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''Go back to [[ Reese's Campaign ]] page.''
''Go back to [[ Reese's Campaign ]] page.''
Alignment: Any
Hit Die: d6
Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.
; Class Skills
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
=== Table: Rogue ===
{| border="1"
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Rogue talent, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Rogue talent, trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Rogue talent, trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Rogue talent, trap sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent
|}
=== Class Features ===
; Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
; Sneak Attack
Sidebar: Sneak Attacks, Critical Hits and Precision Damage
Precision damage (such as that dealt by a rogue's sneak attack ability) applies to more creatures than it did in previous editions of the game.
Some may balk at this but it can easily be imagined or explained as the rogue having found a weak point in the undead's "body" (such as a zombie's head) or even finding a crack or flaw in a construct's "body."
There is some degree of confusion as to what should separate a "critical hit" from a "precision-based attack" but in any event, in some cases they are treated differently.
Critical Hits
The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
    Aeon (subtype): "Immunity to cold, poison, and critical hits."
    Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
    Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
    Ooze (Type): <Oozes are...> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
    Protean (subtype): (50% chance to ignore, see below*)
    Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."
Precision-Based Damage (like Sneak Attack)
The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):
    Elemental (subtype): "<An elemental...> does not take additional damage from precision-based attacks (such as sneak attack.)"
    Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
    Ooze (Type): "<An ooze is...> does not take additional damage from precision-based attacks (such as sneak attack.)"
    Protean (subtype): (50% chance to ignore, see below*)
Creatures Immune to Flanking
Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
    Ooze (Type): "<An ooze is...> not subject to ... flanking."
    Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
    Elemental (subtype): "<Elementals are...> not subject to flanking."
*Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
(Editor's Note: A complete listing of rogue talents can be found here: Rogue Talents)
Advanced Talents
At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
(Editor's Note: A complete listing of advanced rogue talents can be found here: Advanced Rogue Talents)
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Master Strike (Ex)
Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:
The target can be...
    put to sleep for 1d4 hours
    paralyzed for 2d6 rounds, or
    slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Revision as of 02:54, 30 April 2013

Go back to Reese's Campaign page.

Alignment: Any

Hit Die: d6

Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.

Class Skills

The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Table: Rogue

Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding 2nd +1 +0 +3 +0 Evasion, rogue talent 3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1 4th +3 +1 +4 +1 Rogue talent, uncanny dodge 5th +3 +1 +4 +1 Sneak attack +3d6 6th +4 +2 +5 +2 Rogue talent, trap sense +2 7th +5 +2 +5 +2 Sneak attack +4d6 8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent 9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3 10th +7/+2 +3 +7 +3 Advanced talents, rogue talent 11th +8/+3 +3 +7 +3 Sneak attack +6d6 12th +9/+4 +4 +8 +4 Rogue talent, trap sense +4 13th +9/+4 +4 +8 +4 Sneak attack +7d6 14th +10/+5 +4 +9 +4 Rogue talent 15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5 16th +12/+7/+2 +5 +10 +5 Rogue talent 17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6 18th +13/+8/+3 +6 +11 +6 Rogue talent, trap sense +6 19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6 20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent

Class Features

Weapon and Armor Proficiency

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack

Sidebar: Sneak Attacks, Critical Hits and Precision Damage

Precision damage (such as that dealt by a rogue's sneak attack ability) applies to more creatures than it did in previous editions of the game.

Some may balk at this but it can easily be imagined or explained as the rogue having found a weak point in the undead's "body" (such as a zombie's head) or even finding a crack or flaw in a construct's "body."

There is some degree of confusion as to what should separate a "critical hit" from a "precision-based attack" but in any event, in some cases they are treated differently.

Critical Hits

The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):

   Aeon (subtype): "Immunity to cold, poison, and critical hits."
   Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
   Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
   Ooze (Type): <Oozes are...> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
   Protean (subtype): (50% chance to ignore, see below*)
   Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."

Precision-Based Damage (like Sneak Attack)

The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):

   Elemental (subtype): "<An elemental...> does not take additional damage from precision-based attacks (such as sneak attack.)"
   Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
   Ooze (Type): "<An ooze is...> does not take additional damage from precision-based attacks (such as sneak attack.)"
   Protean (subtype): (50% chance to ignore, see below*)

Creatures Immune to Flanking

Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):

   Ooze (Type): "<An ooze is...> not subject to ... flanking."
   Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
   Elemental (subtype): "<Elementals are...> not subject to flanking."
  • Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Trapfinding

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

(Editor's Note: A complete listing of rogue talents can be found here: Rogue Talents) Advanced Talents

At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

(Editor's Note: A complete listing of advanced rogue talents can be found here: Advanced Rogue Talents) Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack. Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Master Strike (Ex)

Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:

The target can be...

   put to sleep for 1d4 hours
   paralyzed for 2d6 rounds, or
   slain

Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.