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Rogue

Page history last edited by Jeff 14 years, 4 months ago

Rogues are skilled troublemakers and troubleshooters. Some are thieves and brigands, but a few, especially of the adventurous persuasion, are prized for their ability to get into and out of places that hold lost knowledge. Rogues have the least uniformity of all classes in Sakuru. They seem to be a motley collection of the clever, quick, and unorthodox.

 

Rogue

Alignment: Any.

Hit Die: d8.

 

Class Skills

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

 

 

Level Base Attack Bonus Fort Save Ref Save Will Save Skill Points  Special
1st +0 +0 +2 +0 8 + Int mod. Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 9 + Int mod. Evasion, rogue talent
3rd +2 +1 +3 +1 10 + Int mod. Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 11 + Int mod. Rogue talent, uncanny dodge
5th +3 +1 +4 +1 12 + Int mod. Sneak attack +3d6
6th +4 +2 +5 +2 13 + Int mod. Rogue talent, trap sense +2
7th +5 +2 +5 +2 14 + Int mod. Sneak attack +4d6
8th +6/+1 +2 +6 +2 15 + Int mod. Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 16 + Int mod. Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 17 + Int mod. Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 18 + Int mod. Sneak attack +6d6
12th +9/+4 +4 +8 +4 19 + Int mod. Rogue talent, trap sense +4
13th +9/+4 +4 +8 +4 20 + Int mod. Sneak attack +7d6
14th +10/+5 +4 +9 +4 21 + Int mod. Rogue talent
15th +11/+6/+1 +5 +9 +5 22 + Int mod. Sneak attack +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5 23 + Int mod. Rogue talent
17th +12/+7/+2 +5 +10 +5 24 + Int mod. Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 25 + Int mod. Rogue talent, trap sense +6
19th +14/+9/+4 +6 +11 +6 26 + Int mod. Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 27 + Int mod. Master strike, rogue talent

 

 

Class Features

The following are class features of the rogue.

 

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

If you catch an opponent when unable to defend himself effectively from your attack, you can strike a vital spot for extra damage.

     Your attack deals extra damage anytime your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should you 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), you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

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

 

Trapfinding

You adds 1/2 your level to Perception skill checks made to locate traps and to Mechanics skill checks (minimum +1). A rogue can use Mechanics to disarm magic traps.

 

Evasion (Ex)

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

 

Rogue Talents

As you gain experience, you learn a number of talents that aid you and confound foes. Starting at 2nd level, you gain one rogue talent. You gain an additional rogue talent for every 2 levels of rogue attained after 2nd level. You cannot select an individual talent more than once.

     Talents marked with an asterisk add effects to your 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.

Bleeding Attack* (Ex): You can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of your sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Combat Trick: You gain a bonus combat feat (see Chapter 5).

Fast Stealth (Ex): You can move at full speed using the Stealth skill without penalty.

Finesse Rogue (Ex): You gain Weapon Finesse as a bonus feat.

Ledge Walker (Ex): You can move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, you are not flat-footed when using Acrobatics to move along narrow surfaces.

Major Magic (Sp): You gain the ability to cast a 2nd-level spell from the sorcerer-wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to your rogue level. The save DC for this spell is 11 + your Intelligence modifier. You must have an Intelligence of at least 11 to select this talent. You must have the minor magic rogue talent before choosing this talent.

Minor Magic (Sp): You gain the ability to cast a 1st-level spell from the sorcerer-wizard spell list. This spell can be cast three times a day as a spelllike ability. The caster level for this ability is equal to your rogue level. The save DC for this spell is 10 + your Intelligence modifier. You must have an Intelligence of at least 10 to select this talent.

Quick Disable (Ex): It takes you half the normal amount of time to disable a trap using the Mechanics skill (minimum 1 round).

Resiliency (Ex): Once per day, you can gain a number of temporary hit points equal to your rogue level. This ability is an immediate action that can only be performed when you are brought to below 0 hit points. It can be used to prevent you from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you falls unconscious and are dying as normal.

Rogue Crawl (Ex): While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. you can take a 5-foot step while crawling.

Slow Reactions* (Ex): Opponents damaged by your sneak attack can’t make attacks of opportunity for 1 round.

Stand Up (Ex): You can stand up from a prone position as a free action.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to you, even if they have already acted.

Trap Spotter (Ex): Whenever you come within 10 feet of a trap, you receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon Training (Ex): You gain Weapon Focus as a bonus feat.

 

Trap Sense (Ex)

At 3rd level, you gain an intuitive sense that alerts you to danger from traps, giving you 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 you reach 6th level, to +3 when you reach 9th level, to +4 when you reach 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, you can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, even if the attacker is invisible. You still loses your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action (see Sleight of Hand skill) against you. If you already have uncanny dodge from a different class, you automatically gains improved uncanny dodge (see below) instead.

 

Improved Uncanny Dodge (Ex)

At 8th level or higher, you can no longer be flanked. This defense denies another rogue the ability to sneak attack by flanking you, unless the attacker has at least four more rogue levels than you. If you already have 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 you.

 

Advanced Talents

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

Crippling Strike* (Ex): You can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.

Defensive Roll (Ex): With this advanced talent, you can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it to execute your defensive roll—if you are denied your Dexterity bonus to AC, you can’t use this ability. Since this effect would not normally allow you to make a Reflex save for half damage, your evasion ability does not apply to the defensive roll.

Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by you are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to your rogue level. You must have the major magic rogue talent before choosing dispelling attack.

Improved Evasion (Ex): This works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, you henceforth take only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery (Ex): You become so confident in the use of certain skills that you can use them reliably even under adverse conditions. Upon gaining this ability, select a number of skills equal to 3 + your Intelligence modifier. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you from doing so. You may take this ability multiple times, selecting additional skills each time.

Slippery Mind (Ex): You can wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

Feat: You may gain any feat you qualify for in place of a rogue talent.

 

Master Strike (Ex)

Upon reaching 20th level, you become incredibly deadly when dealing sneak attack damage. Each time you deal sneak attack damage, you can choose one of the following three effects. The target can be:

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

 

Regardless of the effect, the target receives a Fortitude save to negate it. The DC of this save is equal to 10 + 1/2 rogue level + your 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 your master strike for 24 hours. Creatures immune to sneak attack damage are also immune to this ability. 

 

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