Difference between revisions of "Princess:Rogue"
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== Rogue == | == Rogue == | ||
− | + | <html><pre> | |
− | + | 1 Trapfinding(Ex), Sneak Attack(Ex) +d6 | |
− | + | 2 Apprentice Ability | |
− | + | 3 Trap Sense(Ex) +1, Sneak Attack(Ex) +2d6 | |
− | + | 4 Apprentice Ability | |
− | + | 5 Sneak Attack(Ex) +3d6 | |
− | + | 6 Journeyman Ability, Trap Sense(Ex) +2 | |
− | + | 7 Sneak Attack(Ex) +4d6 | |
− | + | 8 Journeyman Ability, Rogue Talent(Ex or Sp) | |
− | + | 9 Trap Sense(Ex) +3, Sneak Attack(Ex) +5d6 | |
− | + | 10 Master Ability | |
− | + | 11 Sneak Attack(Ex) +6d6 | |
− | + | 12 Master Ability, Trap Sense(Ex) +4 | |
− | + | 13 Sneak Attack(Ex) +7d6 | |
− | + | 14 Master Ability | |
− | + | 15 Sneak Attack(Ex) +8d6, Trap Sense(Ex) +5 | |
− | + | 16 Grand-Master Ability(Ex or Su) | |
− | + | 17 Sneak Attack(Ex) +9d6 | |
− | + | 18 Grand-Master Ability, Trap Sense(Ex) +6 | |
− | + | 19 Sneak Attack(Ex) +10d6 | |
− | + | 20 Grand-Master Ability, Master Rogue(Ex) | |
− | + | </pre></html> | |
=== Class Features === | === Class Features === | ||
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Sneak Attack(Ex): | Sneak Attack(Ex): | ||
− | + | Apprentice Ability: | |
− | * | + | * Accurate Fall(Ex): May treat all falling damage as a nonlethal damage if succeed at Acrobatics check DC 20 for liquid or soft surfaces or DC 25 for hard surfaces. |
− | * Evasion(Ex) | + | * Evasion(Ex): |
− | * | + | * Feign Death(Su): AT=i, appears to be dead for purpose of magical effects, Medicine check DC 10+lvl+Con to see through disguise. |
− | * | + | * Light Sleeper(Ex): You do not take -10 penalty on Awareness during sleep. |
− | * | + | * Trick Mastery(Ex): Choose one category of Skill Tricks. You may use tricks from this category more often as follows: Interaction - 1+Wis/enc, Manipulation - 1+Cha/enc, Mental 1+Int/enc and Movement 1+Dex/enc. You may take this ability up to four times choosing different skill trick group each time. |
− | + | * Uncanny Dodge(Ex): | |
− | + | * Martial Training:Shadow Hand feat. Assassins only. | |
− | + | * Skill Focus feat. | |
− | * | ||
− | * | ||
− | |||
− | * | ||
Trap Sense(Ex): | Trap Sense(Ex): | ||
− | + | Journeyman Ability: | |
− | * | + | * Breathstealer(Ex): May sacrifice sneak attack damage to imply recharge time of breath weapon by dice sacrificed/2 rounds. |
+ | * Improved Uncanny Dodge(Ex): P: Uncanny Dodge. | ||
+ | * Skill Expirience(Ex): Choose one skill. You receive 3+Appropriate Stat modifier re-rolls for this skill. No roll may be re-rolled more than once via this ability. It is NOT considered a luck effect. | ||
+ | * Defensive Roll(Ex): When damage will reduce you to half hp or less, may attempt Ref save DC = damage to halve damage. Evasion is not applicable. | ||
+ | * Quick Feint(Ex): You may feint-required action is reduced by one step as following: standard to move, move to swift, swift to free. You may feint as a free action only once per round. | ||
+ | * Uncanny Bravery(Ex): +4 on saves against fear. | ||
+ | * Ambush feat. | ||
+ | * Martial Stance:Shadow Hand feat. Assassins only. | ||
+ | |||
+ | Master Ability: | ||
* Adrenaline Rush(Ex): May treat one Str check as 20 (not natural 20) 1/day. | * 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. | * Crippling Strike(Ex): +2 Str damage on Sneak Attack. Must be evil. | ||
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* Face in the Crowd(Ex): May make Stealth check even if observed while in a crowd of 10+ persons. | * Face in the Crowd(Ex): May make Stealth check even if observed while in a crowd of 10+ persons. | ||
