APS - Divine Rogue

malcolm_n

Adventurer
Design Goal: Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like the alternate power source without sacrificing (too much) power. Take the psionic barbarian, for example. It suggests that the barbarian character wield a staff to take advantage of it as an implement with the provided powers (which also allow other weapons at a cost). A staff is not usually an optimal weapon for a barbarian, but it functions as one just fine. With the option, you can also use it to greater effect as an implement, which ties in nicely if you multiclass into something like monk, or even wizard.

Why?: Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.

Rules Clarification: The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature.
Example: Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.

EXEMPLAR

[FONT=&quot]Divine rogues, sometimes called exemplars, are devoted worshippers of the gods of shadow. They can be the clergy of a thieves’ guild or a lone agent of divinity, out on a mission of subtlety and intrigue.[/FONT]
[FONT=&quot] As an exemplar, you have two options in how you channel the power granted by your deity. You could focus on your Strength to improve your rogue powers and learn some tricks from your weapon-wielding divine allies. On the other hand, if you focus on Charisma, you wear a holy symbol and can use it to empower your abilities as a divine rogue. No matter how you choose to build, Dexterity should be your first priority.[/FONT]

[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Rogue Class Traits in the PHB with the following.

Power Source: Divine. You have devoted yourself to a religious sect in lieu of a thieves’ guild. This faith aids you in and out of the shadows.

Implements: Holy symbols
Bonus to Defenses: +1 Reflex, +1 Will

Trained Skills: Religion and Stealth. From the rogue class skills list, choose four more trained skills at 1st level.

Class Features: Channel Divinity, Exemplar Tactics, Sneak Attack
[/sblock][sblock=EXEMPLAR CLASS FEATURES] [FONT=&quot]As a divine rogue, you gain the exemplar tactics class feature and channel divinity. In exchange for this, you lose out on your rogue weapon talent and the first strike class feature.[/FONT]

[FONT=&quot]Channel Divinity[/FONT]
Once per encounter, you can use a Channel Divinity power. You start with your god’s channel divinity feat as a bonus feat and the mock undead power.

[FONT=&quot]Exemplar Tactics (rogue tactics)[/FONT]
Like martial rogues, exemplars focus on a particular aspect of their power; be it Strength or Charisma.
Choose one of the following options.
Beneficent Flanker: Choose a rogue tactics class feature that relies on your Charisma. You gain that class feature. Once per encounter, when you hit a creature you flank, you can ignore your sneak attack damage and allow the ally with which you flank the target to heal that many hit points instead. You can do this twice per encounter at 16th level.
Undead Slayer: Choose a rogue tactics class feature that relies on your Strength. You gain that class feature. Once per encounter as a free action, when you hit an undead creature and deal sneak attack damage, all damage dealt by that attack is radiant damage. You can do this twice per encounter at 16th level.

[FONT=&quot]Exemplar Implements[/FONT]
You can use a holy symbol you wear as a holy symbol when using rogue powers and rogue paragon path powers. Add the higher enhancement bonus of your weapon or your holy symbol to your attacks and damage with those powers. Do not add your weapon’s proficiency bonus to implement attacks.[/sblock][sblock=EXEMPLAR POWERS] The divine rogue has access to all rogue powers. You can also choose the following powers which give you a more distinct identity as a divine class.
As a good tie-in for the Divine power source, consider choosing rogue powers which focus on aiding allies.

[FONT=&quot]Channel Divinity: Mock Undead [/FONT][FONT=&quot]Exemplar Feature[/FONT]
[FONT=&quot]You taunt your target close, angering it to the point where it ignores your intent.[/FONT]
[FONT=&quot]Encounter [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Divine, Implement, Radiant[/FONT]
[FONT=&quot]Standard Action Close[/FONT][FONT=&quot] burst 5[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One undead creature in burst[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Dexterity vs. Will[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 3d10 + Dexterity modifier radiant damage and you pull the target a number of squares equal to 1 + your Dexterity modifier. The target also grants you combat advantage until the end of your next turn.[/FONT]
[FONT=&quot] Level 5: 4d10 + Dexterity modifier radiant damage.[/FONT]
[FONT=&quot] Level 11: 5d10 + Dexterity modifier radiant damage.[/FONT]
[FONT=&quot] Level 15: 6d10 + Dexterity modifier radiant damage.[/FONT]
[FONT=&quot] Level 21: 7d10 + Dexterity modifier radiant damage.[/FONT]
[FONT=&quot] Level 25: 8d10 + Dexterity modifier radiant damage.[/FONT]

