Princess:Rogue

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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.
  • 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.