− | + | * Holy Stalker(Su): +Rog positive energy damage when sneaking undead. Must be non-evil. | |
− | * Holy Stalker(Su): +Rog positive energy damage when sneaking undead. Must be non-evil | + | * Improved Evasion(Ex): +2 comp on RD. |
− | * | ||
* Opportunist(Ex): Once per round may make AoO against opponent hit by ally. | * 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. | * Skill Mastery(Ex): Choose 3+Int/2 Skills. You may take 10 with them even under stress or distraction. | ||
− | * Slippery Mind(Ex): May | + | * Slippery Mind(Ex): May re-roll failed WC save at next round. |
* Bonus Feat. | * Bonus Feat. | ||
− | Master | + | Grand-Master Ability: |
+ | * Ambidexterity(Ex): P: Multi-Weapon Fighting. B: | ||
+ | Lessen your MWF penalties by 2. | ||
+ | |||
+ | * Cartilaginous Skeleton(Ex): +4 escape Artist, +2 on Grapple, you may make AoO against creature that tries to grapple you even if they have Improved Grapple feat or Improved Grab. | ||
+ | * Spell Reflection(Su): When enemy misses you with a ranged spell you may redirect it back with original modifiers. 1+Dex/day. | ||
+ | * Facade(Su): If divination cast on you while you in disguise, make opposed CL vs Disguise check. If you win the divination spell tells info that is consisted with your disguise. | ||
+ | * Fear Mirror(Su): If you targeted by fear effect, the source is also targeted by this effect. | ||
+ | * Friend's Evasion(Ex): P: Evasion. B: Every adjacent ally gains Evasion. | ||
+ | |||
+ | Master Rogue(Ex): Your Sneak Attack is maximized. | ||
== Class Variants == | == Class Variants == | ||
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=== Wilderness Rogue === | === Wilderness Rogue === | ||
− | Losses: | + | Losses: Any Sp and Su Rogue Abilities. |
− | + | Add following options to Wilderness Rogue Ability list. | |
+ | |||
+ | Apprentice Ability: | ||
+ | * Terrain Mastery(Ex): +2 move +2 comp initiative while in chosen terrain. | ||
+ | |||
+ | Journeyman Ability: | ||
* Woodland Stride(Ex): As a Ranger. | * Woodland Stride(Ex): As a Ranger. | ||
− | * Camouflage(Ex): As a Ranger | + | |
− | * Hide in Plain Sight(Ex): As Ranger. | + | Master Ability: |
− | + | * Camouflage(Ex): As a Ranger. | |
+ | |||
+ | Grand-Master Ability: | ||
+ | * Hide in Plain Sight(Ex): As Ranger. P: Camouflage(Ex). | ||
=== Martial Rogue === | === Martial Rogue === | ||
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Every odd level: Bonus Fighter Feat. | Every odd level: Bonus Fighter Feat. | ||
+ | |||
+ | === Poison Master === | ||
+ | |||
+ | Looses: Trapfinding(Ex), Trap Sense(Ex), any Su and Sp Rogue abilities. | ||
+ | |||
+ | 1. Poison Use(Ex). R: Trapfinding(Ex). | ||
+ | |||
+ | 3. Poison Master(Ex): Increase DC of any poison used by Rogue by 1. Increase this bonus by 1 for every three levels thereafter. R: Trap Sense(Ex). | ||
+ | |||
+ | Add following options to Poison Master Rogue Ability list. | ||
+ | |||
+ | Apprentice Ability: | ||
+ | * Poisoner(Ex): May poison weapons as a s, +1 DC for poisons you craft. Poison Master variant only. | ||
+ | |||
+ | Journeyman Ability: | ||
+ | * Poison Specialist(Ex): P: Poisoner. B: Any poison you craft have DC +1 and their damage empowered. | ||
+ | |||
+ | Master Ability: | ||
+ | * Poison Adept(Ex): P: Poison Specialist. B: Any poison you craft have DC +1 and their damage maximized(if not empowered by Poison Specialist). | ||
+ | |||
+ | Grand-Master Ability: | ||
+ | * Poison Master(Ex): P: Poison Adept. B: Any poison you craft have DC +1 and their damage empowered and maximized. | ||
+ | |||
+ | === Mystic Rogue === | ||
+ | |||
+ | Looses: Trapfinding, all Ex Rogue abilities. | ||
