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Yet Another Variant: The Rogue...

Flynn

First Post
Good Afternoon, All,

Below are some of my thoughts on a variant rogue class, similar in nature to my fighter class from my other "Yet Another Variant" thread. Please feel free to review and comment as you wish. Notice that you can create a more skills-based character without the usual thief skills if you so desired.

Note: With this variant, anyone can detect traps if their skills are high enough, and the Rogue can select an ability to notice it automatically, akin to the elven ability to notice secret doors upon walking by them.
Also, the Rogue feat list is not yet ready for posting. I'll try to update that ASAP.
Finally, the class levels extend out to 25th. For those that want to use this class with the standard epic rules, ignore levels 21-25.

With Regards,
Flynn

* * * * *
The Rogue

Hit Die: d6 (6 + Con modifier at first character level; 4 + Con modifier at second character level and later.)
Starting Skills/Ranks Per Level: 9 + Int modifier (or 8 + Int modifier if non-human).

Starting Features
In addition to the two feats all characters get at 1st character level (one feat if non-human), a Rogue begins play with two (2) Weapon Group Proficiency feats, Armor Proficiency (light), and one Rogue bonus feat.

Note On Multiclassing: A character that chooses Rogue as a multiclass after first character level does not receive these starting features.

Special Abilities
The Rogue has the following special abilities:

Rogue Talents: At first class level and every odd class level, the Rogue gains a rogue talent. This talent must be selected from those listed below. If a rogue talent has prerequisites, the Rogue must meet them before selecting the rogue talent. Some rogue talents may be selected more than once, as per the individual rogue talent description.

*Backstab: The Rogue gains a +2 competence bonus on attack rolls against a target that is flanked, flat-footed, or otherwise has lost their Dexterity bonus to AC.
*Danger Sense: The Rogue gains a +4 competence bonus on Perception skill checks when checking for Surprise prior to combat.
*Death Attack: The Rogue may use the assassin's death attack special ability. Prerequisite: Sneak attack +2d6, 7th level.
*Defensive Roll: The Rogue can roll with damage, reducing otherwise deadly blow to less harmful one. When he 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 spend an action point in order to attempt an immediate Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. he must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he 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 (if any) does not apply to the defensive roll. Prerequisite: 11th level.
*Evasion: The Rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful Reflex save, he 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.
*Heightened Willpower: The Rogue gains a +1 competence bonus on Will saves. This rogue talent may be taken multiple times, and its benefits stack.
*Hide in Plain Sight: The Rogue can use the Stealth skill even while being observed. Prerequisite: 11th level.
*Improved Evasion: This ability works like evasion, except that while the Rogue still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Rogue does not gain the benefit of improved evasion. Prerequisite: Evasion.
*Improved Reactions: The Rogue gains a +2 competence bonus on initiative. This war talent may be taken multiple times, and its benefits stack.
*Improved Skill Focus: The Rogue may spend an action point to reroll any failed skill check for skills that are improved by Skill Focus. Prerequisite: Skill Focus feat.
*Improved Uncanny Dodge: The Rogue’s uncanny dodge ability improves. He can no longer be flanked. This defense denies another Rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more Rogue levels than the target does. Prerequisite: Uncanny Dodge.
*Poison Resistance: The Rogue gains a +2 competence bonus on saving throws against poisons. This rogue talent may be taken multiple times, and its benefits stack.
*Skill Focus Mastery: The Rogue may take 10 in stressing or dangerous situations when making a check of skill improved by Skill Focus, but only if the skill allows taking 10 at all. Prerequisite: Skill Focus feat.
*Slippery Mind: The Rogue can escape from mind-controlling spells and abilities. If the Rogue is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. Prerequisite: 11th level.
*Sneak Attack: The Rogue gains a bonus +1d6 damage against targets that are flanked, flat-footed or without their Dexterity bonuses to AC. This bonus damage does not effect creatures that are immune to critical hits or that do not have discernible anatomy. Ranged sneak attacks may only be performed against targets that within 30 feet of the Rogue. This rogue talent may be taken multiple times, and its benefits stack.
*Trapfinding: When the Rogue is about to trigger a trap, he gains an immediate Reflex save against the normal DC of the trap, or vs. DC 15 + (2 x CR) if the trap normally does not allow a save. The Rogue may apply his Trap Sense bonus, if any, to this save. If he makes the save, he notices the presence of the trap before setting it off, and so does not activate the trap. The Rogue gains no other information about the trap due to this ability.
*Trap Sense: The Rogue gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This rogue talent may be taken multiple times, and its benefits stack.
*Uncanny Dodge: The Rogue doesn’t lower his defenses when fighting invisible opponents or when surprised. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Bonus Feats: At second class level and every even class level, the Rogue gains a bonus feat. This feat must be selected from core feats labeled as (Rogue), and the Rogue must meet any prerequisites.

Restrictions
None.

Table: The Rogue
Code:
	Level	BAB	Fort	Ref	Will	Special		DEF	
	1st	+0	+0	+2	+0	Rogue Talent	+3	
	2nd	+1	+0	+3	+0	Bonus Feat	+4	
	3rd	+2	+1	+3	+1	Rogue Talent	+4	
	4th	+3	+1	+4	+1	Bonus Feat	+5	
	5th	+3	+1	+4	+1	Rogue Talent	+5	
	6th	+4	+2	+5	+2	Bonus Feat	+6	
	7th	+5	+2	+5	+2	Rogue Talent	+6	
	8th	+6	+2	+6	+2	Bonus Feat	+7	
	9th	+6	+3	+6	+3	Rogue Talent	+7	
	10th	+7	+3	+7	+3	Bonus Feat	+8	
	11th	+8	+3	+7	+3	Rogue Talent	+8	
	12th	+9	+4	+8	+4	Bonus Feat	+9	
	13th	+9	+4	+8	+4	Rogue Talent	+9	
	14th	+10	+4	+9	+4	Bonus Feat	+10	
	15th	+11	+5	+9	+5	Rogue Talent	+10	
	16th	+12	+5	+10	+5	Bonus Feat	+11	
	17th	+12	+5	+10	+5	Rogue Talent	+11	
	18th	+13	+6	+11	+6	Bonus Feat	+12	
	19th	+14	+6	+11	+6	Rogue Talent	+12	
	20th	+15	+6	+12	+6	Bonus Feat	+13	
	21st	+15	+7	+12	+7	Rogue Talent	+13	
	22nd	+16	+7	+13	+7	Bonus Feat	+14	
	23rd	+17	+7	+13	+7	Rogue Talent	+14	
	24th	+18	+8	+14	+8	Bonus Feat	+15	
	25th	+18	+8	+14	+8	Rogue Talent	+15
 

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Flame_Excess

Explorer
Only with the bonus feat every two levels, it makes this class probably as good as the fighter which lacks of skills. Now with the additional rogue talents...

Anyway, what are your concerns with the class for making a revision?
 

Flynn

First Post
Flame_Excess said:
Anyway, what are your concerns with the class for making a revision?

Simply put, dead levels. I've redone the fighter to get rid of dead levels. Now I'm trying to redo the Rogue. Besides, it's a good thought experiment in preparation for a possible Saga Edition-style of game, where all classes have alternating feats and talents, and they also have different BABs and Skills, etc. D20 Modern is balanced with alternating feats and talents, too, so it stands to reason that there should be a way to do so in D&D as well. I'm just trying to find that kind of balance for my D&D game.

Note that Sneak Attack doesn't progress linearly, because you have to make some choices. The power of the Rogue is thus scaled back partially to compensate for the bonus feats.

Hope that helps,
Flynn
 

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