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Phosphate
2012-04-14, 06:30 AM
Duelist Rogue

A duelist rogue variant loses the special abilities she would normally gain at levels 10, 13, 16 and 19, and instead gains Finishers at levels 6, 9, 12, 16 and 19 and a Combo Pool at level 6.


Combo Pool (Ex): You receive special combo points for landing flawless strikes on your foes. Every time you land a non-finisher attack that deals lethal damage with a melee weapon to an opponent without killing him, you gain 1 combo point. You may not attack yourself for this purpose. Your combo point cap is equal to 2+your dexterity modifier (minimum 1).

If you attempt an attack roll and miss, or spend 60 seconds without dealing lethal damage with a melee weapon, you lose all combo points you currently have.

If you attack an opponent in such a way that the damage bonus from sneak attack is also applied, you gain 2 combo points instead of 1.


Finishers (Ex): At levels 6, 9, 12, 16 and 19 you may learn one finisher from the list below. Unless otherwise noted, all finishers are extraordinary abilities that require a standard action.

Combo requirement shows the minimum amount of combo points you must have to use a finisher. It is, however, not a cost; whenever a finisher is used you instantly lose all combo points you have.

To learn a finisher with a certain requirement, you need to know at least one finisher of every lower requirement.



Slice and Dice
Combo Requirement: 1
Effect: Strike an opponent in melee combat. You deal 1d6 more damage for every combo point consumed.

Cripple
Combo Requirement: 1
Effect: Strike an opponent in melee combat. He is given a Will save against a DC of 10+class level/2+your dex/str mod (whichever is higher). If he fails, all his movement speeds are reduced by 5 feet and his flight maneuverability is reduced by 1 step if it wasn't perfect, for 5 minutes. Increase the DC by 1 and the penalty by 5 feet for every combo point consumed. Doesn't stack, and the target can still make 5 foot steps regardless of how crippled he is.

Mutilate
Combo Requirement: 2
Effect: Strike an opponent in melee combat. Apart from the normal damage you also deal 1d6 dexterity damage. If 3 or more combo points are consumed, you may choose to deal strength, constitution, or charisma damage instead.

Close Weak Spots
Combo Requirement: 2
Effect: Strike an opponent in melee combat. If it hits, you gain an insight bonus to AC equal to 20 against that opponent only for one round, and a dodge bonus to AC equal to the number of combo points consumed for 3 rounds.

Precise Strike
Combo Requirement: 3
Effect: Strike an opponent in melee combat. You ignore DR and hardness, and if the opponent has regeneration or immunity to the damage type of your weapon, you still deal half the lethal damage of your attack.

Recovery Strike
Combo Requirement: 3
Effect: Strike an opponent in melee combat. If you hit and deal damage, you may use an additional swift action this round. If you consume 5 or more combo points, you may choose between an additional swift or move action.

Eye Poke
Combo Requirement: 4
Effect: Strike an opponent in melee combat. He must make two Fort saves against a DC of 10+class level/2+dex mod. If he fails the first one, he becomes permanently blinded. If he fails the second one, he will continue to take 1 point of damage per round until someone performs a DC 30 Heal check on him or he is healed naturally. Even if he succeeds both saves, he receives 1d4 damage per combo point consumed.

Disrupt
Combo Requirement: 4
Effect: Strike an opponent in melee combat. He must make a Fort or Will save (his choice) against a DC of 10+class level/2+dex mod. If he fails, he is denied his dex to AC and is treated as flat-footed for the entire encounter. If 6 or more points are consumed, you choose what save he makes.

Combat Momentum
Combo Requirement: 5
Effect: You may make a full attack as a standard action. For this purpose, treat the BaB you gain from your rogue levels as equal to your class level.

Masterful Coup
Combo Requirement: 5
Effect: You may coup the grace any opponent that you can sneak attack, even if he is not helpless. Unlike other finishers, this one requires a full round action.

