Wikia

Dungeons and Dragons Wiki

Rogue S.T.A.R.S Agent (3.5e Class)

Talk8
9,571pages on
this wiki
Revision as of 05:27, June 4, 2012 by 124.168.65.202 (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
600px-Ambox wikify.svg This page is not formatted correctly. Reason: The abilities need work, and the second table. There are also punctuation, capitalization, and copypasta issues.


You can help D&D Wiki by improving the formatting on this page. If you do not understand D&D Wiki's formatting standards, please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing formatting help

Created By
Kojopo (talk)
Date Created: September, 2010
Status: Ask before you change something
Editing: Please feel free to edit constructively!
Balance: Fighter

{{#set:Summary=the Rogue S.T.A.R.S Agent starts of as a long range class that uses repeater crossbows then is experimenting with potions on himself dies and is then reborn as a superhuman with supernatural strength and speed. |Length=20 |Minimum Level=0 |Base Attack Bonus Progression=Medium |Fortitude Save Progression=Good |Reflex Save Progression=Good |Will Save Progression=Poor |Class Ability=Martial Maneuvers |Class Ability Progression=Half }} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

Rogue S.T.A.R.S AgentEdit

Making a Rogue S.T.A.R.S AgentEdit

Abilities: Dexterity is the most important ability score, but when you reach level 10 Dexterity and strength become the most important.

Races: ANY.

Alignment: Any Non-Lawful.

Starting Gold: 1d8×100 gp (250 gp).

Starting Age: Simple

Table: The Rogue S.T.A.R.S Agent

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed
Damage
Fort Ref Will
1st +1 +2 +2 +0 S.T.A.R.S Weapon selection, Unarmed Strike, S.T.A.R.S Weapon Upgrade 1d6
2nd +2 +3 +3 +0 S.T.A.R.S close range weapon fighting 1d6
3rd +3 +3 +3 +1 S.T.A.R.S Weapon Upgrade 1d6
4th +4 +4 +4 +1 S.T.A.R.S undead expertise 1d8
5th +5 +4 +4 +1 S.T.A.R.S Weapon Upgrade, herbs 1/day 1d8
6th +6/+1 +5 +5 +2 S.T.A.R.S Weapon specialization 1d8
7th +7/+2 +5 +5 +2 S.T.A.R.S Weapon Upgrade 1d8
8th +8/+3 +6 +6 +2 1d10
9th +9/+4 +6 +6 +3 S.T.A.R.S Weapon Upgrade 1d10
10th +10/+5 +7 +7 +3 Reincarnation, Supernatural Speed, Supernatural Strength, Unstable anatomy, herbs 2/day 1d10
11th +11/+6/+1 +7 +7 +3 Supernatural Dash 1d10
12th +12/+7/+2 +8 +8 +4 Supernatural senses 2d6
13th +13/+8/+3 +8 +8 +4 Supernatural Dash Attack 2d6
14th +14/+9/+4 +9 +9 +4 Supernatural Pistol Attack 2d6
15th +15/+10/+5 +9 +9 +5 , herbs 3/day 2d6
16th +16/+11/+6/+1 +10 +10 +5 2d8
17th +17/+12/+7/+2 +10 +10 +5 2d8
18th +18/+13/+8/+3 +11 +11 +6 2d8
19th +19/+14/+9/+4 +11 +11 +6 2d8
20th +20/+15/+10/+5 +12 +12 +6 , herbs 4/day 2d10

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Class FeaturesEdit

All of the following are class features of the Rogue S.T.A.R.S Agent.

Weapon and Armor Proficiency: A Rogue S.T.A.R.S Agent is proficient with all simple and martial weapons, he is also automatically proficient with the hand Crossbow, repeater heavy Crossbow and Repeater Crossbow light. He is proficient with light armor and shields (except tower shields). .

Unarmed Strike (Ex): At 1st level, Rogue S.T.A.R.S agent gains Improved Unarmed Strike as a bonus feat. The Rogue S.T.A.R.S Agent attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that the Rogue S.T.A.R.S Agent may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for the Rogue S.T.A.R.S Agent's striking unarmed. the Rogue S.T.A.R.S Agent may thus apply her full Strength bonus on damage rolls for all his unarmed strikes. he is considered to be armed even when unarmed—that is, he does not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, he still get an attack of opportunity against any opponent who makes an unarmed attack against him.

