Lemmy
2013-09-15, 09:52 PM
Hello, Playground! How are you? It's been quite a while since I last posted in the homebrew forum. But I really wanted to hear your opinion on this one!
It all started with me trying to build a duelist Rogue NPC for our PF campaign, but I ran into a big problem: Rogues are pretty weak and so is dueling.
Rogues have an extremely cool class concept, but their mechanics are underwhelming, to put it lightly, and dueling is all but useless without Dervish Dance, which requires the character to wield an weapon Rogues are not proficient with.
So I decided to try and improve the class, but in a way that keeps its flavor. No full BAB, medium armor proficiency or good Fortitude save progression (I want a Rogue, not a trapfinding Ranger with a different list of class skills). So I gave Rogues the ability to compensate for the lack of those features with much better Rogue Talents and a few extra abilities.
:smallsmile:
For those unfamiliar with Pathfinder's Rogue, you can find it here (http://www.d20pfsrd.com/classes/core-classes/rogue).
You can also find the googledoc version of this homebrew right here (https://docs.google.com/document/d/1Pu2xbOqLSWZ5BMzDIsIb0RIveJ4gt7gE1EV6bPPkMlc/edit#heading=h.el7zpfmocfn9).
Converting to D&D 3.5:
If you play D&D 3.5, it's really easy convert this homebrew. Just use the 3.5 skill list and give it 4x as many skill ranks at 1st level. I'd also consider raising its skills to 10 + Int per level too, but that's me.
Lemmy's
Revised Rogue for Pathfinder
http://i1055.photobucket.com/albums/s509/JoranRlz/Rogue01_zps1ce139d4.jpg
I might be wrong here, but I think most players who decide to play a Rogue want a clever character who can get out of trouble with his quick-thinking, agility and charm. That's why this homebrew encourages Rogues to focus on Dex, Int and Cha (and makes sure they can do it without dying whenever they need to make a Fortitude or Will save).
Here is what I came up with:
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1+0+0+2+0
Poison Use, Sneak Attack +1d6, Trapfinding
2+1+0+3+0
Evasion, Rogue Talent
3+2+1+3+1
Sneak Attack +2d6, Trap Sense +1
4+3+1+4+1
Rogue Talent, Uncanny Dodge
5+3+1+4+1
Sneak Attack +3d6, Shadow Strike
6+4+2+5+2
Rogue Talent, Trap Sense +2
7+5+2+5+2
Sneak Attack +4d6, Trap Spotter
8+6/+1+2+6+2
Improved Uncanny Dodge, Rogue Talent
9+6/+1+3+6+3
Sneak Attack +5d6, Trap Sense +3
10+7/+2+3+7+3
Advanced Talents, Rogue Talent
11+8/+3+3+7+3
Sneak Attack +6d6, Improved Evasion
12+9/+4+4+8+4
Rogue Talent, Trap Sense +4
13+9/+4+4+8+4
Sneak Attack +7d6
14+10/+5+4+9+4
Rogue Talent
15+11/+6/+1+5+9+5
Sneak Attack +8d6, Trap Sense +5
16+12/+7/+2+5+10+5
Rogue Talent
17+12/+7/+2+5+10+5
Sneak Attack +9d6
18+13/+8/+3+6+11+6
Rogue Talent, Trap Sense +6
19+14/+9/+4+6+11+6
Sneak Attack +10d6
20+15/+10/+5+6+12+6
Master Strike, Rogue Talent
Alignment: Any
Hit Die: d8
Skill Ranks per Level:8 + Int Modifier
Class Skills: The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha) and two other skills of the Rogue's choice, selected at 1st level.
Being able to choose 2 extra class skills of their choice makes Rogues even better skill-monkeys. This makes them more varied and versatile, and allows players to better fit the character in different scenarios/campaigns.
Weapon and Armor Proficiency:Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, sword cane, switchblade knife, longsword, bladeboot, and whips. They are proficient with light armor and bucklers (but not shields).
Whips are cool and very fitting for Rogues. Proficiency with bucklers is probably enough to give Rogues a decent AC without making them feel like Rangers. I added the proficiency with longswords just because of Moriah (http://24.media.tumblr.com/db4113ba547f3430af6abd2d85eda9c1/tumblr_mom6jorJLX1r5jvj1o1_500.png), from the old D&D arcade game made by Capcom. Ninjas should also be given proficiency with whips and bucklers as they too struggle to keep a decent AC and could use an extra weapon proficiency.
Sneak Attack: If a 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.
The Rogue's attack deals extra damage anytime her 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 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. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, 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.
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.
Poison Use (Ex): At 1st level, a Rogue is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Stylish Scoundrel - Rogue Styles: At 1st level, the Rogue chooses what combat style fits her the best. There are three possible choices. These styles define what weapons will be affected the Rogue’s Canny Combat class feature.
Canny Combat (Ex): Starting at 1st level, the Rogue adds a +1 bonus to her attack rolls. This bonus is increased by +1 at 5th level and every 5 levels thereafter. What attacks are affected by this class feature depend on the Rogue’s choice of Rogue style. At 10th level, this bonus affects all her attacks.
Now Rogues can actually hit stuff! :smile:
Stylish Scoundrel
At 1st level, the Rogue chooses what combat style fits her the best. There are three possible choices. These styles define what weapons will be affected the Rogue’s Canny Combat class feature.
Swift: This style is the ideal choice for Rogues who wish to focus on swiftness and grace.
• Canny Combat (Swift): The Rogue benefits from her Canny Combat class feature whenever she attacks with a melee weapon affected by Weapon Finesse.
• Weapon Finesse: Swift Rogues get Weapon Finesse as a bonus feat at 1st level. If she already has Weapon Finesse, she instead gets a different feat for which she qualifies.
• Underhanded: While using, the Rogue can choose to apply her Dexterity modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with melee weapon. This damage is not increased for two-handed weapons, nor is it reduced for off-hand weapons. At 10th level, the Rogue's Dex bonus to damage is no longer limited to her Rogue level.
Brute: This style is the perfect for Rogues who value raw strength and heavy-hitting weapons.
• Canny Combat (Brute): The Rogue benefits from her Canny Combat class feature whenever she attacks with a melee weapon, as long as she’s not using Weapon Finesse or any other ability that replaces her Strength modifier to attack rolls.
• Power Attack: Brute Rogues get Power Attack as a bonus feat at 1st level. If she already has Power Attack, she instead gets a different feat for which she qualifies.
• Heavy Strikes: The Rogue can choose to use her Rogue level instead of her BAB when calculating Power Attack bonuses and penalties.
Sniper: This style is the best pick for Rogues who prefer to attack from afar.
• Canny Combat (Sniper): The Rogue benefits from her Canny Combat class feature whenever she attacks with a ranged weapon.
• Precise Shot: Sniper Rogues get Precise Shot as a bonus feat at 1st level. If she already has Precise Shot, she instead gets a different feat for which she qualifies.
• Sniper Eye: A Rogue with this talent can choose to apply her Intelligence modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with ranged weapon (such as bows and throwing weapons). Additionally, a Rogue with this talent increases the distance she can deal precision damage with ranged weapons by 60ft. At 10th level, the Rogue's Int bonus to damage is no longer limited to her Rogue level.
