Merk
2013-05-31, 07:38 PM
Revisions
6/1/13:
Vanish edited to be once per encounter.
Range of teleportation from quickness reduced to movement speed.
Added rules for learning and using exploits, along with a few exploit descriptions.
New feat: Acquire Exploit.
6/3/13:
Restored normal sneak attack progression and removed the improved sneak attack talent.
Edited a few rogue talents.
6/5/13:
Removed the ability to exchange exploits for skill tricks.
Added in several exploit descriptions.
6/13/13:
Added in the Identity Theft exploit.
Revised rules for Identity Theft, and added the Identity Crisis feat.
6/18/13:
Added in the Fool's Gold and Craftsman's Lament exploits.
6/27/2013
Added in the Demolition, Remote Trigger, Magic Jam, Deep Cover, Underground Network exploits
Merged the Detection Deceit and Poker Face exploits
What this revision is about:
1. To re-write the rogue to be more about skills and less about sneak attack.
2. To expand on skill tricks, giving rogues the ability to thwart previous obnoxious obstacles (Open Lock vs. arcane lock, for instance)
3. To do what the Tome of Battle did for martial characters, for skillmonkeys.
4. To give rogues reasons to invest in conventionally useless skills, such as Profession or Use Rope.
ROGUE
http://i.imgur.com/VFJ1v42.jpg?1 (http://imgur.com/VFJ1v42)
Art by MatesLaurentiu (http://browse.deviantart.com/art/Rogues-Crossing-328957394) on DeviantArt.
Alignment: Any.
Hit Die: d8.
Starting Gold: 6d4 x 10 gold pieces.
Class Skills: The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Knowledge (dungeoneering) has been added to the rogue's class list.
Worried about the decrease to 6 + int skills? See the Facade class feature.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Exploits
1st|
+0|
+0|
+2|
+0|
Exploits, facade, sneak attack +1d6, trapfinding|
1
2nd|
+1|
+0|
+3|
+0|
Bonus feat|
2
3rd|
+2|
+1|
+3|
+1|
Rogue talent, sneak attack +2d6|
2
4th|
+3|
+1|
+4|
+1|
Uncanny dodge|
3
5th|
+3|
+1|
+4|
+1|
Sneak attack +3d6|
4
6th|
+4|
+2|
+5|
+2|
Bonus feat|
5
7th|
+5|
+2|
+5|
+2|
Rogue talent, sneak attack +4d6|
5
8th|
+6/+1|
+2|
+6|
+2|
Improved uncanny dodge|
6
9th|
+6/+1|
+3|
+6|
+3|
Sneak attack +5d6|
7
10th|
+7/+2|
+3|
+7|
+3|
Bonus feat|
8
11th|
+8/+3|
+3|
+7|
+3|
Improved rogue talents, rogue talent, sneak attack +6d6|
8
12th|
+9/+4|
+4|
+8|
+4|
Skill mastery|
9
13th|
+9/+4|
+4|
+8|
+4|
Sneak attack +7d6|
10
14th|
+10/+5|
+4|
+9|
+4|
Bonus feat|
11
15th|
+11/+6/+1|
+5|
+9|
+5|
Rogue talent, sneak attack +8d6|
11
16th|
+12/+7/+2|
+5|
+10|
+5|
Improved skill mastery|
12
17th|
+12/+7/+2|
+5|
+10|
+5|
Sneak attack +9d6|
13
18th|
+13/+8/+3|
+6|
+11|
+6|
Bonus feat|
14
19th|
+14/+9/+4|
+6|
+11|
+6|
Rogue talent, sneak attack +10d6|
14
20th|
+15/+10/+5|
+6|
+12|
+6|
Lord of subterfuge|
15[/table]
Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency
Rogues are proficient with all simple and light or one-handed martial weapons, plus one light, one-handed, double, or ranged exotic weapon. Rogues are proficient with light armor, but not with shields.
A little bit of expansion in the rogue's weapon proficiency allows for more diverse rogue concepts (lasher, ninja, spy, swashbuckler) while preserving the intent of a "light melee" class.
Exploits
A rogue is first and foremost a notorious rule-breaker, a scoundrel, a laughing devil. A rogue's exploits are a measure of her wit and guile.
