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- Jul 2012
- Lost in my imagination
Rewriting Core Part 4: The Rogue [PEACH]The Rogue
Level BAB Fort Ref Will Special Exploit Known Max Exploit level 1st +0 +2 +0 +2 Sneak attack +1d6, trapfinding, exploits 2 1 2nd +1 +3 +0 +3 Evasion, rogue talent 3 1 3rd +2 +3 +1 +3 Sneak attack +2d6, trap sense +1, refocus 4 2 4th +3 +4 +1 +4 Uncanny dodge, rogue talent 5 2 5th +3 +4 +1 +4 Sneak attack +3d6, study foe 6 3 6th +4 +5 +2 +5 Trap sense +2, rogue talent 7 3 7th +5 +5 +2 +5 Sneak attack +4d6, improved sneak attack 8th +6/+1 +6 +2 +6 Improved uncanny dodge, rogue talent 9 4 9th +6/+1 +6 +3 +6 Sneak attack +5d6, trap sense +3 10 5 10th +7/+2 +7 +7 +3 Rogue talent (advanced) 11 5 11th +8/+3 +7 +3 +7 Sneak attack +6d6, reliable sneak attack 12 6 12th +9/+4 +8 +4 +8 Trap sense +4, rogue talent 13 6 13th +9/+4 +8 +4 +8 Sneak attack +7d6 14 7 14th 10/+5 +9 +4 +9 Master sneak attack, rogue talent 15 7 15th +11/+6/+1 +9 +5 +9 Sneak attack +8d6, trap sense +5 16 8 16th +12/+7/+2 +10 +5 +10 Rogue talent 17 8 17th +12/+7/+2 +10 +5 +10 Sneak attack +9d6 18 9 18th +13/+8/+3 +11 +6 +11 Trap sense +6, rogue talent 19 9 19th 14/+9/+4 +11 +6 +11 Sneak attack +10d6 20 9 20th 15/+10/+5 +12 +6 +12 Deadly sneak attack, rogue talent 21 9
Hit Die: d8.
Class Skills:The rogue’s class skills (and the key ability for each skill) are 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 (all skills, taken individually) (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 1st Level: (8 + Int modifier) ×4.
Skill Points at Each Additional Level: 8+ Int modifier.
Class FeaturesAll of the following are class features of the Rogue.
Weapon and Armor Proficiency
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, light melee weapons, and the hand crossbow, rapier, and shortbow. Rogues are proficient with light armor, but not with shields.
Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from their attack, they can strike a vital spot for extra damage. Any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks their target, they gain a bonus to attack and damage. They are treated as having a base attack bonus equal to their rogue level, and deal an additional +1d6 damage. This damage increases by 1d6 every two rogue levels thereafter. Prestige classes that advance Sneak Attack count as rogue levels when determining their improved base attack bonus. 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. This ability generally comes into play against creatures who are at least two sizes larger than the rogue and tall. For example, a human rogue could sneak attack an ogre (large), or a remorhaz (huge, long), but not a titan (huge, tall). A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Rogues (and only 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 (and only 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.
Rogues have a lot of tricks they can use. These tricks are called exploits. At first level, a rogue can have 2 exploits known. This amount increases every level after that, up to 21 at level 20. When the fighter levels up, they instantly choose their new exploit known.
At first level, the rogue can only have level 1 exploits known. At level 3, they gain access to level 2 exploits. This increases every odd numbered level, up to level 9 exploits at level 17.
Passive exploits are always working while known. Active exploits known can be activated twice per day. Trivial exploits known can be activated at will. Activating an active or trivial exploit takes a standard action unless the exploit notes otherwise. All exploits are (Ex) abilities, even those that copy a spell. If an exploit allows a saving throw, the DC is 10+the level of the exploit+the Rogue's Intelligence modifier.
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 talent (Ex)
As a rogue gains experience, they learn a number of talents that aid them and confound their foes. Starting at 2nd level, a rogue gains one rogue talent. They gain an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
All rogue talents are (Ex) abilities unless stated otherwise.
Starting at 10th level a rogue can get rogue talents off the advanced rogue talents list.
Starting at level 3, a rogue can change their focus rather swiftly. By practicing for 1 day, the rogue can re-choose all of their rogue abilities and exploits known. They may switch to any rogue ability or exploits they qualify for now, regardless of if they qualified for it when they got the ability or exploit slot.
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Study Foe (Ex)
Starting at 5th level, a rogue who spends 3 rounds studying a type of foe normally immune to sneak attacks, such as plants or undead, gains the ability to sneak attack them for a number of minutes equal to their Intelligence modifier. They must take at least a move action during each of the three rounds to study the foe.
Improved Sneak Attack (Ex)
At 7th level, the rogue gains one of two abilities:
- The range at which they can make sneak attacks with ranged weapons increases to 60ft.
- A foe struck by a melee sneak attack remains vulnerable to sneak attacks for one additional round. This ability can only be applied once per foe.
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 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.
Reliable Sneak Attack (Ex)
At 11th level, a rogue can sneak attack any creature, even one who would normally be immune to sneak attacks, without having to spend time studying them.
