Westhart
2017-05-08, 07:08 AM
The Rogue (rework)
The Rogue
Hit Die: d6.
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 8 + Int modifier
The Rogue
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+0
Sneak Attack +1d6, trap finding
2nd
+1
+0
+3
+0
Evasion, Cunning strikes
3rd
+2
+1
+3
+1
Sneak Attack +2d6
4th
+3
+1
+4
+1
Uncanny Dodge, hide in plain sight
5th
+3
+1
+4
+1
Sneak Attack +3d6
6th
+4
+2
+5
+2
Studied Enemy
7th
+5
+2
+5
+2
Sneak Attack +4d6
8th
+6/+1
+2
+6
+2
Improved uncanny dodge, Clever Defense
9th
+6/+1
+3
+6
+3
Sneak Attack +5d6
10th
+7/+2
+3
+7
+3
Special ability
11th
+8/+3
+3
+7
+3
Sneak Attack +6d6
12th
+9/+4
+4
+8
+4
Studied Enemy
13th
+9/+4
+4
+8
+4
Sneak Attack +7d6, Special ability
14th
+10/+5
+4
+9
+4
Ignore Concealment
15th
+11/+6/+1
+5
+9
+5
Sneak Attack +8d6
16th
+12/+7/+2
+5
+10
+5
Special ability
17th
+12/+7/+2
+5
+10
+5
Sneak Attack +9d6
18th
+13/+8/+3
+6
+11
+6
Studied Enemy
19th
+14/+9/+4
+6
+11
+6
Sneak Attack +10d6, Special ability
20th
+15/+10/+5
+6
+12
+6
Master of many Professions
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Trapfinding: Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
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 (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
Cunning Strikes: The Rogue may add their intelligence bonus to Attack and damage rolls instead of strength.
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. If a rogue already has uncanny dodge from a different class (a rogue with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.
Hide in Plain Sight: Within 5’ of a shadow the rogue may use the hide skill, even if being observed.
Studied enemy: At 6th level the rogue selects an enemy type that is normally immune to sneak attacks. They may now sneak attack that creature as normal. They gain an additional enemy every 6 levels after.
Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. 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.
Clever Defense: The rogue subtracts his intelligence bonus from the armor penalties of armors he is proficient with and adds his intelligence modifier to AC.
I am thinking making it an insight bonus as that is pretty common… Not sure though…
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.
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.
Improved Evasion: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless rogue (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.
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. A rogue with the Combat Reflexes feat can use the opportunist ability as many times a round as she would have attacks of opportunity.
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.
Feat: A rogue may gain a bonus feat in place of a special ability.
Additional Studied Enemy: The Rogue gains an additional studied enemy.
Ignore Concealment: The rogue ignores the effects of concealment (excluding total concealment) if he is within 30’ of the target. This means he may make sneak attacks against creatures with concealment.
Master of many Professions: The rogue has mastered the skills of his trade. He may now take 10 on any skill he gained from the rogue class and has at least ¾ his level of ranks in, even if he couldn’t normally.
Got bored [shrug], PEACH :smallsmile:
The Rogue
Hit Die: d6.
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 8 + Int modifier
The Rogue
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+0
Sneak Attack +1d6, trap finding
2nd
+1
+0
+3
+0
Evasion, Cunning strikes
3rd
+2
+1
+3
+1
Sneak Attack +2d6
4th
+3
+1
+4
+1
Uncanny Dodge, hide in plain sight
5th
+3
+1
+4
+1
Sneak Attack +3d6
6th
+4
+2
+5
+2
Studied Enemy
7th
+5
+2
+5
+2
Sneak Attack +4d6
8th
+6/+1
+2
+6
+2
Improved uncanny dodge, Clever Defense
9th
+6/+1
+3
+6
+3
Sneak Attack +5d6
10th
+7/+2
+3
+7
+3
Special ability
11th
+8/+3
+3
+7
+3
Sneak Attack +6d6
12th
+9/+4
+4
+8
+4
Studied Enemy
13th
+9/+4
+4
+8
+4
Sneak Attack +7d6, Special ability
14th
+10/+5
+4
+9
+4
Ignore Concealment
15th
+11/+6/+1
+5
+9
+5
Sneak Attack +8d6
16th
+12/+7/+2
+5
+10
+5
Special ability
17th
+12/+7/+2
+5
+10
+5
Sneak Attack +9d6
18th
+13/+8/+3
+6
+11
+6
Studied Enemy
19th
+14/+9/+4
+6
+11
+6
Sneak Attack +10d6, Special ability
20th
+15/+10/+5
+6
+12
+6
Master of many Professions
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Trapfinding: Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
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 (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
Cunning Strikes: The Rogue may add their intelligence bonus to Attack and damage rolls instead of strength.
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. If a rogue already has uncanny dodge from a different class (a rogue with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.
Hide in Plain Sight: Within 5’ of a shadow the rogue may use the hide skill, even if being observed.
Studied enemy: At 6th level the rogue selects an enemy type that is normally immune to sneak attacks. They may now sneak attack that creature as normal. They gain an additional enemy every 6 levels after.
Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. 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.
Clever Defense: The rogue subtracts his intelligence bonus from the armor penalties of armors he is proficient with and adds his intelligence modifier to AC.
I am thinking making it an insight bonus as that is pretty common… Not sure though…
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.
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.
Improved Evasion: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless rogue (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.
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. A rogue with the Combat Reflexes feat can use the opportunist ability as many times a round as she would have attacks of opportunity.
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.
Feat: A rogue may gain a bonus feat in place of a special ability.
Additional Studied Enemy: The Rogue gains an additional studied enemy.
Ignore Concealment: The rogue ignores the effects of concealment (excluding total concealment) if he is within 30’ of the target. This means he may make sneak attacks against creatures with concealment.
Master of many Professions: The rogue has mastered the skills of his trade. He may now take 10 on any skill he gained from the rogue class and has at least ¾ his level of ranks in, even if he couldn’t normally.
Got bored [shrug], PEACH :smallsmile: