The Feat Rogue

LostSoul

Adventurer
Here's an altered version of the Rogue class that gains bonus Feats instead of set abilities. I think it needs some polish, so tell me what you think. Oh yeah, the Rogue abilities are converted to Feats, but they need polish as well. ;)

Code:
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        Base           Fort    Ref     Will
Level   Attack Bonus   Save    Save    Save    Special
-----   ------------   ----    ----    ----    -------
1       +0             +0      +2      +0      Bonus Feat
2       +1             +0      +3      +0      Bonus Feat
3       +2             +1      +3      +1      Bonus Feat x 2
4       +3             +1      +4      +1      
5       +3             +1      +4      +1      Bonus Feat
6       +4             +2      +5      +2      Bonus Feat
7       +5             +2      +5      +2      Bonus Feat
8       +6/+1          +2      +6      +2
9       +6/+1          +3      +6      +3      Bonus Feat
10      +7/+2          +3      +7      +3      Special ability
11      +8/+3          +3      +7      +3      Bonus Feat x 2
12      +9/+4          +4      +8      +4      
13      +9/+4          +4      +8      +4      Bonus Feat, special ability
14      +10/+5         +4      +9      +4      Bonus Feat
15      +11/+6/+1      +5      +9      +5      Bonus Feat
16      +12/+7/+2      +5      +10     +5      special ability
17      +12/+7/+2      +5      +10     +5      Bonus Feat x2
18      +13/+8/+3      +6      +11     +6      
19      +14/+9/+4      +6      +11     +6      Bonus Feat, special ability
20      +15/+10/+5     +6      +12     +6      Bonus Feat
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Bonus Feats: The rogue may select his bonus feats from this list: Sneak Attack I-X, Uncanny Dodge I-VI, Evasion, Improved Evasion, Crippling Strike, Defensive Roll, Opportunist, Skill Mastery, Slippery Mind, Dodge.

Traps: Rogues gain the Traps and Disable Device feats for free, even if they do not meet the prerequisites.

Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th, and 19th), a rogue chooses a feat from among the following: Improved Evasion, Crippling Strike, Defensive Roll, Opportunist, Skill Mastery, Slippery Mind. These feats may be selected even if the prerequisites are not met. Alternatly, the rogue may select any other feat that he meets the prerequisites in lieu of a special ability.

Feats

Sneak Attack I
You are skilled at making Sneak Attacks.
Prerequisite: Dex 13+, Search: 4 ranks, Spot: 4 ranks.
Benefit: Any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank the target, your attack deals 1d6 extra damage. Should the sneak attack be a critical hit, this extra damage is not multiplied. Sneak attack only works if you are wearing light or no armour.

Ranged attacks can only count as sneak attacks if the target is within 30 feet. You can't strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals subdual damage instead of normal damage. You cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty.

You can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Sneak Attack II
You are skilled at making Sneak Attacks.
Prerequisite: Dex 13+, Search: 6 ranks, Spot: 6 ranks, Sneak Attack I.
Benefit: As Sneak Attack I, but extra damage raised by +1d6. This damage stacks with the damage from other Sneak Attack Feats.

Traps
You are skilled at locating complex traps.
Benefit: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magical trap has a DC of 25 + the level of the spell used to create it.
Normal: Traps with a DC of higher than 20 cannot be located.

Disable Device
You are skilled at disarming magical traps.
Prerequisite: Int 13+, Traps, Search: 6+ ranks.
Benefit: You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

Those who beat a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Evasion
You are skilled at evading damage.
Prerequisite: Dex 13+, Tumble: 4+ ranks, Jump: 4+ ranks.
Benefit: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, you take no damage with a successful saving throw. Evasion can only be used if the you are wearing light armor or no armor. It is an extraordinary ability.

Improved Evasion
You are incredibly skilled at evading damage.
Prerequisite: Evasion, Character Level 9+.
Benefit: You only take half damage on a failed save. Improved Evasion can only be used if the you are wearing light armor or no armor. It is an extraordinary ability.

Uncanny Dodge I
You can react to danger before your senses would normally allow.
Prerequisite: Listen: 5 ranks, Jump: 5 ranks.
Benefit: You retain your Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.

Uncanny Dodge II
You cannot be flanked.
Prerequisite: Listen: 8 ranks, Jump: 8 ranks, Uncanny Dodge I.
Benefit: You can no longer be flanked. Another character with Uncanny Dodge II at least four levels higher can still flank.

Uncanny Dodge III
You can dodge traps.
Prerequisite: Listen: 8 ranks, Jump: 8 ranks, Uncanny Dodge I.
Benefit: You gain a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Uncanny Dodge IV
You can dodge traps.
Prerequisite: as Uncanny Dodge III, plus Uncanny Dodge III.
Benefit: You gain a +2 bonus to Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks by traps.

Uncanny Dodge V
You can dodge traps.
Prerequisite: as Uncanny Dodge III, plus Uncanny Dodge IV.
Benefit: You gain a +3 bonus to Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks by traps.

Uncanny Dodge VI
You can dodge traps.
Prerequisite: as Uncanny Dodge III, plus Uncanny Dodge V.
Benefit: You gain a +4 bonus to Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks by traps.

