Difference between revisions of "Rogue"
(35 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
− | Rogues draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue archetypes allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist. | + | Rogues draw [["Power"|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue [[#Archetypes|archetypes]] allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist. |
: | : | ||
− | :Maximizing '''Dexterity''' is recommended for attacking with finesse weapons, using most | + | :Maximizing '''Dexterity''' is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Blind|Blind]], and maximizing AC from lighter armors. It also provides bonuses to your Reflex save. |
:'''Strength''' increases your physical damage, carrying capacity and improves your Fortitude save. | :'''Strength''' increases your physical damage, carrying capacity and improves your Fortitude save. | ||
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save. | :'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save. | ||
− | :'''Intelligence''' contributes to your maximum | + | :'''Intelligence''' contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool, certain [[#Archetypes|archetype]] abilities and Reflex save. |
− | :'''Wisdom''' contributes to your Will save and certain archetype abilities. | + | :'''Wisdom''' contributes to your Will save and certain [[#Archetypes|archetype]] abilities. |
− | :'''Charisma''' contributes to your Will save and support | + | :'''Charisma''' contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|"Commander Strike"]]. |
== Vitals == | == Vitals == | ||
− | :'''Hit | + | :'''Hit Die''': d8 (8 HP per Level) |
− | :'''Proficiencies''': Armor (Light), Weapons (Rogue) | + | :'''Proficiencies''': Armor (Light, Medium), [[#Rogue Weapons|Weapons (Rogue)]] |
− | :'''Skill Points per level''': 10 | + | :'''Skill Points per Level (*4 at 1st level)''': 10 |
:'''Skills''': All | :'''Skills''': All | ||
:'''Primary Saving Throw''': Reflex | :'''Primary Saving Throw''': Reflex | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
|- | |- | ||
− | + | !Level | |
− | + | !Feature | |
|- | |- | ||
− | |1 | + | |1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Use Magic Device|Use Magic Device]] |
− | |Sneak Attack 1d6, Maneuver: Blind, Use Magic Device | ||
|- | |- | ||
− | |2 | + | |2 || [[#Uncanny Dodge|Uncanny Dodge]] |
− | | | ||
|- | |- | ||
− | |3 | + | |3 || [[#Sneak Attack|Sneak Attack 2d6]], [[#Evasion|Evasion]], [[#Self Concealment|Self Concealment I]] |
− | |Sneak Attack 2d6, Evasion, | ||
|- | |- | ||
− | |4 | + | |4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]] |
− | |Archetype Feature I, Rogue Bonus Feat | ||
|- | |- | ||
− | |5 | + | |5 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Uncanny Dodge II|Uncanny Dodge II]] |
− | |Sneak Attack 3d6 | ||
|- | |- | ||
− | |6 | + | |6 || [[#Self Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]] |
− | | | ||
|- | |- | ||
− | |7 | + | |7 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Archetypes|Archetype Feature II]] |
− | |Sneak Attack 4d6, Archetype Feature II | ||
|- | |- | ||
− | |8 | + | |8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]] |
− | |Rogue Bonus Feat | ||
|- | |- | ||
− | |9 | + | |9 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Self Concealment|Self Concealment III]] |
− | |Sneak Attack 5d6, Self Concealment III | ||
|- | |- | ||
− | |10 | + | |10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]] |
− | |Archetype Feature III, Rogue Bonus Feat | ||
|} | |} | ||
== Rogue Core Mechanics == | == Rogue Core Mechanics == | ||
+ | === '''Sneak Attack''' === | ||
+ | Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit. | ||
+ | |||
+ | === '''Maneuver: Blind''' === | ||
+ | The Rogue learns the [[Feats#Maneuver: Blind|Blind]] [[General Mechanics Information#Maneuvers|Maneuver]] for free. | ||
+ | |||
+ | === '''Simple Weapon Mastery''' === | ||
+ | The Rogue receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free. | ||
+ | |||
=== '''Use Magic Device''' === | === '''Use Magic Device''' === | ||
− | The Rogue can use scrolls of any variety as well as some unique throwable items. These scrolls and items typically have normal | + | The Rogue can use scrolls of any variety as well as some unique throwable items. These scrolls and items typically have normal [[General Mechanics Information#Stability|Stability]] costs associated with their use. |
