Teapot Salty
2014-05-25, 12:49 AM
Hey guys, so an idea just popped into my mind for a rogue ability, so I decided to pop it onto the playground to put pen to paper (or thought to internet or something) so I could get advice while writing it down so here it is:
At second level you chose a style, ranged or melee. At second, sixth, tenth, fourteenth and eighteenth level, you chose an ability from below that complements the style you chose, from an ever increasing list. Each ability may be taken only once.
At second level:
If you chose ranged: The sneak attack range for ranged attacks is increased by 30ft or sneak attacks delivered by a ranged weapon reduce the targets ac by the number of damage dealt from the sneak attack dice until your next turn.
If you chose melee: If you successfully sneak attack a target with a melee attack, they become flat footed and provoke an attack of opportunity from you, or: If your melee attack roll exceeded the targets ac by 5 or more, they are treated as flat footed for the purposes of determining sneak attack.
At sixth level:
If you chose ranged at level 2 you add to the list of available abilities: increase the sneak attack range for ranged attacks by 30ft, and targets hit by ranged sneak attacks have their movement speed reduced by 1d4x5 for one round.
If you chose melee at level 2 you add to the list of available abilities: Your melee sneak attacks add your rogue level to sneak attack damage or your base attack bonus progression becomes that of a fighter.
At tenth level:
If you chose ranged at level 2 you add to the list of available abilities: Increase the sneak attack range for ranged attacks by 30ft and ranged sneak attacks deal +1d6+int modifier dexterity damage.
If you chose melee at level 2 you add to the list of available abilities: Your melee sneak attacks deal +1d6+int modifier str damage and whenever you make a sneak attack, you may initiate a grapple, disarm, trip or bullrush as a free action, opponents may not "win" the opposed checks, however if their str/dexterity check beats yours, the maneuver fails.
At 14th level:
If you chose ranged at level 2, you add to the list of available abilities: Your ranged sneak attacks cause the target to take 1d3 constitution damage, and targets damaged by your ranged sneak attacks must succeed a fortitude save (dc rogue level+int modifier) or either become blinded or deafened (rogues choice) for 1 round.
If you chose melee at level 2 you add to the list of available abilities: Targets damaged by your melee sneak attacks take the hit point damage dealt by your sneak attack dice again every 1d6 rounds (actual round as opposed to your next turn) for 1d3 rounds and your melee sneak attacks do +1d6 con damage.
At 18th level:
If you chose ranged at level 2 you add to the list of available abilities: Opponents damaged by your ranged sneak attacks must succeed a fortitude save (dc hit point damage from the attack) or be knocked prone, or take 2d6 con damage, or take a -20 penalty to all saves and attack rolls (rogues choice), and your ranged sneak attacks cause opponents to be stunned for one round
If you chose ranged at level 2, you add to the list of available abilities: Opponents damaged by your melee sneak attacks must succeed a fortitude save (dc hit point damage from the attack) or be stunned for 1 round, or take 8 con damage, or become staggered for 1d4 rounds (rogues choice) and opponents damaged by your melee sneak attacks must suceed a dc 20+your int modifier+your dex modifier fortitude save or be instantly slain, suceeding this save still causes the subject to take 2d6 constitution damage.
What do you guys think, I really just threw it together, but I'd love your opinion. I'm also trying to come up with more out of combat utility as well, thanks, and as always, go nuts.
At second level you chose a style, ranged or melee. At second, sixth, tenth, fourteenth and eighteenth level, you chose an ability from below that complements the style you chose, from an ever increasing list. Each ability may be taken only once.
At second level:
If you chose ranged: The sneak attack range for ranged attacks is increased by 30ft or sneak attacks delivered by a ranged weapon reduce the targets ac by the number of damage dealt from the sneak attack dice until your next turn.
If you chose melee: If you successfully sneak attack a target with a melee attack, they become flat footed and provoke an attack of opportunity from you, or: If your melee attack roll exceeded the targets ac by 5 or more, they are treated as flat footed for the purposes of determining sneak attack.
At sixth level:
If you chose ranged at level 2 you add to the list of available abilities: increase the sneak attack range for ranged attacks by 30ft, and targets hit by ranged sneak attacks have their movement speed reduced by 1d4x5 for one round.
If you chose melee at level 2 you add to the list of available abilities: Your melee sneak attacks add your rogue level to sneak attack damage or your base attack bonus progression becomes that of a fighter.
At tenth level:
If you chose ranged at level 2 you add to the list of available abilities: Increase the sneak attack range for ranged attacks by 30ft and ranged sneak attacks deal +1d6+int modifier dexterity damage.
If you chose melee at level 2 you add to the list of available abilities: Your melee sneak attacks deal +1d6+int modifier str damage and whenever you make a sneak attack, you may initiate a grapple, disarm, trip or bullrush as a free action, opponents may not "win" the opposed checks, however if their str/dexterity check beats yours, the maneuver fails.
At 14th level:
If you chose ranged at level 2, you add to the list of available abilities: Your ranged sneak attacks cause the target to take 1d3 constitution damage, and targets damaged by your ranged sneak attacks must succeed a fortitude save (dc rogue level+int modifier) or either become blinded or deafened (rogues choice) for 1 round.
If you chose melee at level 2 you add to the list of available abilities: Targets damaged by your melee sneak attacks take the hit point damage dealt by your sneak attack dice again every 1d6 rounds (actual round as opposed to your next turn) for 1d3 rounds and your melee sneak attacks do +1d6 con damage.
At 18th level:
If you chose ranged at level 2 you add to the list of available abilities: Opponents damaged by your ranged sneak attacks must succeed a fortitude save (dc hit point damage from the attack) or be knocked prone, or take 2d6 con damage, or take a -20 penalty to all saves and attack rolls (rogues choice), and your ranged sneak attacks cause opponents to be stunned for one round
If you chose ranged at level 2, you add to the list of available abilities: Opponents damaged by your melee sneak attacks must succeed a fortitude save (dc hit point damage from the attack) or be stunned for 1 round, or take 8 con damage, or become staggered for 1d4 rounds (rogues choice) and opponents damaged by your melee sneak attacks must suceed a dc 20+your int modifier+your dex modifier fortitude save or be instantly slain, suceeding this save still causes the subject to take 2d6 constitution damage.
What do you guys think, I really just threw it together, but I'd love your opinion. I'm also trying to come up with more out of combat utility as well, thanks, and as always, go nuts.