BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Rogue

Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.   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.   Starting Wealth: 4d6 × 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.   Starting Age: Intuitive.  

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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+0+2+0Inherent talent, skill specialty, sneak attack +1d6, tenacity +1
2nd+1+0+3+0Instinct, talent
3rd+2+1+3+1Avoidance, critical sneak, sneak attack +2d6, telling blow
4th+3+1+4+1Instinct, skill specialty, talent
5th+3+1+4+1Combat prowess +1, powerful sneak, shadowstriker, sneak attack +3d6
6th+4+2+5+2Avoidance, talent
7th+5+2+5+2Advantageous attack +1, overcome resistance, sneak attack +4d6, tenacity +2
8th+6/+1+2+6+2Instinct, talent
9th+6/+1+3+6+3Combat prowess +2, focused strike, outmaneuvering sneak, sneak attack +5d6
10th+7/+2+3+7+3Skill specialty, talent
11th+8/+3+3+7+3Advantageous attack +2, bypass defenses, sneak attack +6d6
12th+9/+4+4+8+4Avoidance, instinct, talent
13th+9/+4+4+8+4Combat prowess +3, deadly sneak, sneak attack +7d6
14th+10/+5+4+9+4Talent, tenacity +3
15th+11/+6/+1+5+9+5Advantageous attack +3, avoidance, lethal focus, sneak attack +8d6
16th+12/+7/+2+5+10+5Instinct, skill specialty, talent
17th+12/+7/+2+5+10+5Combat prowess +4, instinct, greater overcome resistance, sneak attack +9d6
18th+13/+8/+3+6+11+6Avoidance, talent
19th+14/+9/+4+6+11+6Advantageous attack +4, precise critical, sneak attack +10d6
20th+15/+10/+5+6+12+6Capstone ability, instinct, 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, longsword, rapier, sap, shortbow, short sword, and sword cane, as well as one of the following weapons: garrote, longbow, whip, or a single light or one-handed martial weapon. They are proficient with light armor and bucklers but not with other shields.  
Inherent Talent
At first level, a rogue gains one of the following (see rogue talents): armor expertise, esoteric scholar, fleet footed, survivalist, trap spotter, weapon finesse, weapon training, or the Shadow Strike feat.  
Tenacity
A rogue is cunning and resilient, she gains a +1 bonus on Fortitude and Will saves. These bonuses increase by 1 at 7th level and again at 14th level.  
Skill Specialty
A rogue dedicates herself to refining specific sets of skills. A rogue gains a skill specialty at 1st level, 4th level, and every 6 levels thereafter. Each skill specialty grants bonuses equal to 1/2 the rogue’s level (minimum +1) on certain checks. A rogue cannot gain a skill specialty more than once and bonuses from different skill specialties do not stack.   A complete list of skill specialties can be found here.   Skill Unlocks Instead of gaining a bonus to a specific skill, a rogue can instead opt to unlock that skill. Unlock skills use the unchained skills rules.  
Sneak Attack
If a rogue can catch an opponent when she 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. Extra damage from sneak attacks is precision damage. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks 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. If a rogue choses to deal nonlethal damage with a weapon that normally deals lethal damage (with the usual –4 penalty to the attack roll) while making a sneak attack, then the sneak attack damage is also nonlethal.   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.  
Instincts
A rogue hones her intuitive senses to utmost sharpness. Her reflexive quickness allows a rogue to act and react seemingly faster than thought. At the indicated levels, a rogue chooses and gains an instinct.   A complete list of instincts can be found here.  
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level and every 2 levels thereafter, a rogue gains one rogue talent she meets the prerequisites for. Unless otherwise noted, 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.   A complete list of rogue talents can be found here.  
Critical Sneak (Ex)
At 3rd level, when a rogue deals sneak attack damage that is also a critical hit, she deals an amount of additional damage equal to the number of sneak attack damage dice dealt. At 11th level, this additional damage increases to twice the rogue’s number of sneak attack damage dice dealt. This additional damage is multiplied by the critical hit.  
Telling Blow (Ex)
At 3rd level, a rogue can choose to take a –2 penalty to her AC against a specific opponent and gain a bonus on the damage roll from her next successful attack against that opponent made before the start of her next turn. The bonus damage is an amount equal to the rogue’s number of sneak attack damage dice. A rogue must choose to use this ability before making an attack roll and the penalty lasts until the start of the rogue’s next turn. Initially a rogue can use this ability once per round, this increases to twice per round at 8th level and three times per round at 15th level. These uses reset at the start of the rogue’s turn. The penalty to the rogue’s AC against a specific creature does not stack with itself.   This bonus damage does not apply to splash weapon damage or effects that do not deal hit point damage. The rogue only adds this bonus damage to ranged attacks if her target is within her sneak attack range (normally 30 feet). This bonus damage is not precision damage and is multiplied on a critical hit. While using this ability, if an attack made by the rogue deals sneak attack damage, she deals the sneak attack damage instead of this bonus damage.  
