Game Rule Information

download Game Rule Information

of 8

Transcript of Game Rule Information

  • 8/14/2019 Game Rule Information

    1/8

    RogueGAME RULE INFORMATIONRogues have the following game statistics.

    Abilities: Same as in Player's Handbook.

    Alignment: Any.

    Hit Points at 1st level: 22+ Con modifier

    Hit Points at level after 1st: 5 + Con modifier

    Reserve Points at 1st level: 30 + Con mod

    Reserve Points at level after 1st: 9 + Con mod

    Skill Points: 8 + Intelligence Modifier

    Class Skills: The rogues class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise

    (Int), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha),

    Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Linguistics (Int), Perception (Wis),

    Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Use Magic

    Device (Cha), and Use Psionic Device (Int).

  • 8/14/2019 Game Rule Information

    2/8

    Level Base Attack

    Bonus

    Def

    Save

    Fort

    Save

    Ref

    Save

    Will

    Save

    Rep Cont Special

    1st +0 +3 +0 +2 +0 +0 +0 Path of the Rogue (2)

    2nd +1 +3 +0 +3 +0 +0 +0 Lesser Trick

    3rd +2 +4 +1 +3 +1 +0 +1 Path of the Rogue

    4th +3 +4 +1 +4 +1 +1 +1 Bonus Feat, Lesser Trick

    5th +3 +4 +1 +4 +1 +1 +1 Path of the Rogue (2)

    6th +4 +5 +2 +5 +2 +1 +2 Lesser Trick

    7th +5 +5 +2 +5 +2 +1 +2 Path of the Rogue

    8th +6/+1 +5 +2 +6 +2 +2 +2 Bonus Feat, Lesser Trick

    9th +6/+1 +6 +3 +6 +3 +2 +3 Path of the Rogue (2)

    10th +7/+2 +6 +3 +7 +3 +2 +3 Lesser Trick

    11th +8/+3 +6 +3 +7 +3 +2 +3 Path of the Rogue

    12th +9/+4 +7 +4 +8 +4 +3 +4 Bonus Feat, Greater Trick

    13th +9/+4 +7 +4 +8 +4 +3 +4 Path of the Rogue (2)

    14th +10/+5 +7 +4 +9 +4 +3 +4 Greater Trick

    15th +11/+6/+1 +8 +5 +9 +5 +3 +5 Path of the Rogue

    16th +12/+7/+2 +8 +5 +10 +5 +4 +5 Bonus Feat, Greater Trick

    17th +12/+7/+2 +8 +5 +10 +5 +4 +5 Path of the Rogue (2)

    18th +13/+8/+3 +9 +6 +11 +6 +4 +6 Greater Trick

    19th +14/+9/+4 +9 +6 +11 +6 +4 +6 Path of the Rogue

    20th +15/+10/+5 +9 +6 +12 +6 +5 +6 Bonus Feat, Greater Trick

    CLASS FEATURES

    All of the following are class features of the rogue.

    Weapon and Armor Proficiency: Rogues are proficient with Basic weapons, Exotic Weapons, and any

    other 2 weapon groups. Rogues are proficient with light armor, but not with shields. Same as in Player's

    Handbook (with errata).

    Path of the Rogue: At 1st level and every 2 levels thereafter, a rogue chooses any one path and gains stepshe does not yet have. In order to take any step, a rogue must have all previous steps from the same path.

    For example, at 1st level, a rogue takes 1st step from assassin path and the silvertongue. At 3rd level, she

    may take 2nd step from assassin path, or 1st step from any other path. The available paths are: assassin,

    expert, silvertongue, spy, and stalker. At 1st

    level and every 4 levels thereafter, a rogue gains a second pathof the rogue. They must pick two separate ones that level. So at 1st, the rogue could advance assassin and

    silvertonuge, but at 3rd he must pick only one path to advance.

