Difference between revisions of "Princess:Rogue"

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# Trapfinding(Ex), Sneak Attack(Ex) +d6
 
# Trapfinding(Ex), Sneak Attack(Ex) +d6
# Evasion(Ex)
+
# Rogue Talent(Ex or Sp)
 
# Trap Sense(Ex) +1, Sneak Attack(Ex) +2d6
 
# Trap Sense(Ex) +1, Sneak Attack(Ex) +2d6
 
# Uncanny Dodge(Ex), Rogue Talent(Ex or Sp)
 
# Uncanny Dodge(Ex), Rogue Talent(Ex or Sp)
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Rogue Talent(Ex or Sp):
 
Rogue Talent(Ex or Sp):
 
* Bleeding Attack(Ex): Target of sneak attack gains Bleeding equal to sneak attack dice.
 
* 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.
 
* 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.
 
* Ledge Walker(Ex): May walk narrow ledges without Acrobatics penalty.

Revision as of 16:40, 8 March 2009

Rogue

  1. Trapfinding(Ex), Sneak Attack(Ex) +d6
  2. Rogue Talent(Ex or Sp)
  3. Trap Sense(Ex) +1, Sneak Attack(Ex) +2d6
  4. Uncanny Dodge(Ex), Rogue Talent(Ex or Sp)
  5. Sneak Attack(Ex) +3d6
  6. Trap Sense(Ex) +2, Rogue Talent(Ex or Sp)
  7. Sneak Attack(Ex) +4d6
  8. Improved Uncanny Dodge(Ex), Rogue Talent(Ex or Sp)
  9. Trap Sense(Ex) +3, Sneak Attack(Ex) +5d6
  10. Special Ability(Ex or Su)
  11. Sneak Attack(Ex) +6d6
  12. Trap Sense(Ex) +4, Special Ability(Ex or Su)
  13. Sneak Attack(Ex) +7d6
  14. Special Ability(Ex or Su)
  15. Sneak Attack(Ex) +8d6, Trap Sense(Ex) +5
  16. Special Ability(Ex or Su)
  17. Sneak Attack(Ex) +9d6
  18. Trap Sense(Ex) +6, Special Ability(Ex or Su)
  19. Sneak Attack(Ex) +10d6
  20. 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.
  • Resilency(Ex): AT=i, gain Rog temporary hp for 1 min. May be used even unconcious.
  • 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):

  • 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 reduse to half hp or less, may attempt Ref save DC = damage to halve damage. Evasion is not aplicable.
  • Dispeling Attack(Su): When making Sneak Attack may Dispel one lowest-level spell on target, CL = Rog. Must have Major Magic.
  • 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.

7. Add Woodland Stride(Ex) to list of the Rogue Talents.

13. Add Camouflage(Ex) to list of the Special Abilities.

16. Add Hide in Plain Sight(Ex) as Ranger to list of the Special Abilities. Must have Camouflage(Ex) to take this ability.

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

9. 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): Recieve +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).