Difference between revisions of "Rogue V2"
Line 131: | Line 131: | ||
|4 | |4 | ||
|'''Thrillseeking''' | |'''Thrillseeking''' | ||
− | |You gain a pool of ''Thrill'' points, with a maximum capacity of | + | |You gain a pool of ''Thrill'' points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. 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. | + | 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''. |
− | + | Consumed ''Thrill'' is converted into ''Trepidation'', lowering your maximum ''Thrill'' capacity until cleared. ''Trepidation'' is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any [[#Moxie|''Moxie'']] (2 points per [[#Moxie|''Moxie'']] spent). Alternatively, the Thrillseeker UI may be used to expend 3 [[#Moxie|''Moxie'']] to clear all ''Trepidation'' whilst also restoring 50% of your ''Thrill''. | |
|- | |- | ||
|7 | |7 | ||
|'''Danger Zone''' | |'''Danger Zone''' | ||
− | | | + | | Whilst ''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. |
+ | |||
+ | |||
+ | In addition, you receive one stack of CON Modifier temporary hitpoints per point of ''Thrill'' expended, with each stack lasting 3 rounds. | ||
|- | |- | ||
|10 | |10 |
Revision as of 22:28, 4 February 2024
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
Moxie
The Rogue possesses a pool of Moxie, with which they can perform various feats. The Rogue recovers 1 Moxie for every 3 enemies slain, and has a maximum Moxie capacity equal to their class level plus Intelligence modifier.
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 may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a Stability penalty, at a Moxie cost equal to the spell or Gadget level.
In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.
Defensive Roll
Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 Moxie by the use of this feat.
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 equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.
Consumed Thrill is converted into Trepidation, lowering your maximum Thrill capacity until cleared. Trepidation is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any Moxie (2 points per Moxie spent). Alternatively, the Thrillseeker UI may be used to expend 3 Moxie to clear all Trepidation whilst also restoring 50% of your Thrill. |
7 | Danger Zone | Whilst 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.
|
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 |
By activating the Utility Belt feat, you may use Gadgets without consuming the item or Stability, and gain extra effects depending upon the Gadget, as noted below. You have a maximum Utility Belt capacity equal to that of your maximum Moxie, and regain a use of Utility Belt upon slaying a non-minion foe. The amount of Utility Belt you consume is equal to the level of the Gadget. Smoke Bomb: Instant use. Deceitful Decoy: Double hitpoints. Caltrops: Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target. Tanglefoot Bag: Affected targets become Flat-Footed. Choking Powder: Applies a Primed effect to affected targets, equal to your Sneak Attack dice. Elemental Grenades: Inflicts additional damage equal to half a roll of your Sneak Attack dice. You also gain access to a new Gadget, Satchel Charge. |
7 | Duct Tape | You gain access to a special new Gadget, Duct Tape. Using the Duct Tape upon two different Gadgets allows you to combine them into one.
Using Duct Tape requires Utility Belt uses, and consumes Utility Belt equal to the total cost of both attached Gadgets on use. |
10 | Resourcefulness | For every 3 Utility Belt you consume, you regain 1 Moxie. |