  • 8/14/2019 Game Rule Information

    3/8

    Path of the Assassin:

    Sneak Attack (Ex): At 1st step, an assassin gains sneak attack +1d6. This bonus increases by +1d6

    for every step of this path. Ranged sneak attacks can be performed from a distance equal to total Perception

    bonus * 5ft. Otherwise same as in Players Handbook.

    Poisoner (Ex): At 2nd step, an assassin becomes trained in the use of poisons and doesnt riskaccidentally poisoning herself when applying poison to a blade. She also gains +1 bonus on saves against

    poison. Silent Kill (Ex): At 3rd step, an assassin gains Exotic Weapon Proficiency feat with either

    shuriken, blowgun, or garrote (see Complete Adventurer). Player can, with the DMs permission, switch

    this to any other weapon suitable for silent killer-type character if he already has these proficiencies.

    Poison Craft (Ex): At 4th step, an assassin can create weak poisons from second-grade materials.

    Once per day, by spending 30 minutes and 1/10th gold, she can create one dose of any poison found in

    Dungeon Master Guide. No Craft check is necessary, but those poisons have DC lowered by 2. Poisonloses its qualities after 24 hours.

    Death Strike (Ex): At 5th step, an assassin gains death strike ability. If an assassin studies his

    victim for 3 rounds (she can do it even if engaged in combat with that creature) and then makes a sneak

    attack with a weapon that successfully deals damage, she can opt to sacrifice all dice of sneak attack

    damage in an attempt to slay her target outright. If the victim of such an attack fails a Fortitude save (DC

    10 + the number of sneak attack dice sacrificed + the rogues Int modifier) against the effect, it dies. If the

    victims saving throw succeeds, the attack is just a normal attack. Once the assassin has completed the 3

    rounds of study, she must make the death strike within the next 3 rounds.If a death strike is attempted and fails (the victim makes her save) or if the assassin does not launch the

    attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attemptanother death strike.

    Poison Resistance (Ex): At 6th step, an assassin gains +3 bonus on saving throws against poisons.Poison Potency (Ex): At 7th step, an assassin adds +2 to DC of all poisons she crafts.

    Hidden Death (Su): At 8th step, all poisons created by assassin are undetectable with detect poison

    spell.

    Poison Resistance (Ex): At 9th step, an assassin gains +5 bonus on saving throws against poisons.

    Deep Wound (Ex): At 10th step, whenever an assassin makes a sneak attack that successfully deals

    damage, she can opt to sacrifice any number of sneak attack dice to increase the DC of any poison that isapplied by this attack by 1 per die sacrificed.

    Path of the Expert:

    Secrets of the Trade (Ex): At 1st step, an expert gains Skill Focus feat and can reroll any failed

    skill check once per day. At each next step, she gains another Skill Focus feat and one extra reroll per day.

    Apprenticeship (Ex): At 2nd step, whenever an expert is making a skill reroll, she adds +2 to itsresult.

    Athletic Agility (Ex): At 3rd step, an expert can use Dexterity in place of Strength when makingAthletics checks.

    Jack of All Trades (Ex): At 4th step, an expert can use all skills untrained.Cool under Pressure (Ex): At 5th step, an expert can take 10 in stressing or dangerous situations

    when making a check of skill improved by Skill Focus, but only if the skill allows taking 10 at all.

    Renessance Man (Ex): At 6th step, at the beginning of each day, an expert can move up to 2 Skill

    Focus feats from one skill to another.

    Thinker (Ex): At 7th step, an expert can use Intelligence in place of Wisdom when making skillchecks.

    Skill Excellency (Ex): At 8th step, whenever an expert takes 10 on skill check, she gains +5 bonus

    on the skill check. Taking 20 on skill checks takes the rogue x5 more time, instead of x20 more time.No room for Error (Ex): At 9th step, whenever an expert rolls a natural result below 5 when

    making a skill check, treat the result as 5 instead.

