any
Hit Die: d8
CLASS SKILLS
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|
3|+2|+1|+3|+1|Evasion||+2
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]
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, 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.