Difference between revisions of "Princess:Rogue"

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=== Feign Death ===
 
=== 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.
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2. Feign Death(Su): AT=i, appears to be dead even for purposes of magical examination, Medicine check DC 10+lvl+Con to see through disguise. R: Evasion.
  
 
== Unique Feats ==
 
== Unique Feats ==

Revision as of 11:41, 25 January 2010

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. You may take this ability multiple times.

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(Ex).
  • Skill Experience(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. You may take this ability multiple times.
  • 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. 1/encounter.
  • 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. You may take this ability multiple times.
  • 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): +5 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. You may take this ability multiple times.
  • 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 not modified by any of your stats. 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): Choose a terrain. You gain +2 move +2 competence initiative while in chosen terrain. You may take this ability multiple times.

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), Master Rogue(Ex).

Every odd level: Bonus Fighter Feat.

20. Weapon Mastery(Ex): When using weapon from the chosen weapon group you automatically confirms all critical hits, your critical multiplier is increased by 1, and also you cannot be disarmed.

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(Ex), Trap Sense(Ex), all Ex Rogue abilities.

1. Antiquarian(Ex): +Wis on Trade checks with divine items, may make Religion check to identify such item 1/day.

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).

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.

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).

Feign Death

2. Feign Death(Su): AT=i, appears to be dead even for purposes of magical examination, Medicine check DC 10+lvl+Con to see through disguise. R: Evasion.

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.

Sneak Attack Feats

Craven: P: Cannot be immune to fear. B: You gain +1 damage per Sneak Attack die. You take -2 penalty on saves against fear.

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.