Activating an exploit requires the expenditure or investment of at least one point from the rogue's facade (see below). Unless noted otherwise, exploits are extraordinary in nature. If the effect of an exploit allows a saving throw, the DC is 10 + 1/2 rogue class level + the rogue's intelligence modifier.
A 1st-level rogue begins play knowing any one exploit, and gains additional exploits according to the above table. You must meet the minimum skill ranks stated in the exploit description in order to learn it. At 3rd level, 7th level, 11th level, 15th level, and 19th level, you may choose to re-train one exploit that you already know, losing access to it and gaining a new exploit that you have access to in its place.
Exploits are the bread and butter of the new rogue, and are an extension of the concept of skill tricks. Low-level exploits are similar to some of the weaker skill tricks: they offer new and fun ways to use a skill, but don't really compare to an equivalent-level maneuver or spell.
Higher-level exploits, on the other hand, give rogues some great new abilities: overcoming arcane locks, bypassing walls of force and forcecages, nonmagical glibness and mind blank, and more.
Facade (Ex)
When a rogue doesn't have the skill to succeed, she does the next best thing: she bluffs. Mixing deceit, chutzpah, and genuine resourcefulness, a rogue can succeed at impossible tasks.
A 1st-level rogue obtains a facade consisting of a maximum of 8 points. As a non-action, she may spend her facade points in the following ways, and may spend up to half her current maximum:
Obtain temporary ranks in a rogue class skill:
Temporary ranks cannot be used to meet prerequisites (for exploits, skill tricks, feats, prestige classes, etc.), but may grant benefits inherent to the skill (for example, synergy bonuses).
Temporary ranks reduce a rogue's maximum facade by the number of points invested.
Temporary ranks can be dismissed at any time as a free action, restoring the facade's maximum, but the points do not return -- they are considered spent.
Activate an exploit (see the rules for exploits, detailed in the next post).
A rogue restores her facade, gaining back a number of points equal to her current maximum, in any of the following ways:
When she rolls a natural 20 (not takes 20) on any skill check.
When she spends five minutes in deep concentration.
At each additional level, a rogue's maximum number of facade points increases by 2.
Facade effectively gives the rogue 2 floating skill points at each level, multiplied by 4 at first level. This allows the rogue to concentrate on fewer commonly-used skills, and apply luck bonuses to situational skills.
While this gives the rogue a large amount of flexibility, it is limited in two ways: first of all, obtaining temporary ranks reduces the facade's maximum until they are dismissed (and the invested points do not return immediately); second of all, facade is also used to fund a rogue's exploits.
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Sneak attack hasn't been changed much, but it's been decreased to allow exploits to play a leading role.
A rogue that really wants +10d6 sneak attack can still obtain it by selecting the Improved Sneak Attack rogue talent at each opportunity. However, there are many other worthy rogue talents to select one; among them is the Penetrating Strike ability from Dungeonscape, which makes sneak attack easier to apply to otherwise immune creatures.
Trapfinding
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. A rogue who beats a trap’s 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.
Bonus Feats
At 2nd level, 6th level, 10th level, 14th level, and 18th level, a rogue gains a bonus feat from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Reflexes, Deceitful, Deft Hands, Diligent, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Negotiator, Nimble Fingers, Persuasive, Point Blank Shot, Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Manyshot, Shot On The Run, Quick Draw, Rapid Reload, Run, Self-Sufficient, Skill Focus, Stealthy, Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, and Weapon Finesse.
She may also select Crossbow Sniper (Player's Handbook II), Darkstalker (Lords of Madness), or any Ambush feat or any Luck feat (Complete Scoundrel). She still must meet any prerequisites for any feats that she takes.
Many types of rogues are often starved for feats. Ranged rogues need the Point Blank Shot tree, while melee rogues often want the Two-Weapon Fighting tree. In addition, stealthy rogues want Darkstalker.
The bonus feats given allow the rogue to select her feats organically, allowing for the character feats obtained at 1st, 3rd, 6th level, etc. to be selected in a more free way.
Rogue Talents
At 3rd level, 7th level, 11th level, 15th level, and 19th level, a rogue gains a rogue talent from the following list. At first, she only gains the basic benefit of the talent. At 11th level, all talents that a rogue has already learned and gains from then on confer both the basic and improved benefits. Unless specified otherwise, each talent is considered an extraordinary ability and may only be selected once.