Master Sneak Attack (Ex)
At 14th level, the ability that a rogue gained from Improved Sneak Attack improves again.
- She can sneak attack any foe within range of her weapon.
- A foe struck by a melee sneak attack remains vulnerable to sneak attacks for one additional round. This ability can be applied twice per foe— in other words, the rogue can “chain” three sneak attacks together.
Deadly Sneak Attack (Ex)
At 20th level, a rogue may make a special death attack. They must first make a normal sneak attack; the target takes full damage, and must then make
a Fortitude save (DC 10 + number of sneak attack die+ the rogue's Intelligence modifier) or die. A creature can only be affected by this ability once per round, no matter how many attacks the rogue makes. They can use this ability a number of times per day equal to their Intelligence modifier.
Spoiler: Rogue Talents
Befuddling Strike*: Opponents damaged by your sneak attack take a –2 penalty on attack rolls against you for 1d4 rounds.
Charmer: Roll two dice when using Diplomacy and take the better result.
Coax Information: Substitute Bluff or Diplomacy for Intimidate
Esoteric Scholar: Once per day, you may attempt a Knowledge check, even when you are not not trained in that Knowledge skill.
Fast Fingers: Roll two dice when using Sleight of Hand and take the better result
Finesse Rogue: Gain Weapon Finesse as a bonus feat
Hard to Fool: Roll two dice when making a Sense Motive check and take the better result
Honeyed Words: Roll two dice when making a Bluff check and take the better result
Major Magic (Sp)Prerequisite; Int 11: Cast a 1st-level sorcerer/wizard spell twice per day as a spell-like ability
Minor Magic (Sp)- Prerequisite; Int 10: Cast a 0th-level sorcerer/wizard spell thrice per day as a spell-like ability
Offensive Defense*: When you hit a target with a melee attack that deals sneak attack damage, you gain a +1 dodge bonus to AC for each sneak attack die rolled for one round.
Profane Sneak Attack*; Prerequisite-Evil alignment: Sneak attack damage is considered evil-aligned for the purpose of overcoming DR, normal weapon damage is unaffected for this attack.
Quick Disable: Disable a trap in half the normal amount of time.
Sacred Sneak Attack*; Prerequisite-Good alignment: Sneak attack damage is considered good-aligned for the purpose of overcoming DR, normal weapon damage is unaffected for this attack.
Slow Reactions*: Opponents damaged by your sneak attack may not make attacks of opportunity. This last for a number of rounds equal to your Dex modifer.
Survivalist: Add Heal and Survival as class skills
Advanced Rogue talents:
Crippling Strike*: Thrice per day a Sneak attack can also deal 2 points of Strength damage.
Defensive Roll: Make a Reflex save to take half damage from a blow.
Dispelling Attack (Sp)*; Prerequisite; Major magic: Thrice per day cast dispel magic on targets damaged by sneak attack.
Improved Evasion: This ability works like evasion, except that while you still takes no damage on a successful Reflex saving throw against attacks henceforth you take only half damage on a failed save. If you are helpless you do not gain the benefit of improved evasion.
Slippery Mind: If you are affected by an enchantment spell or effect and fails your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.
Unwitting Ally: You can spend a swift action to attempt to make an opponent act like an ally for purposes of flanking until the beginning of your next turn. They must be able to hear and see you, and you must succeed at a Bluff check opposed by their Sense Motive. If the check succeeds, they act as an ally for the purpose flanking.
Razor Wind (Trivial): Make a melee attack from up to 10 feet/level away.
Arrow Sieve (Trivial): Make a single ranged attack on two targets, using the weaker of their AC. If it hits, both take the damage.
Swiftfoot (Active): +30 ft. land speed for 1 minute/level.
Thickskinned (Active): +4 AC for 1 hour/level.
Impromptu Sneak Attack (Active): You spontaneously declare an attack to be a sneak attack, even if the target is not flatfooted.
Device Expert (Passive): +4 to Open Lock and Disable Device checks.
Lightfall (Passive): All falling damage is cut in half.
Seeing Eyes (Passive): Endless detect magic, as the spell.
Boost (Trivial): Target within 30 feet gets +1 on attack rolls and saves for 1 minute/level.
Endure (Active): Gain temporary hp equal to twice your level for 1 minute.
Disappear (Active): Invisibility, as the spell.
Force Surge (Active): You get +4 untyped bonus to Strength or Dexterity for 1 minute/level.
Observant (Passive): See invisible creatures or objects.
Combat Eyes (Passive): Know the HD and BAB of those you can see.
Stealthy (Passive): +4 to Hide and Move silently checks.
Swift Strike (Trivial): You get a +4 on Initiative for 1 round. Activating this is a free action, but you can only do so every once every 4 rounds.
Flying Leap (Active): Gain a 50 foot jump speed for 1 minute/level.
Assist (Active): Target within 30 feet gets +2 bonus on attack rolls, saves, skill checks for 1 minute/level.
Commander (Active): Suggestion, as the spell.
Well Prepared (Passive): Can buy and carry up to 50 gp of undefined non-magical stuff, and choose what it is later.
