Number two...
The Rogue
BASE HD: d6
- Hit Dice can be modified with Class Abilities
SKILL POINTS: 1st Level: (8 + Int) x 4, every level after: 8 + Int
- These represent the usual 3e skills in D&D.
- Just as a point of reference, IMC there are no cross-class skills, all skills are available to all classes.
WEAPON & ARMOR SKILL POINTS: 3 + 1 every three levels (4th, 7th, 10th)...
- Rogues use these points to acquire proficiency in weapons and armor.
- To become proficient in the use of a weapon or armor requires 1 SP except exotic weapons and armor (for that culture) which require 2 SP to become proficient in. You may also choose to become proficient in groups of related weapons as follows:
- All swords: 4
- All axes: 3
- All hammers: 3 (including your maul & clubs)
- All maces: 2 (including flails)
- All polearms: 3
- All Bows: 2
- All Light Armor: 2
- All Medium Armor: 3
- All Heavy Armor: 4
- All Armor: 7
Weapon Focus:
- Prerequisites: Proficiency in the weapon, Level 2.
- Benefits: +1 Bonus to all Attack Rolls. If you are using standard 3e critical hits, you can advance no further.
Improved Critical:
- Prerequisites: 11th level.
- Benefits: Crit threat range is doubled.
Armor Specialization: (Campaign specific)
- Prerequisite: 3rd Level, Proficiency in specific armor..
- Benefits: Armor's Max. Dex. bonus improves by 2 for light armor and by 1 for medium armor. Armor check penalties are reduced by 1 as well.
Skill Point Substitution:
- Prerequisite: None
- Benefits: You may substitute a W&A SP for 3 Skill Points.
FEATS: 1 + 1 every 3rd level (3rd, 6th, 9th...).
- Rogues gain feats at the normal 3e rate. Naturally any feats that duplicate the above Weapon and Armor skills are removed.
ROGUE ABILITIES: 2 + 2 per 3 levels (2nd, 3rd, 5th, 6th, 8th, 9th, 11th, 12th...).
- These class abilities are much like feats but are restricted to the Rogue class.
- Each ability costs 1 slot unless otherwise noted.
- You cannot save Class Ability Slots, however you may make partial contributions for those abilities that require 2 slots.
Fast Movement:
- Prerequisites: Dex. 12, Level 3.
- Benefits: Increase your Base Movement by 10. Every Additional Slot you spend adds 10' to your movement. This ability cannot be taken more than 1 every 3 levels.
Sneak Attack:
- Prerequisites: None.
- Benefits: As per the 3e Rogue. 1 Class Ability slot allows you to raise your sneak attack damage by 1d6 hp. This ability is stackable at a maximum rate of 1 slot per 2 levels (1st, 3rd, 5th.. or... 2nd, 4th, 6th... etc.)
Evasion:
- Prerequisites: Dex. 12, Level 2.
- Benefits: If exposed to any effect that allows a Reflex Save for half damage, the Rogue takes no damage on a successful save. The Rogue must be in light to no armor and unencumbered to use this ability.
Steel Defense: (Campaign specific.)
- Prerequisites: Dex. 12, Int. 12
- Benefits: By spending *2* slots the Rogue's class-based Defense Bonus improves from Good to Excellent. The Rogue must be in light to no armor and must be unencumbered.
Improved Hit Die:
- Prerequisites: None.
- Benefits: At a cost of *2* Class Ability Slots the Rogue may use the next higher die (d8) for acquiring Hit Points. You do not have to be 1st level in order to acquire this ability, it may be acquired at any time in a Rogue's career. You may not, however, increase it any more than this.
Reduced Hit Die:
- Prerequisites: None.
- Benefits: The Rogue may reduce his Hit Die to the next lower die (d4) and *gain* 2 Class Ability Slots. It may not be reduced further.
Reduced Combat Ability:
- Prerequisites: Levels 1 - 10.
- Benefits: The Rogue may reduce his combat progression to that of a wizard (poor) and *gain* 2 Class Ability Slots if done between levels 1 - 5 or 1 Class Ability Slot if done between levels 6 - 10.
Uncanny Dodge I:
- Prerequisites: Dex 12.
- Benefits: Retain Dex bonus to AC even when flat-footed or attacked by an invisible foe.
Uncanny Dodge II:
- Prerequisites: Level 5, Dex 12, Uncanny Dodge I.
- Benefits: Can no longer be flanked unless attacked by a Rogue a minimum of 4 levels higher.
Uncanny Dodge III:
- Prerequisites: Level 10, Dex 12, Uncanny Dodge II.
- Benefits: +1 bonus to Reflex Saves vs damage from traps and a +1 dodge bonus to AC vs attacks from traps. You may use another slot to improve these bonuses by 1 for every 3 levels after acquiring the feat to a max. of +4.
Crippling Strike:
- Prerequisites: Dex 12, Int 12, Sneak Attack, Level 11..
- Benefits: Sneak Attacks inflict 1 point of temporary Str. damage in addition to normal damage. With a second slot, the Rogue may choose to inflict 1 point of Dex. damage instead of Str. damage.
Defensive Roll:
- Prerequisites: Dex 12, Uncanny Dodge II, Evasion, Level 10.
- Benefits: 1 / day when the Rogue would be redued to 0 hit points or less by damage in combat (by weapon or other blow, but not spell or special ability), he may attempt a Reflex Save (DC = damage dealt) for half damage. The Rogue must be aware of the attack and must not be denied his Dex bonus to AC (by being bound for example). This ability is stackable with each additional Class Ability slot allowing the Rogue to use this ability 1 more time per day.
Improved Evasion:
- Prerequisites: Dex 12, Evasion, Level 8.
- Benefits: As per Evasion except even failed saves result in half damage.
Advanced Evasion:
- Prerequisites: Dex 12, Improved Evasion, Level 15.
- Benefits: As per Improved Evasion except even failed saves result in one-quarter damage.
Opportunist:
- Prerequisites: Dex. 12, Level 12.
- Benefits: 1 / round the Rogue may make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts against the Rogue's total number of AoO per round and can only be done 1 / round, regardless of feats.
Skill Mastery:
- Prerequisites: Ability Score of 12 in the Skill to be Mastered, Level 7.
- Benefits: The Rogue selects a number of skills equal to 3 + Int. modifier with which he may "Take 10" even if distractions would prevent him from otherwise doing so. You may take this ability multiple times, choosing additional skills to be mastered.
Slippery Mind:
- Prerequisities: Wis 12, Level 9.
- Benefits: If the Rogue fails a Saving Throw vs. Enchantment magic, he may make a second attempt at a Saving Throw 1 round later.
Distract:
- Prerequisites: Int 12, 7 Ranks in Bluff, Level 5.
- Benefits: The Rogue is skilled at tricking opponents into taking their attention off him through deception and body language when acting alone. The Rogue must not have any (visible) allies within 30' of him as distracting others first requires that the Rogue has his opponent(s') undivided attention. The target(s) must have an Int. score of at least 3 and be within 30' of the Rogue and be able to see and hear him (but doesn't necessarily have understand him). This can only be done once per encounter and is a standard action. The Rogue must make a successful Bluff Check (modified by whatever circumstances the DM sees fit) which results in the target(s) being distracted for 1 full round (treat as Dazed - cannot take any action, but can defend).
Sharp Eyed:
- Prerequisites: Int 12, 5 Ranks in Search.
- Benefits: In addition to a +2 bonus to his Search rolls, the Rogue's keen senses allow him to automatically make search checks when he comes within 5' of any trap, secret door or concealed door.
Advanced Climber:
- Prerequisites: Str 12, 5 Ranks in Climb.