Acrobatics
Basic: A rogue who selects the acrobatics talent may use the higher of her strength or dexterity modifiers for the climb, jump, and swim skills, and receives a +2 bonus to three of the following skills: balance, climb, escape artist, jump, swim, and tumble. She ignores all armor check penalties.
Improved: When acquired, a rogue must choose to gain either a climb speed or swim speed at her base speed. The bonus to the three selected skills improves to +4 for each skill.
Arcane Rogue
Basic: A rogue who selects the arcane rogue talent overcomes damage reduction while sneak attacking as if her weapons were magical.
Improved: Upon gaining the improved version of this talent, the rogue chooses one energy type: acid, cold, electricity, fire, or sonic. Once made, this decision may not be changed. While making a sneak attack, at her discretion, any bonus damage from sneak attack dice may be considered elemental damage of the chosen type. If she chooses sonic, the size of the damage die is reduced to d4.
Bombs!
Basic: A rogue who selects the bombs! talent may produce a small bomb as a move action once per encounter per rogue talent acquired (including this one). A bomb may be thrown as a standard action, and deals 1d6 fire damage per two rogue class levels (rounded up) in a 20 foot radius from its origin. Targets caught in the blast may attempt a reflex save (DC 10 + 1/2 rogue class level + int modifier) for half damage. A bomb remains active for up to one minute, after which they immediately explode at their current location. They are of no inherent value.
Improved: A rogue may choose create bombs with different energy types; she may make a bomb that deals acid damage, cold damage, electricity damage, fire damage, or sonic damage (sonic bombs deal 1d4 sonic damage per rogue class levels).
Bonus feat
Basic: A rogue who selects the bonus feat talent gains any one feat that she qualifies for from the rogue bonus feat list detailed below.
Improved: This rogue talent does not improve.
Special: Unlike other rogue talents, this may be taken multiple times. Each time it is selected, the rogue gains a new bonus feat from the rogue bonus feat list that she qualifies for.
Defensive roll
Basic: A rogue who selects the defensive roll talent gains her intelligence modifier (limited by her rogue class level) as a bonus to armor class while wearing light or no armor and carrying up to a light load. This does not stack with other similar abilities that grant a bonus to armor class, such as the Monk's armor class bonus.
Improved: Once per encounter as an immediate action, a rogue may roll a reflex save against an attack roll directed at her. If successful, the rogue takes half damage.
Deftness
Basic: A rogue who selects the deftness talent may use the higher of her strength or dexterity modifiers for all attack and damage rolls with light or one-handed melee weapons and with all ranged weapons. This does not stack with other similar abilities or feats, such as Weapon Finesse. She also gains Quick Draw as a bonus feat.
Improved: A rogue adds her dexterity modifier (if positive) to all critical confirmation rolls.
Evasion
Basic: A rogue who selects the evasion talent 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.
Improved: This ability works like the basic version, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Fortune
Basic: A rogue who selects the fortune talent gains one luck re-roll per day per rogue talent acquired (including this one). She does not have any use for it without a luck feat or another ability that allows uses for luck re-rolls.
Improved: This rogue talent does not improve.
Keen Perceptions
Basic: A rogue who selects the keen perceptions talent may use the superior of her intelligence and wisdom modifiers for all listen, sense motive, and spot checks, and also receives Alertness as a bonus feat.
Improved: A rogue who gains the improved keen perceptions talent gains blindsense out to 60 feet.
Lightning fortitude
Basic: A rogue who selects the lightning fortitude talent gains Great Fortitude as a bonus feat and may substitute her reflex saving throw for her fortitude saving throw once per encounter.
Improved: This ability may be used once per two rounds.
Lightning will
Basic: A rogue who selects the lightning will talent gains Iron Will as a bonus feat and may substitute her reflex saving throw for her will saving throw once per encounter.
Improved: This ability may be used once per two rounds.
Penetrating strike
Basic: Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their Dexterity bonus to AC or flat-footed but not flanked.
Improved: This ability activates in any situation where you would be able to sneak attack, even if you are not flanking; for example, if you catch the enemy flat-footed or you are making a ranged sneak attack.
Poison use
Basic: A rogue who selects the poison use talent may apply poison to any held weapon as a swift action (assuming she has at least one free hand) and never risks poisoning herself in the process.