+ | |||
+ | === '''Uncanny Dodge''' === | ||
+ | The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. | ||
− | === ''' | + | === '''Evasion''' === |
− | + | Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save. | |
− | === '''Self | + | === '''Self Concealment''' === |
The Rogue possesses a passive Concealment bonus, scaling with class level as detailed below. | The Rogue possesses a passive Concealment bonus, scaling with class level as detailed below. | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
|- | |- | ||
− | + | !Class Level | |
− | + | !Concealment | |
|- | |- | ||
|3 | |3 | ||
Line 79: | Line 79: | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | === '''Rogue Bonus Feats''' === | ||
+ | The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available: | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Feat !! Description | ||
+ | |- | ||
+ | | Slippery Mind || Characters failing their will save versus mind-affecting spells get an automatic reroll. | ||
+ | |- | ||
+ | | Improved Evasion || Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage. | ||
+ | |- | ||
+ | | Blind Fight || This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee. | ||
+ | |- | ||
+ | | Skill Mastery || When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat. | ||
+ | |- | ||
+ | | Armor Proficiency (Heavy) || This feat grants the knowledge to make effective use of heavy armor. | ||
+ | |- | ||
+ | | Selective Gadget || Gadgets only damage hostile creatures.<br><br>Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag. | ||
+ | |- | ||
+ | | Dodgeroll || The character rapidly covers a short distance in a straight line, passing through other creatures. Uses up 1 use of Dash. | ||
+ | |} | ||
+ | |||
+ | === '''Uncanny Dodge II''' === | ||
+ | The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed. | ||
+ | |||
+ | This feat also grants a +1 bonus on reflex saving throws made to avoid traps. | ||
== Rogue Weapons == | == Rogue Weapons == | ||
Line 89: | Line 115: | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
|- | |- | ||
− | + | !Class Level | |
− | + | !Feature | |
− | + | !Details | |
|- | |- | ||
|4 | |4 | ||
|'''Thrillseeking''' | |'''Thrillseeking''' | ||
− | | You gain a pool of ''Thrill'' points, with a maximum capacity of 3 + Wisdom modifier + Constitution modifier. Activating this feat will expend Thrill at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of ''Thrill''. | + | |You gain a pool of ''Thrill'' points, with a maximum capacity of 3 + Wisdom modifier + Constitution modifier + Charisma modifier. In addition, you gain permanent 50% concealment. |
+ | |||
+ | |||
+ | Activating this feat will expend ''Thrill'' at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. | ||
+ | |||
+ | Upon avoiding an attack via Concealment while this feat is not active, you regain a point of ''Thrill''. | ||
|- | |- | ||
|7 | |7 | ||
|'''Danger Zone''' | |'''Danger Zone''' | ||
− | | While ''Thrillseeking'' is active, any creature that attacks you in melee range receives your Sneak Attack damage dice in return. This damage inherits the type and power of your main hand weapon. | + | | While ''Thrillseeking'' is active, any creature that attacks you in melee range receives your Sneak Attack damage dice in return. This damage inherits the type and power of your main hand weapon. Also, while active, the Thrillseeker gains Constitution Modifier temp HP per second, each stack lasting 3 rounds. |
|- | |- | ||
|10 | |10 | ||
|'''Hedged Bets''' | |'''Hedged Bets''' | ||
− | | You gain bonus Concealment to that granted by Self-Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of + | + | | You gain bonus Concealment to that granted by Self-Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack. |
|- | |- | ||
|} | |} | ||
Line 113: | Line 143: | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
|- | |- | ||
− | + | !Class Level | |
− | + | !Feature | |
− | + | !Details | |
|- | |- | ||
|4 | |4 | ||
Line 137: | Line 166: | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
|- | |- | ||
− | + | !Class Level | |
− | + | !Feature | |
− | + | !Details | |
|- | |- | ||
|4 | |4 | ||
|'''Utility Belt''' | |'''Utility Belt''' | ||
