Difference between revisions of "Princess:Rogue"
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* Stand Up(Ex): May stand from prone as free action. | * Stand Up(Ex): May stand from prone as free action. | ||
* Surprise Attacks(Ex): In surprise round opponents considered flat-footed even if they acted. | * Surprise Attacks(Ex): In surprise round opponents considered flat-footed even if they acted. | ||
+ | * Bonus Ambush Feat. | ||
Trap Sense(Ex): | Trap Sense(Ex): | ||
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* Skill Mastery(Ex): Choose 3+Int/2 Skills. You may take 10 with them even under stress or distraction. | * Skill Mastery(Ex): Choose 3+Int/2 Skills. You may take 10 with them even under stress or distraction. | ||
* Slippery Mind(Ex): May reroll failed WC save at next round. | * Slippery Mind(Ex): May reroll failed WC save at next round. | ||
+ | * Bonus Feat. | ||
− | Master Strike(Ex): May kill, 2d6r paralyze or d4h sleep Sneak Attack target if it fail +10+Int FC save. | + | Master Strike(Ex): May kill, 2d6r paralyze or d4h sleep Sneak Attack target if it fail +10+Int FC save. 1/enc. |
== Class Variants == | == Class Variants == | ||
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=== Mimic === | === Mimic === | ||
− | 1: | + | 1: Disguise Self(Sp): CL=Rog, 1/day +1 at each level dividable by 3. May spend two uses to cast as a free action. R: Trapfinding(Ex) and Trap Sense(Ex). |
=== Poison Master === | === Poison Master === | ||
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Every level dividable by three. Poison Master(Ex): Increase DC of any poison used by Rogue by 1. R: Trap Sense(Ex). | Every level dividable by three. Poison Master(Ex): Increase DC of any poison used by Rogue by 1. R: Trap Sense(Ex). | ||
+ | |||
+ | == Unique Feats == | ||
+ | |||
+ | === Ambush Feats === | ||
+ | |||
+ | Burning Link[A]: P: Sneak Attack 3d6. B: You may sacrifice 2d6 Sneak Attack damage to transfer remaining Sneak Attack dices to targets familiar/animal companion/special mount, etc. | ||
+ | |||
+ | Dazzling Strike[A]: P: Sneak Attack 2d6. B: May reduce your Sneak Attack damage by Nd6, target is dazzled for N r. Both of you must be in bright illumination area. | ||
+ | |||
+ | Deep Poisoning[A]: P: Sneak Attack, Poison Use. B: When making Sneak Attack with poisoned weapon may trade up to 5 +d6 for +1 Poison DC bonus each. | ||
+ | |||
+ | Painful Strike[A]: P: Power Attack, Sneak Attack 3d6. When making a Sneak Attack may reduce your Sneak Attack by 2d6 to imply -2 on attacks, saves, checks and ability checks for 1 m. | ||
+ | |||
+ | Precise Strike[A]: P: Dex 13, Sneak Attack. B: May reduce Sneak Attack damage by Nd6 to receive +2*N competence on attack roll. The target still must be susceptible to Sneak Attack for this ability to be used. | ||
+ | |||
+ | Weaken the Heart[A]: P: Sneak Attack 3d6. B: May reduce Sneak Attack damage by 2d6, opponent must make FC +1/2Rog +Int save. If he fails within 10 m each time he makes Str, Dex, or Con check he becomes fatigued. If he is fatigued already, then he becomes exhausted. | ||
+ | |||
+ | === Other Feats === | ||
+ | |||
+ | Orcus’ Bloodthirst Ritual: P: Worship Orcus. B: On a successful Sneak Attack or confirmed Critical Hit, you may Stun opponent for 1 r, FC DC +1/2 lvl Wis negate, 1/day. Foes that are immune to pain, or Sneak Attacks are immune to this ability. | ||
+ | |||