Trapfinding (Ex): A Rogue adds 1/2 her level to Perception skill checks made to locate traps and to all Disable Device skill checks (minimum +1). A Rogue can use Disable Device to disarm magic traps.
No changes here. Except that this ability should be given to 2nd level Ninjas as well, since Rogues got Poison Use.
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.
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 Rogue talent for every 2 levels of Rogue attained after 2nd level. A Rogue cannot select an individual talent more than once.
Shadow Strike (Ex): A Rogue gains Shadow Strike (http://www.d20pfsrd.com/feats/combat-feats/shadow-strike-combat) as a bonus feat at 5th level. If she already has the Shadow Strike feat, the Rogue instead gains a different feat she qualifies for.
Rogues shouldn't need to pay a feat tax just so they can stab someone in a dark alley.
Trap Spotter (Ex): Starting at 7th level, whenever the Rogue comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap, even if she is not actively looking for traps. This check should be made in secret by the GM.
This makes it harder for other classes to steal one of Rogues' most iconic roles. Honestly... I find the "you must be looking for traps to have a chance of seeing them" rule completely nonsensical and remove it from my games, but here it is.
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 her, unless the attacker has at least four more rogue levels than the target 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 rogue level required to flank the character.
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.
I honestly have no idea of why this is not the case already. Rogues have a huge vacuum of class features at higher levels, and Improved Evasion is a perfect fit for the class' flavor. To make it fair, Ninjas should be given Evasion at 2nd level.
Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:
The target can be...
put to sleep for 1d4 hours
paralyzed for 2d6 rounds, or
slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
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Now... The most important change of them all: Revised Rogue Talents.
Tired of all those useless Rogue Talents that give you minuscule benefits and are often limited to X times per day?
Rejoice! Now they are actually useful and give you cool and unique abilities!
Revised Rogue Talents:
- Acrobatic Master: You add a bonus equal to half your Rogue level to all Acrobatic checks. You can perform high-risk acrobatics so easily that you can even do it while taunting and distracting your opponents. Thanks to this confidence, you add your Charisma modifier on to your AC and CMD against attacks of opportunity provoked by moving through a threatened squares, as well as to all Acrobatics checks made to move without provoking attacks of opportunity and the DC of these checks is not increased for moving at full speed. Additionally, you can replace your Escape Artist bonus with your Acrobatics bonus.
- Assault Leader: Adds a +1 bonus to attack rolls made against opponents the Rogue is flanking. This bonus is increased by +1 at Rogue level 5 and every 5 levels thereafter (to a maximum of +5 at 20th level). This bonus also applies to all attacks of opportunity you get to make by virtue of having the Opportunist talent, even if the target of your attack of opportunity is not flanked.
- Black Market Connections: Rogues can use their connections with shady suppliers to obtain items that are not easily acquired without having the right contacts. As a result, she may carry unspecified equipment worth up to 100 gp per Rogue level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a move action, the Rogue may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the Rogue can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.
- Befuddling Strike: Whenever you confirm a critical hit against an enemy, you can immediately make a Feint combat maneuver as a free action. You add a bonus to your feint check equal to the enhancement bonus to attack rolls of the weapon used to score the critical hit. In addition, you add your Int bonus to attack rolls made to confirm critical hits.
- Canny Observer: You add half your Rogue level on all Knowledge checks made to identify a creature's special abilities and weaknesses, and you can make such skill checks even if untrained in the appropriate Knowledge skill. You also add your Int bonus to all Perception checks.
- Charmer (Sp): Your words are so convincing, you can affect intelligent creatures as if you had enchanted them. If you talk to a target for 1min, you can cast an effect identical to the Charm Monster spell on them. This is a language dependent mind-affecting effect. The target can make a will save to negate this effect (DC = 10 + 1/2 your ranks in Diplomacy + Cha modifier). Whether or not the save is successful, you cannot target that same creature again with this ability for the next 24h. Your caster level for this ability is equal to your ranks in Diplomacy. (Prerequisite: Rogue level 10)
- Coax Information: A Rogue with this talent can replace her Sense Motive bonus with either her Bluff or Intimidate bonus. Additionally, whenever the Rogue deals Sneak Attack damage or confirms a critical hit against an opponent, she can immediately use a free action to use the Intimidate skill to demoralize that opponent.
- Defensive Roll: When a Rogue with this talent is targeted by a melee or ranged attack, she can spend an immediate action to make an Acrobatics check. Shen can use the result as her AC or touch AC against that attack, but she must be aware of the attack and not flat-footed. If the Rogue also has the Acrobatic Master Rogue Talent, she also adds her Cha bonus to this Acrobatics check. If the Rogue has the Redirect Attack talent, she can use it whenever she successfully uses Defensive Roll to avoid an attack.
- Deft Palm: A Rogue with this talent can use a swift action to make either a Sleight of Hand check resisted by her target's Perception check or a Bluff check resisted by her target's Sense Motive check (you choose which one each time you use this ability). If the Rogue is successful, she gains a +1 bonus to all attacks made against that target until the the start of the Rogue's next turn. This bonus increases by +1 at 5th level and every 5 levels thereafter (To a maximum of +5 at 20th level). However, when using this ability, the Rogue’s Sneak Attack damage is reduced to 1d6 for every 3 Rogue levels.
- Distracting Attack: Opponents to whom you deal precision damage suffer a -1 penalty to all Concentration checks, skill checks and to all attack rolls made against you. This penalty increases by -1 for every 5 Rogue levels you possess. These penalties last for a number of rounds equal to your Charisma modifier (Minimum 1). (Prerequisite: Cha 13).
- Esoteric Scholar: You add Spellcraft and one Knowledge skill of your choice to your list of class skills. Additionally, you can cast Read Magic as an spell-like ability at will. Your caster level for this ability is equal to your Rogue level.
- False Friend: You can use your Bluff bonus instead of your Disguise bonus. At 10th level, when an enemy casts a spell or uses a spell-like ability that would affect all of its allies in a given area of effect, if you successfully identify the spell (or spell-like ability) you can make a Bluff check resisted by the caster’s Sense Motive check. If you’re successful, the spell affects you as if you were one of the caster’s allies. Whether or not you succeed, you can't use this ability on the same target again for the next 24 hours.
- Fast Picks: You can take 10 on Disable Device checks even when distracted or endangered, and the necessary time required for such checks is reduced by 1 action category (full-round -> standard -> move -> swift -> free). Disable Device checks made to pick locks or disarm traps have their time reduced by 2 categories instead. Additionally, if you also have the Skill Mastery talent, you can always take 20 on Disable Device checks, even when it would not be possible and without increasing the necessary time for said skill checks.
- Finesse Rogue: Get Weapon Finesse as a bonus feat. If you already have the Weapon Finesse feat, you instead get another feat you qualify for. (Now you can grab Weapon Finesse at 1st level and not feel like you wasted a feat one level later)
- Force of Personality: You gain Force of Personality as a bonus feat. (Force of Personality is a 3.5 feat that allows characters to add their Cha modifier instead of Wisdom to Will saves).
