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<blockquote data-quote="the Jester" data-source="post: 9524969" data-attributes="member: 1210"><p>This is the rogue. I am not fully satisfied with it; for instance, I am waffling on the requirements to sneak attack, and I have been debating whether to make Evasion require a reaction.</p><p></p><p><strong>ROGUE</strong></p><p></p><p>1d6 HD.</p><p></p><p><strong>Starting Features:</strong> Gain proficiency in rapier, short bow, whip, expertise +1d6 (one stat), +1 to attacks.</p><p></p><p><strong>Level --- Features</strong></p><p>1 --- +1 to attacks, Expertise +1d6 (one stat), Sneak Attack +1d6, Proficiencies (dagger, dart, short sword, sling; light armor)</p><p>2 --- Cunning Shift, Extra Reaction</p><p>3 --- Sneak Attack +2d6</p><p>4 --- +1 to attacks, Cunning Skill, Fast Movement +10'</p><p>5 --- Uncanny Dodge</p><p>6 --- Expertise +1d6 (two stats), Double Extra Reaction</p><p>7 --- Sneak Attack +3d6</p><p>8 --- +1 to attacks, Evasion</p><p>9 --- Fast Movement +20'</p><p>10 --- Sneak Attack +4d6</p><p></p><p><strong>+x to Attacks: </strong>The bonus applies to all attack rolls using weapons, natural weapons, or improvised weapons (not to spells or similar effects).</p><p></p><p><strong>Expertise: </strong>Choose one ability score. Whenever you make a check against that ability, that ability gains a 1d6 bonus die, which effectively increases that ability by the roll for purposes of that check.</p><p></p><p><strong>Sneak Attack: </strong>If your Dex is 15 or higher, you do an extra point of damage per die on sneak attacks. You are eligible to deal sneak attack damage if you are proficient with the weapon and you have a bonus die 1d6 or better on the attack.</p><p></p><p><strong>Cunning Shift: </strong>You can spend 10' of movement to treat your movement as a shift until the end of your turn.</p><p></p><p><strong>Extra Reaction: </strong>You can take an extra reaction each round, but can still only use one reaction per trigger.</p><p></p><p><strong>Cunning Skill: </strong>You can spend 15' of movement to make a check that normally takes an action.</p><p></p><p><strong>Fast Movement:</strong> Applies only to those types of movement for which you have a Speed. (For most pcs, this means only walking.)</p><p></p><p><strong>Uncanny Dodge: </strong>When you are hit by an attack, you can use a reaction to take half damage.</p><p></p><p><strong>Evasion: </strong>When you succeed on a Dex save, you take no damage, and if you fail, you take only half damage.</p><p></p><p><strong>Double Extra Reaction: </strong>You can take an extra two reactions per round (but only one per trigger).</p><p></p><p><em><strong>Level Up:</strong></em> If the class you took most recently upon leveling up was rogue, you can choose one of the following options, with an ability score needing 10 advancement points to increase one full point:</p><ul> <li data-xf-list-type="ul">Your Dex, Int, or Cha gains 1d6 advancement points. </li> <li data-xf-list-type="ul">Another ability score of your choice gains 1d4 advancement points.</li> </ul></blockquote><p></p>
[QUOTE="the Jester, post: 9524969, member: 1210"] This is the rogue. I am not fully satisfied with it; for instance, I am waffling on the requirements to sneak attack, and I have been debating whether to make Evasion require a reaction. [B]ROGUE[/B] 1d6 HD. [B]Starting Features:[/B] Gain proficiency in rapier, short bow, whip, expertise +1d6 (one stat), +1 to attacks. [B]Level --- Features[/B] 1 --- +1 to attacks, Expertise +1d6 (one stat), Sneak Attack +1d6, Proficiencies (dagger, dart, short sword, sling; light armor) 2 --- Cunning Shift, Extra Reaction 3 --- Sneak Attack +2d6 4 --- +1 to attacks, Cunning Skill, Fast Movement +10' 5 --- Uncanny Dodge 6 --- Expertise +1d6 (two stats), Double Extra Reaction 7 --- Sneak Attack +3d6 8 --- +1 to attacks, Evasion 9 --- Fast Movement +20' 10 --- Sneak Attack +4d6 [B]+x to Attacks: [/B]The bonus applies to all attack rolls using weapons, natural weapons, or improvised weapons (not to spells or similar effects). [B]Expertise: [/B]Choose one ability score. Whenever you make a check against that ability, that ability gains a 1d6 bonus die, which effectively increases that ability by the roll for purposes of that check. [B]Sneak Attack: [/B]If your Dex is 15 or higher, you do an extra point of damage per die on sneak attacks. You are eligible to deal sneak attack damage if you are proficient with the weapon and you have a bonus die 1d6 or better on the attack. [B]Cunning Shift: [/B]You can spend 10' of movement to treat your movement as a shift until the end of your turn. [B]Extra Reaction: [/B]You can take an extra reaction each round, but can still only use one reaction per trigger. [B]Cunning Skill: [/B]You can spend 15' of movement to make a check that normally takes an action. [B]Fast Movement:[/B] Applies only to those types of movement for which you have a Speed. (For most pcs, this means only walking.) [B]Uncanny Dodge: [/B]When you are hit by an attack, you can use a reaction to take half damage. [B]Evasion: [/B]When you succeed on a Dex save, you take no damage, and if you fail, you take only half damage. [B]Double Extra Reaction: [/B]You can take an extra two reactions per round (but only one per trigger). [I][B]Level Up:[/B][/I] If the class you took most recently upon leveling up was rogue, you can choose one of the following options, with an ability score needing 10 advancement points to increase one full point: [LIST] [*]Your Dex, Int, or Cha gains 1d6 advancement points. [*]Another ability score of your choice gains 1d4 advancement points. [/LIST] [/QUOTE]
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