Rogue

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Careful! He's got a knife!

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 BAB Fort Ref Will 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.


Dagger Mastery

Rogues are experts with daggers. A medium-sized rogue wielding a dagger does a d6 base damage with it, instead of a d4. A small rogue wielding a dagger does 1d4 with it, instead of 1d3. A tiny rogue wielding a dagger is 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.

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. 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.

Creatures Resistant to Precision Damage

The following creature types (or subtypes) take only half damage from precision-based attacks (such as sneak attack):

  • Elemental (subtype)
  • Incorporeal (subtype) - unless using a weapon with the ghost touch property.
  • Ooze (Type)
  • Protean (subtype) - 50% chance to ignore critical hits or sneak attacks.
Creatures Immune to Flanking

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

  • Ooze (Type)
  • Swarm (Type)
  • Elemental (subtype)
  • Protean (subtype) - 50% chance to ignore critical hits or sneak attacks.


Critical Hits

Rogue critical hits, instead of doing a multiple of the base weapon damage, instead do max damage on all dice rolled, including sneak attack.

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


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.

  • d20pfsrd link to Rogue Talents. Also see below for additions and modifications to some 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.


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. Once per round, when 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 (FORT save, DC equals 10 + 1/2 the rogue's level + the rogue's DEX modifier)
  • paralyzed for 2d6 rounds (FORT save, DC equals 10 + 1/2 the rogue's level + the rogue's INT modifier), or
  • slain (FORT save, DC equals 10 + 1/2 the rogue's level + the rogue's STR 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 add +5 to their FORT save result.

New Rogue Talents

Finesse Rogue (modified)
Add DEX modifier as a bonus to melee to-hit and damage rolls, in addition to STR. This cannot be stacked with the Clever Rogue talent.
Clever Rogue
Use INT modifier as a bonus to melee to-hit and damage rolls, in addition to STR. This cannot be stacked with the Finesse Rogue talent.
Master of Disguise
The rogue may add 1/2 her level (round down) to disguise checks.
Cover Identity
A rogue may select one Craft, Perform, or Profession skill and gain a +4 competence bonus on checks. Additionally, the spy may make checks as though trained in that skill, even if she has no ranks in it. The spy can decide to adopt a new cover identity at any time. When she changes cover identities, the benefits switch over to the new skill or proficiency after 24 hours.
Expert Forger
A spy with this talent can add half her level (minimum 1) to checks to create a forgery or fake document.
Magical Sleep
A spy with this talent may cast sleep as a spell-like ability with a caster level equal to her level. The DC to save is 11 + the spy's Charisma modifier. The spy may choose to center the spell on a single target, in which case it will affect one target of any number of HD. To select this talent, the spy must already have minor magic.
Magical Disguise
Once per day, the spy may cast disguise self as a spell-like ability with a caster level equal to her level. To select this talent, the spy must already have minor magic.
Secret Keeper
a rogue may add her INT bonus to saves against any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus.

New Advanced Rogue Talents

Surefooted
The rogue may ignore difficult terrain
Shadow-touched
A rogue which moves at least 15 feet from his starting position in a round gains 20% concealment until the end of his next turn. This concealment may be used to initiate stealth, though the standard rules for breaking stealth still apply.
Hide In Plain Sight (modified)
A rogue with this ability can make a stealth check even when he has no concealment and is being observed. Doing so is still part of a move action, however, and cannot be done outside of the rogue's turn.
Perfect Cover
The rogue may wear any medium or heavy armor and wield any martial weapon and carry any shield without proficiency penalty. Note, however, that many rogue abilities, including sneak attack, may not be used while wearing or wielding these things. Prerequisite: Cover Identity rogue talent.
Misdirection
Once per day, the rogue may use misdirection, as the spell, with a caster level of her level. The spell must be placed on herself. Prerequisite: Minor Magic.
Improved Magical Disguise
A rogue who selects this talent can use her magical disguise ability a number of times per day equal to 3 + the rogue's Charisma modifier. Prerequisite: Magical Disguise.
Rummage
Once per day, the rogue can treat a Perception check to search an area as though she rolled a natural 20. A thievery check may be made to attempt to leave no trace of having searched the area. The result of the thievery check sets the DC of someone noticing that the area has been searched. The time needed for this search is not reduced by the 20 result and is generally measured in minutes.
Deceptive Mind
Any time the spy successfully saves versus a mind-affecting ability, she continues to be aware of the creature's commands and messages for the duration of the effect, although she need not obey. Prerequisite: Slippery Mind or Secret Keeper.
Rapid Shot
When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest BAB. All of your attacks take a -2 penalty when using Rapid Shot.


New Rogue Feats

Rapid Strike (Req. Rogue lvl 6)

When making a full-attack action with a melee weapon, you can attack one additional time this round at full BAB. All of your attack rolls take a –2 penalty when using Rapid Strike. If this feat is taken with two-weapon fighting, these penalties do not stack.

Surprise Lunge (Req. Rogue lvl 8)

When making a full-attack action with a melee weapon and only wielding a single light weapon, you can attack one additional time this round at full BAB. All of your attack rolls take a –2 penalty when using Surprise Lunge. If this feat is taken with Rapid Strike, these penalties do not stack. (Note that this feat cannot be used during rounds in which the rogue employs two-weapon fighting feats.)

Twist the Knife (Req. Rogue lvl 12)

While wielding only a single light melee weapon, the rogue may roll twice his normal number of sneak attack dice on the first melee attack each round. The rogue's target must be eligible for precision damage for this feat to operate. If the rogue scores a critical hit, these extra sneak attack dice are not maximized, but instead rolled normally. (Note that this feat cannot be used during rounds in which the rogue employs two-weapon fighting feats.)

Deeper Wounds (Req. Rogue lvl 16, Twist the Knife)

While wielding only a single light melee weapon, the rogue may roll triple his normal number of sneak attack dice on the first melee attack each round. The rogue's target must be eligible for precision damage for this feat to operate. If the rogue scores a critical hit, these extra sneak attack dice are not maximized, but instead rolled normally. (Note that this feat cannot be used during rounds in which the rogue employs two-weapon fighting feats.)