Improved: A rogue may immediately create any poison with a save DC of up to twice her rogue class level as a standard action. The poison loses all potency and value after two rounds, although a poisoned target will still suffer the effects over the usual period of time.
Quickness
Basic: A rogue who selects the quickness talent gains a +10 foot bonus to all of her movement speeds per rogue talent acquired (including this one). This ability may only be used when the rogue is wearing light or no armor and carrying up to a light load.
Improved: Once per encounter, a rogue may teleport a distance up to her full speed as a swift action.
Silver tongue
Basic: A rogue who selects the silver tongue talent may use the higher of her charisma or intelligence modifiers for the bluff, diplomacy, gather information, and intimidate skills, and receives a +2 bonus to three of the following skills: bluff, diplomacy, gather information, intimidate, and sense motive.
Improved: The bonus to the three selected skills improves to +6 for each skill.
Trap evasion
Basic: A rogue who selects the trap evasion talent gains a +2 bonus on saving throws per rogue talent acquired (including this one) against all traps.
Improved: A rogue gains immunity from all damage and effects resulting from traps.
Vanish
Basic: A rogue who selects the vanish talent gains the Hide in Plain Sight ability, but only while stationary.
Improved: A rogue may use Hide in Plain Sight at any time, even when moving.
Uncanny Dodge
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. 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.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge
A rogue of 8th level or higher can no longer be flanked.
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 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.
Skill Mastery
At 12th level, the rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Improved Skill Mastery
At 16th level, the rogue's command of his selected skills is peerless.
Upon gaining this ability, for all of the skills selected from Skill Mastery, he may use any exploits associated with those skills without expending any points from his facade.
Lord of Subterfuge
Upon attaining 20th level, a rogue's tricks are the stuff of epics. When funding an exploit, the price of facade points to activate it is discounted by one (to a minimum of zero). Once per encounter, a rogue may automatically take 20 on any skill check for any rogue class skill (receiving only the numerical result, different from rolling a "natural 20"), with no additional costs in terms of time or effort, and even under high-pressure situations.
The exploits (and other related things) are a work in progress, upcoming in posts 2 and 3.
6/1/13:
Vanish edited to be once per encounter.
Range of teleportation from quickness reduced to movement speed.
Added rules for learning and using exploits, along with a few exploit descriptions.
New feat: Acquire Exploit.
6/3/13:
Restored normal sneak attack progression and removed the improved sneak attack talent.
Edited a few rogue talents.
6/5/13:
Removed the ability to exchange exploits for skill tricks.
Added in several exploit descriptions.
6/13/13:
Added in the Identity Theft exploit.
Revised rules for Identity Theft, and added the Identity Crisis feat.
6/18/13:
Added in the Fool's Gold and Craftsman's Lament exploits.
6/27/2013
Added in the Demolition, Remote Trigger, Magic Jam, Deep Cover, Underground Network exploits
Merged the Detection Deceit and Poker Face exploits
What this revision is about:
1. To re-write the rogue to be more about skills and less about sneak attack.
2. To expand on skill tricks, giving rogues the ability to thwart previous obnoxious obstacles (Open Lock vs. arcane lock, for instance)
3. To do what the Tome of Battle did for martial characters, for skillmonkeys.
4. To give rogues reasons to invest in conventionally useless skills, such as Profession or Use Rope.
ROGUE
http://i.imgur.com/VFJ1v42.jpg?1 (http://imgur.com/VFJ1v42)
Art by MatesLaurentiu (http://browse.deviantart.com/art/Rogues-Crossing-328957394) on DeviantArt.
Alignment: Any.
Hit Die: d8.
Starting Gold: 6d4 x 10 gold pieces.
Class Skills: The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Knowledge (dungeoneering) has been added to the rogue's class list.
