The Rogue (E6)

Designer's Notes:
Boom, rogue.

HD: d6
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope
Skill Points: 8 + Int per level (4x at 1st)

Level BAB Saves Special Luck Points
Fort Ref Will
1st +0 +0 +2 +0 Archetype Power (Lesser), Rogue's Luck, Sneak Attack +1d6, Trapfinding 3
2nd +1 +0 +3 +0 Blindside, Evasion 4
3rd +2 +1 +3 +1 Archetype Power (Moderate), Always Prepared, Sneak Attack +2d6 4
4th +3 +1 +4 +1 Better Lucky Than Good, Uncanny Dodge 5
5th +3 +1 +4 +1 Opportunity Knocks, Sneak Attack +3d6 5
6th +4 +2 +5 +2 Archetype Power (Greater), A Dashing Rogue, Pinnacle of Guile 6

Weapon and Armor Proficiency: The Rogue is proficient with all simple weapons, and the hand crossbow, rapier, sap, shortbow, and short sword. The Rogue is also proficient with light armor, but not with shields.

Archetype Power: At 1st level, the Rogue chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Rogue a different set of abilities at levels 1, 3, and 6, as noted below.

Rogue's Luck: The Rogue has a small pool of Luck points that allow her to gain advantages both in combat and out. The Rogue's maximum pool of Luck is equal to the number given in the class table for the appropriate level. At the beginning of an encounter, the rogue begins with a full Luck pool, which replenishes itself over time naturally - in combat, the Rogue regains one point of Luck at the end of her turn each round; out of combat, the Rogue regains one point of luck each minute. The Rogue may spend one or more Luck points as a free action, usually in concert with another die roll. However, the Rogue must choose to spend Luck points before rolling. By spending these points, the Rogue may add additional dice to the roll, increase her damage, or achieve other effects, listed below.

Lucky Break: By spending one Luck point a part of an attack, skill, or saving throw roll, the Rogue may roll an additional d4 and add the result of that die to her check. The Rogue may also spend additional Luck on the same roll; for each additional point of Luck spent, the additional die increases in size by one step, to a maximum of a d12.

Canny Dodge: By spending two Luck points, the Rogue gains a dodge bonus to her AC equal to her Intelligence bonus against the next attack made against her.

Swift Wind: By spending two Luck points, the Rogue increases all of her movement speeds by 10' for one round.

The Right Angle: For every two Luck points spent as part of a sneak attack, a rogue deals an additional 1d6 of sneak attack damage.

Sneak Attack: As the base rogue ability, except that the Rogue may sneak attack creatures with indiscernible anatomies or otherwise immune to critical hits, but her sneak attack damage is halved.

Trapfinding: As the base rogue ability.

Blindside: The rogue gains a +4 bonus to attacks made while flanking, instead of +2. Sneak attacks made while flanking add an additional point of damage per die.

Evasion: As the base rogue ability.

Uncanny Dodge: As the base rogue ability.

Always Prepared: The Rogue has a near-magical ability to always have the right tool for the job. A number of times per day equal to her Intelligence modifier, she can reach into her pack and pull out any mundane or alchemical item with a value of 100gp or less. The object can weigh no more than

Better Lucky Than Good: The Rogue now regains Luck points at a rate of two per round while in combat, and two per minute while out.

Opportunity Knocks: If the Rogue successfully sneak attacks an opponent who is completely unaware of her presence, her sneak attack damage is maximized. This only applies to the first sneak attack the Rogue makes - as soon as the target feels the first knife in his kidney, he is considered "aware of her presence."

A Dashing Rogue: The Rogue may select one special ability, and gain its benefits.

Pinnacle of Guile: Once per day, the Rogue may make use of one of the following abilities.

Close Shave: The Rogue may negate any attack or spell that would otherwise have brought her to 0 or negative hit points, as if the attack had missed or the spell had failed. She may then immediately take a move action. This ability may be activated as an immediate action.

Ghost of a Chance: For the remainder of the encounter, the rogue gains concealment and may hide in plain sight, as the Shadowdancer ability. This ability may be activated as a swift action.

Seven-Leaf Clover: The Rogue may spend Luck points to alter a roll even after the results of the roll have been announced. This ability may be activated as a free action.


Arcane Trickster

Lesser Archetype Power: An arcane trickster gains the ability to cast a limited number of arcane spells, drawn from the Sorcerer list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Sorcerer list. Her spellcasting attribute is Charisma. She gains bonus spells for having a high Charisma, and must have a Charisma score of at least 10 + the level of the spell in question to cast it. The DC of an arcane trickster's spells are equal to 10 + 1/2 her level + Charisma modifier.

