Difference between revisions of "Rogue"

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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.
 
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 =
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== Class Features ==
 
{{ClassProgression
 
{{ClassProgression
 
| BAB = Medium
 
| BAB = Medium
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| Reflex = High
 
| Reflex = High
 
| Will = Low
 
| Will = Low
| Special1 = [[Sneak Attack]] (+1d6), [[#Trapfinding | Trapfinding]]
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| Special1 = [[Sneak Attack]] (+1d6), [[Trapfinding]]
 
| Special2 = [[Evasion]]
 
| Special2 = [[Evasion]]
 
| Special3 = Sneak Attack (+2d6), [[Trap Sense]] (+1)
 
| Special3 = Sneak Attack (+2d6), [[Trap Sense]] (+1)
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}}
 
}}
  
== Trapfinding ==
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=== Special Ability ===
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 trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap 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 trap generally has a DC of 25 + the level of the spell used to create it.  
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At 10th, 13th, 16th, and 19th level, a rogue gains a special ability of her choice between [[Crippling Strike]], [[Defensive Roll]], [[Improved Evasion]], [[Opportunist]], [[Skill Mastery]], or [[Slippery Mind]]. Alternatively, the rogue may opt to select a normal bonus feat.
  
== Special Ability ==
 
At 10th, 13th, 16th, and 19th level, a rogue gains a special ability of her choice between [[#Crippling Strike | Crippling Strike]], [[Defensive Roll]], [[Improved Evasion]], [[#Opportunist | Opportunist]], [[#Skill Mastery | Skill Mastery]], or [[Slippery Mind]]. Alternatively, the rogue may opt to select a normal bonus feat.
 
 
=== Crippling Strike ===
 
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. This ability stacks with itself. Ranged weapons cannot inflict crippling strikes.
 
 
=== Opportunist ===
 
The rogue automatically gains a +4 competence bonus to attack rolls when making an [[Attack of Opportunity | attack of opportunity]].
 
 
=== Skill Mastery ===
 
The rogue cannot roll less than 5 whenever using the [[Disable Device]], [[Open Lock]], or [[Set Trap]] skills, even if in combat.
 
  
 
{{Classes}}
 
{{Classes}}

Revision as of 02:06, 29 January 2014

Rogue
Rogue
Hit Die d6
Skills 8 + INT
Proficiencies Simple Weapons, Handaxe, Rapier, Shortbow, Shortsword, Light Armor
Class Skills Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Skill, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope
Alignment
LG NG CG
LN N CN
LE NE CE

Source: Player's Handbook, p. 49-51
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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

Level BAB Fortitude Reflex Will Special
1 +0 +0 +2 +0 Sneak Attack (+1d6), Trapfinding
2 +1 +0 +3 +0 Evasion
3 +2 +1 +3 +1 Sneak Attack (+2d6), Trap Sense (+1)
4 +3 +1 +4 +1 Uncanny Dodge
5 +3 +1 +4 +1 Sneak Attack (+3d6)
6 +4 +2 +5 +2 Trap Sense (+2)
7 +5 +2 +5 +2 Sneak Attack (+4d6)
8 +6/+1 +2 +6 +2
9 +6/+1 +3 +6 +3 Sneak Attack (+5d6), Trap Sense (+3)
10 +7/+2 +3 +7 +3 Special Ability
11 +8/+3 +3 +7 +3 Sneak Attack (+6d6)
12 +9/+4 +4 +8 +4 Trap Sense (+4)
13 +9/+4 +4 +8 +4 Sneak Attack (+7d6), Special Ability
14 +10/+5 +4 +9 +4
15 +11/+6/+1 +5 +9 +5 Sneak Attack (+8d6), Trap Sense (+5)
16 +12/+7/+2 +5 +10 +5 Special Ability
17 +12/+7/+2 +5 +10 +5 Sneak Attack (+9d6)
18 +13/+8/+3 +6 +11 +6 Trap Sense (+6)
19 +14/+9/+4 +6 +11 +6 Sneak Attack (+10d6), Special Ability
20 +15/+10/+5 +6 +12 +6

Special Ability

At 10th, 13th, 16th, and 19th level, a rogue gains a special ability of her choice between Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, or Slippery Mind. Alternatively, the rogue may opt to select a normal bonus feat.