eftexar
2013-04-02, 05:18 PM
Rogue (3.5)
Class Features
Hit Die: d8
Starting Gold: unchanged
Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Diguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering, dungeoneering, and local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points: 8 + Int mod (x 4 at first level)
{table=head]Level|BaB|Fort|Refx|Will|Special |
Mobility|
Ambush Feats
1st|+0|+0|+2|+2|Trapfinding, Vexing Flanker, Finesse|
-|
-
2nd|+1|+0|+3|+3|Uncanny Dodge|
-|
-
3rd|+2|+1|+3|+3|Sneak Attack +1d6, Mobility|
+5ft|
-
4th|+3|+1|+4|+4|Evasion|
+5ft|
-
5th|+3|+1|+4|+4||
+5ft|
+1
6th|+4|+2|+5|+5|Trapsense|
+10ft|
+1
7th|+5|+2|+5|+5|Imp. Uncanny Dodge, Sneak Attack +2d6|
+10ft|
+1
8th|+6/+1|+2|+6|+6|Special Ability|
+10ft|
+1
9th|+6/+1|+3|+6|+6||
+15ft|
+2
10th|+7/+2|+3|+7|+7|Flawless Concealment|
+15ft|
+2
11th|+8/+3|+3|+7|+7|Special Ability, Sneak Attack +3d6|
+15ft|
+2
12th|+9/+4|+4|+8|+8|Meld with Shadows|
+20ft|
+2
13th|+9/+4|+4|+8|+8|Murderous Assault|
+20ft|
+3
14th|+10/+5|+4|+9|+9|Special Ability|
+20ft|
+3
15th|+11/+6/+1|+5|+9|+9|Sneak Attack +4d6|
+25ft|
+3
16th|+12/+7/+2|+5|+10|+10|Hidden in Plain Sight|
+25ft|
+3
17th|+12/+7/+2|+5|+10|+10|Special Ability|
+25ft|
+4
18th|+13/+8/+3|+6|+11|+11||
+30ft|
+4
19th|+14/+9/+4|+6|+11|+11|Execution, Sneak Attack +5d6|
+30ft|
+4
20th|+15/+10/+5|+6|+12|+12|Special Ability|
+30ft|
+4
[/table]
Proficiencies: The Rogue is proficient with all simple weapons, bolas, hand crossbows, rapier, the sap, spiked armor, short sword, the net, and whip. She is also proficient with light armor and bucklers.
Important Note: Many abilities have been revised from their original version. Don't assume any of them have remained the same as they were in the original class.
Class Abilities
Finesse (Ex)
Dextrous of both hand and body, the Rogue gains the Weapon Finesse and Dodge feats, even if she doesn't meet their prerequisites, for free.
Vexing Flanker (Ex)
Against any foe the Rogue flanks, she and her allies gain a +2 circumstance bonus to attack rolls. This stacks with any bonus already provided by flanking.
Trapfinding (Ex)
The Rogue can use the search skill to find traps with a DC higher than 20. Most non-magical traps have a DC of 20 or higher, while magical traps have a DC of 25 + level of the spell used in it's creation.
When she would succesfully disarm a trap she may instead choose to bypass it, along with the party, without triggering it. Effectively she suppresses the trap's triggering mechanism for any period of up to 10 minutes.
Disabling a magical trap usually has a DC of 25 + the spell's level, though this varies from trap to trap. She may not bypass a rune or glyph, though she can disarm it as normal.
Lv2 > Uncanny Dodge (Ex)
The Rogue is able to react to opponents on all sides just as easily as she can with singular foes. Basically, she can no longer be flanked and any critical hit or Sneak Attack has a 20% chance of instead being a normal hit against her.
Lv3 > Mobility (Ex)
Quick on her feet, the Rogue gains the Mobility feat. Additionally, she gains the indicated bonus to her base land speed as long as she wears no heavier than light armor and carries no more than light load.
Lv3+ > Sneak Attack (Ex)
Whenever the Rogue attacks an opponent who is denied their dexterity to AC, whether or not they have any, or makes an attack of opportunity she strikes for a vital point and deals extra damage equal to that indicated.
