User:MisterSinister/Rogue Redux

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Author: MisterSinister (talk)
Contributors: Tarkisflux
Date Created: 9/7/12
Status: Working on it
Editing: Clarity edits only please
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A rogue that has been updated and doesn't suck. ToP-compliant. 20 1 Good Poor Good Poor Other Full

Lawful Good Lawful Neutral Lawful Evil Neutral Good Neutral Neutral Evil Chaotic Good Chaotic Neutral Chaotic Evil


Rogue[edit]

Some people rogue things while roguing like a rogue. They rogue things roguely, and thus, get called rogues, due to their roguey-ness and roguelike approach to rogueing things. Rogue rogue rogue. Some more shit conjugations of 'rogue'. Refrigerator.

Making a Rogue[edit]

Tome of Prowess
This class is 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.

Gonna write something in here.

Abilities: Dex, Int, possibly Con, possibly Wis.

Races: Everyone can be a rogue. Whoo.

Alignment: Any alignment. Whoo.

Starting Gold: 5d4×10 gp (120gp).

Starting Age: Simple

Table: The Rogue

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Rogue trick, style
2nd +2 +0 +3 +0 Evasion, rogue trick
3rd +3 +1 +3 +1 Rogue trick, uncanny dodge
4th +4 +1 +4 +1 Bonus feat, rogue trick
5th +5 +1 +4 +1 Improved style, rogue trick
6th +6 +2 +5 +2 Guild, rogue trick
7th +7 +2 +5 +2 Improved uncanny dodge, rogue trick
8th +8 +2 +6 +2 Bonus feat, rogue trick
9th +9 +3 +6 +3 Rogue trick
10th +10 +3 +7 +3 Greater style, rogue trick
11th +11 +3 +7 +3 Rogue trick
12th +12 +4 +8 +4 Bonus feat, rogue trick
13th +13 +4 +8 +4 Rogue trick
14th +14 +4 +9 +4 Rogue trick
15th +15 +5 +9 +5 Master style, rogue trick
16th +16 +5 +10 +5 Bonus feat, rogue trick
17th +17 +5 +10 +5 Rogue trick
18th +18 +6 +11 +6 Rogue trick
19th +19 +6 +11 +6 Rogue trick
20th +20 +6 +12 +6 Bonus feat, perfect style, rogue trick

Class Skills (10 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Skills, Tome of Prowess Variant (10 per level, ×4 at 1st level)
Acrobatics (Dex), Appraisal (Int), Arcana (Int), Athletics (Con), Bluff (Int), Ciphers (Int), Devices (Int), Escape Artistry (Dex), Intimidation (Cha), Legerdemain (Dex), Perception (Wis), Stealth (Dex), Transformation (Cha)

Class Features[edit]

All of the following are class features of the rogue.

Weapon and Armor Proficiency: A rogue is proficient with all simple weapons, and one martial and one exotic weapon of their choice. Rogues are proficient with light armour, but not shields.

Style: Rogues got style! No, more seriously, when you gain your first rogue level, choose a single Style from the list below. The Style gives you additional proficiencies, as well as a Style ability. The style abilities are extraordinary unless otherwise noted, and if they have DCs, these are 10 + 1/2 of the rogue's character level + the indicated ability modifier (the Style will show it). Each style also suggests rogue tricks that you might wanna consider. You don't have to take them - but they suit the concept.

At 5th level, and every 5 levels after that, your chosen style improves, as described in the style itself.

Assassin[edit]

You like skulking in the shadows and stabbing people in the face - and damn are you good at it.

Ability Modifier: Intelligence
Additional Proficiency: Choose one of the following: longsword, repeating light crossbow, spiked chain
Style Ability (1st Level): Death Attack: As a full-round action, an assassin can make a single attack. If it hits, it deals triple normal damage, or double normal damage if the attack was ranged. If the attack scores a critical hit, then increase the damage multiplication by the critical multiplier (i.e. if you were using a longbow for a death attack, a critical hit would have a multiplier of ×5).
Style Ability (5th Level): Death Attack: Increase the multiplier by 1.
Style Ability (10th Level): Death Attack: Increase the multiplier by 1.
Style Ability (15th Level): Death Attack: Increase the multiplier by 1.
Style Ability (20th Level): Death Attack: Increase the multiplier by 1.
Suggested Rogue Tricks: Smoke Bomb, Sense-Breaking Strike


Brawler[edit]

You're not like those puny lady-boys - you fight with your fucking fists. And your fucking teeth. And their fucking teeth!

Ability Modifier: Strength
Additional Proficiency: Improvised weapons. Yes, all of them. Have fun. Also shields, but only as weapons.
Style Ability (1st Level): Unbreakable: You have DR 5/slashing.
Style Ability (5th Level): Improvised Destruction: Any improvised weapon you wield gains a +1 enhancement bonus on attack and damage rolls. At every 3rd character level after 4th, this increases by another +1.
Additionally, whenever you use an improvised weapon as a throwing weapon, it returns to your hand when thrown, and has a minimum range increment of 20ft.
Style Ability (10th Level): Unbreakable: {{{abilitytext10}}}
Style Ability (15th Level): Unbreakable: {{{abilitytext15}}}
Style Ability (20th Level): Unbreakable: {{{abilitytext20}}}


Jester[edit]

Life's a joke - pity everyone else doesn't agree!

