OK, one of my players came up with a variant rogue he wants to play in the next campaign. It is loosely based on a class from the World of Warcraft D20 game.
I would appreciate any comments on this. Is the class too powerful? Too weird? I am hesitant to allow it, as I have no idea if it's balanced.
The melee Rogue (For the player who wants more than, hide – sneak attack – hide – sneak attack)
Skill points: 4+int modifier
Proficiencies: Proficient with all simple and martial weapons, with light and medium armor. Not proficient with shields.
Class skills: Balance, bluff, climb, craft, diplomacy, disguise, escape artist, hide, intimidate, jump, listen, move silently, profession, search, sleight of hand, spot, swim, tumble, and use rope.
Hit dice: D6
Energy: A rogue can use his special abilities and finishing moves a number of times per day equal to his total rogue levels + his dexterity modifier. He does not lose energy for a negative dexterity modifier. The rogue replenish all his energy once per day after resting.
Level 1 Special ability, Finishing Move Fort, Ref, Will
+0+2+0 BAB:
+0
Level 2 Special feat +0+3+0 +1
Level 3 Special ability +1+3+1 +2
Level 4 +1+4+1 +3
Level 5 Special ability, +1+4+1 +3
Level 6 Finishing Move +2+5+2 +4
Level 7 Special Feat +2+5+2 +5
Level 8 +2+6+2 +6/+1
Level 9 Special ability, +3+6+3 +6/+1
Level 10 Special feat +3+7+3 +7/+2
Level 11 Finishing move +3+7+3 +8/+3
Level 12 +4+8+4 +9/+4
Level 13 Special feat +4+8+4 +9/+4
Level 14 +4+9+4 +10/+5
Level 15 Finishing Move, +5+9+5 +11/+6/+1
Level 16 Special feat +5+10+5 +12/+7/+2
Level 17 Special ability +5+10+5 +12/+7/+2
Level 18 +6+11+6 +13/+8/+3
Level 19 Special feat +6+11+6 +14/+9/+4
Level 20 Finishing Move +6+12+6 +15/+10/+5
Special abilities:
Each ability costs the rogue 1 energy and is used in conjunction with an attack, and the attack must be made with a one handed weapon. Special abilities are not stand alone actions, they are always in conjunction with an attack unless stated otherwise. A special ability can only be used if the wearer wears medium armour or lighter. The rogue must state if he is using a special ability before the attack roll. If the rogues attack fail he uses up 1 energy for the day. Special abilities do not
multiply on a critical hit unless stated otherwise. Special abilities are not precision based damage. The attack must hit for a combo point to be gained. Combo points lasts until the rogue attacks a new target, uses a finishing move, or the target dies. All rogue abilities can stack (if they last more than one round) up to a maximum of 5 times.
Sinister strike:
The rogue deals normal damage and additional 1d6 +1/every 3rd rogue level (I.e. At level 3 sinister strike deals an additional 1d6+2 damage). This adds a combo point to the target.
Cheap Shot:
If the rogue succeeds on a touch attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be paralysed for 1 round. The rogue must catch the target flat footed to use this ability. This adds a combo point.
Garrotte:
If the rogue deals damage in a melee attack against the target, then the target bleeds for 1d3 htp +1/every 3rd rogue level for a number of rounds equal to ½ the rogues’ level (minimum 1 round). This effect can only be stopped by a heal check [DC: 10 + ½ the rogues level + dex modifier] or 1 point of magical healing per rogue level. The rogue must catch the target flat footed to use this ability. This adds a combo point.
Gouge:
If the rogue succeeds on a touch attack against the target, the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be dazed for 1 round. This adds a combo point.
Ambush:
The rogue must catch the target flat footed to use this ability. The rogue deals double normal damage on one attack, and this damage does multiply on a critical hit. This adds a combo point.
Blind:
If the rogue succeeds on a touch attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be blinded for 1 round. This adds a combo point
Kick:
The rogue must ready to interrupt the casting of a spell. When he interrupts, and if the rogue succeeds on a touch attack against the target, then the caster must make a concentration check [DC: 10 + the rogues level + dex modifier] or the caster fails the spell. This ability can be used in place of an attack of opportunity or as a readied action. This adds a combo point.