[FONT=&quot]Defiant Strike [/FONT][FONT=&quot]Exemplar Attack 1[/FONT]
[FONT=&quot]You swing at your foe and draw its attention from your comrades.[/FONT]
[FONT=&quot]At-will [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Divine, Implement, Psychic[/FONT]
[FONT=&quot]Standard Action Melee[/FONT][FONT=&quot] or Ranged weapon[/FONT]
[FONT=&quot]Requirement:[/FONT][FONT=&quot] You must be wielding a rogue weapon.[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Dexterity vs. Will[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1[W] + Dexterity modifier psychic damage and your allies gain a +1 bonus to attack the target until the end of your next turn. If the target attacks you before then, the bonus increases to +3.[/FONT]
[FONT=&quot] Level 21: 2[W] + Dexterity modifier psychic damage.[/FONT]

[FONT=&quot]Vengeful Retort [/FONT][FONT=&quot]Exemplar Attack 1[/FONT]
[FONT=&quot]Trails of energy radiate from y our weapon after you strike the target.[/FONT]
[FONT=&quot]Encounter [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Divine, Radiant Weapon[/FONT]
[FONT=&quot]Standard Action Melee[/FONT][FONT=&quot] weapon[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Dexterity vs. AC[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1[W] + Dexterity modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you with an attack takes 5 radiant damage.[/FONT]
[FONT=&quot]Undead Slayer:[/FONT][FONT=&quot] The radiant damage equals 5 + your Strength modifier.[/FONT]
[FONT=&quot]Beneficent Flanker:[/FONT][FONT=&quot] When a creature takes radiant damage as a result of this power, you regain that many hit points.[/FONT]

[FONT=&quot]Voice of Faith [/FONT][FONT=&quot]Exemplar Utility 2[/FONT]
[FONT=&quot]You preach of your faith to gain others’ trust and fear.[/FONT]
[FONT=&quot]Daily [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Divine[/FONT]
[FONT=&quot]Minor Action Personal[/FONT]
[FONT=&quot]Effect:[/FONT][FONT=&quot] You gain a +5 power bonus to your next Diplomacy check or Intimidate check during this encounter. If you make this check as part of a skill challenge, you gain 2 successes if the check is successful and don't gain a failure if the check fails.[/FONT]

[FONT=&quot]Perfect Timing [/FONT][FONT=&quot]Exemplar Utility 2[/FONT]
[FONT=&quot]You lend your reflexes to allies in need of a fast response.[/FONT]
[FONT=&quot]Daily [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Divine[/FONT]
[FONT=&quot]No Action Close[/FONT][FONT=&quot] burst 10[/FONT]
[FONT=&quot]Trigger:[/FONT][FONT=&quot] You and your allies roll initiative at the beginning of an encounter.[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] You and each ally in burst[/FONT]
[FONT=&quot]Effect:[/FONT][FONT=&quot] Each target gains a bonus to the initiative check equal to 2 + your Dexterity modifier.[/FONT]

[FONT=&quot]Improved Vengeful Retort [/FONT][FONT=&quot]Exemplar Attack 13[/FONT]
[FONT=&quot]Trails of energy radiate from y our weapon after you strike the target.[/FONT]
[FONT=&quot]Encounter [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Divine, Radiant Weapon[/FONT]
[FONT=&quot]Standard Action Melee[/FONT][FONT=&quot] weapon[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Dexterity vs. AC[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 2[W] + Dexterity modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you with an attack takes 10 radiant damage.[/FONT]
[FONT=&quot]Undead Slayer:[/FONT][FONT=&quot] The radiant damage equals 10 + your Strength modifier.[/FONT]
[FONT=&quot]Beneficent Flanker:[/FONT][FONT=&quot] When a creature takes radiant damage as a result of this power, you regain that many hit points.[/FONT]

[FONT=&quot]Greater Vengeful Retort [/FONT][FONT=&quot]Exemplar Attack 27[/FONT]
[FONT=&quot]Trails of energy radiate from y our weapon after you strike the target.[/FONT]
[FONT=&quot]Encounter [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Divine, Radiant Weapon[/FONT]
[FONT=&quot]Standard Action Melee[/FONT][FONT=&quot] weapon[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Dexterity vs. AC[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 4[W] + Dexterity modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you with an attack takes 15 radiant damage.[/FONT]
[FONT=&quot]Undead Slayer:[/FONT][FONT=&quot] The radiant damage equals 15 + your Strength modifier.[/FONT]
[FONT=&quot]Beneficent Flanker:[/FONT][FONT=&quot] When a creature takes radiant damage as a result of this power, you regain that many hit points.[/FONT][/sblock]As always, I appreciate any thoughts/feelings on these. I'll post another one tomorrow after I finish formatting. Gonna work through each available power source/class, and I'm willing to take requests.

Here is the List of other Alternate Power Sources and other works I've completed so far for my campaign setting.
 
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I'll post another in a little bit after I finish rounding it out. I've been busy completing midsummer festival on WoW, so I haven't worked on these much. I'm done now, though, so I'll pick back up.
 

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