- Getaway Artist: You can make a Reflex save instead of a Fortitude or Will save whenever one of those would be necessary to resist a spell, spell-like ability or any other supernatural effect that would cause you to be entangled, staggered, paralyzed or petrified. If a Rogue with Improved Evasion uses this talent to make a Reflex saving throw against an effect that has a reduced effect on a successful save, she instead avoids the effect entirely.(Prerequisite: Rogue level 10).
- Hard to Fool: The Rogue get a +1 bonus to all saves made to resist illusions and emotion effects, as well as effects that would cause her to be confused or dazed. This bonus increases by +1 at 6th level and every 3 Rogue levels thereafter.
- Hold Breath: You can hold your breath for a number of minutes equal to your Con score. Additionally, you a get +1 bonus to all saving throws made to resist effects that cause suffocation. This bonus increases by +1 at 6th level and every 3 levels thereafter. At 10th level, you can hold your breath for a number of minutes equal to 10x your Con score.
- Honeyed Words: When you succeed on a Diplomacy check to improve a creature's attitude towards you or your allies, you can improve its attitude by 2 steps instead of one and he DC to resist any language-based mind-affecting effect caused by you increases by +2. Additionally, you can retry failed Diplomacy checks after 12h instead of the usual 24h.
- Iron Guts: The Rogues gets a +1 bonus to all saving throws made to resist poison and diseases, as well as all supernatural effects that would cause her to be poisoned, diseased, sickened or nauseated. This bonus increases by +1 at Rogue level 6 and every 3 levels thereafter. At 8th level, the Rogue becomes immune to all diseases, including supernatural ones. At 16th level, she also becomes immune to poison.
- Ledge Walker: This ability allows a Rogue to move along narrow or slippery 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 through difficult terrain. Finally, when the Rogue suffers fall damage, this damage is reduced by 1d6 for every 2 Rogue levels.
- Minor Magic: Pick 2 cantrips from the Wizard spell list. You can cast both of them as spell-like abilities at will. Your CL for this ability is equal to your Rogue level.The save DC for these cantrips is based on either Int or Cha, whatever is higher (Prerequisite: Int 10 or Cha 10). (Because 3 cantrips a day is just pathetic.)
- Major Magic: Pick one 1st-level spell from the Wizard spell list. You can cast that spell as a spell-like ability 3 times per day plus 1 additional time for every 5 Rogue levels. Your caster level for this ability is equal to your Rogue level.The save DC for the spell is based on either Int or Cha, whatever is higher. (Prerequisite: Int 11 or Cha 11)
- Nimble Climber: You get a Climb speed equal to half your base movement speed (Minimum 5ft). At 6th level, your Climb speed becomes equal to your full base speed. If you already have a Climb speed, it increases by these amounts.
- Opportunist: When an enemy you threaten provokes an attack of opportunity from one of your allies, it also provokes an attack of opportunity from you, even if the situation or an ability would normally deny you the attack of opportunity. If you have the Assault Leader talent, you can apply the bonus granted by it to attacks of opportunity granted by this ability.(Prerequisite: Rogue level 6).
- Peerless Maneuver: Choose one Combat Maneuver. You use your Rogue level instead of your BAB to calculate your CMB and CMD for that maneuver. Additionally, you get the appropriate Improved <Combat Maneuver> feat at Rogue level 4. When you reach level 8, you get the Greater version of this feat. If you already have it, you instead get a combat feat you qualify for. This talent can be selected a second time at 8th level and a third time at 16th level. Each time it applies to a difference combat maneuver.
- Powerful Sneak: Treat all 1s and 2s rolled on Sneak Attack damage dice as if they were 3s. (Prerequisite: Rogue level 10)
- Redirect Attack: Once per round, when an enemy misses an attack against the Rogue, the Rogue can choose to direct that attack at a different creature. The target creature must be in the area threatened by the attacking enemy. Alternatively, the Rogue can choose to instead make an attack of opportunity against the attacking enemy. If the Rogue has the Defensive Roll talent, she can use this ability whenever she successfully uses that talent to avoid an attack, in which case, it doesn’t count against the Rogue’s limit of 1 use of Redirect Attack per round.
- Resiliency: You get a +1 bonus on all saves made to resist negative energy and death effects. This bonus increases by +1 at 6th level and every 3 Rogue levels thereafter. Additionally, the number of negative hit points you can reach before dying increases by an amount equal to your Rogue level.
- Rogue Crawl: You take no penalties for squeezing into tight spaces and you can move at half your base movement speed and even make 5ft-steps while prone. Finally, you can stand up from a prone position as a swift action or as a move action. This movement still provokes an attack of opportunity, unless you use a move action to stand up.
- Shadow Blend: When you're in an area of darkness or dim-light, all attacks made against you have a 50% miss chance instead of 20%. This ability does not confer you full concealment. It simply raises the miss chance for being in an area of darkness or dim-light. (Prerequisite: Rogue level 10)
- Slippery Mind: Make a Reflex save instead of a Will save to resist any spells, spell-like abilities or any other supernatural effect that possesses or exercises mind control over you. If a Rogue with Improved Evasion uses this talent to make a Reflex saving throw against an effect that has a reduced effect on a successful save, she instead avoids the effect entirely. (Prerequisite: Rogue level 10)
- Sniper's Eye: A Rogue with this talent can choose to apply her Intelligence modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with ranged weapon (such as bows and throwing weapons). Additionally, a Rogue with this talent increases the distance she can deal precision damage with ranged weapons by 60ft. At 10th level, the Rogue's Int bonus to damage is no longer limited to her Rogue level.
- Skill Mastery: Whenever you make an skill check for a skill in which you have at least 1 rank you can roll twice and take the better result. Additionally, you can always Take 10 on any skill in which you have at least 10 ranks, even if you're distracted or in peril. At 20th level, whenever you make an skill check for a skill in which you have at least 1 rank you can roll three times and take the best result. (Prerequisite: Rogue level 10).
- Strong Impression: Add a bonus equal to your Charisma modifier to Initiative checks. At 9th level, you can roll for Initiative twice and take the better result. At 18th level, you can roll for Initiative three times and take the best result (Prerequisite: Rogue level 6)
- Strong Stroke: You get a Swim speed equal to half your base movement speed (Minimum 5ft). At 6th level, your Swim speed becomes equal to your full base speed. If you already have a Swim speed, it increases by these amounts.
- Surprise Attack: The first successful Sneak Attack you make each round against a creature who is surprised, helpless, unconscious or unaware of your presence automatically deals maximum damage. (This effect applies to only one Sneak Attack per target per round). Additionally, during a surprise round, all enemies are considered flat-footed to you, even if they have already acted. (Now, when you sneak on the town guard and slice his throat, he dies).
- Survivalist: You add Handle Animal and Survival to your list of class skills. Additionally, you add a bonus equal to half your Rogue level to all Survival skills made to follow tracks and you can follow tracks while moving at full speed.