In addition, his unarmed strikes can deal lethal or nonlethal damage, at your option.


S.T.A.R.S Weapon selection (Ex) : you may select any of these at anytime but if you choose a new weapon selection then you lose all the bonuses from the other weapon selection you had.

Dual weapons

you may use two hand crossbows as if they were one weapon thus gaining no negatives and being able to shoot them both as a standard action. and reload them both as a free action with one hand.

Assault

you gain rapid shot as a bonus feat.

Shotgun

you can use your ranged weapon as a 20ft cone attack which counts as a full round attack action.

Heavy weapon

you can use a heavy repeating crossbow or heavy crossbow as if it was a light crossbow or light repeating crossbow


S.T.A.R.S undead expertise (Ex) : all your weapons are considered to be under a constant bane undead effect


S.T.A.R.S close range weapon fighting (Ex) : you no longer provoke attacks of opportunity when firing ranged weapons


S.T.A.R.S Weapon specialization (Ex) : You gain weapon focus and specialization on all crossbows even if you don't qualify for them.


S.T.A.R.S Weapon Upgrade (Ex) : You may choose one of the following upgrades you may select the same one twice and they stack.

Extended clip

you gain 5 more bolts in a clip of bolts for a repeating crossbows.

Weapon Damage

you gain +2 damage with ranged weapons.

Reload Speed

you gain one stage down on the reload of your repeating weapons so full goes to standard, standard goes to move, move goes to swift and swift goes to free.

Accuracy

you gain +2 to attack rolls with ranged weapons.

piercing

You ignore 5/- worth of any damage reduction.

range

you double the range increment of your ranged weapons.


herbs (Ex) : At Fifth level you gain the ability to drink one of the potions listed below once per Day. Drinking the potion takes one standard action and provokes an attack of opportunity. You gain one more use per encounter every five levels.

Green herb potion

This potion heals 1d6 damage per HD.

Red herb potion

This potion heals 2d6 ability damage.

Purple herb potion

This potion cures disease magical and non magical.

Yellow herb potion

This potion cures poison.


Reincarnation (Ex) : You have been experimenting with potions on your body, you have had successfully increased your speed and strength to superhuman limits, but due to the strain on your body the mixing of chemicals has made you unstable and you die. For all intents and purposes you are dead for 24 hours during this metamorphosis, you cannot be reincarnated by any means what so ever, and any attempt to raise you as undead will fail automatically. After 24 hours your body begins to heal itself, where there was once an empty husk, there is now strength and speed unparalleled, the potions you had drunk are now flowing through your veins as blood.

You may rearrange you stats as you see fit, you cannot however change the value of any stats, just where the stats are located (e.g Wesker the 10 level Rogue S.T.A.R.S agent has just died due to reaching level 10, he will move his 24 dexerity to his strength score, he will move his 20 strength to his dexterity score, and his other stat points will remain unaffected)

you lose all your S.T.A.R.S abilities.


Supernatural Speed (Ex) : Your base dexterity modifier doubles, any bonus to this in the future will scale in the same way, this effects everything that uses the characters dex bonus, skills, weapon finesse...etc (e.g Rogue S.T.A.R.S agent has 24 dexterity giving him a bonus of +7, after reaching level 10 this bonus will increase to a +14 dex bonus)


Supernatural Strength (Ex) : Your base strength modifier doubles, any bonus to this in the future will scale in the same way, this effects everything that uses the characters strength bonus, skills, damage...etc (e.g Rogue S.T.A.R.S agent has 20 Strength giving him a bonus of +5, after reaching level 10 this bonus will increase to a +10 strength bonus)


Unstable anatomy (Ex) : The Rogue S.T.A.R.S Agent must drink a special potion that he has created every 48 hours. Failure to do so will make him suffer from the Unstable anatomy chart till he can drink his potion. The effects change every minute. it takes 20 minutes to make the potion the potion can only be stored for 2 hours.