    Absolute Skill Focus (Ex): At 10th step, whenever an expert is making a skill check with a Skill

    Focus feat applied to it, she takes a +10 bonus on that check. If she does, loses the benefits of the feat after

    the check resolves until she has rested for 8 hours.

  • 8/14/2019 Game Rule Information

    4/8

    Path of the Silvertongue:

    Full Confidence (Ex): At 1st step, a silvertongue gains an ability to add her Charisma bonus to any

    check, roll, or save, once per day. She also learns one extra language. At each next step, she learns anotherlanguage and can add her Charisma bonus one more time per day. He adds 1 Contact Point to his total.

    Barter (Ex): At 2nd step, a silvertongue gains +2 bonus on all Diplomacy checks when buying or

    selling goods or when bribing others. In addition, she can use her skills to pay 10% less for any single itemshe buys in person, a number of times per day equal to 3 + her Charisma bonus. The discount cannot be

    greater than 100 gp per rogue level.

    Way with Words (Ex): At 3rd step, a silvertongue suffers only 5 penalty when making rushed

    Diplomacy checks (see Players Handbook, page 72), and when she is bluffing, the lie never provides more

    than a +5 bonus on opposed Sense Motive checks.Call Favor (Ex): At 4th step, once per week, a silvertongue may call in favor from someone she

    knows. She gains a NPC to her disposition of character level equal to half rogues levels. The NPC will tryto accomplish any task that is not suicidal, doesnt seriously affect her resources, and takes up to one day.

    Exact details on how does calling in favor looks like, who is this NPC, and how she is getting along with

    the task, are up to DM. He also may add one Contact Point to his total.

    Friends (Sp): At 5th step, a silvertongue can use charm person as a spell-like ability a number of

    timer per day equal to her Charisma bonus. Difficulty Class is (1d20 + rogue level + rogues Charisma

    modifier). Caster level is equal to rogues level.

    Draw Attention (Ex): At 6th step, a silvertongue can attempt to talk down opponent. As a standard

    action that does not provoke attack of opportunity she redirects creatures full attention to her. A creaturecan ignore the silvertongue if it makes successful Will saving throw or Concentration check (roll both and

    use better result) against opposed silvertongue's Diplomacy check. If it fails the check, the creature is not

    denied its actions but can only use them on itself or the silvertongue. This ability works for one full round,

    and may be maintained for any number of additional rounds, but at each consecutive round a creature gains

    another check and save, and with cumulative +2 bonus on both. This ability is language dependant and can

    only affect creatures with Intelligence score of 3 or more (it is not mind-affecting so can affect intelligent

    undead).

    Outpouring (Ex): At 7th step, a silvertongue can try again failed Diplomacy checks under anycircumstances, but suffers a cumulative 2 penalty on all such retries. He also may add one Contact Point

    to his total.Best Pals (Sp): At 8th step, a silvertongue can use charm monsteras a spell-like ability a number

    of timer per day equal to her Charisma bonus. Difficulty Class is (1d20 + rogue level + rogues Charismamodifier). Caster level is equal to rogues level.

    Untouchable (Ex): At 9th step, a silvertongue can convince a creature not to harm her. As a full

    round action that does not provoke attacks of opportunity, a silvertongue can convince the creature that she

    is somehow immune or invulnerable to that creatures actions, or that harming her is a really bad idea. Acreature can ignore silvertongue's attempt if it makes successful Will saving throw check against opposed

    praters Bluff check (a creature affected gains bonus equal to its base attack bonus, and additional +2 if itsevil, or 2 if its good, to that save). If it fails the save, a silvertongue benefits fromsanctuary spell against

    that creature. This ability works the same way thesanctuary does, but with duration until the end of

    encounter. This ability is language dependant and can only affect creatures with Intelligence score of 3 or

    more (its not mind-affecting so can affect intelligent undead).

    Call Greater Favor (Ex): At 10th step, a silvertongue can use call favor ability 3 times per week

    (all 3 uses can be used at the same time or separately), and NPCs that answer the call have character levels

    equal to 2/3 of rogues level. He also gains one additional Contact Point.