Oozes, swarms, and incorporeal creatures are immune to Sneak Attack. Extra damage from this ability is never multiplied on a critical hit and is of the same type as the attack that has qualified for it.
A ranged attack qualifies out to 30ft or it's first range increment, whichever is further. Only a weapon that usually deals non-lethal damage, such as the sap, is suitable for non-lethal Sneak Attacks, unless she has the ability to make non-lethal attacks without penalty with the weapon.
Though Sneak Attack can affect creatures without discernible anatomies, such as aberrations, elementals, oozes, and undead, Ambush feats and other abilities keyed off of the ability may not.
Note that this version of Sneak Attack assumes several changes in rules (noted within the ability itself). These changes are intended to make it a viable source of extra damage, instead of leaving the Rogue useless in combat.
Lv4 > Evasion (Ex)
Whenever the Rogue succeeds on a reflex save to reduce the effects of an attack or hazard she instead negates them. Other effects, that would not have been reduced or negated by her save, still take place as normal.
The Rogue loses the benefits of Evasion while wearing heavier than light armor or carrying more than a light load.
Lv5+ > Ambush Feats (Ex)
At each of the indicated levels the Rogue gains a single Ambush feat, of her choice, that she meets the prerequisites for.
With 5 minutes of practice or meditation she may change which Ambush feats she has. The Rogue may not, however, swap out an Ambush feat that is a prerequisite for another feat, or a PrC, that she possesses.
Lv6 > Trapsense (Ex)
The Rogue is entitled to a spot check, same DC as for search, to notice any trap within 30ft of herself. If she fails to spot a trap she may not attempt to spot it again for the remainder of the encounter (though she may still search for it).
Lv7 > Improved Uncanny Dodge (Ex)
The Rogue can react to danger the moment her senses alert her. She retains her dexterity to AC, if any, when caught flatfooted or struck by an invisible attacker, although she still loses this bonus when immobilized or helpless.
Lv8, 11, 14, 17, 20 > Special Abilities
At each of the indicated levels the Rogue learns a new special ability, from the list in the next post. Unless noted otherwise any special ability is extraordinary in nature.
Lv10 > Flawless Concealment (Su)
When the Rogue hides, within darkness, creatures with Darkvision, or similar ability to see within darkness, must still search for her. Basically their ability to see through darkness isn't factored into whether or not she can hide from them.
Lv12 > Meld with Shadows (Su)
As long as the Rogue is within 10ft of some sort of shadow, not her own, she may hide, even if she is being observed. She must feasible have been able to fit within the source of shadow for it to provide any benefit.
Lv13 > Murderous Assault (Ex)
As a full round action the Rogue may make a single melee or ranged attack. If she deals Sneak Attack damage her opponent must make a fortitude save, at a DC of 14 + 1/2 her BaB + her dexterity modifier, or be paralyzed for 1d3 rounds.
Any foe who successfully saves against Murderous Assault is immune to further uses of for the remainder of the encounter. This ability does not affect foes without discernible anatomies, such as aberrations, elementals, oozes, and undead.
Lv15 > Hidden in Plain Sight (Ex)
When the Rogue leaves an area of concealment, during her turn, she retains the benefits of that concealment until the end of her turn. She gains the benefits from the highest level concealment she had. This ability effectively allows her to hide in plain sight for brief moments.
Lv19 > Execution (Ex)
The Rogue may perform a coup de grace as a swift action and doesn't provoke an attack of opportunity for doing so. She must still meet the normal requirements before she can perform one.
New Feats
Poison Use
You can apply poison to a weapon without risk of poisoning yourself. The DC for any contact poison you deliver is increased by +2.
Greater Poison Use
Prerequisites: BaB 4+, Poison Use
You can apply poison to a weapon as a swift action and do not provoke attacks of opportunity for doing so.
Extra Special Ability
Prerequisites: must possess at least one Rogue special ability
This feat can be taken multiple times. Each time the Rogue gains an additional special ability beyond normal.