Table: Unstable anatomy

Die: D10

D10 Effect
1 The Rogue S.T.A.R.S agent has become human! He loses all his supernatural abilities
2 The Rogue S.T.A.R.S agent has become weak due to withdrawal symptoms he loses his speed and strength bonus's from "supernatural strength, and Supernatural Speed"
3 The Rogue S.T.A.R.S agent has lost his speed, and his senses become shell shocked, he loses his dash ability and cannot use any form of sense (e.g Sight, Sound, touch...etc)
4 The Rogue S.T.A.R.S agent can still move at supernatural speeds, but for less time, he can only move at half speed
5 The Rogue S.T.A.R.S agent becomes infuriated at the slightest annoyance, he gains -4 to diplomacy and + 4 to intimidate
6-7 Nothing happens
8 The Rogue S.T.A.R.S agent has started to mutate uncontrollably, and thus receives a further increase to his supernatural speed, the bonus is added to your base equal to your base modifier before you increase it due to your supernatural speed class feature (e.g The Rogue S.T.A.R.S agent has not drunk his potion like his mommy told him to! The Rogue S.T.A.R.S agent has a Dex modifier of +5, due to him already having "supernatural speed" he gains an additional +5 to his total Dex modifier, giving him a Dex bonus of +15)
9 The Rogue S.T.A.R.S agent has started to mutate uncontrollably, and thus receives a further increase to his supernatural Strength, the bonus is added to your base equal to your base modifier before you increase it due to your supernatural Strength class feature (e.g The Rogue S.T.A.R.S agent has not drunk his potion like his mommy told him to! The Rogue S.T.A.R.S agent has a Strength modifier of +7, due to him already having "supernatural Strength" he gains an additional +7 to his total Dex modifier, giving him a Dex bonus of +21)
10 The Rogue S.T.A.R.S agent has started to mutate uncontrollably, and thus receives a further increase to his Supernatural speed and Supernatural Strength!, the bonus is added to your base equal to your base modifier before you increase it due to your supernatural speed, and supernatural Strength class feature (e.g The Rogue S.T.A.R.S agent has not drunk his potion like his mommy told him to! The Rogue S.T.A.R.S agent has a Dex modifier of +5 and a Strength modifier of +7, due to him already having "supernatural speed" and "Supernatural Strength" class feature, he gains an additional +5 to his total Dex modifier and +7 to his total Strength modifier, giving him a Dex bonus of +15 and a total Strength modifier of +21)

Supernatural Dash (Ex) : With his supernatural speed he can move faster than any living being (to everyone else it looks like he dispersers and then reappears at your chosen location within his movement). This counts as a move action, while doing this Dash he does not provoke attacks of opportunity from moving through any threatened squares, The Rogue S.T.A.R.S agent is also considered under a constant "freedom of movement" spell

Supernatural senses (Ex) : If the Rogue S.T.A.R.S agent is shot with any ranged attack or spell he may make a reflex save to avoid the attack or spell. The reflex save to avoid the attack is equal to the attackers roll, or the spells equivalent DC save. Even if the spell doesn't normally allow a save the Rogue S.T.A.R.S agent may still roll a reflex save to avoid the spell. This ability stops working if he cannot see his attacker AND his attacker is behind him. (e.g The Rogue S.T.A.R.S agent walks into a dark cave, he turns to face the entrance to see if anyone is following him, a rogue who was already in the cave shoots an arrow into his back while hidden, thus allowing no reflex save against the shot. If the Rogue was in front of him and shot he would still be allowed his reflex save even if the rogue was hidden, this ability functions even if the attacker is using Greater invisibility in front of the Rogue S.T.A.R.S agent, if the attacker is using greater invisibility behind The Rogue S.T.A.R.S agent he cannot use this ability.


Supernatural Dash Attack (Ex) : You may use Supernatural Dash to a location then make an Attack action then Supernatural Dash again as long as your dash movement doesn't exceed your total movement. (e.g much like spring attack)

Supernatural Pistol Attack (Ex) : The Rogue S.T.A.R.S agent has crafted two pistols that he can fire as a swift action with a range of 60ft for (4d6 + Dex modifier) piercing damage and then quickly conceal them as a free action. The bullets are counted as Adamantine and magic for purpose of overcoming damage reduction, and damaging Incorporeal Creatures


Back to Main Page3.5e HomebrewClassesBase Classes

Around Wikia's network

Random Wiki