Worried about the decrease to 6 + int skills? See the Facade class feature.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Exploits
1st|
+0|
+0|
+2|
+0|
Exploits, facade, sneak attack +1d6, trapfinding|
1
2nd|
+1|
+0|
+3|
+0|
Bonus feat|
2
3rd|
+2|
+1|
+3|
+1|
Rogue talent, sneak attack +2d6|
2
4th|
+3|
+1|
+4|
+1|
Uncanny dodge|
3
5th|
+3|
+1|
+4|
+1|
Sneak attack +3d6|
4
6th|
+4|
+2|
+5|
+2|
Bonus feat|
5
7th|
+5|
+2|
+5|
+2|
Rogue talent, sneak attack +4d6|
5
8th|
+6/+1|
+2|
+6|
+2|
Improved uncanny dodge|
6
9th|
+6/+1|
+3|
+6|
+3|
Sneak attack +5d6|
7
10th|
+7/+2|
+3|
+7|
+3|
Bonus feat|
8
11th|
+8/+3|
+3|
+7|
+3|
Improved rogue talents, rogue talent, sneak attack +6d6|
8
12th|
+9/+4|
+4|
+8|
+4|
Skill mastery|
9
13th|
+9/+4|
+4|
+8|
+4|
Sneak attack +7d6|
10
14th|
+10/+5|
+4|
+9|
+4|
Bonus feat|
11
15th|
+11/+6/+1|
+5|
+9|
+5|
Rogue talent, sneak attack +8d6|
11
16th|
+12/+7/+2|
+5|
+10|
+5|
Improved skill mastery|
12
17th|
+12/+7/+2|
+5|
+10|
+5|
Sneak attack +9d6|
13
18th|
+13/+8/+3|
+6|
+11|
+6|
Bonus feat|
14
19th|
+14/+9/+4|
+6|
+11|
+6|
Rogue talent, sneak attack +10d6|
14
20th|
+15/+10/+5|
+6|
+12|
+6|
Lord of subterfuge|
15[/table]
Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency
Rogues are proficient with all simple and light or one-handed martial weapons, plus one light, one-handed, double, or ranged exotic weapon. Rogues are proficient with light armor, but not with shields.
A little bit of expansion in the rogue's weapon proficiency allows for more diverse rogue concepts (lasher, ninja, spy, swashbuckler) while preserving the intent of a "light melee" class.
Exploits
A rogue is first and foremost a notorious rule-breaker, a scoundrel, a laughing devil. A rogue's exploits are a measure of her wit and guile.
Activating an exploit requires the expenditure or investment of at least one point from the rogue's facade (see below). Unless noted otherwise, exploits are extraordinary in nature. If the effect of an exploit allows a saving throw, the DC is 10 + 1/2 rogue class level + the rogue's intelligence modifier.
A 1st-level rogue begins play knowing any one exploit, and gains additional exploits according to the above table. You must meet the minimum skill ranks stated in the exploit description in order to learn it. At 3rd level, 7th level, 11th level, 15th level, and 19th level, you may choose to re-train one exploit that you already know, losing access to it and gaining a new exploit that you have access to in its place.
Exploits are the bread and butter of the new rogue, and are an extension of the concept of skill tricks. Low-level exploits are similar to some of the weaker skill tricks: they offer new and fun ways to use a skill, but don't really compare to an equivalent-level maneuver or spell.
Higher-level exploits, on the other hand, give rogues some great new abilities: overcoming arcane locks, bypassing walls of force and forcecages, nonmagical glibness and mind blank, and more.
Facade (Ex)
When a rogue doesn't have the skill to succeed, she does the next best thing: she bluffs. Mixing deceit, chutzpah, and genuine resourcefulness, a rogue can succeed at impossible tasks.
A 1st-level rogue obtains a facade consisting of a maximum of 8 points. As a non-action, she may spend her facade points in the following ways, and may spend up to half her current maximum:
Obtain temporary ranks in a rogue class skill:
Temporary ranks cannot be used to meet prerequisites (for exploits, skill tricks, feats, prestige classes, etc.), but may grant benefits inherent to the skill (for example, synergy bonuses).
Temporary ranks reduce a rogue's maximum facade by the number of points invested.
Temporary ranks can be dismissed at any time as a free action, restoring the facade's maximum, but the points do not return -- they are considered spent.
Activate an exploit (see the rules for exploits, detailed in the next post).
A rogue restores her facade, gaining back a number of points equal to her current maximum, in any of the following ways:
When she rolls a natural 20 (not takes 20) on any skill check.
When she spends five minutes in deep concentration.
At each additional level, a rogue's maximum number of facade points increases by 2.
