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Larzzral
2014-08-26, 06:33 PM
One of fifteen classes I've done up for my own setting. Some are only slightly changed, others are rely a lot of homebrew. In the end, I am hoping to provide classes that offer some options to keep a player engaged, while at the same time I am mostly playing with people who have never played before, and want things that are not too confusing. Let me know how I've done. Power-wise, I am looking for Tier 3-4 range. Classes should be judged compared to each other and not to standard 3.5 classes.

The ability section will generally be left blank. It's pretty common knowledge that constitution is always needed, strength to hit things, unless you're dexterity focused. So unless there are abilities that specifically rely on a skill, I'll leave it blank. Also, I don't use the normal 3.5 system for skills. So it'll mostly be left unchanged from original classes, except the minimum I'll use is 4 per level.


Rogue
(Inspiration: Rogue, Swashbuckler)

GAME RULE INFORMATION
Rangers have the following game statistics.
Abilities: Charisma helps a rogue's damage with his charismatic strike
Alignment: Any.
Hit Die: d8
Starting Age: As SRD Rogue
Starting Gold: As SRD Rogue

Class Skills: As SRD Rogue

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+2
+0
Sneak Attack 1d6, Weapon Finesse




2nd
+1
+0
+3
+0
Battle Fortitude +1, Improved Flanking +1




3rd
+2
+1
+3
+1
Charismatic Strike, Sneak Attack 2d6




4th
+3
+1
+4
+1
Improved Reaction +1




5th
+3
+1
+4
+1
Dodge Bonus +1, Sneak Attack 3d6




6th
+4
+2
+5
+2
Improved Flanking +2, Penetrating Strike




7th
+5
+2
+5
+2
Sneak Attack 4d6, Special Ability




8th
+6/+1
+2
+6
+2
Improved Reaction +2




9th
+6/+1
+3
+6
+3
Sneak Attack 5d6




10th
+7/+2
+3
+7
+3
Dodge Bonus +2, Improved Flanking +3, Special Ability




11th
+8/+3
+3
+7
+3
Battle Fortitude +3, Lucky, Sneak Attack 6d6




12th
+9/+4
+4
+8
+4
Improved Reaction +3




13th
+9/+4
+4
+8
+4
Sneak Attack 7d6, Special Ability




14th
+10/+5
+4
+9
+4
Improved Flanking +4




15th
+11/+6/+1
+5
+9
+5
Dodge Bonus +3, Sneak Attack 8d6




16th
+12/+7/+2
+5
+10
+5
Improved Reaction +4, Special Ability




17th
+12/+7/+2
+5
+10
+5
Sneak Attack 9d6




18th
+13/+8/+3
+6
+11
+6
Improved Flanking +5




19th
+14/+9/+4
+6
+11
+6
Sneak Attack 10d6, Special Ability




20th
+15/+10/+5
+6
+12
+6
Battle Fortitude +3, Dodge Bonus +4, Improved Reaction +5





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Class Features:All of the following are class features of the ranger.

Weapon and Armor Proficiencies: A rogue is proficient in all simple and martial weapons, light armour and buckler shields.

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 any time 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 it 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 sap (blackjack) 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.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. 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 or striking the limbs of a creature whose vitals are beyond reach.

Weapon Finesse: A rogue gains the weapon finesse feat as a bonus feat.

Battle Fortitude: A rogue gains +1 to all fortitude saves at level 2. She gains an additional +1 at levels 11 and 20.

Improved Flanking: A rogue gains an additional +1 to attack rolls when flanking an opponent. This bonus increases every four levels after.

Charismatic Strike: A rogue adds their charisma modifier to damage made with any weapon they are proficient with. This damage is multiplied on a critical hit as normal.

Improved Reaction: A rogue gains a +1 bonus to their initiative rolls. This bonus increases every four levels after.

Dodge Bonus: A rogue gain a bonus to their dexterity to Ac modifier. This bonus is limited by a rogue's maximum dexterity bonus from their armour. This bonus increase by +1 every five levels after.

Penetrating Strike: A rogue's strikes are so precise, they can cause additional damage from critical hits and sneak attacks to targets normally immune to such damage. On critical hits, a rogue causes half the additional damage that a normal critical hit would cause. So a weapon with x2 critical would be x1.5. And x3 would be x2 and so forth. On sneak attacks, roll your sneak attack damage as normal, then divide the result by 2 for the amount of damage caused. Any additional benefits negated against creatures immune to sneak attack (such as weakning and wounding critical special abilities available to a rogue) are still negated with penetrating strike.

Special AbilityA rogue gains a special ability at level 7 and every three levels after. A rogue gains a special ability of her choice from among the following options.
•Acrobatic Charge: A rogue can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
•Acrobatic Skill Mastery: A rogue becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a rogue may take 10 even if stress and distractions would normally prevent her from doing so.
•Crippling Strike: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
•Defensive Roll: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
•Evasion: 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.
•Improved Evasion: This ability requires a rogue to have taken evasion. This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
•Improved Uncanny Dodge:This ability requires a rogue to have taken uncanny dodge. 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 a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
•Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
•Skill Mastery: A rogue gain +1 to all skill checks she makes. In addition, each time this skill is taken, a rogue may select a skill and consider that skill trained or a class skill. (But not both) This feat may be taken multiple times.
•Slippery Mind: This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
•Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
•Weakening Critical: A rogue who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.
•Wounding Critical: This ability requires a rogue to have taken weakening critical. A rogue who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. Creatures immune to critical hits are immune to this effect.

Lucky:Many rogue live by the credo "Better lucky than good." Once per day, a rogue of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. Should the roll use any ability modifier (strength, dexterity, intelligence, etc) a rogue may choose to substitute that modifier with their charisma modifier. The character must take the result of the re-roll, even if it's worse than the original roll.