- Swift Poisoning: The Rogue can use a swift action instead of a standard or move action to apply poison to an weapon she is currently holding.
- Underhanded: A Rogue with this talent using the Weapon Finesse feat can choose to apply her Dexterity modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with melee weapon. This damage is not increased for two-handed weapons, nor is it reduced for off-hand weapons. At 10th level, the Rogue's Dexs bonus to damage is no longer limited to her Rogue level. (Prerequisite: Weapon Finesse).
- Unwitting Ally: You can trick a creature in a 60ft radius to act and/or position itself in a way that benefits you while distracting its own allies. As a swift action, you can make a Bluff check opposed by your target's Sense Motive check. If you are successful, your target act as an ally for the purpose of providing flanking and you don’t provoke attacks of opportunity for moving through its threatened area. This effect lasts for a number of rounds equal to your Cha modifier (minimum 1).(Prerequisite: Rogue level 6)
**Rogue Talents that require Rogue level 10 should be considered Advanced Talents**
I decided to keep the original names so this homebrew can be used with character building software, such as HeroLab.
Here is a sample build using these rules:
Sandra Silverline (Sample Rogue)
Sandra Silverline
Female Half-Elf Rogue 10
CG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +15
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Defense
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AC 22, touch 14, flat-footed 18 (+6 armor, +2 shield, +4 Dex)
hp 78 (10d8+30)
Fort +9, Ref +15 (+3 bonus vs. traps), Will +10; +2 vs. enchantments, +3 against poison and diseases
Defensive Abilities improved evasion, improved uncanny dodge (lv >=14), trap sense; Immune magic sleep, disease; Resist elven immunities
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Offense
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Speed 30 ft.
Melee +3 Silversheen Rapier +3 Silversheen Rapier +18/+13 (1d6+6/18-20/x2) or
. . +1 Silversheen Rapier +16/+11 (1d6+4/18-20/x2)
Ranged +1 Adaptive Composite shortbow (Str +1) +16/+11 (1d6+2/x3)
Special Attacks Sneak Attack +5d6, (only +2d6 when using Deft Palm)
Spell-Like Abilities Minor Magic (Detect Magic, Prestidigitation) (at will)
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Statistics
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Str 12, Dex 20, Con 14, Int 16, Wis 10, Cha 16
Base Atk +7; CMB +8; CMD 22
Feats Combat Reflexes (6 AoO/round), Extra Rogue Talent (Rogue), Extra Rogue Talent (Rogue), Force of Personality, Shadow Strike, Skill Focus (Acrobatics), Weapon Finesse
Traits Indomitable Faith, Resilient
Skills Acrobatics +24, Bluff +16, Diplomacy +16, Disable Device +23, Escape Artist +18, Intimidate +16, Perception +15 (+20 to locate traps), Sense Motive +13, Sleight of Hand +18 (+22 to conceal a weapon), Stealth +18, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ elf blood, trapfinding +5
Other Gear +2 Chain shirt, +1 Buckler, +1 Adaptive Composite shortbow (Str +0), +1 Silversheen Rapier, +3 Silversheen Rapier, Belt of physical might (Dex & Con +2), Cloak of resistance +3, Headband of mental prowess (Int & Cha +2) (Use Mag, Ring of protection +1, 580 GP
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Special Abilities
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Black Market Connections (Ex) Find useful items in your backpack. (up to 1000gp).
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deft Palm (Ex) As a swift action, make a Sleight of Hand check resisted by your target's Perception check. If successful get a +2 bonus to all attack rolls made against your target until the beginning of your next turn.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail the Reflex save, you take only half-damage.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Iron Guts (Ex) +3 on all saves vs poison and disease. Immunity to all diseases.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Minor Magic (Detect Magic, Prestidigitation) (at will) (Sp) Gain the chosen cantrips as spell-like abilities.
Shadow Strike You can deal precision damage against opponents with some concealment.
Skill Mastery You can roll twice and take the better result whenever you make a skill check for a skill in which you assigned at least 1 skill rank.
Slippery Mind (Ex) Make a Reflex save instead of a Will save to resist possession and mind control.
Sneak Attack +5d6 damage if your target is flat-footed.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones. Automatically get a Perception check to detect traps on a 10ft radius around, even if you're not searching for traps.
Underhanded (Ex) Add your Int modifier to damage rolls when using Weapon Finesse.
Not an unstoppable war machine, but certainly much more effective than a normal Rogue.
So, my fellow Playgrounders. What are your thoughts?
Updates
03/21/2014:
- Rogues/Ninjas get Shadow Strike as a bonus feat at 5th level
- Trap Spotter delayed to 7th level.
Rogue Talents:
Assault Leader Now synergizes with Opportunist. Now, when you make an AoO granted by the Opportunist talent, you can apply the bonus gained from Assault Leader to your attack roll.
Befuddling Strike now allows the Rogue to add her Int bonus to attack rolls made to confirm critical hits, and her free Feint now gets a bonus equal to the Rogue's weapon's enhancement bonus to attack rolls (so, something from +0 to +5).
Hard to Fool now also applies against emotion effects and effect that would cause the Rogue to be confused or dazed.
Honeyed Words have the added benefit or raising the DC of language-dependent mind-affecting effects by +2. This increases the synergy between this talent and Charmer.
Iron Guts gives immunity to diseases at 10th level and immunity to poison at 20th. I know other classes get these immunities much earlier, but I'm okay with that.
Surprise Attack now applies to any opponent who is surprised, unconscious, helpless or unaware of your presence. It only applies once per round per opponent, though. This makes it more likely to come up in actual play.
04/02/2014:
Canny Observer allows Rogues to add their Int bonus to Perception checks.
Coax Information allows Rogues to immediately make a Intimidate check as a free action to demoralize opponents who suffered Sneak Attack damage or a critical hit from the Rogue.
Getaway Artist and Slippery Mind protect the Rogue from suffering partial effects on a successful save if the Rogue also has Improved Evasion.
Underhanded's Int bonus to damage is no longer reduced for off-hand attacks. (Basically, Rogues get free Double Slice when using this talent. TWF takes way too many feats already!)
04/30/2014:
Iron Guts grants immunity to diseases and poison slightly earlier (9th and 18th level, respectively).
06/25/2014
Added Defensive Roll to the list of revised Rogue talents.
Changed Iron Guts so that the immunities to Disease and Poison come a little earlier.
06/29/2014
Iron Guts now also applies against effects that would cause the Rogue to be nauseated.
Minor Magic and Major Magic are based on Int or Cha, whichever is higher.
Removed the level prerequisite for Fast Picks.
12/17/2014
Canny Combat added to the Rogues class features. Now you can use Rogue Talents to excel instead of simply compensating for their lack of accuracy.
Combat Swipe and Redirect Attack added to the list of Revised Rogue Talents.
Peerless Maneuver can now be taken a second time at 8th level and a third time at 16th.
07/15//2015
Added Rogue Style class feature at 1st level, this way it’s quicker and less taxing to turn your character into the Rogue you want her to be.
Canny Combat is no longer an universal bonus. It’s now dependant on which Rogue Style you take.