Facade effectively gives the rogue 2 floating skill points at each level, multiplied by 4 at first level. This allows the rogue to concentrate on fewer commonly-used skills, and apply luck bonuses to situational skills.
While this gives the rogue a large amount of flexibility, it is limited in two ways: first of all, obtaining temporary ranks reduces the facade's maximum until they are dismissed (and the invested points do not return immediately); second of all, facade is also used to fund a rogue's exploits.
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Sneak attack hasn't been changed much, but it's been decreased to allow exploits to play a leading role.
A rogue that really wants +10d6 sneak attack can still obtain it by selecting the Improved Sneak Attack rogue talent at each opportunity. However, there are many other worthy rogue talents to select one; among them is the Penetrating Strike ability from Dungeonscape, which makes sneak attack easier to apply to otherwise immune creatures.
Trapfinding
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. A rogue who beats a trap’s 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.
Bonus Feats
At 2nd level, 6th level, 10th level, 14th level, and 18th level, a rogue gains a bonus feat from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Reflexes, Deceitful, Deft Hands, Diligent, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Negotiator, Nimble Fingers, Persuasive, Point Blank Shot, Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Manyshot, Shot On The Run, Quick Draw, Rapid Reload, Run, Self-Sufficient, Skill Focus, Stealthy, Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, and Weapon Finesse.
She may also select Crossbow Sniper (Player's Handbook II), Darkstalker (Lords of Madness), or any Ambush feat or any Luck feat (Complete Scoundrel). She still must meet any prerequisites for any feats that she takes.
Many types of rogues are often starved for feats. Ranged rogues need the Point Blank Shot tree, while melee rogues often want the Two-Weapon Fighting tree. In addition, stealthy rogues want Darkstalker.
The bonus feats given allow the rogue to select her feats organically, allowing for the character feats obtained at 1st, 3rd, 6th level, etc. to be selected in a more free way.
Rogue Talents
At 3rd level, 7th level, 11th level, 15th level, and 19th level, a rogue gains a rogue talent from the following list. At first, she only gains the basic benefit of the talent. At 11th level, all talents that a rogue has already learned and gains from then on confer both the basic and improved benefits. Unless specified otherwise, each talent is considered an extraordinary ability and may only be selected once.
Acrobatics
Basic: A rogue who selects the acrobatics talent may use the higher of her strength or dexterity modifiers for the climb, jump, and swim skills, and receives a +2 bonus to three of the following skills: balance, climb, escape artist, jump, swim, and tumble. She ignores all armor check penalties.
Improved: When acquired, a rogue must choose to gain either a climb speed or swim speed at her base speed. The bonus to the three selected skills improves to +4 for each skill.
Arcane Rogue
Basic: A rogue who selects the arcane rogue talent overcomes damage reduction while sneak attacking as if her weapons were magical.
Improved: Upon gaining the improved version of this talent, the rogue chooses one energy type: acid, cold, electricity, fire, or sonic. Once made, this decision may not be changed. While making a sneak attack, at her discretion, any bonus damage from sneak attack dice may be considered elemental damage of the chosen type. If she chooses sonic, the size of the damage die is reduced to d4.
Bombs!
Basic: A rogue who selects the bombs! talent may produce a small bomb as a move action once per encounter per rogue talent acquired (including this one). A bomb may be thrown as a standard action, and deals 1d6 fire damage per two rogue class levels (rounded up) in a 20 foot radius from its origin. Targets caught in the blast may attempt a reflex save (DC 10 + 1/2 rogue class level + int modifier) for half damage. A bomb remains active for up to one minute, after which they immediately explode at their current location. They are of no inherent value.
Improved: A rogue may choose create bombs with different energy types; she may make a bomb that deals acid damage, cold damage, electricity damage, fire damage, or sonic damage (sonic bombs deal 1d4 sonic damage per rogue class levels).
Bonus feat
Basic: A rogue who selects the bonus feat talent gains any one feat that she qualifies for from the rogue bonus feat list detailed below.
Improved: This rogue talent does not improve.
Special: Unlike other rogue talents, this may be taken multiple times. Each time it is selected, the rogue gains a new bonus feat from the rogue bonus feat list that she qualifies for.
Defensive roll
Basic: A rogue who selects the defensive roll talent gains her intelligence modifier (limited by her rogue class level) as a bonus to armor class while wearing light or no armor and carrying up to a light load. This does not stack with other similar abilities that grant a bonus to armor class, such as the Monk's armor class bonus.