Finishing moves
After a Rogue adds combo points (max 5) he may execute a finishing move. This costs 1 energy. Finishing move is a full round action and must be preformed with a one handed melee weapon. The rogue must state that he uses a finishing move before an attack roll. If the rogues attack fail, he uses up 1 energy for the day. Finishing moves does not multiply on a critical hit, and finishing moves are not precision based damage.
Eviscerate:
The rogue deals normal damage and additional 1d8 +2/per combo point (i.e. if the target has two combo points, eviscerate deals 1d8 +4 damage). This removes all the rogues’ combo point from the target.
Expose armour:
If the rogue succeeds on a touch attack against the target, then the target loses 2 AC per combo point for a number of rounds equal to ½ rogues level (minimum 1 round). This removes all the rogues’ combo point from the target.
Rupture:
If the rogue deals damage on a melee attack against the target, then the target bleeds for 1d4 htp per combo point for a number of rounds equal to ½ rogues level (minimum 1 round). ).This effect can only be stopped by a heal check [DC: 10 + the rogues level + dex modifier] or 2 point of magical healing per rogue level. This removes all the rogues’ combo point from the target.
Slice and Dice:
The rogue gains 1 extra attack for 1 round per combo point. This attack is at the rogues highest base attack bonus -5. This removes all the rogues’ combo point from the target.
Crippling strike:
If the rogue deals damage on a melee attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or the target receives 1 str and 1 dex ability damage per combo point. This effect lasts for a number of rounds equal to ½ the rogues’ level (minimum 1 round). This removes all the rogues’ combo point from the target.
Kidney shot:
If the rogue deals damage on a melee attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be dazed for 1 round per combo point.
Special feats
If noted the special feat can replace a normal bonus feat granted by level. These feats are restricted to the melee rogue.
Improved sinister strike
Prerequisite: Sinister strike
Benefit: Deal +3 damage with your sinister strike
Improved Eviscerate
Prerequisite: Eviscerate
Benefit: Eviscerate now deals 2 more damage per combo point
Improved Slice and Dice
Prerequisite: Slice and Dice
Benefit: Your slice and Dice now has -3 penalty instead of -5 to base attack
Improved Expose Armour
Prerequisite: Expose Armour
Benefit: The target loses 1 more AC per combo point
Improved Kidney shot
Prerequisite: Kidney shot
Benefit: While dazed all damage dealt to the target is increased by 2 dice.
Improved Ambush
Prerequisite: Ambush
Benefit: When using Ambush your critical threat range is increased by 3 after all other modifiers
Aggression
Prerequisite: Improved Sinister strike, Improved eviscerate
Benefit: Your sinister strike and eviscerate deals +1 die of damage (total 2d6 for sinister strike and total 2d8 for eviscerate)
Cold blood
Benefit: 1/day you may automatically confirm a critical threat against a critical hit
Special: This feat can be taken instead of a normal feat granted by level
Seal fate
Prerequisite: Cold blood
Benefit: If you critical hit a target when using a special ability you may add an other combo point to the target
Quick recovery
Benefit: All healing effects on you heal 50% more than normal. Also, if you fail to hit with a finishing move, the next attempt to hit with a finishing move on the same target costs no energy.
Special: This feat can be taken instead of a normal feat granted by level
Deadened nerves
Prerequisite: Quick recovery
Benefit: You gain damage reduction 1/- This feat can be taken up to three times
Nerves of steel
Prerequisite: Quick recovery, Deadened nerves
Benefit: You may reroll once whenever you fail a will save
Vigor
Benefit: You gain additional 3 energy, this feat may be taken only once.
Special: This feat can be taken instead of a normal feat granted by level
Adrenaline rush
Prerequisite: Vigor
Benefit: As an immediate action you gain 1 energy per round (starting the round you activate the ability) for 5 rounds. You may do this once per day at level 1-10 and twice per day at level 11-20
Surprise attacks
Prerequisite: Adrenaline rush, Vigor
Benefit: when you use sinister strike, gauge, kick and blind the target is denied any dodge bonus to AC
Precise strike
Prerequisite: Any rogue ability with a save involved
Benefit: That save now has 3 higher DC. This feat may be taken only once per ability, but may be applied to any number of abilities.