Underhanded now adds your Dex modifier to damage, rather than your Int modifier. It’s still limited to your Rogue level, however.
It all started with me trying to build a duelist Rogue NPC for our PF campaign, but I ran into a big problem: Rogues are pretty weak and so is dueling.
Rogues have an extremely cool class concept, but their mechanics are underwhelming, to put it lightly, and dueling is all but useless without Dervish Dance, which requires the character to wield an weapon Rogues are not proficient with.
So I decided to try and improve the class, but in a way that keeps its flavor. No full BAB, medium armor proficiency or good Fortitude save progression (I want a Rogue, not a trapfinding Ranger with a different list of class skills). So I gave Rogues the ability to compensate for the lack of those features with much better Rogue Talents and a few extra abilities.
:smallsmile:
For those unfamiliar with Pathfinder's Rogue, you can find it here (http://www.d20pfsrd.com/classes/core-classes/rogue).
You can also find the googledoc version of this homebrew right here (https://docs.google.com/document/d/1Pu2xbOqLSWZ5BMzDIsIb0RIveJ4gt7gE1EV6bPPkMlc/edit#heading=h.el7zpfmocfn9).
Converting to D&D 3.5:
If you play D&D 3.5, it's really easy convert this homebrew. Just use the 3.5 skill list and give it 4x as many skill ranks at 1st level. I'd also consider raising its skills to 10 + Int per level too, but that's me.
Lemmy's
Revised Rogue for Pathfinder
http://i1055.photobucket.com/albums/s509/JoranRlz/Rogue01_zps1ce139d4.jpg
I might be wrong here, but I think most players who decide to play a Rogue want a clever character who can get out of trouble with his quick-thinking, agility and charm. That's why this homebrew encourages Rogues to focus on Dex, Int and Cha (and makes sure they can do it without dying whenever they need to make a Fortitude or Will save).
Here is what I came up with:
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1+0+0+2+0
Poison Use, Sneak Attack +1d6, Trapfinding
2+1+0+3+0
Evasion, Rogue Talent
3+2+1+3+1
Sneak Attack +2d6, Trap Sense +1
4+3+1+4+1
Rogue Talent, Uncanny Dodge
5+3+1+4+1
Sneak Attack +3d6, Shadow Strike
6+4+2+5+2
Rogue Talent, Trap Sense +2
7+5+2+5+2
Sneak Attack +4d6, Trap Spotter
8+6/+1+2+6+2
Improved Uncanny Dodge, Rogue Talent
9+6/+1+3+6+3
Sneak Attack +5d6, Trap Sense +3
10+7/+2+3+7+3
Advanced Talents, Rogue Talent
11+8/+3+3+7+3
Sneak Attack +6d6, Improved Evasion
12+9/+4+4+8+4
Rogue Talent, Trap Sense +4
13+9/+4+4+8+4
Sneak Attack +7d6
14+10/+5+4+9+4
Rogue Talent
15+11/+6/+1+5+9+5
Sneak Attack +8d6, Trap Sense +5
16+12/+7/+2+5+10+5
Rogue Talent
17+12/+7/+2+5+10+5
Sneak Attack +9d6
18+13/+8/+3+6+11+6
Rogue Talent, Trap Sense +6
19+14/+9/+4+6+11+6
Sneak Attack +10d6
20+15/+10/+5+6+12+6
Master Strike, Rogue Talent
Alignment: Any
Hit Die: d8
Skill Ranks per Level:8 + Int Modifier
Class Skills: The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha) and two other skills of the Rogue's choice, selected at 1st level.
Being able to choose 2 extra class skills of their choice makes Rogues even better skill-monkeys. This makes them more varied and versatile, and allows players to better fit the character in different scenarios/campaigns.
Weapon and Armor Proficiency:Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, sword cane, switchblade knife, longsword, bladeboot, and whips. They are proficient with light armor and bucklers (but not shields).
Whips are cool and very fitting for Rogues. Proficiency with bucklers is probably enough to give Rogues a decent AC without making them feel like Rangers. I added the proficiency with longswords just because of Moriah (http://24.media.tumblr.com/db4113ba547f3430af6abd2d85eda9c1/tumblr_mom6jorJLX1r5jvj1o1_500.png), from the old D&D arcade game made by Capcom. Ninjas should also be given proficiency with whips and bucklers as they too struggle to keep a decent AC and could use an extra weapon proficiency.
Sneak Attack: If a 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.
The Rogue's attack deals extra damage anytime her 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 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. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, 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.
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.
Poison Use (Ex): At 1st level, a Rogue is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Stylish Scoundrel - Rogue Styles: At 1st level, the Rogue chooses what combat style fits her the best. There are three possible choices. These styles define what weapons will be affected the Rogue’s Canny Combat class feature.
Canny Combat (Ex): Starting at 1st level, the Rogue adds a +1 bonus to her attack rolls. This bonus is increased by +1 at 5th level and every 5 levels thereafter. What attacks are affected by this class feature depend on the Rogue’s choice of Rogue style. At 10th level, this bonus affects all her attacks.
Now Rogues can actually hit stuff! :smile:
Stylish Scoundrel
At 1st level, the Rogue chooses what combat style fits her the best. There are three possible choices. These styles define what weapons will be affected the Rogue’s Canny Combat class feature.
Swift: This style is the ideal choice for Rogues who wish to focus on swiftness and grace.
• Canny Combat (Swift): The Rogue benefits from her Canny Combat class feature whenever she attacks with a melee weapon affected by Weapon Finesse.
• Weapon Finesse: Swift Rogues get Weapon Finesse as a bonus feat at 1st level. If she already has Weapon Finesse, she instead gets a different feat for which she qualifies.
• Underhanded: While using, the Rogue can choose to apply her Dexterity modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with melee weapon. This damage is not increased for two-handed weapons, nor is it reduced for off-hand weapons. At 10th level, the Rogue's Dex bonus to damage is no longer limited to her Rogue level.
Brute: This style is the perfect for Rogues who value raw strength and heavy-hitting weapons.
• Canny Combat (Brute): The Rogue benefits from her Canny Combat class feature whenever she attacks with a melee weapon, as long as she’s not using Weapon Finesse or any other ability that replaces her Strength modifier to attack rolls.
• Power Attack: Brute Rogues get Power Attack as a bonus feat at 1st level. If she already has Power Attack, she instead gets a different feat for which she qualifies.
• Heavy Strikes: The Rogue can choose to use her Rogue level instead of her BAB when calculating Power Attack bonuses and penalties.
Sniper: This style is the best pick for Rogues who prefer to attack from afar.
• Canny Combat (Sniper): The Rogue benefits from her Canny Combat class feature whenever she attacks with a ranged weapon.
• Precise Shot: Sniper Rogues get Precise Shot as a bonus feat at 1st level. If she already has Precise Shot, she instead gets a different feat for which she qualifies.
• Sniper Eye: A Rogue with this talent can choose to apply her Intelligence modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with ranged weapon (such as bows and throwing weapons). Additionally, a Rogue with this talent increases the distance she can deal precision damage with ranged weapons by 60ft. At 10th level, the Rogue's Int bonus to damage is no longer limited to her Rogue level.
