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'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.
   
{| class="d20" {{#vardefine:odd|0}}
+
{| class="zebra d20"
 
|+
 
|+
<div>{{#anc:Table: The Rogue}}</div>
+
<div>{{Anchor|Table: The Rogue}}</div>
 
[[SRD:Hit Dice|Hit Die]]: d6
 
[[SRD:Hit Dice|Hit Die]]: d6
 
|-
 
|-
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|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|- class="{{Odd-Even}}"
+
|-
 
|1st|| class="left" | +0 || +0 || +2 || +0
 
|1st|| class="left" | +0 || +0 || +2 || +0
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +1d6, [[#Trapfinding|Trapfinding]]
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +1d6, [[#Trapfinding|Trapfinding]]
|- class="{{Odd-Even}}"
+
|-
 
|2nd|| class="left" | +1 || +0 || +3 || +0
 
|2nd|| class="left" | +1 || +0 || +3 || +0
 
| class="left" | [[#Evasion|Evasion]]
 
| class="left" | [[#Evasion|Evasion]]
|- class="{{Odd-Even}}"
+
|-
 
|3rd|| class="left" | +2 || +1 || +3 || +1
 
|3rd|| class="left" | +2 || +1 || +3 || +1
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +2d6, [[#Trap Sense|Trap Sense]] +1
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +2d6, [[#Trap Sense|Trap Sense]] +1
|- class="{{Odd-Even}}"
+
|-
 
|4th|| class="left" | +3 || +1 || +4 || +1
 
|4th|| class="left" | +3 || +1 || +4 || +1
 
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]
 
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]
|- class="{{Odd-Even}}"
+
|-
 
|5th|| class="left" | +3 || +1 || +4 || +1
 
|5th|| class="left" | +3 || +1 || +4 || +1
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +3d6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +3d6
|- class="{{Odd-Even}}"
+
|-
 
|6th|| class="left" | +4 || +2 || +5 || +2
 
|6th|| class="left" | +4 || +2 || +5 || +2
 
| class="left" | [[#Trap Sense|Trap Sense]] +2
 
| class="left" | [[#Trap Sense|Trap Sense]] +2
|- class="{{Odd-Even}}"
+
|-
 
|7th|| class="left" | +5 || +2 || +5 || +2
 
|7th|| class="left" | +5 || +2 || +5 || +2
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +4d6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +4d6
|- class="{{Odd-Even}}"
+
|-
 
|8th|| class="left" | +6/+1 || +2 || +6 || +2
 
|8th|| class="left" | +6/+1 || +2 || +6 || +2
 
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]
 
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]
|- class="{{Odd-Even}}"
+
|-
 
|9th|| class="left" | +6/+1 || +3 || +6 || +3
 
|9th|| class="left" | +6/+1 || +3 || +6 || +3
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +5d6, [[#Trap Sense|Trap Sense]] +3
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +5d6, [[#Trap Sense|Trap Sense]] +3
|- class="{{Odd-Even}}"
+
|-
 
|10th||class="left" | +7/+2 || +3 || +7 || +3
 
|10th||class="left" | +7/+2 || +3 || +7 || +3
 
| class="left" | [[#Special Abilities|Special Ability]]
 
| class="left" | [[#Special Abilities|Special Ability]]
|- class="{{Odd-Even}}"
+
|-
 
|11th||class="left" | +8/+3 || +3 || +7 || +3
 
|11th||class="left" | +8/+3 || +3 || +7 || +3
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +6d6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +6d6
|- class="{{Odd-Even}}"
+
|-
 
|12th||class="left" | +9/+4 || +4 || +8 || +4
 
|12th||class="left" | +9/+4 || +4 || +8 || +4
 
| class="left" | [[#Trap Sense|Trap Sense]] +4
 
| class="left" | [[#Trap Sense|Trap Sense]] +4
|- class="{{Odd-Even}}"
+
|-
 
|13th||class="left" | +9/+4 || +4 || +8 || +4
 
|13th||class="left" | +9/+4 || +4 || +8 || +4
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +7d6, [[#Special Abilities|Special Ability]]
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +7d6, [[#Special Abilities|Special Ability]]
|- class="{{Odd-Even}}"
+
|-
 
|14th||class="left" | +10/+5 || +4 || +9 || +4
 
|14th||class="left" | +10/+5 || +4 || +9 || +4
 
| class="left" |
 
| class="left" |
|- class="{{Odd-Even}}"
+
|-
 
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
 
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +8d6, [[#Trap Sense|Trap Sense]] +5
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +8d6, [[#Trap Sense|Trap Sense]] +5
|- class="{{Odd-Even}}"
+
|-
 
