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sirpercival
2012-08-21, 06:15 AM
Originally posted here (http://www.minmaxboards.com/index.php?topic=6244.0).

SUBLIME ROGUE

This is a variant on the SRD rogue, using Tome of Battle mechanics. Skills are the same, except add Heal and Martial Lore.

{table=head]Level | BAB | Fort | Ref | Will | Special | Man. Known | Man. Readied | Stances Known
1 | +0 | +0 | +2 | +0 | Sneak attack, trapfinding | 4 | 3 | 1
2 | +1 | +0 | +3 | +0 | Evasion | 5 | 3 | 2
3 | +2 | +1 | +3 | +1 | Skill mastery | 6 | 4 | 2
4 | +3 | +1 | +4 | +1 | Uncanny dodge | 7 | 4 | 2
5 | +3 | +1 | +4 | +1 | Versatility | 8 | 4 | 2
6 | +4 | +2 | +5 | +2 | Skill mastery | 8 | 5 | 2
7 | +5 | +2 | +5 | +2 | Skilled recovery | 9 | 5 | 3
8 | +6/+1 | +2 | +6 | +2 | Improved uncanny dodge | 10| 5 | 3
9 | +6/+1 | +3 | +6 | +3 | Skill mastery, elusive dodge| 11| 6 | 3
10| +7/+2 | +3 | +7 | +3 | Special ability | 12| 6 | 3
11| +8/+3 | +3 | +7 | +3 | Adaptability | 13| 6 | 3
12| +9/+4 | +4 | +8 | +4 | Skill mastery | 13| 6 | 3
13| +9/+4 | +4 | +8 | +4 | Special ability | 14| 7 | 3
14| +10/+5 | +4 | +9 | +4 | Greater elusive dodge | 15| 7 | 4
15| +11/+6/+1 | +5 | +9 | +5 | Skill mastery | 16| 7 | 4
16| +12/+7/+2 | +5 | +10| +5 | Special ability | 17| 7 | 4
17| +12/+7/+2 | +5 | +10| +5 | Greater adaptability | 18| 7 | 4
18| +13/+8/+3 | +6 | +11| +6 | Skill mastery | 18| 8 | 4
19| +14/+9/+4 | +6 | +11| +6 | Special ability | 19| 8 | 4
20| +15/+10/+5| +6 | +12| +6 | Supreme elusive dodge | 20| 8 | 4[/table]

Weapon and Armor Proficiencies: Sublime rogues are proficient with simple weapons, as well as the falchion, hand crossbow, handaxe, kama, kukri, light pick, (composite) longbow, longsword, rapier, sai, sap, siangham, scimitar, short sword, and (composite) shortbow. They are also proficient with light armor, but not shields.

Maneuvers: A sublime rogue begins his career with knowledge of four martial maneuvers. When taking his first level of sublime rogue, he chooses four of the following disciplines, which are then available to him for the remainder of his sublime rogue levels: Coin's Edge (http://www.giantitp.com/forums/showthread.php?t=75548), Falling Star (http://www.giantitp.com/forums/showthread.php?t=10707), Fortunate Assailant (http://community.wizards.com/go/thread/view/75882/19520194), Kuji-Kiri (http://www.giantitp.com/forums/showthread.php?t=204787), Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816), Shadow Hand, Steel Serpent (http://www.giantitp.com/forums/showthread.php?t=161258), and Thrashing Dragon (http://www.giantitp.com/forums/showthread.php?t=176501). Once he knows a maneuver, a sublime rogue must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by sublime rogues is considered an extraordinary ability unless otherwise noted in its description. A sublime rogue's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A sublime rogue learns additional maneuvers at higher levels, as shown on the above table. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers he can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered sublime rogue level after that (6th, 8th, 10th, and so on), a sublime rogue can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.

Maneuvers readied: A sublime rogue can ready three of his four maneuvers per encounter at level 1, and as he advances in level and learns more maneuvers, he is able to ready more, but still must choose which maneuvers to ready. A sublime rogue readies maneuvers by meditating and exercising for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones.

A sublime rogue begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them. A sublime rogue can recover all of his expended maneuvers by spending a move action to move at least 10 feet. He can't use a recovered maneuver in the same round that he recovers it, or recover a maneuver in the same round that he expended it.

Stances Known: A sublime rogue begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 7th, and 14th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a sublime rogue cannot learn a new stance at higher levels in place of one he already knows.

Sneak attack (Ex): If a sublime rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. As a swift action, a sublime rogue may expend a maneuver she has readied and unexpended to gain bonus damage against a single opponent equal to 1d6 times the level of the expended maneuver. Half of this damage is precision damage, which is ineffective against certain creatures, such as undead.

The bonus damage applies to all attacks she makes against her target for 1 round, for which the target is denied his Dexterity bonus to AC against her attack, for which she is flanking the target, or for any attacks of opportunity against the target. This sneak attack damage stacks with sneak attack damage from other sources. If the sublime rogue drops the target below 0 hit points with an attack which gained bonus damage from this ability, she automatically recovers the maneuver she expended.

Trapfinding (Ex): As the rogue class feature.

Evasion (Ex): As the rogue class feature.

Skill mastery (Ex): At 3rd level, and every 3 levels after, a sublime rogue chooses one skill in which she has ranks. 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.

Uncanny dodge (Ex): As the rogue class feature.

Versatility (Ex): Surviving as a sublime rogue requires a certain amount of versatility that many others never master. A sublime rogue of 5th level or higher gains an insight bonus equal to her class level which she can apply to her skill checks. She may divide the bonus between her skills however she likes, but cannot apply a bonus to any one skill larger than the number of ranks she has in that skill. A sublime rogue can reassign her bonuses after spending 1 hour practicing.

Skilled recovery (Ex): Beginning at 7th level, whenever a sublime rogue succeeds at a skill check for the associated skill of one of his chosen disciplines, she may automatically recover one expended maneuver from that discipline. She can't use a recovered maneuver in the same round that she recovers it, or recover a maneuver in the same round that she expended it.

Improved uncanny dodge (Ex): As the rogue class feature.

Elusive dodge (Ex): At 9th level, a sublime rogue learns to evade physical attacks with uncanny skill. Once per round, whenever the sublime rogue is successfully hit with a melee or ranged attack that does damage, he may make a Reflex save (DC equal to the damage dealt) to take half damage. This ability does not work against attacks that do not deal hit point damage (such as many ray spells), or attacks that already allow a save for a reduced effect. Evasion and elusive dodge cannot be used on the same attack.

Special Ability (Ex): As the rogue class feature, gained at 10th, 13th, 16th, and 19th levels. The sublime rogue may not choose the Skill Mastery option.

Adaptability (Ex): A sublime rogue is a multipurpose tool, useful in almost any situation. Whenever he makes a skill check for a skill with which he has Skill Mastery, a sublime rogue of 11th level or higher may roll 4d6 instead of 1d20 (achieving a result between 4 and 24). The sublime rogue may use this ability a number of times per day equal to his Intelligence modifier.

Greater elusive dodge: At 14th level, whenever a sublime rogue uses her elusive dodge ability and succeeds on the Reflex save, she takes no damage from the attack.

Greater adaptability: Beginning at 17th level, a sublime rogue may use his Adaptability ability on any skill.

Supreme elusive dodge: When a sublime rogue reaches 20th level, she can avoid damage almost without a thought. Whenever she uses her greater elusive dodge ability, she takes half damage even if she fails her Reflex save.