Trapfinding (Ex): A Rogue adds 1/2 her level to Perception skill checks made to locate traps and to all Disable Device skill checks (minimum +1). A Rogue can use Disable Device to disarm magic traps.
No changes here. Except that this ability should be given to 2nd level Ninjas as well, since Rogues got Poison Use.
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.
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 Rogue talent for every 2 levels of Rogue attained after 2nd level. A Rogue cannot select an individual talent more than once.
Shadow Strike (Ex): A Rogue gains Shadow Strike (http://www.d20pfsrd.com/feats/combat-feats/shadow-strike-combat) as a bonus feat at 5th level. If she already has the Shadow Strike feat, the Rogue instead gains a different feat she qualifies for.
Rogues shouldn't need to pay a feat tax just so they can stab someone in a dark alley.
Trap Spotter (Ex): Starting at 7th level, whenever the Rogue comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap, even if she is not actively looking for traps. This check should be made in secret by the GM.
This makes it harder for other classes to steal one of Rogues' most iconic roles. Honestly... I find the "you must be looking for traps to have a chance of seeing them" rule completely nonsensical and remove it from my games, but here it is.
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 her, unless the attacker has at least four more rogue levels than the target 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 rogue level required to flank the character.
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.
I honestly have no idea of why this is not the case already. Rogues have a huge vacuum of class features at higher levels, and Improved Evasion is a perfect fit for the class' flavor. To make it fair, Ninjas should be given Evasion at 2nd level.
Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:
The target can be...
put to sleep for 1d4 hours
paralyzed for 2d6 rounds, or
slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
-------------------------------
Now... The most important change of them all: Revised Rogue Talents.
Tired of all those useless Rogue Talents that give you minuscule benefits and are often limited to X times per day?
Rejoice! Now they are actually useful and give you cool and unique abilities!
Revised Rogue Talents:
- Acrobatic Master: You add a bonus equal to half your Rogue level to all Acrobatic checks. You can perform high-risk acrobatics so easily that you can even do it while taunting and distracting your opponents. Thanks to this confidence, you add your Charisma modifier on to your AC and CMD against attacks of opportunity provoked by moving through a threatened squares, as well as to all Acrobatics checks made to move without provoking attacks of opportunity and the DC of these checks is not increased for moving at full speed. Additionally, you can replace your Escape Artist bonus with your Acrobatics bonus.
- Assault Leader: Adds a +1 bonus to attack rolls made against opponents the Rogue is flanking. This bonus is increased by +1 at Rogue level 5 and every 5 levels thereafter (to a maximum of +5 at 20th level). This bonus also applies to all attacks of opportunity you get to make by virtue of having the Opportunist talent, even if the target of your attack of opportunity is not flanked.
- Black Market Connections: Rogues can use their connections with shady suppliers to obtain items that are not easily acquired without having the right contacts. As a result, she may carry unspecified equipment worth up to 100 gp per Rogue level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a move action, the Rogue may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the Rogue can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.
- Befuddling Strike: Whenever you confirm a critical hit against an enemy, you can immediately make a Feint combat maneuver as a free action. You add a bonus to your feint check equal to the enhancement bonus to attack rolls of the weapon used to score the critical hit. In addition, you add your Int bonus to attack rolls made to confirm critical hits.
- Canny Observer: You add half your Rogue level on all Knowledge checks made to identify a creature's special abilities and weaknesses, and you can make such skill checks even if untrained in the appropriate Knowledge skill. You also add your Int bonus to all Perception checks.
- Charmer (Sp): Your words are so convincing, you can affect intelligent creatures as if you had enchanted them. If you talk to a target for 1min, you can cast an effect identical to the Charm Monster spell on them. This is a language dependent mind-affecting effect. The target can make a will save to negate this effect (DC = 10 + 1/2 your ranks in Diplomacy + Cha modifier). Whether or not the save is successful, you cannot target that same creature again with this ability for the next 24h. Your caster level for this ability is equal to your ranks in Diplomacy. (Prerequisite: Rogue level 10)
- Coax Information: A Rogue with this talent can replace her Sense Motive bonus with either her Bluff or Intimidate bonus. Additionally, whenever the Rogue deals Sneak Attack damage or confirms a critical hit against an opponent, she can immediately use a free action to use the Intimidate skill to demoralize that opponent.
- Defensive Roll: When a Rogue with this talent is targeted by a melee or ranged attack, she can spend an immediate action to make an Acrobatics check. Shen can use the result as her AC or touch AC against that attack, but she must be aware of the attack and not flat-footed. If the Rogue also has the Acrobatic Master Rogue Talent, she also adds her Cha bonus to this Acrobatics check. If the Rogue has the Redirect Attack talent, she can use it whenever she successfully uses Defensive Roll to avoid an attack.
- Deft Palm: A Rogue with this talent can use a swift action to make either a Sleight of Hand check resisted by her target's Perception check or a Bluff check resisted by her target's Sense Motive check (you choose which one each time you use this ability). If the Rogue is successful, she gains a +1 bonus to all attacks made against that target until the the start of the Rogue's next turn. This bonus increases by +1 at 5th level and every 5 levels thereafter (To a maximum of +5 at 20th level). However, when using this ability, the Rogue’s Sneak Attack damage is reduced to 1d6 for every 3 Rogue levels.
- Distracting Attack: Opponents to whom you deal precision damage suffer a -1 penalty to all Concentration checks, skill checks and to all attack rolls made against you. This penalty increases by -1 for every 5 Rogue levels you possess. These penalties last for a number of rounds equal to your Charisma modifier (Minimum 1). (Prerequisite: Cha 13).
- Esoteric Scholar: You add Spellcraft and one Knowledge skill of your choice to your list of class skills. Additionally, you can cast Read Magic as an spell-like ability at will. Your caster level for this ability is equal to your Rogue level.
- False Friend: You can use your Bluff bonus instead of your Disguise bonus. At 10th level, when an enemy casts a spell or uses a spell-like ability that would affect all of its allies in a given area of effect, if you successfully identify the spell (or spell-like ability) you can make a Bluff check resisted by the caster’s Sense Motive check. If you’re successful, the spell affects you as if you were one of the caster’s allies. Whether or not you succeed, you can't use this ability on the same target again for the next 24 hours.
- Fast Picks: You can take 10 on Disable Device checks even when distracted or endangered, and the necessary time required for such checks is reduced by 1 action category (full-round -> standard -> move -> swift -> free). Disable Device checks made to pick locks or disarm traps have their time reduced by 2 categories instead. Additionally, if you also have the Skill Mastery talent, you can always take 20 on Disable Device checks, even when it would not be possible and without increasing the necessary time for said skill checks.
- Finesse Rogue: Get Weapon Finesse as a bonus feat. If you already have the Weapon Finesse feat, you instead get another feat you qualify for. (Now you can grab Weapon Finesse at 1st level and not feel like you wasted a feat one level later)
- Force of Personality: You gain Force of Personality as a bonus feat. (Force of Personality is a 3.5 feat that allows characters to add their Cha modifier instead of Wisdom to Will saves).
