Rogue

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You have pretty eyes. I think I'll take them.

Description:

Careful! She's got a knife!

Here's a secret. The rogue is the gal who does the most damage of any of the melee classes. It's true! A rogue with a dagger can out-damage a barbarian with an Imperial Axe. It's not even really that close. So when it says, 'Careful, she's got a knife', it's a needful warning indeed. At the top end of the damage scale a rogue is like playing an avalanche made out of knives.

If you're looking for the classic DnD sneaky dangerous gal, this version of the rogue is what you want, because she's just absolutely deadly. Yes, rogues are a bit delicate, and they take a while for the damage to really start piling up to utterly insane levels, but you have to pay for all that overwhelming awesomeness somehow.

So, if you're a veteran rogue player and you want another death machine in your stable, here's the class for you. Check out all the Rogue talents, and be sure to check out the new feats below.

We're not crazy, it's completely on purpose! Try it out, and see how much damage a lady with a kitchen knife can REALLY do! :)

Alignment: Any

Hit Die: d6

Starting Wealth: 4d6 × 10 gp (average: 140 gp)

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 (Logic) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spycraft (Special), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Table: Rogue

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Dagger mastery, Sneak attack +1d6, Special Crits, Spycraft, 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.


Dagger Mastery

Rogues are experts with daggers. A rogue wielding a dagger does a d6 base damage with it, instead of normal dagger damage. This is the same for medium-sized races and small-sized races. Large rogues are just silly.


Sneak Attack

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. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

In order to make use of sneak attack, the rogue must either be wielding a light weapon, a thrown weapon or a ranged weapon.

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.

Some creature types are described as being immune to precision damage (see below). Creatures immune to precision damage take half damage from rogue sneak attacks, because rogues cheat! This occurs before any DR is applied, and would stack with any ability the creature has to reduce damage (such as taking half damage from being incorporeal), but only if that is not the reason they are immune to precision damage in the first place.

Immunity to Precision Damage
Creatures (or subtypes) listed as immune to precision-based damage instead take half damage from a rogue's sneak attacks.
Creatures immune to precision-based damage:
  • Elemental (subtype)
  • Incorporeal (subtype)
  • Ooze (Type)
  • Protean (subtype) - 50% chance to ignore precision damage.
Immunity to Flanking
Creatures described as immune to flanking are still immune to flanking. To perform a sneak attack on these creatures, the rogue will need to use stealth or some other means of causing the creature to be flat-footed
Creatures (or subtypes) immune to flanking:
  • Elemental (subtype)
  • Ooze (Type)
  • Protean (subtype) - 50% chance to ignore critical hits.
  • Swarm (Type)
Special Critical Hits
Rogues calculate their critical damage completely differently from other classes, because, rogues cheat. The weapon's critical multiplier has no impact on a rogues critical damage. Rogue critical hits, instead of doing a multiple of the base weapon damage, instead do max damage on all dice rolled, including sneak attack. (Note that this does not apply to the extra sneak attack dice granted by the "Twist the Knife" or "Deeper Wound" feats, which are just rolled normally.) In addition, on a critical attack a Rogue may add their Str mod and either their Dex mod (if a Finesse rogue) or their Int mod (if a Clever rogue) to their damage a second time.


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)
  • Elemental (subtype)
  • Incorporeal (subtype) - unless using a weapon with the ghost touch property.
  • Ooze (Type)
  • Protean (subtype) - 50% chance to ignore critical hits.
  • Swarm (Type)


Spycraft

At 1st level, the Rogue chooses either the Finesse Rogue or the Clever Rogue spycraft path for free. The rogue may only ever have one of these paths; she may not take the other path as a talent choice at higher levels.

Clever Rogue
Add the Rogue's Intelligence modifier as a bonus to weapon (melee, thrown or ranged) to-hit, damage and CMB stats. In all ways, this modifier replaces and is treated as though it were Str (e.g. main hand damage is 1x Int mod, off hand damage is 1/2 Int mod, etc.). In addition, the Clever rogue adds her Dex modifier to all to hit and damage rolls. The Clever Rogue does NOT add her Str mod to her to-hit, damage, or CMB stats, ever. The Clever rogue uses her Strength and Intelligence stats as normal for all other effects besides to-hit, damage and CMB. If the Clever Rogue takes any feats or talents which modify a character's Strength mod, or reference the character's Strength mod for purposes of to-hit, damage or CMB rolls, they may treat the feat or talent as though it referenced their Intelligence modifier instead. However, the Clever Rogue's CMD score is still calculated using Strength modifier as normal, and feats or talents which reference or adjust any aspect of Strength other than to-hit, damage or CMB rolls are not affected by the Clever Rogue talent. As a note, many of the rogue talents gain bonus benefits from being a Clever Rogue.
Finesse Rogue
Add the rogue's Dexterity modifier as a bonus to weapon (melee, thrown or ranged) to-hit and damage rolls, in addition to her Strength modifier.


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. Unless the talent specifies otherwise, 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.


