Post by Stix on Nov 17, 2005 11:05:36 GMT -5
Alignment: No restrictions
Hit Die: d6
Skill Points: 8+Int modifier.
Weapon Proficiencies: Simple Weapons, two Weapon Groups.
Armor Proficiencies: Light Armor.
Combat Skill: Moderate
High-Priority Saves: Reflex
Low-Priority Saves: Fortitude, Will
Class Skills:
Climb
Jump
Swim
Balance
Escape Artist
Hide
Move Silently
Open Lock
Sleight of Hand
Tumble
Use Rope
Appraise
Craft
Decipher Script
Disable Device
Forgery
Knowledge (Factions)
Knowledge (Local)
Knowledge (The Planes)
Search
Speak Language
Listen
Profession
Sense Motive
Spot
Bluff
Diplomacy
Disguise
Gather Information
Intimidate
Perform
Use Magic Device
Level 1: Sneak Attack +1d6. When the Rogue strikes an opponent who is unable to defend himself effectively, he can target a vital spot and deal 1d6 extra damage.
Level 1: Trapfinding. The Rogue can use the Search skill to locate traps when the task has a DC of 20 or above.
Level 2: Evasion. If the Rogue makes a successful Reflex save against an attack that normally deals half damage on success, he instead takes no damage.
Level 3: Sneak Attack +2d6.
Level 3: Trap Sense +1. The Rogue receives a +1 competence bonus to all Reflex saves and AC against attacks made by traps.
Level 4: Uncanny Dodge. The Rogue retains his Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker.
Level 5: Sneak Attack +3d6.
Level 6: Trap Sense +2.
Level 7: Sneak Attack +4d6.
Level 8: Improved Uncanny Dodge. The Rogue may no longer be flanked, except by characters whose rogue level exceed the target's by four.
Level 9: Sneak Attack +5d6.
Level 9: Trap Sense +3.
Level 10: Special Ability. The Rogue chooses a special ability from the list below.
Level 11: Sneak Attack +6d6.
Level 12: Trap Sense +4.
Level 13: Sneak Attack +7d6.
Level 13: Special Ability.
Level 15: Sneak Attack +8d6.
Level 15: Trap Sense +5.
Level 16: Special Ability.
Level 17: Sneak Attack +9d6.
Level 18: Trap Sense +6.
Level 19: Sneak Attack +10d6.
Level 19: Special Ability.
Special Abilities:
- Crippling Strike. The Rogue's sneak attacks also deal 2 points of Strength damage.
- Defensive Roll. Once per day, the Rogue may attempt a Reflex save to reduce the damage of a fatal blow. If he succeeds, the damage is halved.
- Improved Evasion. The Rogue's Evasion ability is heightened further. A successful save results in no damage, and a failed save in only half.
- Opportunist. Once per round, the Rogue may attempt an attack of opportunity against an opponent who was just struck for damage in melee combat with another character.
- Skill Mastery. On gaining this ability, the Rogue selects a number of skills equal to 3+Int modifier. He may always take 10 on these skills, even when distractions or stress would normally prevent doing so.
- Slippery Mind. If the Rogue fails a save against an enchantment spell or effect, he may attempt the save once more, on the next round.
- Feat. The Rogue may choose any feat instead of a special ability.
Hit Die: d6
Skill Points: 8+Int modifier.
Weapon Proficiencies: Simple Weapons, two Weapon Groups.
Armor Proficiencies: Light Armor.
Combat Skill: Moderate
High-Priority Saves: Reflex
Low-Priority Saves: Fortitude, Will
Class Skills:
Climb
Jump
Swim
Balance
Escape Artist
Hide
Move Silently
Open Lock
Sleight of Hand
Tumble
Use Rope
Appraise
Craft
Decipher Script
Disable Device
Forgery
Knowledge (Factions)
Knowledge (Local)
Knowledge (The Planes)
Search
Speak Language
Listen
Profession
Sense Motive
Spot
Bluff
Diplomacy
Disguise
Gather Information
Intimidate
Perform
Use Magic Device
Level 1: Sneak Attack +1d6. When the Rogue strikes an opponent who is unable to defend himself effectively, he can target a vital spot and deal 1d6 extra damage.
Level 1: Trapfinding. The Rogue can use the Search skill to locate traps when the task has a DC of 20 or above.
Level 2: Evasion. If the Rogue makes a successful Reflex save against an attack that normally deals half damage on success, he instead takes no damage.
Level 3: Sneak Attack +2d6.
Level 3: Trap Sense +1. The Rogue receives a +1 competence bonus to all Reflex saves and AC against attacks made by traps.
Level 4: Uncanny Dodge. The Rogue retains his Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker.
Level 5: Sneak Attack +3d6.
Level 6: Trap Sense +2.
Level 7: Sneak Attack +4d6.
Level 8: Improved Uncanny Dodge. The Rogue may no longer be flanked, except by characters whose rogue level exceed the target's by four.
Level 9: Sneak Attack +5d6.
Level 9: Trap Sense +3.
Level 10: Special Ability. The Rogue chooses a special ability from the list below.
Level 11: Sneak Attack +6d6.
Level 12: Trap Sense +4.
Level 13: Sneak Attack +7d6.
Level 13: Special Ability.
Level 15: Sneak Attack +8d6.
Level 15: Trap Sense +5.
Level 16: Special Ability.
Level 17: Sneak Attack +9d6.
Level 18: Trap Sense +6.
Level 19: Sneak Attack +10d6.
Level 19: Special Ability.
Special Abilities:
- Crippling Strike. The Rogue's sneak attacks also deal 2 points of Strength damage.
- Defensive Roll. Once per day, the Rogue may attempt a Reflex save to reduce the damage of a fatal blow. If he succeeds, the damage is halved.
- Improved Evasion. The Rogue's Evasion ability is heightened further. A successful save results in no damage, and a failed save in only half.
- Opportunist. Once per round, the Rogue may attempt an attack of opportunity against an opponent who was just struck for damage in melee combat with another character.
- Skill Mastery. On gaining this ability, the Rogue selects a number of skills equal to 3+Int modifier. He may always take 10 on these skills, even when distractions or stress would normally prevent doing so.
- Slippery Mind. If the Rogue fails a save against an enchantment spell or effect, he may attempt the save once more, on the next round.
- Feat. The Rogue may choose any feat instead of a special ability.