− | |Using this feature causes the next applicable gadget (as listed below) to be refunded upon use, and gain extra effects depending on its type. This feature has a maximum capacity equal to your Rogue level plus Intelligence modifier, is refilled on rest, and regains a use when a non-Minion opponent is slain.<br><br>'''Smoke Bomb''': Instant use, Blind opponents for one round within 4m (Reflex, DC: 10 + Rogue Level + Intelligence Modifier). <br>'''Deceitful Decoy''': Double hitpoints, deals your | + | |Using this feature (can be toggled) causes the next applicable gadget (as listed below) to be refunded upon use, and gain extra effects depending on its type. This feature has a maximum capacity equal to your Rogue level plus Intelligence modifier, is refilled on rest, and regains a use when a non-Minion opponent is slain.<br><br>'''Smoke Bomb''': Instant use, Blind opponents for one round within 4m (Reflex, DC: 10 + Rogue Level + Intelligence Modifier). <br>'''Deceitful Decoy''': Double hitpoints, deals your sneak attack dice in electrical damage to nearest enemy once per round. <br>'''Caltrops''': The physical damage dealt is maximized, plus an additional 1d4 fire damage. <br>'''Tanglefoot bag''': Also affects creatures in a 4m radius around target. <br>'''Choking Powder''': Deals 1d8 in acid damage to affected creatures. <br>'''Grenades''': Much larger radius. |
|- | |- | ||
|7 | |7 | ||
|'''Satchel Charge''' | |'''Satchel Charge''' | ||
− | | | + | | Grants a ''Satchel Charge'' feat toggle that arms a ''Satchel Charge'' per gadget, an explosive device placed at the position of the next gadget used. If you activate your ''Explode Satchel'' feat, all currently placed ''Satchel Charges''' will be detonated. Each does an amount of damage to creatures within 4m equal to your Sneak Attack dice, with half of this being typed as physical and the other half as fire. This damage may be halved with a successful Reflex save (DC: 10 + Rogue Level + Intelligence Modifier). Detonation of the charges does not cost a use of ''Utility Belt''. |
|- | |- | ||
|10 | |10 |
Latest revision as of 02:40, 22 May 2022
Rogues draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue archetypes allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist.
- Maximizing Dexterity is recommended for attacking with finesse weapons, using most Maneuvers like Blind, and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.
- Strength increases your physical damage, carrying capacity and improves your Fortitude save.
- Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
- Intelligence contributes to your maximum Maneuver pool, certain archetype abilities and Reflex save.
- Wisdom contributes to your Will save and certain archetype abilities.
- Charisma contributes to your Will save and support Maneuvers such as "Commander Strike".
Vitals
- Hit Die: d8 (8 HP per Level)
- Proficiencies: Armor (Light, Medium), Weapons (Rogue)
- Skill Points per Level (*4 at 1st level): 10
- Skills: All
- Primary Saving Throw: Reflex
Rogue Core Mechanics
Sneak Attack
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.
Maneuver: Blind
The Rogue learns the Blind Maneuver for free.
Simple Weapon Mastery
The Rogue receives the Simple Weapon Mastery feat for free.
Use Magic Device
The Rogue can use scrolls of any variety as well as some unique throwable items. These scrolls and items typically have normal Stability costs associated with their use.
Uncanny Dodge
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Evasion
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.
Self Concealment
The Rogue possesses a passive Concealment bonus, scaling with class level as detailed below.
Class Level | Concealment |
---|---|
3 | 10% |
6 | 20% |
9 | 30% |
Rogue Bonus Feats
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:
Feat | Description |
---|---|
Slippery Mind | Characters failing their will save versus mind-affecting spells get an automatic reroll. |
Improved Evasion | Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage. |
Blind Fight | This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee. |
Skill Mastery | When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat. |
Armor Proficiency (Heavy) | This feat grants the knowledge to make effective use of heavy armor. |
Selective Gadget | Gadgets only damage hostile creatures. Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag. |
Dodgeroll | The character rapidly covers a short distance in a straight line, passing through other creatures. Uses up 1 use of Dash. |
Uncanny Dodge II
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.
