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Rogue
Rogue
Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money. Rogues are highly skilled, and they can concentrate on developing any of several categories of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts, and she can dish out a lot of damage with a sneak attack. Rogues have a sixth sense when it comes to avoiding danger. Experienced rogues develop mystical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells, rogues can "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Class Features

Hit Die: d6

Base Attack Bonus: Medium

High Saves: Reflex

Weapon Proficiencies: Rogues are proficient with all simple weapons, plus the rapier, shortbow, and short sword.

Armor Proficiencies: Light armor

Skill Points: (8 + Int modifier x 4 at first level) 8 + Int modifier

Class Skills: Appraise, Bluff, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device.

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. This extra damage is 1d6 at 1st level and increases by 1d6 every two rogue levels thereafter.

Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

Evasion: At 2nd level and higher, a rogue can avoid even magical unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.

Trap Sense: 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.

Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge: At 8th level a rogue cannot be sneak attacked by another rogue, unless the attacker has at least four more rogue levels than the target.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options:

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

    - Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she 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), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and be able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

    - Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as dragon's breath weapon or a fireball, she henceforth takes only half damage on a failed save.

    - Opportunist (Ex): The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.

    - Skill Mastery: The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat.

    - Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.

    - Feat: A rogue may gain a bonus feat in place of a special ability.

Epic Level Benefits [MotB Only]

New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes.

Ability score improvements continue every 4 levels (levels 24, 28).

Base Attack Bonus and Base Saves continue as normal.

Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4.

+1d6 sneak attack damage at levels 21, 23, 25, 27, and 29 (every 2 levels).

+1 bonus feat at levels 24 and 28 (every 4 levels). These bonus feats can be from the rogue's special list.