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5
 
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5
 
| class="left" | [[#Special Abilities|Special Ability]]
 
| class="left" | [[#Special Abilities|Special Ability]]
|- class="{{Odd-Even}}"
+
|-
 
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
 
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +9d6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +9d6
|- class="{{Odd-Even}}"
+
|-
 
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
 
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
 
| class="left" | [[#Trap Sense|Trap Sense]] +6
 
| class="left" | [[#Trap Sense|Trap Sense]] +6
|- class="{{Odd-Even}}"
+
|-
 
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
 
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +10d6, [[#Special Abilities|Special Ability]]
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +10d6, [[#Special Abilities|Special Ability]]
|- class="{{Odd-Even}}"
+
|-
 
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
 
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
 
| class="left" |
 
| class="left" |
|-
+
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
'''[[SRD:Class|Class]] Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
'''[[SRD:Class|Class]] Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
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'''Weapon and Armor Proficiency:''' Rogues are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].
 
'''Weapon and Armor Proficiency:''' Rogues are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].
   
'''{{#anc: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.
+
'''{{Anchor|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 [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (whether the target actually has a [[SRD:Dexterity|Dexterity]] bonus or not), or when the rogue [[SRD:Flanking|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 [[SRD:Critical Hit|critical hit]] with a sneak attack, this extra damage is not multiplied.
 
The rogue’s attack deals extra damage any time her target would be denied a [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (whether the target actually has a [[SRD:Dexterity|Dexterity]] bonus or not), or when the rogue [[SRD:Flanking|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 [[SRD:Critical Hit|critical hit]] with a sneak attack, this extra damage is not multiplied.
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A rogue can sneak attack only living creatures with discernible anatomies—[[SRD:Undead Type|undead]], [[SRD:Construct Type|constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], and [[SRD:Incorporeal Subtype|incorporeal]] creatures lack vital areas to attack. Any creature that is immune to [[SRD:Critical Hit|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 [[SRD:Concealment|concealment]] or striking the limbs of a creature whose vitals are beyond reach.
 
A rogue can sneak attack only living creatures with discernible anatomies—[[SRD:Undead Type|undead]], [[SRD:Construct Type|constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], and [[SRD:Incorporeal Subtype|incorporeal]] creatures lack vital areas to attack. Any creature that is immune to [[SRD:Critical Hit|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 [[SRD:Concealment|concealment]] or striking the limbs of a creature whose vitals are beyond reach.
   
'''{{#anc:Trapfinding}}:''' Rogues (and only rogues) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.
+
'''{{Anchor|Trapfinding}}:''' Rogues (and only rogues) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.
   
 
Finding a nonmagical [[SRD:Traps|traps]] has a [[SRD:DC|DC]] of at least 20, or higher if it is well hidden. Finding a magic [[SRD:Traps|traps]] has a [[SRD:DC|DC]] of 25 + the level of the spell used to create it.
 
Finding a nonmagical [[SRD:Traps|traps]] has a [[SRD:DC|DC]] of at least 20, or higher if it is well hidden. Finding a magic [[SRD:Traps|traps]] has a [[SRD:DC|DC]] of 25 + the level of the spell used to create it.
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A rogue who beats a trap’s [[SRD:DC|DC]] by 10 or more with a [[SRD:Disable Device Skill|Disable Device]] check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
 
A rogue who beats a trap’s [[SRD:DC|DC]] by 10 or more with a [[SRD:Disable Device Skill|Disable Device]] check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
   
'''{{#anc:[[SRD:Evasion and Improved Evasion#Evasion|Evasion]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|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 [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.
+
'''{{Anchor|[[SRD:Evasion and Improved Evasion#Evasion|Evasion]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|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 [[SRD:Helpless|helpless]] rogue does not gain the benefit of evasion.
   
'''{{#anc:Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a rogue gains an intuitive sense that alerts her to danger from [[SRD:Traps|traps]], giving her a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid [[SRD:Traps|traps]] and a +1 dodge bonus to [[SRD:AC|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.
+
'''{{Anchor|Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a rogue gains an intuitive sense that alerts her to danger from [[SRD:Traps|traps]], giving her a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid [[SRD:Traps|traps]] and a +1 dodge bonus to [[SRD:AC|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 [[SRD:Classes|classes]] stack.
 
