Difference between revisions of "Rogue"
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==Class Features== |
==Class Features== |
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+ | 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. |
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+ | '''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. |
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+ | The rogue's attack deals extra 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. |
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+ | 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. |
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+ | 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. |
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+ | '''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. |
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+ | '''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. |
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+ | '''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. |
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+ | 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. |
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+ | Trap sense bonuses gained from multiple classes stack. |
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+ | '''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. |
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+ | If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. |
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+ | '''Improved Uncanny Dodge (Ex):''' A rogue of 8th level or higher can no longer be flanked. |
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+ | 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. |
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+ | 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. |
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+ | '''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. |
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===Rogue Talents=== |
===Rogue Talents=== |
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+ | 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. |
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+ | ===Advanced Rogue Talents=== |
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==Starter Kits== |
==Starter Kits== |
Revision as of 21:09, 18 February 2014
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Rogues are found in every city, town and village in the world of Gaea. The most common criminals are experts and warriors, representing the typical thug and cutthroat, but Rogues are often the elite of criminal organizations, spies, explorers and infiltrators. Many also serve as diplomats and others even work to solve crimes and mysteries as investigators and inquisitive agents. For even more, the thrill of adventure and the hunting of ancient ruins and the solving of puzzles and traps is a tempting endeavor and at this they are second to no one.
The Rogue is a flexible class that can benefit from a number of different areas. Not all Rogues are thieves and criminals. A Rogue can easily be a gentleman spy as much as a bounty hunter or tracker. For those who are interested in life on the darker side of things, there are a number of criminal guilds that do appeal to Rogue like characters and that offer benefits for their loyalty and membership.
Rogue
Role: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.
Alignment: Any.
Hit Die: d8.
Class Skills: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.
The 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: 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 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.
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.
Rogue Talents
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 Rogue Talents
Starter Kits
Rogues are often sly thieves and glib-tongued skill masters. They aren't primary combatants, but can slip in and help where they're needed. Many of them focus on dexterity, with other attributes as secondary. They pick locks and find traps, but tend to be good at getting where they're not supposed to be. Since Tenebrae focuses on groups rather than a lot of solo adventures, be sure to be prepared to work with your party.
Rogues possess a number of tricks at their disposal and while competent in combat, aren't a primary combatant. This is a common mistake, though it doesn't mean they're incompetent, just that their role is different.
Common combat styles for the rogue include two-weapon fighting, fencing, or sword and shield fighting. Both of these styles require a high dex, and as many rogues aren't very strong, they tend to take Weapon Finesse. Another popular style is archery, though sneak-attack at a distance is difficult.
Concept | Attributes | Feats and Skills | Notes |
Scout | Dexterity, Strength | Feats: Alertness, Point-Blank Shot, Precise Shot
Skills: Stealth, Perception, Survival, Knowledge/Nature, Escape Artist, Diplomacy...any number of skills could fit into this concept, depending on if you're more city or nature focused |
You excel at sneaking up on foes and can make your way through basic wilderness. You're also quite adept with a bow. |
Thief | Dexterity, Intelligence | Feats: Stealthy, Deft Hands, Skill Focus, Fleet, Alertness
Skills: Disable Device, Sleight of Hands, Stealth, Perception, Sense Motive, Escape Artist, Use Magic Device |
You're a quick-moving shadow. Combat isn't your main role, though you can be helpful in assisting your allies, especially with Use Magic Device. Consider picking up a bow or a light shield and blade. |
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