Rougly two weapon fighting
Prerequisite: Two weapon fighting, Rogue lvl 3
Benefit: you may use your full strength modifier when using an off hand weapon
Special: This feat can be taken instead of a normal feat granted by level
Combat potency
Prerequisite: Rougly two weapon fighting
Benefit: whenever you roll 19-20 with your off-hand weapon you gain back 1 energy (can not exceed your maximum energy)
Blade twisting
Prerequisite: Sinister strike, ambush, gouge or garrotte
Benefit: If you hit with sinister strike, ambush, gouge or garrotte the target must take a fort save [DC: 10 + ½ the rogues level + dex modifier] or move half speed for a number of rounds equal to ½ rogues level (minimum 1 round).
Open wounds
Prerequisite: Rupture or garrotte
Benefit: Your rupture or garrotte lasts for 3 additional rounds
Deadly opportunist
Prerequisite: Base attack +4
Benefit: You deal 1d6 extra damage to any target that is flat footed or in any way denied dexterity bonus to AC
Special: This feat can be taken instead of a normal feat granted by level
Deadliness
Prerequisite: Deadly opportunist
Benefit: Any attack made to a flat footed target deals your dexterity bonus in addition to the weapon damage
Evasion
Benefit: See PH
Special: This feat can be taken instead of a normal feat granted by level
Improved Evasion
Prerequisite: Evasion
Benefit: See PH
Special: This feat can be taken instead of a normal feat granted by level
Stalk
Prerequisite: Base attack +7
Benefit: See PH
Special: This feat can be taken instead of a normal feat granted by level
Uncanny Dodge
Prerequisite: Base attack +1
Benefit: See PH
Special: This feat can be taken instead of a normal feat granted by level
Improved Uncanny Dodge
Prerequisite: Base attack +4
Benefit: See PH
Special: This feat can be taken instead of a normal feat granted by level
I would appreciate any comments on this. Is the class too powerful? Too weird? I am hesitant to allow it, as I have no idea if it's balanced.
The melee Rogue (For the player who wants more than, hide – sneak attack – hide – sneak attack)
Skill points: 4+int modifier
Proficiencies: Proficient with all simple and martial weapons, with light and medium armor. Not proficient with shields.
Class skills: Balance, bluff, climb, craft, diplomacy, disguise, escape artist, hide, intimidate, jump, listen, move silently, profession, search, sleight of hand, spot, swim, tumble, and use rope.
Hit dice: D6
Energy: A rogue can use his special abilities and finishing moves a number of times per day equal to his total rogue levels + his dexterity modifier. He does not lose energy for a negative dexterity modifier. The rogue replenish all his energy once per day after resting.
Level 1 Special ability, Finishing Move Fort, Ref, Will
+0+2+0 BAB:
+0
Level 2 Special feat +0+3+0 +1
Level 3 Special ability +1+3+1 +2
Level 4 +1+4+1 +3
Level 5 Special ability, +1+4+1 +3
Level 6 Finishing Move +2+5+2 +4
Level 7 Special Feat +2+5+2 +5
Level 8 +2+6+2 +6/+1
Level 9 Special ability, +3+6+3 +6/+1
Level 10 Special feat +3+7+3 +7/+2
Level 11 Finishing move +3+7+3 +8/+3
Level 12 +4+8+4 +9/+4
Level 13 Special feat +4+8+4 +9/+4
Level 14 +4+9+4 +10/+5
Level 15 Finishing Move, +5+9+5 +11/+6/+1
Level 16 Special feat +5+10+5 +12/+7/+2
Level 17 Special ability +5+10+5 +12/+7/+2
Level 18 +6+11+6 +13/+8/+3
Level 19 Special feat +6+11+6 +14/+9/+4
Level 20 Finishing Move +6+12+6 +15/+10/+5
Special abilities:
Each ability costs the rogue 1 energy and is used in conjunction with an attack, and the attack must be made with a one handed weapon. Special abilities are not stand alone actions, they are always in conjunction with an attack unless stated otherwise. A special ability can only be used if the wearer wears medium armour or lighter. The rogue must state if he is using a special ability before the attack roll. If the rogues attack fail he uses up 1 energy for the day. Special abilities do not
multiply on a critical hit unless stated otherwise. Special abilities are not precision based damage. The attack must hit for a combo point to be gained. Combo points lasts until the rogue attacks a new target, uses a finishing move, or the target dies. All rogue abilities can stack (if they last more than one round) up to a maximum of 5 times.