- Getaway Artist: You can make a Reflex save instead of a Fortitude or Will save whenever one of those would be necessary to resist a spell, spell-like ability or any other supernatural effect that would cause you to be entangled, staggered, paralyzed or petrified. If a Rogue with Improved Evasion uses this talent to make a Reflex saving throw against an effect that has a reduced effect on a successful save, she instead avoids the effect entirely.(Prerequisite: Rogue level 10).
- Hard to Fool: The Rogue get a +1 bonus to all saves made to resist illusions and emotion effects, as well as effects that would cause her to be confused or dazed. This bonus increases by +1 at 6th level and every 3 Rogue levels thereafter.
- Hold Breath: You can hold your breath for a number of minutes equal to your Con score. Additionally, you a get +1 bonus to all saving throws made to resist effects that cause suffocation. This bonus increases by +1 at 6th level and every 3 levels thereafter. At 10th level, you can hold your breath for a number of minutes equal to 10x your Con score.
- Honeyed Words: When you succeed on a Diplomacy check to improve a creature's attitude towards you or your allies, you can improve its attitude by 2 steps instead of one and he DC to resist any language-based mind-affecting effect caused by you increases by +2. Additionally, you can retry failed Diplomacy checks after 12h instead of the usual 24h.
- Iron Guts: The Rogues gets a +1 bonus to all saving throws made to resist poison and diseases, as well as all supernatural effects that would cause her to be poisoned, diseased, sickened or nauseated. This bonus increases by +1 at Rogue level 6 and every 3 levels thereafter. At 8th level, the Rogue becomes immune to all diseases, including supernatural ones. At 16th level, she also becomes immune to poison.
- Ledge Walker: This ability allows a Rogue to move along narrow or slippery 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 through difficult terrain. Finally, when the Rogue suffers fall damage, this damage is reduced by 1d6 for every 2 Rogue levels.
- Minor Magic: Pick 2 cantrips from the Wizard spell list. You can cast both of them as spell-like abilities at will. Your CL for this ability is equal to your Rogue level.The save DC for these cantrips is based on either Int or Cha, whatever is higher (Prerequisite: Int 10 or Cha 10). (Because 3 cantrips a day is just pathetic.)
- Major Magic: Pick one 1st-level spell from the Wizard spell list. You can cast that spell as a spell-like ability 3 times per day plus 1 additional time for every 5 Rogue levels. Your caster level for this ability is equal to your Rogue level.The save DC for the spell is based on either Int or Cha, whatever is higher. (Prerequisite: Int 11 or Cha 11)
- Nimble Climber: You get a Climb speed equal to half your base movement speed (Minimum 5ft). At 6th level, your Climb speed becomes equal to your full base speed. If you already have a Climb speed, it increases by these amounts.
- Opportunist: When an enemy you threaten provokes an attack of opportunity from one of your allies, it also provokes an attack of opportunity from you, even if the situation or an ability would normally deny you the attack of opportunity. If you have the Assault Leader talent, you can apply the bonus granted by it to attacks of opportunity granted by this ability.(Prerequisite: Rogue level 6).
- Peerless Maneuver: Choose one Combat Maneuver. You use your Rogue level instead of your BAB to calculate your CMB and CMD for that maneuver. Additionally, you get the appropriate Improved <Combat Maneuver> feat at Rogue level 4. When you reach level 8, you get the Greater version of this feat. If you already have it, you instead get a combat feat you qualify for. This talent can be selected a second time at 8th level and a third time at 16th level. Each time it applies to a difference combat maneuver.
- Powerful Sneak: Treat all 1s and 2s rolled on Sneak Attack damage dice as if they were 3s. (Prerequisite: Rogue level 10)
- Redirect Attack: Once per round, when an enemy misses an attack against the Rogue, the Rogue can choose to direct that attack at a different creature. The target creature must be in the area threatened by the attacking enemy. Alternatively, the Rogue can choose to instead make an attack of opportunity against the attacking enemy. If the Rogue has the Defensive Roll talent, she can use this ability whenever she successfully uses that talent to avoid an attack, in which case, it doesn’t count against the Rogue’s limit of 1 use of Redirect Attack per round.
- Resiliency: You get a +1 bonus on all saves made to resist negative energy and death effects. This bonus increases by +1 at 6th level and every 3 Rogue levels thereafter. Additionally, the number of negative hit points you can reach before dying increases by an amount equal to your Rogue level.
- Rogue Crawl: You take no penalties for squeezing into tight spaces and you can move at half your base movement speed and even make 5ft-steps while prone. Finally, you can stand up from a prone position as a swift action or as a move action. This movement still provokes an attack of opportunity, unless you use a move action to stand up.
- Shadow Blend: When you're in an area of darkness or dim-light, all attacks made against you have a 50% miss chance instead of 20%. This ability does not confer you full concealment. It simply raises the miss chance for being in an area of darkness or dim-light. (Prerequisite: Rogue level 10)
- Slippery Mind: Make a Reflex save instead of a Will save to resist any spells, spell-like abilities or any other supernatural effect that possesses or exercises mind control over you. If a Rogue with Improved Evasion uses this talent to make a Reflex saving throw against an effect that has a reduced effect on a successful save, she instead avoids the effect entirely. (Prerequisite: Rogue level 10)
- Sniper's Eye: A Rogue with this talent can choose to apply her Intelligence modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with ranged weapon (such as bows and throwing weapons). Additionally, a Rogue with this talent increases the distance she can deal precision damage with ranged weapons by 60ft. At 10th level, the Rogue's Int bonus to damage is no longer limited to her Rogue level.
- Skill Mastery: Whenever you make an skill check for a skill in which you have at least 1 rank you can roll twice and take the better result. Additionally, you can always Take 10 on any skill in which you have at least 10 ranks, even if you're distracted or in peril. At 20th level, whenever you make an skill check for a skill in which you have at least 1 rank you can roll three times and take the best result. (Prerequisite: Rogue level 10).
- Strong Impression: Add a bonus equal to your Charisma modifier to Initiative checks. At 9th level, you can roll for Initiative twice and take the better result. At 18th level, you can roll for Initiative three times and take the best result (Prerequisite: Rogue level 6)
- Strong Stroke: You get a Swim speed equal to half your base movement speed (Minimum 5ft). At 6th level, your Swim speed becomes equal to your full base speed. If you already have a Swim speed, it increases by these amounts.
- Surprise Attack: The first successful Sneak Attack you make each round against a creature who is surprised, helpless, unconscious or unaware of your presence automatically deals maximum damage. (This effect applies to only one Sneak Attack per target per round). Additionally, during a surprise round, all enemies are considered flat-footed to you, even if they have already acted. (Now, when you sneak on the town guard and slice his throat, he dies).
- Survivalist: You add Handle Animal and Survival to your list of class skills. Additionally, you add a bonus equal to half your Rogue level to all Survival skills made to follow tracks and you can follow tracks while moving at full speed.
- Swift Poisoning: The Rogue can use a swift action instead of a standard or move action to apply poison to an weapon she is currently holding.