Avoidances
A rogue gains intensive expertise in a specific defensive facet of her craft. Starting at 3rd level and every 3 levels thereafter, the rogue either selects a new avoidance or selects one of her existing avoidances and increases her benefits from it by the amount(s) listed in the avoidance.   A complete list of avoidances can be found here.  
Combat Prowess
At 5th level, a rogue gains a +1 bonus on her attack rolls. This bonus increases by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level).  
Powerful Sneak (Ex)
At 5th level, when a rogue deals sneak attack damage she treats all 1s on the sneak attack damage dice as 2s.  
Shadowstriker
At 5th level, a rogue gains the Shadow Strike feat as a bonus feat. If the rogue already has this feat, she can instead take any combat feat or rogue talent she meets the prerequisites for.  
Advantageous Attack
At 7th level, whenever a rogue’s opponent would be denied its Dexterity bonus to AC (whether it actually has a Dexterity bonus or not), or when she flanks an opponent, the rogue gains a +1 bonus on attack rolls against that opponent. This bonus increases by 1 for every 4 levels beyond 7th (to a maximum of +4 at 19th level).  
Overcome Resistance (Ex)
At 7th level, when a rogue deals sneak attack damage with an attack, this attack ignores up to 5 points of damage reduction or hardness. This does not apply to damage reduction without a type (such as DR 10/—). When a rogue deals sneak attack damage with an attack that deals acid, cold, electricity, or fire damage, that attack ignores up to 5 points of acid, cold, electricity, or fire resistance, as appropriate.  
Focused Strike (Ex)
At 9th level, as a standard action a rogue can use the attack action to make a single attack. If this attack deals sneak attack damage then the attack deals double the normal number of sneak attack dice. The additional sneak attack dice do not add to effects that result from a successful sneak attack, such as the bleeding attack talent.  
Outmaneuvering Sneak (Ex)
At 9th level, unless a creature with the all-round vision ability has at least four more hit dice than the rogue’s class level, the rogue can flank that creature as if it did not possess this ability.  
Bypass Defenses (Ex)
At 11th level, when a rogue deals sneak attack damage to a creature with a percentage chance to negate sneak attacks, such a sorcerer with the aberrant bloodline or a creature wearing armor with the fortification special ability, the creature must roll twice; if either roll fails then the sneak attack damage is not negated. At 17th level, reduce the percentage chance to negate sneak attacks by 25% before the creature rolls to negate the rogue’s sneak attack. This ability has no effect on creatures who are completely immune to precision damage or sneak attacks.  
Deadly Sneak (Ex)
At 13th level, when a rogue deals sneak attack damage she treats all 1s and 2s on the sneak attack damage dice as 3s.  
Lethal Focus (Ex)
At 15th level, when a rogue uses the focused strike ability, she does not have to roll the additional sneak attack damage dice from that ability, these dice deal maximum damage.  
Greater Overcome Resistance (Ex)
At 17th level, the amount of damage reduction, hardness, or resistance ignored by the rogue’s overcome resistance ability increases to 10 points of damage and this ability now applies to all types of damage reduction or resistance, such as sonic resistance or damage reduction without a type (such as DR 10/—).  
Precise Critical (Ex)
At 19th level, when a rogue threatens a critical hit and the attack is also a sneak attack, the critical is automatically confirmed.  
Capstone Ability
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.   Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly with sneak attacks. When the rogue deals sneak attack damage, she can choose one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. A successful Fortitude save reduces any of these effects to staggered for 1 round. The DC of this save is 10 + 1/2 the rogue’s level + the higher of the rogue’s Strength or Dexterity modifier. Once a creature has been the target of a rogue’s master strike, it is immune to further master strikes from that rogue for 1 day.   Masterful Talent (Ex): At 20th level, the rogue has been a thief, an actor, a merchant, a scout, a confessor, a friend, an assassin, and a dozen more things besides. The rogue gains a +4 bonus on all of her skills.  

Section 15: Copyright Notice

Legendary Rogues. 2015, Legendary Games; Authors Matt Goodall and Jason Nelson.

Remove these ads. Join the Worldbuilders Guild

Articles under Rogue


Comments

Please Login in order to comment!