  • 8/14/2019 Game Rule Information

    5/8

    Path of the Spy:

    Spying Sight (Ex): At 1st step, a spy can activate spying sight once per day. For five minutes, she

    gains +4 bonus on Linguistics, and Perception checks. Also, for 5 first round of the duration, a spy canignore effects of glamer effects and automatically detects magical sensors. At each next step, she can use

    this ability one more time per day.

    Judge of Character (Ex): At 2nd step, a spy is very good at judging people. If she listens toanyone talking for at least 1 minute, she learns that persons alignment and mental ability scores, and also

    gains +4 circumstance bonus on Diplomacy and Sense Motive checks against that person for one year.

    Gather All Information (Ex): At 3rd step, using gather information skill takes a spy only one hour

    and she can repeat check without drawing attention. (Thanks ManTimeForgot)

    Secret Identity (Ex): At 4th step, spys alignment and lies become undetectable by supernatural ormagical means and she gains +4 bonus on Disguise checks.

    Mysterious Stranger (Sp): At 5th step, a spy has become adept at quickly switching from oneidentity to another. She can use alter selfas a spell-like ability a number of times per day equal to her

    Charisma bonus. Caster level is equal to rogues level.Double Agent (Ex): At 6th level, a spy undergoes a specific information gathering technique.

    Whenever she is affected by a spell or ability that allows someone else to read her thoughts or learn

    anything about the spy, she in turn gains the same benefits against the assailant. No saving throw against

    double agent is allowed and the assailant is unaware of this effect.

    License to Kill (Ex): At 7th step, a spy chooses an area roughly the size of small kingdom to be her

    area of operations. She is a sanctioned spy in that area and has full support of authorities for all activitiesregarding spying, including murder. Some people might be outside her jurisdiction, such as aristocracy,

    clergy, or diplomats. In addition, if a spy is on a mission sanctioned by her superior, she gains +2 morale

    bonus on attack rolls and skill checks that relate to the mission within her area of operations.

    Leave no Leads (Sp): At 8th step, a spy can make her presence unknown and leaving no traces of

    her activities. She can use modify memory as a spell-like ability at will, but only to erase memories of

    herself from the last 12 hours. Difficulty Class is 10 + half rogues level + rogues Charisma modifier. Any

    creature affected by this ability regains its memories after one week.

    Greater Spying Sight (Ex): At 9th step, a spy enjoys both effects of the spying sight ability for 5minutes.

    Mind Blank (Su): At 10th step, a spy is protected by a mind blankspell. She can turn that effect off

    and on as a swift action.

    Path of the Stalker:

    Superior Sneak (Ex): At 1st step, a stalker gains a +1 bonus on saving throws made to avoid trapsand magic symbols, and a +1 dodge bonus to Defense against attacks made by traps. This bonus improves

    by +1 at every next step. A stalker also ignores armor check penalties of light and medium armors and

    shields to Athletics and Stealth skill checks.

    Trap Hinting (Ex): At 2nd step, a stalker shares her bonus on Reflex saves made to avoid traps and

    bonus to Defense against attacks made by traps with all allies within 15 feet away from her.

    Improved Climbing (Ex): At 3rd step, a stalker gains climb speed equal to her base land speed.

    Reconnaissance (Ex): At 4th step, if a stalker studies small area, such as a street or a ship, for 10

    minutes, she gains +2 competence bonus on all Athletics, Disable Device, Disguise, Perception, and Stealthchecks made within that area for the next 12 hours.

    Urban Camouflage (Ex): At 5th step, a stalker can use the Stealth skill to hide in any sort of urban

    terrain, even if the terrain doesnt grant cover or concealment.

    Urban Vanish (Ex): At 6th step, a stalker can use the Stealth skill to hide even while being

    observed while in any sort of urban terrain.

    Sense Concealment (Ex): At 7th step, a stalker automatically finds secret doors and traps when

    within 30 feet.

