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Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.
Role: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills:
The
rogue's class skills (and the key ability for each skill) are Appraise (Intelligence), Balance (Dexterity), Bluff
(Charisma), Climb (Strength), Craft
(Intelligence), Decipher Script (Intelligence), Diplomacy (Charisma), Disable
Device (Intelligence), Disguise (Charisma), Escape
Artist (Dexterity), Forgery (Intelligence), Gather
Information (Charisma), Hide (Dexterity), Intimidate
(Charisma), Jump (Strength), Knowledge (local) (Intelligence), Listen
(Wisdom), Move Silently (Dexterity), Open
Lock (Dexterity), Perform (Charisma), Profession
(Wisdom), Search (Intelligence), Sense
Motive (Wisdom), Sleight of Hand
(Dexterity), Spot (Wisdom), Swim
(Strength), Tumble (Dexterity), Use
Magic Device (Charisma), and Use Rope (Dexterity).
Skill Points
at 1st Level: (8 + Intelligence modifier) x?4.
Skill Points at Each Additional Level: 8 + Intelligence modifier
The Rogue | |||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +2 | +0 | Sneak attack +1d6, trapfinding |
2nd | +1 | +0 | +3 | +0 | Evasion |
3rd | +2 | +1 | +3 | +1 | Sneak attack +2d6, trap sense +1 |
4th | +3 | +1 | +4 | +1 | Uncanny dodge |
5th | +3 | +1 | +4 | +1 | Sneak attack +3d6 |
6th | +4 | +2 | +5 | +2 | Trap sense +2 |
7th | +5 | +2 | +5 | +2 | Sneak attack +4d6 |
8th | +6/+1 | +2 | +6 | +2 | Improved uncanny dodge |
9th | +6/+1 | +3 | +6 | +3 | Sneak attack +5d6, trap sense +3 |
10th | +7/+2 | +3 | +7 | +3 | Special ability |
11th | +8/+3 | +3 | +7 | +3 | Sneak attack +6d6 |
12th | +9/+4 | +4 | +8 | +4 | Trap sense +4 |
13th | +9/+4 | +4 | +8 | +4 | Sneak attack +7d6, special ability |
14th | +10/+5 | +4 | +9 | +4 | - |
15th | +11/+6/+1 | +5 | +9 | +5 | Sneak attack +8d6, trap sense +5 |
16th | +12/+7/+2 | +5 | +10 | +5 | Special ability |
17th | +12/+7/+2 | +5 | +10 | +5 | Sneak attack +9d6 |
18th | +13/+8/+3 | +6 | +11 | +6 | Trap sense +6 |
19th | +14/+9/+4 | +6 | +11 | +6 | Sneak attack +10d6, special ability |
20th | +15/+10/+5 | +6 | +12 | +6 | - |
Class Features : All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand
crossbow, rapier, sap, shortbow, and short
sword. Rogues are proficient with light armor, but not with shields.
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 two 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.
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.
Evasion (Ex): At 2nd level and higher, a rogue 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.
Trap
Sense (Ex): 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 she reaches 9th level,
to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): 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 (see below) instead.
Improved
Uncanny Dodge (Ex): 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 (see above) 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.
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. Ability points lost
to damage return on their own at the rate of 1 point per day for each damaged
ability.
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 henceforth
she henceforth takes only half damage on a failed save. A helpless rogue does
not gain the benefit of improved evasion.
Opportunist
(Ex) : 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 attack 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 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.
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 can attempt it again 1 round later at the same DC. She gets only this
one extra chance to succeed on
her saving throw.
Feat : A rogue may gain a bonus feat in place of a special ability.
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