Rogue

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Rogues are a varied bunch and their skills lend themselves to many specialties: some are stealthy thieves, some are con artists. Some are scouts, some are spies. Some are diplomats, some are specialists in exploration and infiltration. They are versatile and adaptable. Almost all adventuring parties could do with a rogue in their ranks as they are the best at dealing with tricky traps and difficult locks.

They seem to have an uncanny knack for avoiding danger, and most develop their stealth and evasion skills to an extraordinary degree.

Many rogues are skilled in the nimble art of acquisition, be it from a locked chest, a hidden room, a trapped area, or even someone's person.

Though rogues are by no means equal to a fighter in combat, they are able to perform deadly sneak attacks which only grow more devastating as the rogue becomes more experienced, and can eventually learn to hit a foe where it will hurt most, unleashing a crippling attack on them.

Though they are not spellcasters, many rogues are able to "fake it" well enough to cast spells from scrolls or use wands or other magical items.

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Hit Die: d6

Base Attack Bonus: Medium

High Saves: Reflex

Weapon Proficiencies: Rogues are proficient with all simple weapons, plus the rapier, shortbow and shortsword.

Armor Proficiencies: Light armor at level 1 [note: heavy armor progression over four levels for those who use heavy armor]

Skill Points: 8 + Int modifier per level, x4 at first level.

Class Skills: Acrobatics, Appraise, Bluff, Diplomacy, Intimidate, Linguistics, Parry, Perception, Sabotage, Sleight of Hand, Stealth, Survival, Taunt, Use Magic Device, Disguise, Escape Artist, Sense Motive, Knowledge Local, Knowledge Religion and Perform.

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. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.

Trapfinding: Rogues (and only rogues) can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. 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 and higher a rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex savings throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball) he instead takes no damage. Evasion can be used only if a rogue is wearing light armor or no armor.

Trap Sense: At 3rd level a rogue gains an intuitive sense that alerts her to danger from traps giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when the rogue reaches 9th level, to +4 when the rogue reaches 12th level, to +5 when the rogue reaches 15th level and to +6 at 18th level.

Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allower 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.

Improved Uncanny Dodge: At 8th level a rogue cannot be sneak attacked by another rogue, unless the attacker has at least four more rogue levels than the target.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th and 19th), a rogue gains a special ability of her choice from among the following options:

-Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of strength damage.

-Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points 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. To use this ability, the rogue must attempt a Reflex saving throw (DC - damage dealt). If the save succeeds she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is denied her Dexterity bonus to AC she can't use this ability. 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 (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, she henceforth takes only half damage on a failed save.

-Opportunist (Ex): The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.

-Skill Mastery: The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock or Set Trap skills even if in combat.

-Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.

Feat: A rogue may gain a bonus feat in place of a special ability.

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