Rogues have little in common with each other. While some—maybe even the majority—are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don’t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes “fake it” well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
Class Features[edit | edit source]
Hit Die: d6.
Proficiencies: Proficient with club, dagger, dart, light crossbow, heavy crossbow, mace, morningstar, rapier, shortbow, short sword, and quarterstaff. They are proficient with light armor, but not with shields.
Skill Points: (*4 at 1st level): 8 + Int Modifier.
Bonus Feats: The epic rogue gains a bonus feat every four levels after 20th
Epic Rogue Bonus Feats: Blinding Speed, Crippling Strike, Defensive Roll, Epic Dodge, Epic Reputation, Epic Skill Focus, Improved Evasion, Improved Sneak Attack, Opportunist, Self- Concealment, Skill Mastery, Slippery Mind, Superior Initiative
Class Abilities[edit | edit source]
Sneak Attack Rogues study the weaknesses of their opponents, and are capable of capitalizing on this knowledge with their deadly sneak attacks. Gained: 1st level. Use: Automatic. Bonuses: Whenever the character makes a successful melee or ranged attack against an opponent that is flat-footed OR cannot see the character (i.e., character is in Stealth mode or invisible) OR has its back facing the character AND the target is in combat but not with the character, the character’s blow deals extra damage (+1d6 at 1st level, and an additional +1d6 every two levels thereafter). This extra damage is not multiplied in the case of a critical hit. Special: Automatic. The construct and undead monster types are immune to sneak attacks, as are any creatures that are immune to critical hits.
Evasion Rogues are able to escape potential deadly situations. Gained: 2nd level. Use: Automatic. Bonuses: In situations where a successful Reflex saving throw would allow others to take only half damage, you escape unscathed.
Uncanny Dodge Rogues are quick on their feat and can react more quickly to danger than others. This ability improves as the rogue gains levels. Gained:
- Level 3: You retain your Dexterity bonus to AC, even if you are
- Level 6: +1 to Reflex saves made to avoid traps.
- Level 11: +2 to Reflex saves made to avoid traps.
- Level 14: +3 to Reflex saves made to avoid traps.
- Level 17: +4 to Reflex saves made to avoid traps.
- Level 20: +5 to Reflex saves made to avoid traps.
Rogue Special Feats: On achieving 10th level and every three levels thereafter, the rogue can choose a special feat from the following list:
Crippling Strike Use: Automatic. Bonuses: Any successful sneak attack deals two points of Strength ability damage to the target.
Opportunist Use: Automatic. Bonuses: The rogue gains a +4 competence bonus to attack rolls when making an attack of opportunity.
Skill Mastery Use: Automatic. Bonuses: The rogue can take 20 whenever using the Disable Trap, Open Lock, or Set Traps skills, even if in combat.
Slippery Mind Use: Automatic. Bonuses: If the rogue fails his save against a mind-affecting spell, he makes an automatic reroll.
Improved Evasion Use: Automatic. Bonuses: In situations where a successful Reflex saving throw would allow others to take only half damage, the character escapes unscathed on a successful roll and takes only half damage even if the saving throw fails.
Defensive Roll Use: Automatic, once per day. Bonuses: If you are struck by a potentially lethal blow (i.e. you suffer weapon damage that would normally drop you below 1 hit point), you make a Reflex saving throw (DC = damage dealt). If successful, you take only half damage from the blow (which may still be enough to kill you). If you are caught flat-footed, you may not make a defensive roll.
Custom Features[edit | edit source]
Climbing - Rogues can climb sans rope where others would require rope to climb. On all climbs they are favored to succeed over other classes.
Extortion - Rogues can extort a PC or NPC for money or rumors.
Grifting - Rogues can grift a PC or NPC for money or rumors.
Loot Area - Rogues can steal placeable objects (think artwork).
Underhanded - Rogues can expect class bonuses to attempts at most unsavory acts (e.g. bribery, extortion, etc.).
Windows User - Rogues can use windows (open/close, lock/unlock, break, peek, enter).
Conceal Item (weapon) - Allows user a chance to hide an item (weapon) on their person.
RP Tips and In Game[edit | edit source]
A rogue alights in the city with a smile on the lips, a very secret smile.
Arriving by ship as do all PCs, a Rogue here might be happy for more than just being off that ship alive, but here in the city; a Rogue can make a good living. Surely the gods have smiled upon you and brought you here.
Get to know the city, and your primary public haunts; taverns SPLICE LIST HERE. These taverns offer your PC opportunities to 'vanish into a crowd' so learn the best ways to do that first. Learn the guard locations and routes along with the city criers', knowing where the city forces are means you know where they are not and hence where your boots can safely carry you even when the city scene grows tense. Discover all the ordinary publicly traveled routes in the city, then, learn the other sort. At long last, you are ready to plan small capers including suitable routes of escape, now at last, you can feel at home. Next, 'work the crowds' - some of you may be talented Burglars, Extortionists, Grifters, Pickpockets, or Thugs; work your trade with suitable caution. Beyond the city, there are occasional calls a Rogue must answer, but most often a Rogues heart is found in the city.