- Underhanded: A Rogue with this talent using the Weapon Finesse feat can choose to apply her Dexterity modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with melee weapon. This damage is not increased for two-handed weapons, nor is it reduced for off-hand weapons. At 10th level, the Rogue's Dexs bonus to damage is no longer limited to her Rogue level. (Prerequisite: Weapon Finesse).
- Unwitting Ally: You can trick a creature in a 60ft radius to act and/or position itself in a way that benefits you while distracting its own allies. As a swift action, you can make a Bluff check opposed by your target's Sense Motive check. If you are successful, your target act as an ally for the purpose of providing flanking and you don’t provoke attacks of opportunity for moving through its threatened area. This effect lasts for a number of rounds equal to your Cha modifier (minimum 1).(Prerequisite: Rogue level 6)
**Rogue Talents that require Rogue level 10 should be considered Advanced Talents**
I decided to keep the original names so this homebrew can be used with character building software, such as HeroLab.
Here is a sample build using these rules:
Sandra Silverline (Sample Rogue)
Sandra Silverline
Female Half-Elf Rogue 10
CG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +15
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Defense
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AC 22, touch 14, flat-footed 18 (+6 armor, +2 shield, +4 Dex)
hp 78 (10d8+30)
Fort +9, Ref +15 (+3 bonus vs. traps), Will +10; +2 vs. enchantments, +3 against poison and diseases
Defensive Abilities improved evasion, improved uncanny dodge (lv >=14), trap sense; Immune magic sleep, disease; Resist elven immunities
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Offense
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Speed 30 ft.
Melee +3 Silversheen Rapier +3 Silversheen Rapier +18/+13 (1d6+6/18-20/x2) or
. . +1 Silversheen Rapier +16/+11 (1d6+4/18-20/x2)
Ranged +1 Adaptive Composite shortbow (Str +1) +16/+11 (1d6+2/x3)
Special Attacks Sneak Attack +5d6, (only +2d6 when using Deft Palm)
Spell-Like Abilities Minor Magic (Detect Magic, Prestidigitation) (at will)
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Statistics
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Str 12, Dex 20, Con 14, Int 16, Wis 10, Cha 16
Base Atk +7; CMB +8; CMD 22
Feats Combat Reflexes (6 AoO/round), Extra Rogue Talent (Rogue), Extra Rogue Talent (Rogue), Force of Personality, Shadow Strike, Skill Focus (Acrobatics), Weapon Finesse
Traits Indomitable Faith, Resilient
Skills Acrobatics +24, Bluff +16, Diplomacy +16, Disable Device +23, Escape Artist +18, Intimidate +16, Perception +15 (+20 to locate traps), Sense Motive +13, Sleight of Hand +18 (+22 to conceal a weapon), Stealth +18, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ elf blood, trapfinding +5
Other Gear +2 Chain shirt, +1 Buckler, +1 Adaptive Composite shortbow (Str +0), +1 Silversheen Rapier, +3 Silversheen Rapier, Belt of physical might (Dex & Con +2), Cloak of resistance +3, Headband of mental prowess (Int & Cha +2) (Use Mag, Ring of protection +1, 580 GP
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Special Abilities
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Black Market Connections (Ex) Find useful items in your backpack. (up to 1000gp).
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deft Palm (Ex) As a swift action, make a Sleight of Hand check resisted by your target's Perception check. If successful get a +2 bonus to all attack rolls made against your target until the beginning of your next turn.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail the Reflex save, you take only half-damage.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Iron Guts (Ex) +3 on all saves vs poison and disease. Immunity to all diseases.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Minor Magic (Detect Magic, Prestidigitation) (at will) (Sp) Gain the chosen cantrips as spell-like abilities.
Shadow Strike You can deal precision damage against opponents with some concealment.
Skill Mastery You can roll twice and take the better result whenever you make a skill check for a skill in which you assigned at least 1 skill rank.
Slippery Mind (Ex) Make a Reflex save instead of a Will save to resist possession and mind control.
Sneak Attack +5d6 damage if your target is flat-footed.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones. Automatically get a Perception check to detect traps on a 10ft radius around, even if you're not searching for traps.
Underhanded (Ex) Add your Int modifier to damage rolls when using Weapon Finesse.
Not an unstoppable war machine, but certainly much more effective than a normal Rogue.
So, my fellow Playgrounders. What are your thoughts?
Updates
03/21/2014:
- Rogues/Ninjas get Shadow Strike as a bonus feat at 5th level
- Trap Spotter delayed to 7th level.
Rogue Talents:
Assault Leader Now synergizes with Opportunist. Now, when you make an AoO granted by the Opportunist talent, you can apply the bonus gained from Assault Leader to your attack roll.
Befuddling Strike now allows the Rogue to add her Int bonus to attack rolls made to confirm critical hits, and her free Feint now gets a bonus equal to the Rogue's weapon's enhancement bonus to attack rolls (so, something from +0 to +5).
Hard to Fool now also applies against emotion effects and effect that would cause the Rogue to be confused or dazed.
Honeyed Words have the added benefit or raising the DC of language-dependent mind-affecting effects by +2. This increases the synergy between this talent and Charmer.
Iron Guts gives immunity to diseases at 10th level and immunity to poison at 20th. I know other classes get these immunities much earlier, but I'm okay with that.
Surprise Attack now applies to any opponent who is surprised, unconscious, helpless or unaware of your presence. It only applies once per round per opponent, though. This makes it more likely to come up in actual play.
04/02/2014:
Canny Observer allows Rogues to add their Int bonus to Perception checks.
Coax Information allows Rogues to immediately make a Intimidate check as a free action to demoralize opponents who suffered Sneak Attack damage or a critical hit from the Rogue.
Getaway Artist and Slippery Mind protect the Rogue from suffering partial effects on a successful save if the Rogue also has Improved Evasion.
Underhanded's Int bonus to damage is no longer reduced for off-hand attacks. (Basically, Rogues get free Double Slice when using this talent. TWF takes way too many feats already!)
04/30/2014:
Iron Guts grants immunity to diseases and poison slightly earlier (9th and 18th level, respectively).
06/25/2014
Added Defensive Roll to the list of revised Rogue talents.
Changed Iron Guts so that the immunities to Disease and Poison come a little earlier.
06/29/2014
Iron Guts now also applies against effects that would cause the Rogue to be nauseated.
Minor Magic and Major Magic are based on Int or Cha, whichever is higher.
Removed the level prerequisite for Fast Picks.
12/17/2014
Canny Combat added to the Rogues class features. Now you can use Rogue Talents to excel instead of simply compensating for their lack of accuracy.
Combat Swipe and Redirect Attack added to the list of Revised Rogue Talents.
Peerless Maneuver can now be taken a second time at 8th level and a third time at 16th.
07/15//2015
Added Rogue Style class feature at 1st level, this way it’s quicker and less taxing to turn your character into the Rogue you want her to be.
Canny Combat is no longer an universal bonus. It’s now dependant on which Rogue Style you take.
Underhanded now adds your Dex modifier to damage, rather than your Int modifier. It’s still limited to your Rogue level, however.