Rogue

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Rogue

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 also 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 on their own, rogues can "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Requirements

To qualify to become a Rogue, a character must fulfill all the following criteria.

  • Not Applicable

Class Skills

The class skills of the Rogue are:

  • Appraise
  • Balance
  • Bluff
  • Climb
  • Craft: Alchemy
  • Craft: Jewelcrafting
  • Craft: Tailoring & Leatherwork
  • Craft: Trap & Contraption Making
  • Craft: Weaponsmithing
  • Craft: Woodworking
  • Decipher Script
  • Disable Device
  • Diplomacy
  • Disguise
  • Escape Artist
  • Forgery
  • Gather Information
  • Hide
  • Intimidate
  • Jump
  • Knowledge: Architecture & Engineering
  • Knowledge: Local
  • Knowledge: Nobility & Royalty
  • Listen
  • Lore
  • Move Silently
  • Open Lock
  • Parry
  • Perform
  • Profession: Cook
  • Profession: Fisher
  • Search
  • Sense Motive
  • Set Trap
  • Sleight of Hand
  • Spot
  • Swim
  • Taunt
  • Tumble
  • Use Magic Device
  • Use Rope

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 per level, x4 at first level

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 it 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 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 (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.

Talents: At 2nd level and every two levels after, until 8th level (2nd, 4th, 6th, and 8th) a rogue learns a number of talents that aid them and confound their foes. They may choose from the following list of bonus feats:


* Swift and Silent: When in stealth mode, movement is 75% instead of 50%.


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 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 a dragon's breath weapon or a fireball, henceforth she 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.


* Hide in Plain Sight: the Rogue may enter stealth mode even while being observed.


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