- Benefits: In addition to a +2 bonus to his Climb rolls, the Rogue can make Accellerated Climbs at no penalty (instead of -5) and need only make 1 check per round (instead of 2).
Boxman:
- Prerequisites: Int 12, 5 Ranks in Disable Device.
- Benefits: In addition to a +2 bonus to his Disable Device rolls, the Rogue can disable simple traps on a move-equivalent action, tricky traps in 1d2 rounds and complex traps in 1d4 rounds.
Stalker:
- Prerequisites: Dex 12, 5 Ranks in Move Silently.
- Benefits: In addition to a +2 bonus to his Move Silently rolls, the Rogue can move at full speed at no penalty and at a full run or charge at only -15 to the roll.
Shadowcat:
- Prerequisites: Int 12, 5 Ranks in Hide.
- Benefits: In addition to a +2 bonus to his Hide rolls, the Rogue can move at full speed at no penalty and at a full run or charge at only -15 to the roll.
Size up:
- Prerequisites: Wis 12, Level 8.
- Benefits: The Rogue hones his instincts to know when to go for the gold, and when he's bitten off more than he can chew. As a full-round action the Rogue study a single target and discern a general level of threat it presents (CR of target is greater than 2 levels higher than the Rogue [High], within 2 levels of the Rogue [Same], those between 2 and 5 CR lower the Rogue [Low] and those less than 6 CR than the Rogue [Easy])
Lightning Reaction:
- Prerequisites: Dex 12, Improved Initiative, Level 12.
- Benefits: The Rogue has honed his reflexes to the point where he can change his order in the initiative once per encounter. The Rogue may move up in initiative a number of places equal to his Dex. adjustment at the beginning of any round in the encounter (including the first) before anyone else can act.
Improved Improvised Weapon:
- Prerequisites: Int. 12, Dex 12, Level 6.
- Benefits: The Rogue can use improvised weapons more effectively than others. These weapons are treated as though they are 1 size larger for purposes of damage. Furthermore, penaties for attacking with improvised weapons are reduced by 2 (to -2 to attack rolls)
Last Words:
- Prerequisites: Cha 12, 12 Ranks in Bluff, Level 10.
- Benefits: Sometimes life or death can depend on a few well-chosen words... The Rogue can attempt to talk his way out of a hostile encounter (just before or during) with a single target. The Rogue must make a successful Bluff check (modified by the target's determination to kill the Rogue - from +5 on Sense Motive checks [Rogue looks like a nice snack] to +20 [personal blood-oath to kill Rogue]) as a standard action against the target (who must be within 15' of the Rogue and understand him) who then ceases hostilites towards the Rogue and treats him indifferently. Exact reactions are up to the DM - guards may simply give the Rogue up to the authorities (rather than just kill him), leave him a little roughed up (but alive), etc.
Last Words II:
- Prerequisites: Cha 12, 15 Ranks in Bluff, Last Words, Level 13.
- Benefits: As per Last Words but Rogue can attempt to sway a number of opponents equal to his 2 + Cha modifier.
Increase Ability Score:
- Prerequisties: None.
- Benefits: Increase Dex, Int or Cha by 1. Stackable. This is also in addition to the standard +1 stat per 4 levels all characters receive.
Improved Saving Throws:
- Prerequisites: Ability Score of 12 in the Save modifier for the Saving Throw to be improved.
- Benefits: For a cost of *2* slots the Rogue may choose to improve either his Fort or his Will save to the "Good" progression. For an additional 2 slots he may improve both saves.
Exploit Weakness:
- Prerequisites: Int 12.
- Benefits: After 1 round of combat the Rogue can exploit the weaknesses in the battle tactics of all opponents that he has seen over the round. Invisible or otherwise concealed opponents cannot be exploited. He may then use his Int bonus instead of his Str or Dex towards his attack rolls against those opponents.
BAB: As per 3e Rogue.
SAVING THROWS: As per the 3e Rogue.
A'koss.