Ranged Threat (Passive): If you have a ranged weapon ready, you threaten all spaces within 30 feet.
Durable (Passive): Gain DR 2/-.
Vanish (Trivial): Invisibility as the spell
Dimension Slash (Active): Teleport up to 10 feet/level as a move action.
Extended Disappearance (Active): Greater Invisibility, as the spell.
Deceive the Blind (Active): For a number of rounds equal to your Int modifier you can hide from creatures with blindsense or blindsight.
Blood Purge (Passive): You are immune to poisons/diseases.
Pure Force (Passive): You get a +2 Enhancement bonus to Strength and Dexterity. This stacks with Endless Force.
Double Strike (Trivial): Make two attacks at the same target. Takes a move action to activate.
Spin Strike (Active): Make a single melee attack on all adjacent targets, using the weakest AC of the bunch. If it hits, all take the damage.
Warp Slash (Active): Teleport up to 100 miles/level, with up to 3 others. Full-round action.
Calling Slash (Active): Summon monster V, as the spell. Full-round action.
Endless Load (Passive): Never run out of non-magical ammunition.
Great Leap (Passive): Gain a 30 foot jump speed.
Extended Vanish (Trivial): Greater Invisibility as the spell.
Live On (Active): Heal yourself 30 hit points. You may use this while dead, if you died within the last hour (this use does bring you back from the dead).
Pure Gaze (Active): True seeing, as the spell.
Protection (Passive): You get a +6 resistance bonus to all saving throws.
Device Master (Passive): You get a +10 on all Open Lock and Disable Device Checks.
Knockback (Trivial): Make a melee attack. If it hits, your target is pushed back up to 5 feet/level (the exact distance is up to you).
Planar Slash (Active): Plane shift, as the spell. Full-round action.
Stop Magic (Active): Antimagic field, as the spell. The duration is reduced to 5 rounds/level.
Untouchable (Passive): You gain the benefit of a 10% miss chance.
Stealth Master (Passive): You get a +10 on all Hide and Move Silently Checks.
Second Wind (Active): Heal up to your max hp. Gain temporary hp equal to your max hp for 1 minute.
Slayer (Active): Attack you make kills your target (Fort to avoid).
Endless Force (Passive): You get a +4 enhancement bonus to Strength, Dexterity and Constitution. This stacks with Pure Force.
Locked Mind (Passive): Endless mind blank, as the spell.
Rift Slash (Active): Gate, as the spell.
Master of All (Active): You can use your active exploits of level 5 or lower without using up daily uses for 1 minute.
Constant Vigilance (Passive): Endless foresight, as the spell.
Endless Life (Passive): You gain fast healing 3.
Spoiler: Jump SpeedJump Speed: As a move action you may jump up to your jump speed in any direction. As a double move action you may jump up to 2x your jump speed. You may also take the run action while jumping which is base speed x4 (x5 with run feat). Unlike most jumping, this does not require a running start. You may choose to jump less than the full distance allowed to you, if you wish.
You can make these jumps off of any surface (walls, floors, ceilings, trees, other creatures up there, etc). As a full round action, you may jump up to your jump speed in any direction without any support at all, but you take 1 point of non-lethal damage for doing this.
Furthermore, if you are in freefall, you may choose to fall half the speed you would fall. Making this choice is a free action, and lasts until you hit the ground or jump again. This slowdown, in addition to slowing your fall to control your location, cuts any falling damage you would take from that fall in half.
This overrides the normal rules for jumping.
*Exploit system by qwertyu63
- Join Date
- Jul 2013
Re: Rewriting Core Part 4: The Rogue [PEACH]
While I really like this,
- in order to examine and critique honestly, we need more information. What were your design goals for this Rogue remake? I looked back at your first three attempts to remake the bard, paladin, and wizard - and don't really know what you want out of rewriting all these classes besides "Tier 1-3." (without explaining why anybody would want to make a Tier 1-2)
This Rogue rewrite probably achieves Tier 3, talents and exploits seem to take things up into Tome of Battle territory early, then insane crap later. (although I don't know why you don't just go that direction and allow players to have a Swordsage recharge mechanic instead of "two per day," or stupid crap like that) The player's handbook gives this as a design goal for the Rogue: "(Rogues) are stealthy thieves...silver-tongued tricksters...scouts, infiltrators, spies, diplomats, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don’t want them to get."
The PHB Rogue made all these points a reality on their own, and your talents/exploits should simply amplify them. (and seemed to do that at the early levels) Instead, you seem to have lost your mind and just given out random **** like Gate for no real reason at high levels
Without more info from you on what you wanted out of this though, the only thing that I think I can really comment on, is the whole "Refocus" ability. I really like that you can rebuild built-in to the class, it probably is the best thing to get you to T3 provided that exploits aren't overpowerd, allowing all of the versatility needed to be T3.
- Join Date
- Sep 2012
Re: Rewriting Core Part 4: The Rogue [PEACH]
Gate seems thematically appropriate, depending on the setting. The rogue is a master of turning up in inconvenient and dangerous places without getting caught or crushed by boulder traps along the way, and here's a spell designed to accomplish just that!