Difference between revisions of "Princess:Rogue"
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Special Ability(Ex or Su): | 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. | * 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. | * 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. | * 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. | * 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. | * 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. | * 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. | ||
Line 62: | Line 65: | ||
Losses: Talent:Minor Magic, Talent:Major Magic, Special Ability:Dispelling Attack. | 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 === | === Martial Rogue === |
Revision as of 22:38, 2 May 2009
Contents
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.
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.
- 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.
Master Strike(Ex): May kill, 2d6r paralyze or d4h sleep Sneak Attack target if it fail +10+Int FC save.
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.
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: Disquise Self(Sp): CL=Rog, 1/day +1 at each level dividable by 3. May spend two uses to cast as a free action.
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).