Trap sense bonuses gained from multiple [[SRD:Classes|classes]] stack.
   
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.
+
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.
   
 
If a rogue already has uncanny dodge from a different [[SRD:Class|class]] she automatically gains [[#Improved Uncanny Dodge|improved uncanny dodge]] (see below) instead.
 
If a rogue already has uncanny dodge from a different [[SRD:Class|class]] she automatically gains [[#Improved Uncanny Dodge|improved uncanny dodge]] (see below) instead.
   
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A rogue of 8th level or higher can no longer be flanked.
+
'''{{Anchor|Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A rogue of 8th level or higher can no longer be flanked.
   
 
This defense denies another rogue the ability to [[#Sneak Attack|sneak attack]] the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
 
This defense denies another rogue the ability to [[#Sneak Attack|sneak attack]] the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
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If a character already has [[#Uncanny Dodge|uncanny dodge]] (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant [[#Uncanny Dodge|uncanny dodge]] stack to determine the minimum rogue level required to [[SRD:Flanking|flank]] the character.
 
If a character already has [[#Uncanny Dodge|uncanny dodge]] (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant [[#Uncanny Dodge|uncanny dodge]] stack to determine the minimum rogue level required to [[SRD:Flanking|flank]] the character.
   
'''{{#anc: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.
+
'''{{Anchor|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.
   
''{{#anc:Crippling Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her [[#Sneak Attack|sneak attack]]s also takes 2 points of [[SRD:Strength|Strength]] damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
+
''{{Anchor|Crippling Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A rogue with this ability can [[#Sneak Attack|sneak attack]] opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her [[#Sneak Attack|sneak attack]]s also takes 2 points of [[SRD:Strength|Strength]] damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
   
''{{#anc:Defensive Roll}} ([[SRD:Special Abilities Overview#Extraordinary|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 [[SRD:Hit Points|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 [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|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 [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]], she can’t use this ability. Since this effect would not normally allow a character to make a [[SRD:Saving Throw|Reflex]] save for half damage, the rogue’s [[#Evasion|evasion]] ability does not apply to the defensive roll.
+
''{{Anchor|Defensive Roll}} ([[SRD:Special Abilities Overview#Extraordinary|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 [[SRD:Hit Points|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 [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|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 [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]], she can’t use this ability. Since this effect would not normally allow a character to make a [[SRD:Saving Throw|Reflex]] save for half damage, the rogue’s [[#Evasion|evasion]] ability does not apply to the defensive roll.
   
''{{#anc:[[SRD:Evasion and Improved Evasion#Improved Evasion|Improved Evasion]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' This ability works like [[#Evasion|evasion]], except that while the rogue still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks henceforth she henceforth takes only half damage on a failed save. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of improved evasion.
+
''{{Anchor|[[SRD:Evasion and Improved Evasion#Improved Evasion|Improved Evasion]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' This ability works like [[#Evasion|evasion]], except that while the rogue still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks henceforth she henceforth takes only half damage on a failed save. A [[SRD:Helpless|helpless]] rogue does not gain the benefit of improved evasion.
   
''{{#anc:Opportunist}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' Once per [[SRD:Round|round]], the rogue can make an [[SRD:Attack of Opportunity|attack of opportunity]] against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s [[SRD:Attack of Opportunity|attack of opportunity]] for that [[SRD:Round|round]]. Even a rogue with the [[SRD:Combat Reflexes|Combat Reflexes]] [[SRD:Feats|feat]] can’t use the opportunist ability more than once per [[SRD:Round|round]].
+
''{{Anchor|Opportunist}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' Once per [[SRD:Round|round]], the rogue can make an [[SRD:Attack of Opportunity|attack of opportunity]] against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s [[SRD:Attack of Opportunity|attack of opportunity]] for that [[SRD:Round|round]]. Even a rogue with the [[SRD:Combat Reflexes|Combat Reflexes]] [[SRD:Feats|feat]] can’t use the opportunist ability more than once per [[SRD:Round|round]].
   