Deny Opportunity [Ambush]
Prerequisites: +2d6 sneak attack
By sacrificing +1d6 damage from Sneak Attack you deny your target the ability to make attacks of opportunity for 1 round.
Clipped Wings [Ambush]
Prerequisites: +3d6 sneak attack
By sacrificing +2d6 damage from Sneak Attack, with a ranged attack, you cripple any flight capabilities your opponent has for 2d4 rounds. A creature in mid air doesn't fall, but must descend at the highest speed they can.
Find the Blind Spot [Ambush]
Prerequisites: +4d6 sneak attack
By sacrificing +3d6 damage you slip into an opponents blind spot. Make a bluff check. If you match or beat their sense motive check you are treated as being invisible, at least in regards to the targeted opponent, for a single round.
Special: Because this isn't actually invisibility effects such as See Invisibility and True Seeing do nothing to mitigate it.
Design Notes
This revision is an attempt to take the original Rogue and make it function as I believe the designer's intended, but more properly. As such I am not attempting to increase it's tier (though it's power, and utility, has most certainly been increased).
Most of the abilities have been rewritten as a result. The biggest problem with Rogue abilities is how specific they were, coupled with the fact that none of them had any synergy together.
This was especially a problem in combat. It's only real feature was Sneak Attack, which couldn't damage half the creatures you fought. And it's only defenses were one-shots, it had no combat capability unless you met strict conditions, it was basically left with nothing but skills (which many spells could just duplicate), and it had crappy hit die and no AC.
Meanwhile tanky melee classes could jump straight into power attack and even slip in weapon finesse, which was based on BaB even though it was most useful to mid-BaB characters, and some sweet tactical feats before the Rogue could even hope to do so.
With it's abilities revised the Rogue should be able to keep up combat and even have some flexibility at higher levels.
And for the love of Pelor, why wasn't Poison Use a feat? Just why? If poisons are meant for the weaker man to use, as seen with fluff repeated here and there, then why couldn't anyone learn not to poison themselves?
Class Features
Hit Die: d8
Starting Gold: unchanged
Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Diguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering, dungeoneering, and local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points: 8 + Int mod (x 4 at first level)
{table=head]Level|BaB|Fort|Refx|Will|Special |
Mobility|
Ambush Feats
1st|+0|+0|+2|+2|Trapfinding, Vexing Flanker, Finesse|
-|
-
2nd|+1|+0|+3|+3|Uncanny Dodge|
-|
-
3rd|+2|+1|+3|+3|Sneak Attack +1d6, Mobility|
+5ft|
-
4th|+3|+1|+4|+4|Evasion|
+5ft|
-
5th|+3|+1|+4|+4||
+5ft|
+1
6th|+4|+2|+5|+5|Trapsense|
+10ft|
+1
7th|+5|+2|+5|+5|Imp. Uncanny Dodge, Sneak Attack +2d6|
+10ft|
+1
8th|+6/+1|+2|+6|+6|Special Ability|
+10ft|
+1
9th|+6/+1|+3|+6|+6||
+15ft|
+2
10th|+7/+2|+3|+7|+7|Flawless Concealment|
+15ft|
+2
11th|+8/+3|+3|+7|+7|Special Ability, Sneak Attack +3d6|
+15ft|
+2
12th|+9/+4|+4|+8|+8|Meld with Shadows|
+20ft|
+2
13th|+9/+4|+4|+8|+8|Murderous Assault|
+20ft|
+3
14th|+10/+5|+4|+9|+9|Special Ability|
+20ft|
+3
15th|+11/+6/+1|+5|+9|+9|Sneak Attack +4d6|
+25ft|
+3
16th|+12/+7/+2|+5|+10|+10|Hidden in Plain Sight|
+25ft|
+3
17th|+12/+7/+2|+5|+10|+10|Special Ability|
+25ft|
+4
18th|+13/+8/+3|+6|+11|+11||
+30ft|
+4
19th|+14/+9/+4|+6|+11|+11|Execution, Sneak Attack +5d6|
+30ft|
+4
20th|+15/+10/+5|+6|+12|+12|Special Ability|
+30ft|
+4
[/table]
Proficiencies: The Rogue is proficient with all simple weapons, bolas, hand crossbows, rapier, the sap, spiked armor, short sword, the net, and whip. She is also proficient with light armor and bucklers.