Improved: Once per encounter as an immediate action, a rogue may roll a reflex save against an attack roll directed at her. If successful, the rogue takes half damage.
Deftness
Basic: A rogue who selects the deftness talent may use the higher of her strength or dexterity modifiers for all attack and damage rolls with light or one-handed melee weapons and with all ranged weapons. This does not stack with other similar abilities or feats, such as Weapon Finesse. She also gains Quick Draw as a bonus feat.
Improved: A rogue adds her dexterity modifier (if positive) to all critical confirmation rolls.
Evasion
Basic: A rogue who selects the evasion talent 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.
Improved: This ability works like the basic version, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Fortune
Basic: A rogue who selects the fortune talent gains one luck re-roll per day per rogue talent acquired (including this one). She does not have any use for it without a luck feat or another ability that allows uses for luck re-rolls.
Improved: This rogue talent does not improve.
Keen Perceptions
Basic: A rogue who selects the keen perceptions talent may use the superior of her intelligence and wisdom modifiers for all listen, sense motive, and spot checks, and also receives Alertness as a bonus feat.
Improved: A rogue who gains the improved keen perceptions talent gains blindsense out to 60 feet.
Lightning fortitude
Basic: A rogue who selects the lightning fortitude talent gains Great Fortitude as a bonus feat and may substitute her reflex saving throw for her fortitude saving throw once per encounter.
Improved: This ability may be used once per two rounds.
Lightning will
Basic: A rogue who selects the lightning will talent gains Iron Will as a bonus feat and may substitute her reflex saving throw for her will saving throw once per encounter.
Improved: This ability may be used once per two rounds.
Penetrating strike
Basic: Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their Dexterity bonus to AC or flat-footed but not flanked.
Improved: This ability activates in any situation where you would be able to sneak attack, even if you are not flanking; for example, if you catch the enemy flat-footed or you are making a ranged sneak attack.
Poison use
Basic: A rogue who selects the poison use talent may apply poison to any held weapon as a swift action (assuming she has at least one free hand) and never risks poisoning herself in the process.
Improved: A rogue may immediately create any poison with a save DC of up to twice her rogue class level as a standard action. The poison loses all potency and value after two rounds, although a poisoned target will still suffer the effects over the usual period of time.
Quickness
Basic: A rogue who selects the quickness talent gains a +10 foot bonus to all of her movement speeds per rogue talent acquired (including this one). This ability may only be used when the rogue is wearing light or no armor and carrying up to a light load.
Improved: Once per encounter, a rogue may teleport a distance up to her full speed as a swift action.
Silver tongue
Basic: A rogue who selects the silver tongue talent may use the higher of her charisma or intelligence modifiers for the bluff, diplomacy, gather information, and intimidate skills, and receives a +2 bonus to three of the following skills: bluff, diplomacy, gather information, intimidate, and sense motive.
Improved: The bonus to the three selected skills improves to +6 for each skill.
Trap evasion
Basic: A rogue who selects the trap evasion talent gains a +2 bonus on saving throws per rogue talent acquired (including this one) against all traps.
Improved: A rogue gains immunity from all damage and effects resulting from traps.
Vanish
Basic: A rogue who selects the vanish talent gains the Hide in Plain Sight ability, but only while stationary.
Improved: A rogue may use Hide in Plain Sight at any time, even when moving.
Uncanny Dodge
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. 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.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge
A rogue of 8th level or higher can no longer be flanked.
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 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.
Skill Mastery
At 12th level, the rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Improved Skill Mastery
At 16th level, the rogue's command of his selected skills is peerless.
Upon gaining this ability, for all of the skills selected from Skill Mastery, he may use any exploits associated with those skills without expending any points from his facade.
Lord of Subterfuge
Upon attaining 20th level, a rogue's tricks are the stuff of epics. When funding an exploit, the price of facade points to activate it is discounted by one (to a minimum of zero). Once per encounter, a rogue may automatically take 20 on any skill check for any rogue class skill (receiving only the numerical result, different from rolling a "natural 20"), with no additional costs in terms of time or effort, and even under high-pressure situations.
The exploits (and other related things) are a work in progress, upcoming in posts 2 and 3.