Crippling Strike
Your blows weaken opponents.
Prerequisite: Sneak Attack V, BAB +7, Character Level 10+.
Benefit: When you damage an opponent with a sneak attack, the target also takes 1 point of Strength damage.

Defensive Roll
You can roll with a potentially lethal blow.
Prerequisite: Uncanny Dodge II, Dodge, Lightning Reflexes.
Benefit: Once per day, when you would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. You make a Reflex saving throw (DC = damage dealt) and, if successful, take only half damage from the blow. You must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, you can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, any evasion ability does not apply to the defensive roll.

Opportunist
You can react to opportunities in battle.
Prerequisite: Sneak Attack V, Base Attack Bonus +4, Combat Reflexes.
Benefit: Once per round, you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as your attack of opportunity for that round. Even if you have the Combat Reflexes feat you can't use the opportunist ability more than once per round.

Skill Mastery
You are very certain about your skills.
Prerequisite: Cha 13+, Character Level 10+.
Benefit: You select a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you from doing so. You may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind
You can wriggle free from magical effects that would otherwise control or compel you.
Prerequisite: Wis 13+, Character Level 10+, Iron Will.
Benefit: If a you are affected by an enchantment and fails the saving throw, 1 round later you can attempt the saving throw again. You only get this one extra chance to succeed. This is an extraordinary ability.
 

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Here's something similar I once made. You'll notice that it encompasses both assassins and shadowdancers (at least most of their abilities). The idea is to reduce or remove the need for prestige classes by incorporating their special abilities with suitable prerequisites. I think it should be easy to expand upon.

I have similar flexible versions of barbarians, bards, fighters, rangers and paladins which are more or less completed. (Yes, they all get the same number of special abilities. The Flexible Fighter was especially easy to 'make' :))

The Flexible Rogue

Unchanged: Alignment, Hit Die, Class Skills, Skill Points, BAB, Saves, Weapon and Armor Proficiency, Gold.

At 1st through 4th level, and at each even level after that, the rogue gains a special ability from this list:

1. Sneak Attack: May be taken once + once per 3 levels.
2. Evasion
3. Improved Evasion: Requires Evasion and level 8.
4. Uncanny Dodge: May be taken up to 3 times.
5. Skilled
6. Crippling Strike: Requires Sneak Attack and level 8.
7. Defensive Roll: Requires level 8.
8. Opportunist: Requires level 8.
9. Slippery Mind: Requires level 8.
10. Skill Mastery
11. Death Attack: Requires Sneak Attack +3d6 and evil alignment.
12. Poisoner: Requires evil alignment.
13. Spells (Rogue): May be taken once per 4 levels.
14. Fast Movement +10’: May be taken once per 8 levels.
15. Feat (Rogue)
16. Hide in Plain Sight: Requires 10 Hide ranks.
17. Shadow Jump: Requires Hide in Plain Sight.

PHB rogue: 1st Sneak, 2nd Evasion, 3rd Sneak, 4th UD, 6th UD, 8th Sneak, 10th SA, 12th UD, 14th SA, 16th SA, 18th SA, 20th -.
Additional ability: at 20th.


Crippling Strike: Described PHB 48. Requires Sneak Attack +5d6.

Death Attack: Described DMG 30. The DC is 10+level/2+IntMod.

Defensive Roll: Described PHB 48. Requires unmodified Reflex save of +6.

Evasion: Described PHB 39-40.

Fast Movement +10’: Described PHB 25 (can be taken up to once plus once per 4 levels).

Feat (Rogue): Choose one feat from this list: Alertness, Ambidexterity, Blind-Fight, Improved Initiative, Lightning Reflexes, Skill Focus, Quick Draw. You must satisfy all requirements for the feat.

Hide in Plain Sight: Described DMG 35.

Improved Evasion: Described PHB 40.

Opportunist: Described PHB 48. Requires Sneak Attack +5d6.

Poisoner: Includes Resist Poison (+1 per 4 levels). Both are otherwise described DMG 30.

Shadow Jump: Described DMG 36 except the total daily distance is 20 ft + 10 ft per level over 9th (120 ft at 20th).

Skill Mastery: Described PHB 48. You must have at least 10 ranks or Skill Focus in the skills.

Skilled: Gain 4 extra skill points. These are not multiplied if taken at 1st level.

Slippery Mind: Described PHB 48.

Sneak Attack: Described PHB 47 except first time you take it, you get +d6 per five levels, rounded up. The second time, you get +d6 per three levels, rounded up. The third time, you get +d6 per two levels, rounded up. Fourth and subsequent times it is taken, you get an additional +d6.

Spells (Rogue): Gain access to one level of rogue spells (listed DMG 30 as assassin spells). Daily spells are 0-1-2-3 from the time this ability is gained. Otherwise, spellcasting is described DMG 30. Each time this ability is taken, another level of spells is accessible (assuming sufficient intelligence).

Uncanny Dodge: Choose one benefit: Dex bonus to AC, Can’t be flanked, Traps. The abilities are described PHB 25 except the bonus vs. traps is +1 per 4 levels.
 
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