Important Note: Many abilities have been revised from their original version. Don't assume any of them have remained the same as they were in the original class.
Class Abilities
Finesse (Ex)
Dextrous of both hand and body, the Rogue gains the Weapon Finesse and Dodge feats, even if she doesn't meet their prerequisites, for free.
Vexing Flanker (Ex)
Against any foe the Rogue flanks, she and her allies gain a +2 circumstance bonus to attack rolls. This stacks with any bonus already provided by flanking.
Trapfinding (Ex)
The Rogue can use the search skill to find traps with a DC higher than 20. Most non-magical traps have a DC of 20 or higher, while magical traps have a DC of 25 + level of the spell used in it's creation.
When she would succesfully disarm a trap she may instead choose to bypass it, along with the party, without triggering it. Effectively she suppresses the trap's triggering mechanism for any period of up to 10 minutes.
Disabling a magical trap usually has a DC of 25 + the spell's level, though this varies from trap to trap. She may not bypass a rune or glyph, though she can disarm it as normal.
Lv2 > Uncanny Dodge (Ex)
The Rogue is able to react to opponents on all sides just as easily as she can with singular foes. Basically, she can no longer be flanked and any critical hit or Sneak Attack has a 20% chance of instead being a normal hit against her.
Lv3 > Mobility (Ex)
Quick on her feet, the Rogue gains the Mobility feat. Additionally, she gains the indicated bonus to her base land speed as long as she wears no heavier than light armor and carries no more than light load.
Lv3+ > Sneak Attack (Ex)
Whenever the Rogue attacks an opponent who is denied their dexterity to AC, whether or not they have any, or makes an attack of opportunity she strikes for a vital point and deals extra damage equal to that indicated.
Oozes, swarms, and incorporeal creatures are immune to Sneak Attack. Extra damage from this ability is never multiplied on a critical hit and is of the same type as the attack that has qualified for it.
A ranged attack qualifies out to 30ft or it's first range increment, whichever is further. Only a weapon that usually deals non-lethal damage, such as the sap, is suitable for non-lethal Sneak Attacks, unless she has the ability to make non-lethal attacks without penalty with the weapon.
Though Sneak Attack can affect creatures without discernible anatomies, such as aberrations, elementals, oozes, and undead, Ambush feats and other abilities keyed off of the ability may not.
Note that this version of Sneak Attack assumes several changes in rules (noted within the ability itself). These changes are intended to make it a viable source of extra damage, instead of leaving the Rogue useless in combat.
Lv4 > Evasion (Ex)
Whenever the Rogue succeeds on a reflex save to reduce the effects of an attack or hazard she instead negates them. Other effects, that would not have been reduced or negated by her save, still take place as normal.
The Rogue loses the benefits of Evasion while wearing heavier than light armor or carrying more than a light load.
Lv5+ > Ambush Feats (Ex)
At each of the indicated levels the Rogue gains a single Ambush feat, of her choice, that she meets the prerequisites for.
With 5 minutes of practice or meditation she may change which Ambush feats she has. The Rogue may not, however, swap out an Ambush feat that is a prerequisite for another feat, or a PrC, that she possesses.
Lv6 > Trapsense (Ex)
The Rogue is entitled to a spot check, same DC as for search, to notice any trap within 30ft of herself. If she fails to spot a trap she may not attempt to spot it again for the remainder of the encounter (though she may still search for it).
Lv7 > Improved Uncanny Dodge (Ex)
The Rogue can react to danger the moment her senses alert her. She retains her dexterity to AC, if any, when caught flatfooted or struck by an invisible attacker, although she still loses this bonus when immobilized or helpless.