Sinister strike:
The rogue deals normal damage and additional 1d6 +1/every 3rd rogue level (I.e. At level 3 sinister strike deals an additional 1d6+2 damage). This adds a combo point to the target.
Cheap Shot:
If the rogue succeeds on a touch attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be paralysed for 1 round. The rogue must catch the target flat footed to use this ability. This adds a combo point.
Garrotte:
If the rogue deals damage in a melee attack against the target, then the target bleeds for 1d3 htp +1/every 3rd rogue level for a number of rounds equal to ½ the rogues’ level (minimum 1 round). This effect can only be stopped by a heal check [DC: 10 + ½ the rogues level + dex modifier] or 1 point of magical healing per rogue level. The rogue must catch the target flat footed to use this ability. This adds a combo point.
Gouge:
If the rogue succeeds on a touch attack against the target, the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be dazed for 1 round. This adds a combo point.
Ambush:
The rogue must catch the target flat footed to use this ability. The rogue deals double normal damage on one attack, and this damage does multiply on a critical hit. This adds a combo point.
Blind:
If the rogue succeeds on a touch attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be blinded for 1 round. This adds a combo point
Kick:
The rogue must ready to interrupt the casting of a spell. When he interrupts, and if the rogue succeeds on a touch attack against the target, then the caster must make a concentration check [DC: 10 + the rogues level + dex modifier] or the caster fails the spell. This ability can be used in place of an attack of opportunity or as a readied action. This adds a combo point.
Finishing moves
After a Rogue adds combo points (max 5) he may execute a finishing move. This costs 1 energy. Finishing move is a full round action and must be preformed with a one handed melee weapon. The rogue must state that he uses a finishing move before an attack roll. If the rogues attack fail, he uses up 1 energy for the day. Finishing moves does not multiply on a critical hit, and finishing moves are not precision based damage.
Eviscerate:
The rogue deals normal damage and additional 1d8 +2/per combo point (i.e. if the target has two combo points, eviscerate deals 1d8 +4 damage). This removes all the rogues’ combo point from the target.
Expose armour:
If the rogue succeeds on a touch attack against the target, then the target loses 2 AC per combo point for a number of rounds equal to ½ rogues level (minimum 1 round). This removes all the rogues’ combo point from the target.
Rupture:
If the rogue deals damage on a melee attack against the target, then the target bleeds for 1d4 htp per combo point for a number of rounds equal to ½ rogues level (minimum 1 round). ).This effect can only be stopped by a heal check [DC: 10 + the rogues level + dex modifier] or 2 point of magical healing per rogue level. This removes all the rogues’ combo point from the target.
Slice and Dice:
The rogue gains 1 extra attack for 1 round per combo point. This attack is at the rogues highest base attack bonus -5. This removes all the rogues’ combo point from the target.
Crippling strike:
If the rogue deals damage on a melee attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or the target receives 1 str and 1 dex ability damage per combo point. This effect lasts for a number of rounds equal to ½ the rogues’ level (minimum 1 round). This removes all the rogues’ combo point from the target.
Kidney shot:
If the rogue deals damage on a melee attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be dazed for 1 round per combo point.
Special feats
If noted the special feat can replace a normal bonus feat granted by level. These feats are restricted to the melee rogue.
