User:Zhenra-Khal/Realms Of Beyond/Classes/Rogue

From Dungeons and Dragons Wiki
Jump to: navigation, search

Rogue[edit]

Rogues (Rog; Specialist) are thieves, assassins, conmen, thugs and in some cases, lawyers and politicians. But they all have one thing in common - They use their skill and guile to get what they want, and care little about those who get in their way.


Making a Rogue[edit]

Primary Role: Utility

Secondary Role: Striker

Rogues are cunning opportunists, adept a taking advantage of loopholes, vulnerabilities and weaknesses. They can deal with locks and traps, or strike down unwary foes, and serve primarily as a way of getting into or out of a situation relatively safely.

Abilities: To survive, a Rogue must be precise, cunning and intuitive. Your Accuracy score determines your skill at combat, while your Agility score allows you to avoid blows. Logic helps in dealing with traps, while Memory can be advantageous in puzzles, riddles and general knowledge. Intuition helps you sense things, in order to either strike first or get away unseen, while Willpower helps you overcome many dangerous magical traps. If your Accuracy, Memory and Intuition are all naturally 20 or higher, you gain a 10% bonus on all XP earned when Rogue is your highest base class level.

Races: All races have their opportunists, but naturally graceful, cunning or unimposing races find the path comes to them easier. Thus, many successful Rogues are Elves, Humans and Halflings. Likewise, those outcast from society, ending up living on the fringes of it, tend to make use of the Rogue's skills, making most Halfbreeds - Notably those of mixed Human, Elven and Orcish lineage - Very likely to become one.

Alignment: Rogue come in all shapes and sizes, be it physically and mentally - Or morally and ethically. Some are cold assassins, caring only about themselves and the change in their pockets - While others steal only from the rich and powerful, sharing their prize with those less fortunate. Thus, Rogues can be any alignment - Though they lean towards Chaos on the ethical scale, and moral Neutrality.

Starting Gold: 4d6 ×10 gp (140 gp.)

Starting Age: Simple.

Table: The Rogue

Hit Die: d6

Level Saving Throws Special
Fort Ref Will
1st +0 +2 +0 Sneak Attack, Trapfinding, Blithe Avoidance
2nd +0 +3 +0 Rogue Trick
3rd +1 +3 +1 Sneak Attack (+1 Multiplier)
4th +1 +4 +1 Rogue Trick
5th +1 +4 +1 Sneak Attack (+2 Multiplier)
6th +2 +5 +2 Rogue Trick
7th +2 +5 +2 Sneak Attack (+3 Multiplier)
8th +2 +6 +2 Rogue Trick
9th +3 +6 +3 Sneak Attack (+4 Multiplier)
10th +3 +7 +3 Rogue Trick

Class Skills (8 + Int modifier per level, ×4 at 1st level)

Primary Skills: Acrobatics, Concentration, Deception, Dungeoneering, Perception, Persuasion, Stealth, Tamper.

Secondary Skills: Athletics, Calligraphy, Combat, Craftsmanship, Etiquette, Heal, History, Perform.


Class Features[edit]

All of the following are class features of the Rogue.

Weapon and Armor Proficiencies: Rogues are proficient with all Simple weapons, plus the Shortbow, Shortsword, Rapier and

Class Ability:

Class Ability (Ex):

Class Ability (Su):

Class Ability (Sp):

Sneak Attack (Ex): Rogues are opportunists, and thus know how to best take advantage of an opponent when they leave themselves open. Thus, they have an ability called Sneak Attack. Sneak Attack triggers when the Rogue strikes a target who is denied their Agility bonus to Armor Class. The three most common situations in which a target is denied their Agility bonus are when:

  • Striking a target from behind, or from a flanking position. This trigger does not occur when a target is immune to flanking, such as when a creaute has all-around vision, Blindsight, or Improved Uncanny Dodge.
  • Striking a target that is unaware of their presence, such as attacking from Stealth or Invisibility. Some creatures can detect you via Blindsense, Scent, or other means beyond sight and hearing; While other creatures, such as those who possess Uncanny Dodge, can simply react fast enough to avoid being vulnerable to enemies they're not aware of.
  • Striking a target that is helpless, such as a paralyzed, stunned or bound target.

Any successful attack that is considered a Sneak Attack is automatically a critical threat. However, Sneak Attacks are not affected by abilities that allow you to automatically confirm critical threats.

At each odd-numbered Rogue level beyond 1st, your critical damage multiplier for Sneak Attacks increases by 1 (From x2 to x3, and so forth).


Trapfinding (Ex): As a specialty of your trade, you can use Perception and Tamper find and disable traps with a DC higher than 20, unlike most. Upon beating a trap's Tamper DC by 10 or more, you can study the trap, allowing you and your party to bypass the trap without disarming it.

Blithe Avoidance (Ex): Beginning at first level, your efforts to save your life also prolong it, reinforcing you with confidence and vigor. Every time you successfully Dodge an attack, you heal for an amount equal to your Veteran bonus, minimum 1.

Rogue Trick (Ex): At every even level, a Rogue learns a trick of the trade, allowing them to