''{{#anc:Skill Mastery}}:'' The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
+
''{{Anchor|Skill Mastery}}:'' The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
   
 
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
 
Upon gaining this ability, she selects a number of skills equal to 3 + her [[SRD:Intelligence|Intelligence]] modifier. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
   
''{{#anc:Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or [[SRD:Compulsion Subschool|compel]] her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her [[SRD:Saving Throw|saving throw]], she can attempt it again 1 [[SRD:Round|round]] later at the same [[SRD:DC|DC]]. She gets only this one extra chance to succeed on her [[SRD:Saving Throw|saving throw]].
+
''{{Anchor|Slippery Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or [[SRD:Compulsion Subschool|compel]] her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her [[SRD:Saving Throw|saving throw]], she can attempt it again 1 [[SRD:Round|round]] later at the same [[SRD:DC|DC]]. She gets only this one extra chance to succeed on her [[SRD:Saving Throw|saving throw]].
   
''{{#anc:Feat}}:'' A rogue may gain a bonus [[SRD:Feats|feat]] in place of a special ability.
+
''{{Anchor|Feat}}:'' A rogue may gain a bonus [[SRD:Feats|feat]] in place of a special ability.
   
 
====Epic Rogue====
 
====Epic Rogue====
   
{| class="d20"
+
{| class="zebra d20"
 
|+ class="epic" |
 
|+ class="epic" |
<div>{{#anc:Table: The Epic Rogue}}</div>
+
<div>{{Anchor|Table: The Epic Rogue}}</div>
 
[[SRD:Hit Dice|Hit Die]]: d6
 
[[SRD:Hit Dice|Hit Die]]: d6
|- {{#vardefine:odd|0}}
+
|-
 
! Level !! Special
 
! Level !! Special
|- class="{{Odd-Even}}"
+
|-
 
| 21st || class="left" | [[#Sneak Attack|Sneak Attack]] +11d6, [[#Trap Sense|Trap Sense]] +7
 
| 21st || class="left" | [[#Sneak Attack|Sneak Attack]] +11d6, [[#Trap Sense|Trap Sense]] +7
|- class="{{Odd-Even}}"
+
|-
 
| 22nd || class="left" |
 
| 22nd || class="left" |
|- class="{{Odd-Even}}"
+
|-
 
| 23rd || class="left" | [[#Sneak Attack|Sneak Attack]] +12d6
 
| 23rd || class="left" | [[#Sneak Attack|Sneak Attack]] +12d6
|- class="{{Odd-Even}}"
+
|-
 
| 24th || class="left" | [[#Trap Sense|Trap Sense]] +8, [[#Bonus Feats|Bonus Feat]]
 
| 24th || class="left" | [[#Trap Sense|Trap Sense]] +8, [[#Bonus Feats|Bonus Feat]]
|- class="{{Odd-Even}}"
+
|-
 
| 25th || class="left" | [[#Sneak Attack|Sneak Attack]] +13d6
 
| 25th || class="left" | [[#Sneak Attack|Sneak Attack]] +13d6
|- class="{{Odd-Even}}"
+
|-
 
| 26th || class="left" |
 
| 26th || class="left" |
|- class="{{Odd-Even}}"
+
|-
 
| 27th || class="left" | [[#Sneak Attack|Sneak Attack]] +14d6, [[#Trap Sense|Trap Sense]] +9
 
| 27th || class="left" | [[#Sneak Attack|Sneak Attack]] +14d6, [[#Trap Sense|Trap Sense]] +9
|- class="{{Odd-Even}}"
+
|-
 
| 28th || class="left" | [[#Bonus Feats|Bonus Feat]]
 
| 28th || class="left" | [[#Bonus Feats|Bonus Feat]]
|- class="{{Odd-Even}}"
+
|-
 
| 29th || class="left" | [[#Sneak Attack|Sneak Attack]] +15d6
 
| 29th || class="left" | [[#Sneak Attack|Sneak Attack]] +15d6
|- class="{{Odd-Even}}"
+
|-
 
| 30th || class="left" | [[#Trap Sense|Trap Sense]] +10
 
| 30th || class="left" | [[#Trap Sense|Trap Sense]] +10
|-
+
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
8 + [[SRD:Intelligence|Int]] modifier skill points per level.
 
8 + [[SRD:Intelligence|Int]] modifier skill points per level.
Line 182: Line 182:
 
'''[[#Trap Sense|Trap Sense]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic rogue’s bonus increases by +1 every three levels higher than 18th.
 
'''[[#Trap Sense|Trap Sense]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic rogue’s bonus increases by +1 every three levels higher than 18th.
   