Ability Modifier: Charisma
Additional Proficiency: Choose one of the following: bolas, nunchaku, trident
Style Ability (1st Level): Prank: As a swift action, you can prank a target that can see you. For 1 round, that target takes a -4 penalty to any d20 roll or DC to use an offensive ability against any enemy of theirs except you.
Style Ability (5th Level): Prank: {{{abilitytext5}}}
Style Ability (10th Level): Prank: {{{abilitytext10}}}
Style Ability (15th Level): Prank: {{{abilitytext15}}}
Style Ability (20th Level): Prank: {{{abilitytext20}}}
Suggested Rogue Tricks: Defensive Roll, Opportunist, Slippery Mind


Luckster[edit]

Things just seem to go your way all the time. You're never quite sure why.

Ability Modifier: Wisdom
Additional Proficiency: Choose one of the following: whip, [2 more]
Style Ability (1st Level): Lucky Break: Whenever you roll a natural 1 on any d20 roll, you can re-roll the d20. Do this until you don't get a 1.
Style Ability (5th Level): Lucky Break: {{{abilitytext5}}}
Style Ability (10th Level): Lucky Break: {{{abilitytext10}}}
Style Ability (15th Level): Lucky Break: {{{abilitytext15}}}
Style Ability (20th Level): Lucky Break: {{{abilitytext20}}}
Suggested Rogue Tricks: Defensive Roll, Slippery Mind


Ninja[edit]

Ai amu a ninja! Fuear mi!

Ability Modifier: Wisdom
Additional Proficiency: Shuriken. Also choose one of the following: kama, sap, short sword
Style Ability (1st Level): Ninjutsu: Enemies who have a lower BAB than you are denied their Dexterity bonus to AC against your attacks.
Style Ability (5th Level): Ninjutsu: {{{abilitytext5}}}
Style Ability (10th Level): Ninjutsu: {{{abilitytext10}}}
Style Ability (15th Level): Ninjutsu: {{{abilitytext15}}}
Style Ability (20th Level): Ninjutsu: {{{abilitytext20}}}


Spellthief[edit]

You don't steal gold - you steal magic. Because magic's where the real money is.

Ability Modifier: Intelligence
Additional Proficiency: Choose one of the following: heavy flail, ranseur, whip
Style Ability (1st Level): Steal Magic (Su): When you successfully strike an enemy that is denied their Dexterity bonus to AC against your attacks with a melee attack, you can attempt to steal one of their spells or spell-like abilities. You cannot attempt to steal a spell or spell-like ability whose level is greater than half your character level, rounding up.
If you choose to steal a spell or spell-like ability, you must spend an immediate action. The enemy you hit must then make a Will save. If they fail, the GM must inform you what spells or spell-like abilities they have that you can steal. You then steal one use of one of these spells or spell-like abilities, causing the enemy to 'lose' that use as if they had used it themselves.
Once you have stolen a spell or spell-like ability, you can use it. This is identical to you casting the spell or using the spell-like ability in question, except that you don't have to provide any components, aren't affected by arcane spell failure, set its caster level to your character level, and any DCs for it are set as per the spellthief style. Once such an ability is used, it is no longer stolen, and must be stolen again to be used again.
You cannot have more than your character level in stolen spells or spell-like abilities available at any one time. Multiple uses of the same ability count as separate abilities for this purpose.
Style Ability (5th Level): Steal Magic (Su): {{{abilitytext5}}}
Style Ability (10th Level): Steal Magic (Su): {{{abilitytext10}}}
Style Ability (15th Level): Steal Magic (Su): {{{abilitytext15}}}
Style Ability (20th Level): Steal Magic (Su): {{{abilitytext20}}}
Suggested Rogue Tricks: Some suggestions will go here.


Thief-Acrobat[edit]

Every problem can be solved with a large application of dexterity and slickness. Yes, even that one.

Ability Modifier: Dexterity
Additional Proficiency: Choose one of the following: rapier, [2 more]
Style Ability (1st Level): Acrobatic Twist: You don't provoke AOOs from any creature with a Dexterity score lower than your own.
Style Ability (5th Level): Acrobatic Twist: {{{abilitytext5}}}
Style Ability (10th Level): Acrobatic Twist: {{{abilitytext10}}}
Style Ability (15th Level): Acrobatic Twist: {{{abilitytext15}}}
Style Ability (20th Level): Acrobatic Twist: {{{abilitytext20}}}


Rogue Trick: At each level, a rogue learns a new cool thing they can do. Some of these cool things have a level requirement, which is always considered by character level. Any DCs that a rogue trick requires are the same as those for their chosen style, and anything that would be based on caster level uses character level instead. All rogue tricks can be used at-will and are extraordinary , unless noted otherwise.