+ | Sneak Attack of Opportunity: P: Combat Reflexes, Sneak Attack +3d6. B: Once per round may count your AoO as a sneak attack even if it is not counted as Sneak Attack. | ||
[[Category:Princess]] | [[Category:Princess]] |
Revision as of 18:42, 22 July 2009
Rogue
- Trapfinding(Ex), Sneak Attack(Ex) +d6
- Rogue Talent(Ex or Sp)
- Trap Sense(Ex) +1, Sneak Attack(Ex) +2d6
- Uncanny Dodge(Ex), Rogue Talent(Ex or Sp)
- Sneak Attack(Ex) +3d6
- Trap Sense(Ex) +2, Rogue Talent(Ex or Sp)
- Sneak Attack(Ex) +4d6
- Improved Uncanny Dodge(Ex), Rogue Talent(Ex or Sp)
- Trap Sense(Ex) +3, Sneak Attack(Ex) +5d6
- Special Ability(Ex or Su)
- Sneak Attack(Ex) +6d6
- Trap Sense(Ex) +4, Special Ability(Ex or Su)
- Sneak Attack(Ex) +7d6
- Special Ability(Ex or Su)
- Sneak Attack(Ex) +8d6, Trap Sense(Ex) +5
- Special Ability(Ex or Su)
- Sneak Attack(Ex) +9d6
- Trap Sense(Ex) +6, Special Ability(Ex or Su)
- Sneak Attack(Ex) +10d6
- Master Strike(Ex), Special Ability(Ex or Su)
Class Features
Trapfinding(Ex):
Sneak Attack(Ex):
Rogue Talent(Ex or Sp):
- Bleeding Attack(Ex): Target of sneak attack gains Bleeding equal to sneak attack dice.
- Evasion(Ex)
- Fast Stealth(Ex): No penalty to Stealth while moving your speed, half penalty for moving full speed.
- Ledge Walker(Ex): May walk narrow ledges without Acrobatics penalty.
- Major Magic(Sp): Gain 1st level Sor spell as a spell-like 2/day, DC Cha based, CL = Rog/2. Must have Minor Magic.
- Minor Magic(Sp): Gain 0 level Sor spell as a spell-like 2/day, DC Cha based, CL = Rog/2.
- Resiliency(Ex): AT=i, gain Rog temporary hp for 1 min. May be used even unconscious.
- Rogue Crawl(Ex): May move up to half speed while prone.
- Slow Reactions(Ex): Sneaked enemy may not make AoO.
- Stand Up(Ex): May stand from prone as free action.
- Surprise Attacks(Ex): In surprise round opponents considered flat-footed even if they acted.
- Bonus Ambush Feat.
Trap Sense(Ex):
Special Ability(Ex or Su):
- Accurate Fall(Ex): May treat al falling damage as a nonlethal damage if succeed at Acrobatics check DC 20 for liquid or soft surfaces or DC 25 for hard surfaces.
- Adrenaline Rush(Ex): May treat one Str check as 20 (not natural 20) 1/day.
- Crippling Strike(Ex): +2 Str damage on Sneak Attack. Must be evil.
- Breathstealer(Ex): May sacrifice sneak attack damage to imply recharge time of breath weapon by dice sacrificed/2 rounds.
- Defensive Roll(Ex): When damage will reduce to half hp or less, may attempt Ref save DC = damage to halve damage. Evasion is not applicable.
- Dispelling Attack(Su): When making Sneak Attack may Dispel one lowest-level spell on target, CL = Rog. Must have Major Magic.
- Face in the Crowd(Ex): May make Stealth check even if observed while in a crowd of 10+ persons.
- Friend's Evasion(Ex): Every adjacent ally gains Evasion.
- Holy Stalker(Su): +Rog positive energy damage when sneaking undead. Must be non-evil. You can't have this ability and Crippling Strike ability at the same time.
- Light Sleeper(Ex): Do not take -10 penalty on Awareness during sleep.
- Opportunist(Ex): Once per round may make AoO against opponent hit by ally.
- Skill Mastery(Ex): Choose 3+Int/2 Skills. You may take 10 with them even under stress or distraction.
- Slippery Mind(Ex): May reroll failed WC save at next round.
- Bonus Feat.
Master Strike(Ex): May kill, 2d6r paralyze or d4h sleep Sneak Attack target if it fail +10+Int FC save. 1/enc.
Class Variants
Wilderness Rogue
Losses: Talent:Minor Magic, Talent:Major Magic, Special Ability:Dispelling Attack.