Advanced Talents

At 10th level, and every two levels thereafter, a rogue can choose one talent from any listed in the basic rogue talents list or the advanced rogue talents list. Unless the talent specifies otherwise, 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.


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 skilled when dealing sneak attack damage. The rogue may choose to use this skill in merciful or ruthless ways. Once per encounter, when the rogue would qualify to deal sneak attack damage, she can choose one of the following three effects instead:

The target can be...

  • put to sleep for 1d4 hours (FORT save, DC equals 5 + the rogue's level + the rogue's DEX modifier). If the victim fails the save, they are affected as if by a sleep spell, meaning they may be awakened early fairly easily.
  • paralyzed for 2d6 rounds (FORT save, DC equals 10 + 1/2 the rogue's level + the rogue's INT modifier). To remove this paralysis early requires a Remove Paralysis spell, or a similar ability such as a Paladin's Mercy/Scourge/Correction.
  • wounded (FORT save, DC equals 10 + 1/2 the rogue's level + the rogue's STR modifier). The victim takes 10 points of damage per level of the Rogue instead of their normal sneak attack damage. A successful save reduces this to half damage. This attack causes precision damage.

If this ability is used outside of combat, it may be used once per minute. Once a creature has been the target of a rogue's 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 add +5 to their FORT save result, but still suffer the result of the master strike if they fail the save.


New Rogue Feats


Example Rogue Build

Epic Rogue

Table: Epic Rogue

Level BAB Fort Ref Will Special
21st +16/+11/+6 +7 +13 +7 Sneak attack +11d6, trap sense +7
22nd +16/+11/+6 +7 +13 +7 Epic Talents, Rogue Talent
23rd +17/+12/+7 +8 +14 +8 Sneak attack +12d6, Soul of an Assassin
24th +17/+12/+7 +8 +14 +8 Rogue Talent, trap sense +8
25th +18/+13/+8 +9 +15 +9 Sneak attack +13d6
26th +18/+13/+8 +9 +15 +9 Rogue Talent, Impossible Impersonation
27th +19/+14/+9 +10 +16 +10 Sneak attack +14d6, trap sense +9
28th +19/+14/+9 +10 +16 +10 Rogue Talent
29th +20/+15/+10 +11 +17 +11 Sneak attack +15d6, Retroactive Stealth
30th +20/+15/+10 +11 +17 +11 Rogue Talent, trap sense +10
31st +21/+16/+11 +12 +18 +12 Sneak attack +16d6
32nd +21/+16/+11 +12 +18 +12 Rogue Talent, Walkin' Around Money
33rd +22/+17/+12 +13 +19 +13 Sneak attack +17d6, trap sense +11
34th +22/+17/+12 +13 +19 +13 Rogue Talent
35th +23/+18/+13 +14 +20 +14 Sneak attack +18d6
36th Apotheosis!


Epic Class Abilities

Epic Rogue Talents

As the epic rogue gains more experience, she learns a number of Epic Rogue Talents that aid her and confound her foes. Starting at 22nd level and every 2 levels thereafter, the rogue may select one talent from either the Epic Rogue Talents, Advanced Rogue Talents or Basic Rogue Talents lists. Unless the talent description specifically states otherwise, the rogue cannot select any 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.


Soul of an Assassin (Ex)

Upon reaching 23rd level, the Rogue has become a connoisseur of cheating. She is an expert at the art and craft of harm, so much so that even a poorly-made strike is still lethal by any lesser killer's standards. In any situation where the Rogue is entitled to administer their Sneak Attack dice, the Rogue still deals damage even on a missed attack. When the Rogue misses an attack roll that is eligible for sneak attack dice, she may still roll her weapon dice and apply that damage to her target.


Impossible Impersonation (Ex)

At 26th level, the rogue’s ability to disguise herself as other creatures has gone beyond being merely uncanny. When she disguises herself as a creature, reality itself seems to be fooled. As often as she likes, as a swift action, the rogue may gain the benefit of an Alter Self spell, though this is a non-magical ability. The benefit lasts until the rogue dismisses it.


Retroactive Stealth (Ex)

At 29th level, the rogue becomes so skilled at sneaking, even she sometimes isn't certain where she is! Once per encounter, at the start of her turn, the rogue may relocate to any location within 30 feet of her current position as a swift action. This is not movement: The rogue was always in this location. Everybody, including the rogue, simply thought she was where she seemed to be. Obviously, this revelation does not provoke attacks of opportunity. The new location may not be occupied by another creature or by objects larger than tiny. Additionally, any enemies adjacent to the rogue after this deception is revealed are considered to be flat-footed against the rogue. Surprise!


Walkin' Around Money (Ex)

Generally speaking, Epic rogues tend to accumulate money and toys at an astonishing rate. At 32nd level and above, each week the rogue will earn 10,000 to 40,000 gold simply by living in any medium-sized city or larger urban area. On an adventure, this ability manifests itself in the uncanny ability for the Rogue to have useful stuff in her pockets at all times. If there is a need for any item which costs less than five thousand gold, the Rogue may simply subtract that much money from their on-hand cash and discover that they 'bought' the item a while ago and have been lugging it around 'just in case.'