Dumorimasoddaa
2012-04-14, 07:26 AM
I like the the basic idea, how ever 10 rounds or one miss seems a bit imbalanced. More so as the base Rouge only gets 3/4 BaB. The main issue is that being able to sit on your arse for 9 rounds and keep your combo but you miss one attack and you've lost it all seems a little unfair.

Again it would be nice to add a progression to all the finishers, if you have more combo points that needed some include this, some up to a point but not all.
Disrupt seems overly powerful making a creature flat footed for a full encounter. And easier and just as deadly but less abuse-able would be flat footed for the number of combo points you have.

Flurry needs to sate assume good BaB progression while implyed it's not cearly stated, how ever I'd be much more favourable to adding just a flurry of blows mechanic to it gain X attacks at full BaB and all other take Y penaility. It's just an easyer way of doing it and doesn't lead to weirdness that having a changing BaB could lead to.

While the base idea is solid I can't help but think that this would either work much better as a class feature of a PrC or a base class rather than on a base rouge who is giving up some of their usefulness as a skill monkey and improved evasion for a combat based abilities that can be easily scuppered by their 3/4 BaB progression.

Fitz10019
2012-04-14, 07:35 AM
Overall it's an interesting idea.



Combo Requirement: 5
Effect: You may make a full attack as a standard action. Treat yourself as having a good progression for this purpose.

I think it's a bad idea to re-use the name of an existing concept, "Flurry" -- especially something that is not at all like the original. This is really just an AB bonus that refers to the BAB. Here are some alternate suggestions: Combat Rhythm, Combat Momentum, All Warmed Up.

Is this 'good progression' meant to apply to all class levels, or just rogue levels?

GnomeGninjas
2012-04-14, 07:51 AM
Do the things that say "strike an opponent in melee combat" make it so you automaticly hit?

Phosphate
2012-04-14, 08:18 AM
I like the the basic idea, how ever 10 rounds or one miss seems a bit imbalanced. More so as the base Rouge only gets 3/4 BaB. The main issue is that being able to sit on your arse for 9 rounds and keep your combo but you miss one attack and you've lost it all seems a little unfair.

Well...otherwise it wouldn't be called a combo. I believe the finishers are good enough to balance this.


Again it would be nice to add a progression to all the finishers, if you have more combo points that needed some include this, some up to a point but not all.

Working on it.


Disrupt seems overly powerful making a creature flat footed for a full encounter. And easier and just as deadly but less abuse-able would be flat footed for the number of combo points you have.

Remember that you get Disrupt at level 16. At that point, most people have save-or-dies, which makes any save-or-suck balanced.


Flurry needs to sate assume good BaB progression while implyed it's not cearly stated, how ever I'd be much more favourable to adding just a flurry of blows mechanic to it gain X attacks at full BaB and all other take Y penaility. It's just an easyer way of doing it and doesn't lead to weirdness that having a changing BaB could lead to.

You get Flurry at level 19. Flurry of blows, as per the monk, no longer has a penalty starting from level 10. And anyway, it's more useful to make 3/4 attacks as a standard action than 5 as a full round one.


While the base idea is solid I can't help but think that this would either work much better as a class feature of a PrC or a base class rather than on a base rouge who is giving up some of their usefulness as a skill monkey and improved evasion for a combat based abilities that can be easily scuppered by their 3/4 BaB progression.

It's not a fix, nor a retool, it is an ACF. It is not intended to make the former class better at skillmonkeying, or better full stop. It is a way to differentiate between combat oriented rogues and skill oriented rogues.

Pretty much how the cloistered cleric becomes horrible at combat to become stronger really.


I think it's a bad idea to re-use the name of an existing concept, "Flurry" -- especially something that is not at all like the original. This is really just an AB bonus that refers to the BAB. Here are some alternate suggestions: Combat Rhythm, Combat Momentum, All Warmed Up.

Combat Momentum sounds nice I guess.


Is this 'good progression' meant to apply to all class levels, or just rogue levels?

Rogue levels. I will mention.


Do the things that say "strike an opponent in melee combat" make it so you automaticly hit?

No...it means you make an attack roll.