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Rouges
Description-Rouges share little in common with each other.Some are stealthly theives others are silver tounged tricksters.still olthers are scouts,spies diplomats or thugs.What they share is versatility,adaptablity and resorcefulness.Rouges are good at getting what others don't want them to get.Entrance to a tresure vault,past a deadly trap or some ones pocket money. Alignment: Any. Hit Die: d6. 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, exclusive skill),Diplomacy
(Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery
(Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha),
Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open
Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips
(Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim
(Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope
(Dex). Weapon and Armor Proficiency: A rogue's weapon
training focuses on weapons suitable for stealth and sneak attacks. Thus,
all rogues are proficient with the crossbow (hand or light), dagger (any type),
dart, light mace, sap, shortbow (normal and composite), and short sword. Medium-size
rogues are also proficient with certain weapons that are too big for Small
rogues to use and conceal easily: club, heavy crossbow, heavy mace, morningstar,
quarterstaff, and rapier. Rogues are proficient with light armor but not with
shields. TABLE: The Rogue Sneak Attack: Any time the rogue's target
would be denied a Dexterity bonus to AC (whether the target actually has a
Dexterity bonus or not), or when the rogue flanks the target, the rogue's
attack deals extra damage. The extra damage is +1d6 at 1st level and an additional
1d6 every two levels thereafter. Should the rogue score a critical hit with
a sneak attack, this extra damage is not multiplied. Traps: 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, 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. Evasion: At 2nd level, a rogue gains evasion.
If exposed to any effect that normally allows a character to attempt a Reflex
saving throw for half damage, the rogue takes no damage with a successful
saving throw. Evasion can only be used if the rogue is wearing light armor
or no armor. It is an extraordinary ability. Uncanny Dodge: At 3rd level and above, she
retains her Dexterity bonus to AC (if any) if caught flat-footed or struck
by an invisible attacker. Special Abilities: On achieving 10th level
and every three levels thereafter (13th, 16th, and 19th), a rogue chooses
a special ability from among the following: Crippling Strike: When the rogue damages an
opponent with a sneak attack, the target also takes 1 point of Strength damage.
Defensive Roll: Once per day, when a rogue
would be reduced to 0 hit points or less by damage in combat (from a weapon
or other blow, not a spell or special ability), the rogue can attempt to roll
with the damage. She makes a Reflex saving throw (DC = damage dealt) and,
if successful, takes only half damage from the blow. The rogue must be aware
of the attack and able to react to it in order to execute the defensive roll
- if the Dexterity bonus to AC is denied, the rogue can't roll. Since this
effect would not normally allow a character to make a Reflex save for half
damage, the rogue's evasion ability does not apply to the defensive roll.
Improved Evasion: The rogue takes only half
damage on a failed save. Opportunist: 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 rogue's
attacks of opportunity for that round. Even a rogue with the Combat Reflexes
feat can't use the opportunist ability more than once per round. Skill Mastery: The rogue selects a number
of skills equal to 3 + Intelligence modifier. When making a skill check with
one of these skills, the rogue may take 10 even if stress and distractions
would normally prevent the rogue from doing so. The rogue may gain this special
ability multiple times, selecting additional skills for it to apply to each
time. Slippery
Mind: If a rogue with a slippery mind is affected by an enchantment and fails
the saving throw, 1 round later the rogue can attempt the saving throw again.
The rogue only gets this one extra chance to succeed. This is an extraordinary
ability.
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