The full list of rogue tricks can be found here.

Evasion (Ex): If a rogue of 2nd level or higher would be affected by any ability that allows a Reflex save for a partial effect, they are instead completely unaffected on a successful save.

A rogue cannot use this ability if they are wearing armour heavier than light, or carrying a load heavier than light. A helpless rogue cannot use evasion.

If the rogue already had evasion, or later gains it again, they gain improved evasion instead. This does not count as a rogue trick selection in that case.

Uncanny Dodge (Ex): A rogue of 3rd level or higher keeps their Dexterity bonus to AC when flat-footed, or being attacked by someone invisible. They still lose their Dexterity bonus to AC when immobilized or helpless.

If the rogue already has uncanny dodge, or later gains it, they gain improved uncanny dodge instead.

Bonus Feat: At 4th level, and every 4 levels after that, a rogue gains a bonus feat. This can be any feat the rogue meets the prerequisites for.

Guild: From 6th level, a rogue becomes an important somebody in a group of like-minded individuals. Talk to your GM about what this means in your world, but the organization is fairly big and important. This has several effects.

Firstly, you can call upon your guild to provide useful resources to you. These resources have a maximum value based on your character level, and can be in any form appropriate to the guild (such as safehouses, loans, magical equipment etc). The maximum gold piece cost that you can have requisitioned at any one time in total is described by the chart below:

Character Level Maximum Requisition Cost
6th 4,000gp
7th 6,000gp
8th 8,000gp
9th 9,000gp
10th 13,000gp
11th 17,000gp
12th 22,000gp
13th 22,000gp
14th 40,000gp
15th 50,000gp
16th 60,000gp
17th 80,000gp
18th 100,000gp
19th 140,000gp
20th 180,000gp
Note to GMs about guilds
Don't go on power trips with guilds. It might seem fun to make characters' lives difficult if they requisition something, but practically speaking, this is a class feature and is supposed to do something, not be an annoyance or a GM penis extension. Use complications like having to return gear (or pay back for lost gear) to drive the story, not to cockslap your players. Players - you have the authority to cite this text at non-compliant GMs, within reason. Remember the most important rule - don't be a douchebag.

Whatever you've borrowed from the guild is yours to use, but the guild can recall it at any time. Additionally, if you lose, sell or otherwise permanently deprive yourself of something borrowed from the guild, you have to pay it back, or else lose all benefits from this class feature (and potentially be in danger, depending on who you work for).

Secondly, you gain followers from your guild, or associated organizations, which function exactly like followers from the Leadership feat. These followers can only have levels in NPC classes, or can be monsters (if appropriate to the guild). How many you can have depends on your guild score, which is equal to your character level + the ability score modifier chosen for your rogue style, as described on the chart below:

Guild Followers
Guild
Score
Follower CRs and Number
0.5 ½ 1 10.5 ½ 2 20.5 ½ 3 4 5 6 7 8 9 10
1 1 - - - - - - - - - - - -
2 1 - - - - - - - - - - - -
3 1 - - - - - - - - - - - -
4 2 - - - - - - - - - - - -
5 2 1 - - - - - - - - - - -
6 3 1 - - - - - - - - - - -
7 4 2 1 - - - - - - - - - -
8 6 3 1 - - - - - - - - - -
9 8 4 2 1 - - - - - - - - -
10 12 6 3 2 1 - - - - - - - -
11 16 8 4 3 2 1 - - - - - - -
12 20 10 5 4 3 2 1 - - - - - -
13 30 15 9 8 7 6 3 1 - - - - -
14 42 21 10 9 8 7 3 1 - - - - -
15 56 28 14 13 12 11 5 2 1 - - - -
16 70 35 17 16 15 14 7 3 1 - - - -
17 80 40 20 19 18 17 8 4 2 1 - - -
18 90 45 22 21 20 19 9 4 2 2 - - -
19 100 50 25 24 23 22 11 6 3 2 1 - -
20 120 60 30 28 26 24 12 6 4 2 2 - -
21 150 75 35 30 28 26 13 7 5 3 2 1 -
22 175 80 40 35 30 28 14 7 5 3 2 2 -
23 200 100 50 40 35 30 15 8 5 3 2 2 1
24 250 125 60 50 40 35 17 8 6 4 3 2 2
25 275 130 65 60 50 40 20 10 6 4 4 3 2
26 300 150 75 65 60 50 25 12 6 5 4 3 3
27 350 175 80 75 65 60 30 15 7 5 4 3 3

Additionally, members of the organization will give you respect and help whenever they can. You can treat members of the organization as being one step friendlier to you than normal (to a maximum of helpful).

As you gain levels, either the guild grows with you to accommodate your new power, or you move to a new guild of suitable power level to accommodate you. Which of these happens is up to your GM and you to discuss and determine.

Improved Uncanny Dodge (Ex): Starting at 7th level, a rogue can no longer be flanked (or sneak attacked), except by something which has a CR or level (whichever is better) 3 or more higher than their own.




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