Improved sinister strike
Prerequisite: Sinister strike
Benefit: Deal +3 damage with your sinister strike
Improved Eviscerate
Prerequisite: Eviscerate
Benefit: Eviscerate now deals 2 more damage per combo point
Improved Slice and Dice
Prerequisite: Slice and Dice
Benefit: Your slice and Dice now has -3 penalty instead of -5 to base attack
Improved Expose Armour
Prerequisite: Expose Armour
Benefit: The target loses 1 more AC per combo point
Improved Kidney shot
Prerequisite: Kidney shot
Benefit: While dazed all damage dealt to the target is increased by 2 dice.
Improved Ambush
Prerequisite: Ambush
Benefit: When using Ambush your critical threat range is increased by 3 after all other modifiers
Aggression
Prerequisite: Improved Sinister strike, Improved eviscerate
Benefit: Your sinister strike and eviscerate deals +1 die of damage (total 2d6 for sinister strike and total 2d8 for eviscerate)
Cold blood
Benefit: 1/day you may automatically confirm a critical threat against a critical hit
Special: This feat can be taken instead of a normal feat granted by level
Seal fate
Prerequisite: Cold blood
Benefit: If you critical hit a target when using a special ability you may add an other combo point to the target
Quick recovery
Benefit: All healing effects on you heal 50% more than normal. Also, if you fail to hit with a finishing move, the next attempt to hit with a finishing move on the same target costs no energy.
Special: This feat can be taken instead of a normal feat granted by level
Deadened nerves
Prerequisite: Quick recovery
Benefit: You gain damage reduction 1/- This feat can be taken up to three times
Nerves of steel
Prerequisite: Quick recovery, Deadened nerves
Benefit: You may reroll once whenever you fail a will save
Vigor
Benefit: You gain additional 3 energy, this feat may be taken only once.
Special: This feat can be taken instead of a normal feat granted by level
Adrenaline rush
Prerequisite: Vigor
Benefit: As an immediate action you gain 1 energy per round (starting the round you activate the ability) for 5 rounds. You may do this once per day at level 1-10 and twice per day at level 11-20
Surprise attacks
Prerequisite: Adrenaline rush, Vigor
Benefit: when you use sinister strike, gauge, kick and blind the target is denied any dodge bonus to AC
Precise strike
Prerequisite: Any rogue ability with a save involved
Benefit: That save now has 3 higher DC. This feat may be taken only once per ability, but may be applied to any number of abilities.
Rougly two weapon fighting
Prerequisite: Two weapon fighting, Rogue lvl 3
Benefit: you may use your full strength modifier when using an off hand weapon
Special: This feat can be taken instead of a normal feat granted by level
Combat potency
Prerequisite: Rougly two weapon fighting
Benefit: whenever you roll 19-20 with your off-hand weapon you gain back 1 energy (can not exceed your maximum energy)
Blade twisting
Prerequisite: Sinister strike, ambush, gouge or garrotte
Benefit: If you hit with sinister strike, ambush, gouge or garrotte the target must take a fort save [DC: 10 + ½ the rogues level + dex modifier] or move half speed for a number of rounds equal to ½ rogues level (minimum 1 round).
Open wounds
Prerequisite: Rupture or garrotte
Benefit: Your rupture or garrotte lasts for 3 additional rounds
Deadly opportunist
Prerequisite: Base attack +4
Benefit: You deal 1d6 extra damage to any target that is flat footed or in any way denied dexterity bonus to AC
Special: This feat can be taken instead of a normal feat granted by level
Deadliness
Prerequisite: Deadly opportunist
Benefit: Any attack made to a flat footed target deals your dexterity bonus in addition to the weapon damage
Evasion
Benefit: See PH
Special: This feat can be taken instead of a normal feat granted by level
Improved Evasion
Prerequisite: Evasion
Benefit: See PH
Special: This feat can be taken instead of a normal feat granted by level
Stalk
Prerequisite: Base attack +7
Benefit: See PH
Special: This feat can be taken instead of a normal feat granted by level
Uncanny Dodge
Prerequisite: Base attack +1
Benefit: See PH
Special: This feat can be taken instead of a normal feat granted by level
Improved Uncanny Dodge
Prerequisite: Base attack +4
Benefit: See PH
Special: This feat can be taken instead of a normal feat granted by level