Moderate Archetype Power: An arcane trickster can, as a free action while casting any area spell with an instantaneous duration and a range greater than touch, change it into a ray spell. The spell's area parameter is replaced by an effect entry of "ray," and the spell acts in all ways as a ray. She must succeed on a ranged touch attack to affect an opponent with the spell. The ray does not allow a Reflex save, even if the original spell did not; however, if it allowed a Fortitude or Will save, the save still applies.

Greater Archetype Power: An arcane trickster may spend Luck to enhance the capabilities of her spells. An arcane trickster may spend three points of Luck to increase the DC of the spell by 1, two points of Luck to increase her caster level by +1, or one point of Luck to gain a +1 bonus to overcome the spell resistance of the target. A beguiler may spend as many points of luck on these abilities as she has, and may mix and match as she sees fit.

Level Spells Per Day
0 1 2 3
1st 3 2 - -
2nd 4 3 - -
3rd 4 3 1 -
4th 4 4 2 -
5th 4 4 3 -
6th 4 4 3 1


Lesser Archetype Power: An assassin is trained in the use of poison and immune to its effects. She may also apply poison as a swift action and does not provoke attacks of opportunity for doing so. In addition, by spending one hour using an alchemist's lab, she may craft a day's supply of poison without expending additional time or materials, or actually making a Craft check. However, to do so, she must spend Luck points, and Luck points spent in this way do not regenerate for 24 hours. By doing so, an assassin gains access to an unlimited supply of various types of poisons, the total value of which cannot exceed 100 gp per point of Luck spent. For example, by spending three Luck points (and thus reducing her maximum pool of Luck accordingly), she could have access to a limitless supply of sassone leaf residue.

Moderate Archetype Power: The save DC of any poison used by an assassin is increased by a number equal to her Intelligence bonus. In addition, by spending three points of luck as a swift action, she may force a poisoned opponent to immediately save or suffer the secondary effects of the poison currently coursing through its veins.

Greater Archetype Power: As part of a sneak attack, an assassin may spend six points of Luck to make a Death Attack. If the sneak attack hits and deals damage, the target must make a Fortitude save (DC = 10 + 1/2 the assassin's level + the assassin's Intelligence modifier) or immediately die (or be knocked unconscious, if the assassin prefers). In addition, an assassin may now poison even creatures that are immune to poison damage, though at a -4 penalty to the poison's DC.


Lesser Archetype Power: The swashbuckler is proficient with all martial weapons and light shields, and gains Weapon Finesse as a bonus feat, even if she doesn't meet the requirements. Her base attack bonus is equal to her class level, her hit die is a d8, and as long as she wields a finessable weapon, she gains a bonus on weapon damage rolls equal to her Intelligence bonus. This damage is precision damage, and is halved against creatures with indiscernible anatomies or otherwise immune to critical hits.

Moderate Archetype Power: Whenever a swashbuckler regains Luck, she regains an additional point on top of the normal recovery rate. In addition, a swashbuckler's maximum Luck is increased by half her Charisma bonus

Greater Archetype Power: By spending Luck points, a swashbuckler may take additional actions in a single round. By spending three points, a swashbuckler may take an additional move action. By spending four points, a swashbuckler may take an additional standard action. And by spending six points, a swashbuckler may take an additional full-round action.

In addition, as long as she's wearing light or no armor, and carrying no heavier than a light load, she may add her Intelligence modifier as a dodge bonus to her armor class.

Spell Lists:

Sorcerer Spell List:
0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic
1: Alarm, Burning Hands, Endure Elements, Enlarge Person, Entropic Shield, Floating Disk, Grease, Jump, Mage Armor, Magic Missile, Magic Weapon, Mount, Produce Flame, Reduce Person, Shield, Shocking Grasp, True Strike
2: Acid Arrow, Bear's Endurance, Bull's Strength, Continual Flame, Eagle's Splendor, Flame Blade, Flaming Sphere, Glitterdust, Levitate, Protection from Arrows, Pyrotechnics, Resist Energy, Rope Trick, Scorching Ray
3: Daylight, Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Fly, Haste, Heroism, Magic Weapon (Greater), Keen Edge, Lightning Bolt, Phantom Steed, Protection from Energy, Sleet Storm, Slow, Tiny Hut

3/27/16: Class originally posted.