Rogue

Work in progress, Rogues have been slightly improved. Archetype
Archetype Skill Focus 3rd 5th Special
Acrobat Climb, Tumble Acrobatic Agile , Athletic Run
Arcane Trickster Sleight of Hand Minor Magic* Major Magic* Spells*, Deft Hands
Beguiler Diplomacy Negotiator Persuasive Contacts, Intrigue
Galant K. [Nobility] Weapon Focus Fighter Feat Martial Weapon
Mastermind G. Information Diligent Investigator Aptitude
Outlaw Survival Elusive Fighter Feat Extra Cunning
Scout Move Silently Stealthy Alertness Wary
Swashbuckler Sailor Dodge Fighter Feat Sword and Buckler
 
Acrobat
 

The Acrobat excels at acrobatics and athletics. They use this prowess to gain entry into difficult to reach locations, or evade pursuers

 

At 3rd level, the Acrobat gain 2 skill focus feats for Climb and Tumble, and the Run feat.

 
Arcane Trickster
  Arcane Tricksters dabble in dweomercraft, specializing in Mage Hand and Unseen Servant in particular. They can be found in cities. Gnomes can be especially vexxing as they have access to a limited number of fey spells as well.  

When casting Mage Hand and Unseen Servant, ignore Light Armor spell failure chance and apply Lengthen Spell Metamagic to Mage Hand and Unseen Servant without cost.

 

Minor Magic and Major Magic List is limited to:

 

Special: Gnomes add Ghost Sound and Ventriloquism to list of knowable spells.

   
 
Beguilder
 

The Beguilder excels at winning friends and influencing people. They gain 2 contacts and enjoy bonuses to diplomatic intrigues.

 

Relying on wits and charm, they are found among merchants as well as among leaders such as tribal chiefs, or serving noble houses.

 
 
Galant
 

Galants are cultured individuals, often familiar faces at royal courts, confident duelists, and sometimes employed as hangers on by noble houses.

 

Special: Galants gain profiency with Longsword.

 
     
Mastermind

Masterminds are more often found in civilized lands. They may be involved with our lead extra-legal enterprises that operate or outside the bounds of laws. Organizations such cartels, smuggler rings, rackateers, bribery schemes, gambling dens, pyramid schemes and other con jobs, including work as charlatans, or be associated with guilds or mercenary companies, or be in the employ of noble lords.

 

Masterminds usually have a particular aptitude, such as for Intrigues, Investments, Magic, Performance or Tactics.

     
Outlaw
 
   
Scout
 
   
Swashbuckler
 
Table: The Rogue
Level BAB Special
1st +0 Sneak Attack +1d6, trapfinding, Thieves Cant
2nd +1 Cunning Action, Evasion, Guile
3rd +2 Rogue Archetype, Sneak Attack +2d6, trap sense +2
4th +3 Uncanny dodge
5th +3 Sneak Attack +3d6
6th +4 Rogue Talent, Trap sense +4
Alignment Any.   Hit Die d6.   Class Skills

The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

  Skill Points at 1st Level (8 + Int modifier) ×4.   Skill Points at Each Additional Level 8 + Int modifier.
Class Features
All of 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. Rogues 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 any time 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 it 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 sap (blackjack) 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.   A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. 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 or striking the limbs of a creature whose vitals are beyond reach.   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.   A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.   Thieves Cant Rogues begin play knowing Thieves Cant, which is a secret language of slang and innuendo.   Cunning Action At 2nd level, Rogues gain a bonus action which may only be used for the following actions: Dash, Disengage, Hide   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.   Guile (Ex) At 2nd level and higher, a rogue gains a Guile pool equal to 1/2 her level plus Charisma modifier. These points may be expended any time a rogue rolls a d20.   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 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.   If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

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