    Hide from Magic (Ex): At 8th step, a stalker gains unbeatable Spell Resistance against divination

    spells and effects.

  • 8/14/2019 Game Rule Information

    6/8

    Perfect Sneak (Sp): At 9th step, a stalker can be completely quiet. She can usesilence as a spell-

    like ability that affects only her, a number of times per day equal to her Dexterity bonus. Caster level is

    equal to rogues level.

    Perfect Infiltration (Sp): At 10th step, a stalker can be virtually undetectable. She can use

    invisibility as a spell-like a number of times per day equal to her Dexterity bonus. Caster level is equal torogues level.

    Lesser Trick: At 2nd, 4th, 6th, 8th, and 10th levels, a rogue gains a special ability of her choice from

    among the options below.

    Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes

    a successful Reflex saving throw against an attack that normally deals half damage on a successful save,she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A

    helpless rogue does not gain the benefit of evasion.Finishing Blow (Ex): A rogue has learned to quickly and efficiency deal with helpless foes and

    can now perform a coup de grace attack against a helpless defender as a standard action without provoking

    an attack of opportunity.

    Heedful (Ex): A rogue adds her Wisdom bonus (if positive) to all Initiative checks. This is in

    addition to any Dexterity bonus she might have. To take heedful, rogue must have uncanny dodge ability.

    Lucky (Su): Once per day, a rogue may reroll any failed attack roll, skill check, ability check, or

    saving throw. The character must take the result of the reroll, even if its worse than the original roll. A

    rogue may gain this ability multiple times, each time increasing daily use by one.Superior Synergy (Ex):A rogue gains better synergy bonuses from her skills. Whenever a skill

    with 5 or more ranks grants +2 synergy bonus to other skill or ability, this bonus increases to +3 at 10

    ranks, +4 at 15 ranks, and to +5 at 20 ranks.

    Trapfinding: A rogue can use the Search skill to locate difficult and magical traps. He 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.

    In addition, the rogue can use the Disable Device skill to disarm magic traps. A magic trap generally has aDC of 25 + the level of the spell used to create it.

    A rogue who beats a traps DC by 10 or more with a Disable Device check can study a trap, figure out how

    it works, and bypass it (with her party) without disarming it.

    Uncanny Dodge (Ex): A rogue doesnt lower his defenses when fighting invisible opponents orwhen surprised. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by

    an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized

    Bonus Feat: At 4th level and every 4 levels thereafter, a rogue gains a feat from the rogue bonus feats list

    (at the end of this document).

    Greater Tricks: At 12th, 14th, 16th, 18th, and 20th levels, a rogue gains a special ability of her choice

    from among the options below. She can choose lesser trick instead if she wishes so.

    Avoid Danger (Ex): A rogue can avoid (ignore) one attack directed at her. To do so, rogue must

    not be denied her Dexterity bonus to Defense and move 5 feet in any direction except the direction from

    which the attack came. This ability can be used once per day. To take avoid danger, rogue must havedefensive roll and improved uncanny dodge abilities.

    Careful Walking (Ex): A rogue does not provoke attacks of opportunity when walking through

    threatened areas. However, she still provokes attacks of opportunity when moving faster than with normal

    speed. To take careful walking, rogue must have Insightful Reaction.

    Defensive Roll (Ex): A rogue can roll with damage, reducing otherwise deadly blow to lessharmful one. Same as in Players Handbook.

    Maximize Opportunity (Ex): A rogue adds her Dexterity bonus (if positive) to all damage rolls

    when making successful attack of opportunity.

  • 8/14/2019 Game Rule Information

    7/8

    Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no

    damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half

    damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. To take improved

    evasion, a rogue must have evasion ability.

    Improved Uncanny Dodge (Ex): A rogues uncanny dodge ability improves. She can no longer beflanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless

    the attacker has at least four more rogue levels than the target does.If a character already has uncanny dodge (see above) from a second class, the character automatically gains

    improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to

    determine the minimum rogue level required to flank the character. To take this ability, a rogue must have

    uncanny dodge.

