A Monster for Every Season: Summer 2
You can get A Monster for Every Season: Summer 2 now at Gumroad
Results 1 to 2 of 2
  1. - Top - End - #1
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Zman's E10 Rogue(3.5)

    This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.

    Rogue

    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+0|+0|+2|+0|Sneak Attack +1d6, Trapfinding, Mobile Combatant

    2nd|+1|+0|+3|+0|Evasion, Bonus Feat

    3rd|+2|+1|+3|+1|Sneak Attack +2d6, Trap Sense +1

    4th|+3|+1|+4|+1|Uncanny Dodge

    5th|+3|+1|+4|+1|Sneak Attack +3d6

    6th|+4|+2|+5|+2|Trap Sense +2, Bonus Feat, Special Ability

    7th|+5/+1|+2|+5|+2|Sneak Attack +4d6

    8th|+6/+2|+2|+6|+2|Improved Uncanny Dodge, Special Ability

    9th|+6/+2|+3|+6|+3|Sneak Attack +5d6, Trap Sense +3

    10th|+7/+3|+3|+7|+3|Special Ability, Special Ability

    [/table]

    Alignment: Any
    Hit Die: 1d8

    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 1st Level: (8 + Int modifier) × 4
    Skill Points at Each Additional Level: 8 + Int modifier

    Weapon and Armor Proficiency: Rogues are proficient with all simple weapons and Martial weapons. Rogues are proficient with light armor, but not with 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. Sneak attack only affects the first attack the Rogue makes per round that hits.

    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.

    Trapfinding: 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.

    Mobile Combatant

    A Rogue is a mobile combatant that relies on his or her ability to avoid blows to survive receiving a +1 Dodge bonus to his or her armor class at 1st level. This dodge bonus increases by one at 6th level. A Rogue must be unarmored or wearing light armor to benefit from Mobile Combatant.


    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.

    Bonus Feats

    At 2nd and 6th level the Rogue gains a bonus feat, this feat must come fom the list of Fighter Bonus feats. The Rogue must meet the prerequisites as normal.


    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.

    Uncanny Dodge (Ex): 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 she automatically gains improved uncanny dodge (see below) instead.

    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 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.

    [i]Special Abilities:[/] On attaining 6th level, and at every two levels thereafter (8th, and 10th, ), a rogue gains a special ability of her choice from among the following options. Upon attaining 10th level a Rogue can select an additional Special Ability.

    Acrobatic Charge:. The Rogue may freely charge through difficult terrain and make any number of changes in direction so long as the final 10' is a straight line.

    Ambidexterous: The Rogue reduces penalties for two weapon fighting by 2. An Ambidextrous Two Weapon Fighter's main hand and offhand deal normal Strength damage.

    Canny Defense: Add up to 2 points of your Intelligence Modifier to defense while unarmored and not using a shield. Canny Defense can be taken multiple times, it's effects stack up to the maximum of your Intelligence Modifier.

    Crippling Strike (Ex): 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 (Ex): 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.

    Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

    Duelist: A Duelist gains +1 to Hit and +1 to Damage and +1 Shield bonus to AC when fighting with only one weapon and while their offhand is free. This ability can be chosen multiple times, it's effects stack.

    Dextrous Strike: The Rogue is practiced at stricking efficiently over forcefully. The Rogue uses their Dexterity modifier instead of their Strength Modifier for Damage. If the Rogue possessed a penalty to damage due to a low strength score they retain this penalty in addition to adding their Dexterity modifier to damage.

    Dual Strike: Dual Strike allows the Rogue to strike with his offhand weapon in addition to his main hand weapon as part of a charge or standard action.

    Fluid Fighter: A Fluid Fighter can make a 5' step for free after every attack, the only limit to the number of 5' steps per turn is the number of attacks the Rogue has.

    Improved Evasion (Ex): 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 Skirmish: A Rogue adds 1d6 to their skirmish damage. This ability can be chosen multiple times, it's effects stack. If they do not possess the Skirmish ability, they gain it.

    Improved Sneak Attack: A Rogue adds 1d6 to their sneak attack damage. This ability can be chosen multiple times, it's effects stack. If they do not possess Sneak Attack, they gain it.

    Insightful Strike: The Rogue adds his or her Inteligence modifier to Damage against any foe that is not immune to a Rogues Sneak Attack.

    Lucky: Once per day the Rogue may reroll one attack roll, save, skill check, or ability check. The Rogue must accept the second result.

    Opportunist (Ex): 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.

    Penetrating Strike: The Rogue may sneak attack foes normally immune to their sneak attack for 1/2 damage. This ability also applies to damage from Insightful Strike, Skirmish, and Sudden Strike.

    Precision Strike: The Rogue adds their Dexterety modifier to damage with Ranged Weapons and Replaces Strength to Damage with thrown weapons.

    Riposte: The Rogue may make a Melee attack of opportunity against a foe who has missed them with an Melee attack within reach.

    Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

    Slippery Mind (Ex): 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.

    Sniper: A rogue can sneak attack with a ranged attack or thrown weapon an additional 30'. This special ability can be taken multiple times, it's effects stack.

    Trapfinding: As per the Rogue Ability.

    Feat: A rogue may gain a bonus feat in place of a special ability.

    ACF's
    Spoiler
    Show


    Combat Specialist

    Level: 1st
    Lose: Sneak Attack
    Gain: Combat Styles at 1st Level, Enchancd Combat Style at 5th, and Improved Combat Style at 8th level as the Ranger Abilities of the same name.


    Scout
    Level: 1st Level
    Replaces: Sneak Attack
    Gains: Fast Movement(As Barbarian)
    Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, and 3d6 at 9th level).
    The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

    At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 at 7th level.

    A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.



    Swashbuckler
    Level: 1st Level
    Replaces: Sneak Attack, Trap Sense, Trapfinding
    Gains: At 1st level, Hit Dice changes to a D10, Gains Good Fortitude Save, Skill Points per level becomes 4+Int. At 3rd, 5th, 7th, and 9th levels the Swashbuckler gains an additional Special Ability which must be chosen from the same list. Note, the Swashbuckler may choose to take Improved Sneak Attack which instead grants a +1d6 Sneak Attack Ability as normal. This can later be improved.


    Last edited by Zman; 2014-01-06 at 11:57 AM.

  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Rogue(3.5)

    Change Log

    1-4-14
    Added Deflect Arrows Special Ability
    Added Canny Defense Special Ability
    Last edited by Zman; 2014-01-04 at 03:02 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •