User:MisterSinister/Rogue Redux/Rogue Tricks
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Rogue Tricks
Tome of Prowess |
These class abilities are designed to be compatible with the Tome of Prowess rules. Any class abilities that have different rules under Tome of Prowess will be marked by a ToP: label. |
Unless noted otherwise, no rogue trick can be chosen more than once.
Crippling Strike
Your attacks weaken those you hit.
Requirement: 5th level
Benefit: As a swift action, you can make all of your attacks this round deal 2 additional Strength damage on every successful hit. This can only be applied to attacks derived from BAB.
Defensive Roll
You can roll with fatal strikes, to attempt to take less pain and harm.
Requirement: 3rd level
Benefit: If you would be dealt enough damage to reduce you to 0 hit points or below, you can make a Reflex save (DC equals damage dealt). On a success, you take only half damage. Evasion or improved evasion cannot apply to this ability.
Empty Hands
You can fight with just your hands. And feet. And other appendages if you prefer.
Requirement: 1st level
Benefit: You gain a natural slam attack dealing 1d6 damage. You can deal lethal or nonlethal damage with it as you choose. Unlike most natural weapons, this can give you iterative attacks if your BAB is high enough. You are considered proficient with this attack.
As you gain levels, this becomes better. At 4th level, your slam attack becomes a magic weapon, gaining a +1 enhancement bonus to attack and damage rolls. At every 3rd level after 4th, this improves by an additional +1.
Improved Evasion
You are even better at avoiding nasty things with your speed and slipperiness.
Requirement: 10th
Benefit: As evasion, but even on a failed save, you are only subject to the reduced effect. The same restrictions apply to this ability as to evasion.
Leap Clear
You have intense reflexes, and can just jump away from things if you have to.
Requirement: 1st level
Benefit: As an immediate action, you can move 10ft. If this is used to 'respond' to something, this always occurs before whatever was being responded to. This movement doesn't provoke AOOs.
This movement can cross difficult terrain without penalty. It can also cross obstacles, but in that case, you must make a Jump check as if leaping over it. If you fail, you stop at the obstacle.
After you've used this ability, it becomes unavailable. At the end of every round in which you didn't use this ability, roll 1d6. On a 6, the ability becomes available again. If you didn't use this ability for a full minute, it comes back automatically.
Opportunist
You always sneak a swing in sideways.
Requirement:
Benefit: If an ally successfully hits an enemy you threaten, you can make an AOO against that enemy. This can be done a maximum of once per round.
Ricochet
You throw your weapons so hard, they bounce right back again.'
Requirement: 1st level
Benefit: You can use your Strength modifier on attack rolls with thrown weapons instead of your Dexterity modifier. Additionally, any thrown weapon returns to your hand as part of any ranged attack made with it. Lastly, you can use any weapon as a thrown weapon, even if it normally isn't one (in which case, it is considered to have a range increment of 20ft).
Sense-Breaking Strike
You can strike at someone's eyes or ears, knocking out that sense in the process.
Requirement: 3rd level
Benefit: When making an attack roll, you can take a -5 penalty on your attack roll. If you do, and hit successfully, the enemy you hit also becomes blinded or deafened (your choice). This can be removed in the same way as a blindness/deafness spell.
Slippery Mind (Su)
You are hard to mentally control.
Requirement:
Benefit: If you fail a save against a mind-affecting ability, you can attempt that save again next round.
Smoke Bomb (Su)
You can make bombs that make smoke. Obviously.
Requirement: 1st level
Benefit: You can spend 15 minutes to make a smoke bomb. It is a Fine object with a hardness of 0 and 1 hit point. Destroying it is identical to throwing it, except the area is centred on where it was broken. You can have a maximum of 3 smoke bombs in existence at one time, and they degrade to uselessness 24 hours after they were made.
A smoke bomb can be thrown with a range increment of 20ft. You are proficient with your own smoke bombs, but everyone else isn't. When throwing a smoke bomb, you target a square (AC 10). If you hit, the smoke bomb activates properly - otherwise, it fails or is a dud.
The effect of a smoke bomb is identical to obscuring mist, except that its successful activation gives the thrower enough distraction to attempt to hide. Additionally, instead of its normal duration, at the end of each round, make a 1d20 + character level check against DC 12. If you succeed, the effect lasts another round (but you have to check again at the end of that round too). Wind can still disperse this effect.
ToP: Unsure - Tarkis can suggest something.