'''{{#anc:Bonus Feats}}:''' The epic rogue gains a bonus [[SRD:Feats|feat]] (selected from the list of epic rogue [[SRD:Feats|feats]]) every four levels after 20th.
+
'''{{Anchor|Bonus Feats}}:''' The epic rogue gains a bonus [[SRD:Feats|feat]] (selected from the list of epic rogue [[SRD:Feats|feats]]) every four levels after 20th.
   
 
''Epic rogue Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Dexterous Fortitude|Dexterous Fortitude]], [[SRD:Dexterous Will|Dexterous Will]], [[SRD:Epic Dodge|Epic Dodge]], [[SRD:Epic Reputation|Epic Reputation]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Sneak Attack|Improved Sneak Attack]], [[SRD:Intuitive Trapfinding|Intuitive Trapfinding]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Lingering Damage|Lingering Damage]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Sneak Attack of Opportunity|Sneak Attack of Opportunity]], [[SRD:Spellcasting Harrier|Spellcasting Harrier]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]]. The rogue may choose a [[#Special Abilities|special rogue ability]] instead of a bonus [[SRD:Feats|feat]].
 
''Epic rogue Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Dexterous Fortitude|Dexterous Fortitude]], [[SRD:Dexterous Will|Dexterous Will]], [[SRD:Epic Dodge|Epic Dodge]], [[SRD:Epic Reputation|Epic Reputation]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Sneak Attack|Improved Sneak Attack]], [[SRD:Intuitive Trapfinding|Intuitive Trapfinding]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Lingering Damage|Lingering Damage]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Sneak Attack of Opportunity|Sneak Attack of Opportunity]], [[SRD:Spellcasting Harrier|Spellcasting Harrier]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]]. The rogue may choose a [[#Special Abilities|special rogue ability]] instead of a bonus [[SRD:Feats|feat]].

Revision as of 16:04, August 14, 2009

This material is published under the OGL

Rogue

Making a Rogue

Alignment: Any.

Starting Age: Simple.

Table: The Rogue

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Sneak Attack +1d6, Trapfinding
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Sneak Attack +2d6, Trap Sense +1
4th +3 +1 +4 +1 Uncanny Dodge
5th +3 +1 +4 +1 Sneak Attack +3d6
6th +4 +2 +5 +2 Trap Sense +2
7th +5 +2 +5 +2 Sneak Attack +4d6
8th +6/+1 +2 +6 +2 Improved Uncanny Dodge
9th +6/+1 +3 +6 +3 Sneak Attack +5d6, Trap Sense +3
10th +7/+2 +3 +7 +3 Special Ability
11th +8/+3 +3 +7 +3 Sneak Attack +6d6
12th +9/+4 +4 +8 +4 Trap Sense +4
13th +9/+4 +4 +8 +4 Sneak Attack +7d6, Special Ability
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 Sneak Attack +8d6, Trap Sense +5
16th +12/+7/+2 +5 +10 +5 Special Ability
17th +12/+7/+2 +5 +10 +5 Sneak Attack +9d6
18th +13/+8/+3 +6 +11 +6 Trap Sense +6
19th +14/+9/+4 +6 +11 +6 Sneak Attack +10d6, Special Ability
20th +15/+10/+5 +6 +12 +6

Class Skills (8 + Int modifier per level, ×4 at 1st level)
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), Use Rope (Dex).

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 traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps 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 traps 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.

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.

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 (see below) instead.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

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. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

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 henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

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 can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

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

Epic Rogue

Table: The Epic Rogue

Hit Die: d6

Level Special
21st Sneak Attack +11d6, Trap Sense +7
22nd
23rd Sneak Attack +12d6
24th Trap Sense +8, Bonus Feat
25th Sneak Attack +13d6
26th
27th Sneak Attack +14d6, Trap Sense +9
28th Bonus Feat
29th Sneak Attack +15d6
30th Trap Sense +10

8 + Int modifier skill points per level.

Sneak Attack: The epic rogue’s sneak attack damage increases by +1d6 at every odd-numbered level.

Special Abilities: The rogue does not gain additional rogue special abilities after 19th level, but can choose one of the rogue class special abilities (crippling strike, defensive roll, improved evasion, opportunist, skill mastery, or slippery mind) instead of a bonus feat.

Trap Sense (Ex): The epic rogue’s bonus increases by +1 every three levels higher than 18th.

Bonus Feats: The epic rogue gains a bonus feat (selected from the list of epic rogue feats) every four levels after 20th.

Epic rogue Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Intuitive Trapfinding, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy. The rogue may choose a special rogue ability instead of a bonus feat.



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