Princess:Rogue

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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(Ex).
  • 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): 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, 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.