+ | |||
+ | 1. Antiquarian(Ex): +Wis on Trade checks with divine items, may make Religion check to identify such item 1/day. | ||
+ | |||
+ | Add following options to Mystic Rogue Ability list. | ||
+ | |||
+ | Apprentice Ability: | ||
+ | * Minor Spell(Sp): 0-level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times. | ||
+ | |||
+ | Journeyman Ability: | ||
+ | * Moderate Spell(Sp): 1st level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times. | ||
+ | |||
+ | Master Ability: | ||
+ | * Major Spell(Sp): 2nd level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times. | ||
+ | |||
+ | Grand-Master Ability: | ||
+ | * True Spell(Sp): 3rd level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times. | ||
== Alternative Class Features == | == Alternative Class Features == | ||
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=== Disruptive Attack === | === 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. | + | 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 Rogue Ability. |
=== Spell Reflection === | === Spell Reflection === | ||
− | 2. Spell Reflection(Su) | + | 2. Spell Reflection(Su) becomes Apprentice ability. R: Evasion. |
=== Spell Sense === | === 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). | 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). | ||
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=== Quick Fingers === | === Quick Fingers === | ||
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12. Quick Fingers(Ex):Wicked Trap: AT=1d4r, DC 25+. | 12. Quick Fingers(Ex):Wicked Trap: AT=1d4r, DC 25+. | ||
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=== Mimic === | === 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). | 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). | ||
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== Unique Feats == | == Unique Feats == |
Revision as of 21:40, 9 September 2009
Contents
Rogue
1 Trapfinding(Ex), Sneak Attack(Ex) +d6 2 Apprentice Ability 3 Trap Sense(Ex) +1, Sneak Attack(Ex) +2d6 4 Apprentice Ability 5 Sneak Attack(Ex) +3d6 6 Journeyman Ability, Trap Sense(Ex) +2 7 Sneak Attack(Ex) +4d6 8 Journeyman Ability, Rogue Talent(Ex or Sp) 9 Trap Sense(Ex) +3, Sneak Attack(Ex) +5d6 10 Master Ability 11 Sneak Attack(Ex) +6d6 12 Master Ability, Trap Sense(Ex) +4 13 Sneak Attack(Ex) +7d6 14 Master Ability 15 Sneak Attack(Ex) +8d6, Trap Sense(Ex) +5 16 Grand-Master Ability(Ex or Su) 17 Sneak Attack(Ex) +9d6 18 Grand-Master Ability, Trap Sense(Ex) +6 19 Sneak Attack(Ex) +10d6 20 Grand-Master Ability, Master Rogue(Ex)
Class Features
Trapfinding(Ex):
Sneak Attack(Ex):
Apprentice Ability:
- Accurate Fall(Ex): May treat all falling damage as a nonlethal damage if succeed at Acrobatics check DC 20 for liquid or soft surfaces or DC 25 for hard surfaces.
- Evasion(Ex):
- Feign Death(Su): AT=i, appears to be dead for purpose of magical effects, Medicine check DC 10+lvl+Con to see through disguise.
- Light Sleeper(Ex): You do not take -10 penalty on Awareness during sleep.
- Trick Mastery(Ex): Choose one category of Skill Tricks. You may use tricks from this category more often as follows: Interaction - 1+Wis/enc, Manipulation - 1+Cha/enc, Mental 1+Int/enc and Movement 1+Dex/enc. You may take this ability up to four times choosing different skill trick group each time.
- Uncanny Dodge(Ex):
- Martial Training:Shadow Hand feat. Assassins only.
- Skill Focus feat.
Trap Sense(Ex):
Journeyman Ability:
- Breathstealer(Ex): May sacrifice sneak attack damage to imply recharge time of breath weapon by dice sacrificed/2 rounds.
- Improved Uncanny Dodge(Ex): P: Uncanny Dodge.