    Insightful Reaction (Ex): A rogue learns to sense and react to dangers before they happen, with

    astonishing accuracy. She adds her Wisdom modifier to all reflex saves.Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an

    opponent who has just been struck for damage in melee by another character. This attack counts as the

    rogues attack of opportunity for that round. Even a rogue with the Combat Reflexes feat cant use the

    opportunist ability more than once per round.Silencing Strike (Ex): When a rogue attacks opponent that is denied his Dexterity bonus to AC, a

    rogue may use a silencing strike. If attack is successful, the victim cannot make any articulate sounds or

    cast spells that have verbal components for a number of rounds equal to the damage taken. A successful

    Heal check (DC 20) removes effects of this ability, as does healing at least 10 hit points with a single spell.Skill Mastery (Ex): A rogue becomes very adept at few skills. Same as in Players Handbook.

    Slippery Mind (Ex): A rogue can escape from mind-controlling spells and abilities. Same as inPlayers Handbook.

    EPIC ROGUE

    The epic rogue is a trickster and a thief, a trap detector and a tale-spinner. Her skills are legendary and her

    tales of daring-do even more so. If you listen to the stories, there is nothing she cant do.Hit Die: d6.

    Skill Points at Each Additional Level: 8 + Int modifier.

    Code:Rogue

    Level Special .

    21st Path of the rogue

    22nd Lesser Trick

    23rd Path of the rogue

    24th Greater Trick

    25th Path of the rogue

    26th Lesser Trick

    27th Path of the rogue

    28th Greater Trick

    29th Path of the rogue

    30th Lesser Trick

    Path of the Rogue: An epic rogue chooses any one path and gains step she does not yet have. In order to

    take any step, a rogue must have all previous steps from the same path. If a rogue has 10 steps in one path,

    she can continue taking steps of that path, as described below.

    Path of the Assassin: Epic assassin increases sneak attack damage by +1d6 at every step.

    Path of the Expert: Epic expert gains benefits of Secrets of the Trade ability at every step.

  • 8/14/2019 Game Rule Information

    8/8

    Path of the Silvertongue: Epic silvertongue can add her Charisma bonus to any check, roll, or

    save one more time per day and knows one additional language at every step.

    Path of the Spy: Epic spy can use her spying sight ability one more time per day at every step.

    Path of the Stalker: Epic stalker a stalker gains a +1 bonus on saving throws made to avoid traps

    and magic symbols, and a +1 dodge bonus to AC against attacks made by traps, at every step. She

    can also use hersilence and invisibility spell-like abilities one more time per day each.

    Bonus Feat: A rogue gains feat from the list below.

    Players Handbook: Acrobatic, Agile, Alertness, Combat Expertise (Improved Disarm, Improved

    Feint, Improved Trip), Combat Reflexes, Deceitful, Deft Hands, Diligent, Dodge (Mobility, Spring Attack),

    Improved Initiative, Improved Unarmed Strike, Investigator, Negotiator, Nimble Fingers, Persuasive,

    Quick Draw, Skill Focus, Stealthy, Weapon Finesse.Complete Warrior: Arterial Strike, Dash, Defensive Strike, Eyes in the Back of Your Head, Fleet

    of Foot, Flick of the Wrist, Hamstring, Improved Buckler Defense, Improved Combat Expertise, Prone

    Attack.Complete Adventurer: Appraise Magic Value, Ascetic Rogue, Brachiation, Combat Intuition,

    Danger Sense, Death Blow, Deft Opportunist, Deft Strike, Dive for Cover, Force of Personality, Goad,Hear the Unseen, Improved Diversion, Insightful Reflexes, Jack of All Trades, Open Minded, Obscure

    Lore, Quick Reconnoiter, Razing Strike, Staggering Strike, Tactile Trapsmith.He may also pick up any Luck or Ambush feats.