Rogue Weapons
This feat allows the character to use the club, dagger, dart, handaxe, light crossbow, quarterstaff, mace, shortsword, rapier, shortbow, morningstar, and sling.
Archetypes
Thrillseeker
"Never tell me the odds."
Class Level | Feature | Details |
---|---|---|
4 | Thrillseeking | You gain a pool of Thrill points, with a maximum capacity of 3 + Wisdom modifier + Constitution modifier + Charisma modifier. In addition, you gain permanent 50% concealment.
Upon avoiding an attack via Concealment while this feat is not active, you regain a point of Thrill. |
7 | Danger Zone | While Thrillseeking is active, any creature that attacks you in melee range receives your Sneak Attack damage dice in return. This damage inherits the type and power of your main hand weapon. Also, while active, the Thrillseeker gains Constitution Modifier temp HP per second, each stack lasting 3 rounds. |
10 | Hedged Bets | You gain bonus Concealment to that granted by Self-Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack. |
Silhouette
"Darkness is a matter of perspective."
Class Level | Feature | Details |
---|---|---|
4 | Shadow Step | You gain a pool of Shadow, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the Shadow Step feat to expend 1 Shadow to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of Shadow whenever a non-minion enemy is slain, and all Shadow when resting. You cannot Shadow Step after exiting stealth mode until one round has passed. |
7 | Shadow Jump | While in stealth mode, Shadow Step evolves into Shadow Jump. This ability expends 1 Shadow to Shadow Jump near instantly to a point within 10m of you to which you have an unobstructed line of sight. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack, and gain an extra attack for three rounds. While this technique is not true teleportation, the casual observer may be unable to discern the difference. |
10 | Shadow Illusion | If you target yourself with Shadow Jump while in stealth mode, you may expend 1 Shadow to place a 4m radius cloud of illusory shadow around your current location for 3 rounds. Enemies who enter or remain in the Shadow Illusion must succeed a Will save (DC 20 + Wis) vs Mind-Affecting or suffer Daze for 1 round. In addition, enemies who enter or remain in the Shadow Illusion suffer 2d6 Magical damage per round. |
Gadgeteer
"Good thing I brought my shark repellent."
Class Level | Feature | Details |
---|---|---|
4 | Utility Belt | Using this feature (can be toggled) causes the next applicable gadget (as listed below) to be refunded upon use, and gain extra effects depending on its type. This feature has a maximum capacity equal to your Rogue level plus Intelligence modifier, is refilled on rest, and regains a use when a non-Minion opponent is slain. Smoke Bomb: Instant use, Blind opponents for one round within 4m (Reflex, DC: 10 + Rogue Level + Intelligence Modifier). Deceitful Decoy: Double hitpoints, deals your sneak attack dice in electrical damage to nearest enemy once per round. Caltrops: The physical damage dealt is maximized, plus an additional 1d4 fire damage. Tanglefoot bag: Also affects creatures in a 4m radius around target. Choking Powder: Deals 1d8 in acid damage to affected creatures. Grenades: Much larger radius. |
7 | Satchel Charge | Grants a Satchel Charge feat toggle that arms a Satchel Charge per gadget, an explosive device placed at the position of the next gadget used. If you activate your Explode Satchel feat, all currently placed Satchel Charges' will be detonated. Each does an amount of damage to creatures within 4m equal to your Sneak Attack dice, with half of this being typed as physical and the other half as fire. This damage may be halved with a successful Reflex save (DC: 10 + Rogue Level + Intelligence Modifier). Detonation of the charges does not cost a use of Utility Belt. |
10 | High Explosives | When your Satchel Charges detonate, any opponent hit suffers Knockdown for one round (Fortitude, DC: 20 + Intelligence Modifier; Half Duration). Any subsequent Satchel Charge explosions a creature receives within one round after the first causes this save to have an increased +4 DC, while the damage dice are maximized. Evasion also does not protect the recipient from any explosions beyond the first. |