Special Ability(Ex):
- Woodland Stride(Ex): As a Ranger.
- Camouflage(Ex): As a Ranger, prerequisite Rog13.
- Hide in Plain Sight(Ex): As Ranger. Prerequisite: Camouflage(Ex).
- Terrain Mastery(Ex): +2 move +2 comp init while in chosen terrain.
Martial Rogue
Looses: Sneak Attack(Ex).
Every odd level: Bonus Fighter Feat.
Alternative Class Features
Disruptive Attack
4. Disruptive Attack(Ex): When attacking flat-footed or flanked opponent may forego sneak attack damage to imply -5 penalty to that opponent AC for 1 round. R: Uncanny Dodge.
Spell Reflection
2. Spell Reflection(Su): When enemy misses you with a ranged spell you may redirect it back with original modifiers. 1+Dex/day. R: Evasion.
Spell Sense
3. Spell Sense(Ex): Receive +1 dodge bonus to AC against ranged spells and sla, increase by +1 for each three levels thereafter. R: Trap Sense(Ex).
Antiquarian
1. Antiquarian(Ex): +Wis on Trade checks with divine items, may make Religion check to identify such item 1/day. R: Trapfinding(Ex).
Quick Fingers
Looses: Trap Sense(Ex).
3. Quick Fingers(Ex):Simple Trap: AT=M, DC 10.
6. Quick Fingers(Ex):Tricky Trap: AT=S. DC 15.
9. Quick Fingers(Ex):Difficult Trap: AT=FR, DC 20.
12. Quick Fingers(Ex):Wicked Trap: AT=1d4r, DC 25+.
Uncanny Bravery
8. Uncanny Bravery(Ex): +4 on saves against fear. R: Improved Uncanny Dodge(Ex).
Feign Death
2. Feign Death(Su): AT=i, appears to be dead for purpose of magical effects, Medicine check DC 10+lvl+Con to see through disguise. R: Evasion.
Mimic
1: Disguise Self(Sp): CL=Rog, 1/day +1 at each level dividable by 3. May spend two uses to cast as a free action. R: Trapfinding(Ex) and Trap Sense(Ex).
Poison Master
1. Poison Use(Ex). R: Trapfinding(Ex).
Every level dividable by three. Poison Master(Ex): Increase DC of any poison used by Rogue by 1. R: Trap Sense(Ex).
Unique Feats
Ambush Feats
Burning Link[A]: P: Sneak Attack 3d6. B: You may sacrifice 2d6 Sneak Attack damage to transfer remaining Sneak Attack dices to targets familiar/animal companion/special mount, etc.
Dazzling Strike[A]: P: Sneak Attack 2d6. B: May reduce your Sneak Attack damage by Nd6, target is dazzled for N r. Both of you must be in bright illumination area.
Deep Poisoning[A]: P: Sneak Attack, Poison Use. B: When making Sneak Attack with poisoned weapon may trade up to 5 +d6 for +1 Poison DC bonus each.
Painful Strike[A]: P: Power Attack, Sneak Attack 3d6. When making a Sneak Attack may reduce your Sneak Attack by 2d6 to imply -2 on attacks, saves, checks and ability checks for 1 m.
Precise Strike[A]: P: Dex 13, Sneak Attack. B: May reduce Sneak Attack damage by Nd6 to receive +2*N competence on attack roll. The target still must be susceptible to Sneak Attack for this ability to be used.
Weaken the Heart[A]: P: Sneak Attack 3d6. B: May reduce Sneak Attack damage by 2d6, opponent must make FC +1/2Rog +Int save. If he fails within 10 m each time he makes Str, Dex, or Con check he becomes fatigued. If he is fatigued already, then he becomes exhausted.
Other Feats
Orcus’ Bloodthirst Ritual: P: Worship Orcus. B: On a successful Sneak Attack or confirmed Critical Hit, you may Stun opponent for 1 r, FC DC +1/2 lvl Wis negate, 1/day. Foes that are immune to pain, or Sneak Attacks are immune to this ability.
Sneak Attack of Opportunity: P: Combat Reflexes, Sneak Attack +3d6. B: Once per round may count your AoO as a sneak attack even if it is not counted as Sneak Attack.