- Skill Expirience(Ex): Choose one skill. You receive 3+Appropriate Stat modifier re-rolls for this skill. No roll may be re-rolled more than once via this ability. It is NOT considered a luck effect.
- Defensive Roll(Ex): When damage will reduce you to half hp or less, may attempt Ref save DC = damage to halve damage. Evasion is not applicable.
- Quick Feint(Ex): You may feint-required action is reduced by one step as following: standard to move, move to swift, swift to free. You may feint as a free action only once per round.
- Uncanny Bravery(Ex): +4 on saves against fear.
- Ambush feat.
- Martial Stance:Shadow Hand feat. Assassins only.
Master Ability:
- 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.
- Face in the Crowd(Ex): May make Stealth check even if observed while in a crowd of 10+ persons.
- Holy Stalker(Su): +Rog positive energy damage when sneaking undead. Must be non-evil.
- Improved Evasion(Ex): +2 comp on RD.
- 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 re-roll failed WC save at next round.
- Bonus Feat.
Grand-Master Ability:
- Ambidexterity(Ex): P: Multi-Weapon Fighting. B:
Lessen your MWF penalties by 2.
- Cartilaginous Skeleton(Ex): +4 escape Artist, +2 on Grapple, you may make AoO against creature that tries to grapple you even if they have Improved Grapple feat or Improved Grab.
- Spell Reflection(Su): When enemy misses you with a ranged spell you may redirect it back with original modifiers. 1+Dex/day.
- Facade(Su): If divination cast on you while you in disguise, make opposed CL vs Disguise check. If you win the divination spell tells info that is consisted with your disguise.
- Fear Mirror(Su): If you targeted by fear effect, the source is also targeted by this effect.
- Friend's Evasion(Ex): P: Evasion. B: Every adjacent ally gains Evasion.
Master Rogue(Ex): Your Sneak Attack is maximized.
Class Variants
Wilderness Rogue
Losses: Any Sp and Su Rogue Abilities.
Add following options to Wilderness Rogue Ability list.
Apprentice Ability:
- Terrain Mastery(Ex): +2 move +2 comp initiative while in chosen terrain.
Journeyman Ability:
- Woodland Stride(Ex): As a Ranger.
Master Ability:
- Camouflage(Ex): As a Ranger.
Grand-Master Ability:
- Hide in Plain Sight(Ex): As Ranger. P: Camouflage(Ex).
Martial Rogue
Looses: Sneak Attack(Ex).
Every odd level: Bonus Fighter Feat.
Poison Master
Looses: Trapfinding(Ex), Trap Sense(Ex), any Su and Sp Rogue abilities.
1. Poison Use(Ex). R: Trapfinding(Ex).
3. Poison Master(Ex): Increase DC of any poison used by Rogue by 1. Increase this bonus by 1 for every three levels thereafter. R: Trap Sense(Ex).
Add following options to Poison Master Rogue Ability list.
Apprentice Ability:
- Poisoner(Ex): May poison weapons as a s, +1 DC for poisons you craft. Poison Master variant only.
Journeyman Ability:
- Poison Specialist(Ex): P: Poisoner. B: Any poison you craft have DC +1 and their damage empowered.
Master Ability:
- Poison Adept(Ex): P: Poison Specialist. B: Any poison you craft have DC +1 and their damage maximized(if not empowered by Poison Specialist).
Grand-Master Ability:
- Poison Master(Ex): P: Poison Adept. B: Any poison you craft have DC +1 and their damage empowered and maximized.
Mystic Rogue
Looses: Trapfinding, all Ex Rogue abilities.
1. Antiquarian(Ex): +Wis on Trade checks with divine items, may make Religion check to identify such item 1/day.
Add following options to Mystic Rogue Ability list.
Apprentice Ability:
- Minor Spell(Sp): 0-level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.
Journeyman Ability:
- Moderate Spell(Sp): 1st level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.
Master Ability:
- Major Spell(Sp): 2nd level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.
Grand-Master Ability:
- True Spell(Sp): 3rd level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.
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 Rogue Ability.
Spell Reflection
2. Spell Reflection(Su) becomes Apprentice ability. 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).
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+.
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).
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.