Difference between revisions of "Rogue"

From Risenholm
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== Vitals ==
 
== Vitals ==
 
:'''Hit Points per level''': 8
 
:'''Hit Points per level''': 8
:'''Proficiencies''': Armor (Light), Weapons (Rogue)
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:'''Proficiencies''': Armor (Light), [[#Rogue Weapons|Weapons (Rogue)]]
 
:'''Skill Points per level''': 10
 
:'''Skill Points per level''': 10
 
:'''Skills''': All
 
:'''Skills''': All
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{| class="wikitable"
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|'''Level'''
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!Level
|'''Feature'''
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!Feature
 
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|1
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|1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Use Magic Device|Use Magic Device]]
|Sneak Attack 1d6, Maneuver: Blind, Use Magic Device
 
 
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|2 ||  
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|3
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|3 || [[#Sneak Attack|Sneak Attack 2d6]], [[#Evasion|Evasion]], [[#Uncanny Dodge I|Uncanny Dodge I]], [[#Self Concealment|Self Concealment I]]
|Sneak Attack 2d6, Evasion, Uncanny Dodge I, Self Concealment I
 
 
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|4
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|4 || [[#Archetypes|Archetype Feature I]], Rogue Bonus Feat
|Archetype Feature I, Rogue Bonus Feat
 
 
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|5
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|5 || [[#Sneak Attack|Sneak Attack 3d6]]
|Sneak Attack 3d6
 
 
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|6
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|6 || [[#Uncanny Dodge II|Uncanny Dodge II]], [[#Self Concealment|Self Concealment II]], Rogue Bonus Feat
|Uncanny Dodge II, Self Concealment II, Rogue Bonus Feat
 
 
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|7 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Archetypes|Archetype Feature II]]
|Sneak Attack 4d6, Archetype Feature II
 
 
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|8 || Rogue Bonus Feat
|Rogue Bonus Feat
 
 
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|9
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|9 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Self Concealment|Self Concealment III]]
|Sneak Attack 5d6, Self Concealment III
 
 
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|10
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|10 || [[#Archetypes|Archetype Feature III]], Rogue Bonus Feat
|Archetype Feature III, Rogue Bonus Feat
 
 
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Revision as of 13:36, 26 December 2020

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 Points per level: 8
Proficiencies: Armor (Light), Weapons (Rogue)
Skill Points per level: 10
Skills: All
Primary Saving Throw: Reflex
Level Feature
1 Sneak Attack 1d6, Maneuver: Blind, Use Magic Device
2
3 Sneak Attack 2d6, Evasion, Uncanny Dodge I, Self Concealment I
4 Archetype Feature I, Rogue Bonus Feat
5 Sneak Attack 3d6
6 Uncanny Dodge II, Self Concealment II, Rogue Bonus Feat
7 Sneak Attack 4d6, Archetype Feature II
8 Rogue Bonus Feat
9 Sneak Attack 5d6, Self Concealment III
10 Archetype Feature III, Rogue Bonus Feat

Rogue Core Mechanics

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.

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: Slippery Mind, Improved Evasion, Blind Fight, Skill Mastery, Armor Proficiency (Heavy), Combat Roll.

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 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. 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 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.
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 +20% 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 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 Intelligence modifier 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.
7 Satchel Charge Activate your Utility Belt a second time before using a gadget to arm a Satchel Charge, an explosive device placed at the position of the next gadget used. If you activate your Utility Belt a third time, 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.