Lv8, 11, 14, 17, 20 > Special Abilities
At each of the indicated levels the Rogue learns a new special ability, from the list in the next post. Unless noted otherwise any special ability is extraordinary in nature.
Lv10 > Flawless Concealment (Su)
When the Rogue hides, within darkness, creatures with Darkvision, or similar ability to see within darkness, must still search for her. Basically their ability to see through darkness isn't factored into whether or not she can hide from them.
Lv12 > Meld with Shadows (Su)
As long as the Rogue is within 10ft of some sort of shadow, not her own, she may hide, even if she is being observed. She must feasible have been able to fit within the source of shadow for it to provide any benefit.
Lv13 > Murderous Assault (Ex)
As a full round action the Rogue may make a single melee or ranged attack. If she deals Sneak Attack damage her opponent must make a fortitude save, at a DC of 14 + 1/2 her BaB + her dexterity modifier, or be paralyzed for 1d3 rounds.
Any foe who successfully saves against Murderous Assault is immune to further uses of for the remainder of the encounter. This ability does not affect foes without discernible anatomies, such as aberrations, elementals, oozes, and undead.
Lv15 > Hidden in Plain Sight (Ex)
When the Rogue leaves an area of concealment, during her turn, she retains the benefits of that concealment until the end of her turn. She gains the benefits from the highest level concealment she had. This ability effectively allows her to hide in plain sight for brief moments.
Lv19 > Execution (Ex)
The Rogue may perform a coup de grace as a swift action and doesn't provoke an attack of opportunity for doing so. She must still meet the normal requirements before she can perform one.
New Feats
Poison Use
You can apply poison to a weapon without risk of poisoning yourself. The DC for any contact poison you deliver is increased by +2.
Greater Poison Use
Prerequisites: BaB 4+, Poison Use
You can apply poison to a weapon as a swift action and do not provoke attacks of opportunity for doing so.
Extra Special Ability
Prerequisites: must possess at least one Rogue special ability
This feat can be taken multiple times. Each time the Rogue gains an additional special ability beyond normal.
Deny Opportunity [Ambush]
Prerequisites: +2d6 sneak attack
By sacrificing +1d6 damage from Sneak Attack you deny your target the ability to make attacks of opportunity for 1 round.
Clipped Wings [Ambush]
Prerequisites: +3d6 sneak attack
By sacrificing +2d6 damage from Sneak Attack, with a ranged attack, you cripple any flight capabilities your opponent has for 2d4 rounds. A creature in mid air doesn't fall, but must descend at the highest speed they can.
Find the Blind Spot [Ambush]
Prerequisites: +4d6 sneak attack
By sacrificing +3d6 damage you slip into an opponents blind spot. Make a bluff check. If you match or beat their sense motive check you are treated as being invisible, at least in regards to the targeted opponent, for a single round.
Special: Because this isn't actually invisibility effects such as See Invisibility and True Seeing do nothing to mitigate it.
Design Notes
This revision is an attempt to take the original Rogue and make it function as I believe the designer's intended, but more properly. As such I am not attempting to increase it's tier (though it's power, and utility, has most certainly been increased).
Most of the abilities have been rewritten as a result. The biggest problem with Rogue abilities is how specific they were, coupled with the fact that none of them had any synergy together.
This was especially a problem in combat. It's only real feature was Sneak Attack, which couldn't damage half the creatures you fought. And it's only defenses were one-shots, it had no combat capability unless you met strict conditions, it was basically left with nothing but skills (which many spells could just duplicate), and it had crappy hit die and no AC.
Meanwhile tanky melee classes could jump straight into power attack and even slip in weapon finesse, which was based on BaB even though it was most useful to mid-BaB characters, and some sweet tactical feats before the Rogue could even hope to do so.
With it's abilities revised the Rogue should be able to keep up combat and even have some flexibility at higher levels.
And for the love of Pelor, why wasn't Poison Use a feat? Just why? If poisons are meant for the weaker man to use, as seen with fluff repeated here and there, then why couldn't anyone learn not to poison themselves?