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<blockquote data-quote="Trellian" data-source="post: 4060039" data-attributes="member: 1843"><p>OK, one of my players came up with a variant rogue he wants to play in the next campaign. It is loosely based on a class from the World of Warcraft D20 game. </p><p></p><p>I would appreciate any comments on this. Is the class too powerful? Too weird? I am hesitant to allow it, as I have no idea if it's balanced. </p><p></p><p></p><p>The melee Rogue (For the player who wants more than, hide – sneak attack – hide – sneak attack) </p><p></p><p>Skill points: 4+int modifier</p><p></p><p>Proficiencies: Proficient with all simple and martial weapons, with light and medium armor. Not proficient with shields.</p><p></p><p>Class skills: Balance, bluff, climb, craft, diplomacy, disguise, escape artist, hide, intimidate, jump, listen, move silently, profession, search, sleight of hand, spot, swim, tumble, and use rope.</p><p></p><p>Hit dice: D6</p><p></p><p>Energy: A rogue can use his special abilities and finishing moves a number of times per day equal to his total rogue levels + his dexterity modifier. He does not lose energy for a negative dexterity modifier. The rogue replenish all his energy once per day after resting. </p><p>Level 1 Special ability, Finishing Move Fort, Ref, Will </p><p></p><p>+0+2+0 BAB: </p><p></p><p>+0</p><p>Level 2 Special feat +0+3+0 +1</p><p>Level 3 Special ability +1+3+1 +2</p><p>Level 4 +1+4+1 +3</p><p>Level 5 Special ability, +1+4+1 +3</p><p>Level 6 Finishing Move +2+5+2 +4</p><p>Level 7 Special Feat +2+5+2 +5</p><p>Level 8 +2+6+2 +6/+1</p><p>Level 9 Special ability, +3+6+3 +6/+1</p><p>Level 10 Special feat +3+7+3 +7/+2</p><p>Level 11 Finishing move +3+7+3 +8/+3</p><p>Level 12 +4+8+4 +9/+4</p><p>Level 13 Special feat +4+8+4 +9/+4</p><p>Level 14 +4+9+4 +10/+5</p><p>Level 15 Finishing Move, +5+9+5 +11/+6/+1</p><p>Level 16 Special feat +5+10+5 +12/+7/+2</p><p>Level 17 Special ability +5+10+5 +12/+7/+2</p><p>Level 18 +6+11+6 +13/+8/+3</p><p>Level 19 Special feat +6+11+6 +14/+9/+4</p><p>Level 20 Finishing Move +6+12+6 +15/+10/+5</p><p></p><p></p><p>Special abilities:</p><p></p><p>Each ability costs the rogue 1 energy and is used in conjunction with an attack, and the attack must be made with a one handed weapon. Special abilities are not stand alone actions, they are always in conjunction with an attack unless stated otherwise. A special ability can only be used if the wearer wears medium armour or lighter. The rogue must state if he is using a special ability before the attack roll. If the rogues attack fail he uses up 1 energy for the day. Special abilities do not</p><p></p><p>multiply on a critical hit unless stated otherwise. Special abilities are not precision based damage. The attack must hit for a combo point to be gained. Combo points lasts until the rogue attacks a new target, uses a finishing move, or the target dies. All rogue abilities can stack (if they last more than one round) up to a maximum of 5 times. </p><p></p><p>Sinister strike:</p><p></p><p>The rogue deals normal damage and additional 1d6 +1/every 3rd rogue level (I.e. At level 3 sinister strike deals an additional 1d6+2 damage). This adds a combo point to the target. </p><p></p><p>Cheap Shot:</p><p></p><p>If the rogue succeeds on a touch attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be paralysed for 1 round. The rogue must catch the target flat footed to use this ability. This adds a combo point. </p><p></p><p>Garrotte:</p><p></p><p>If the rogue deals damage in a melee attack against the target, then the target bleeds for 1d3 htp +1/every 3rd rogue level for a number of rounds equal to ½ the rogues’ level (minimum 1 round). This effect can only be stopped by a heal check [DC: 10 + ½ the rogues level + dex modifier] or 1 point of magical healing per rogue level. The rogue must catch the target flat footed to use this ability. This adds a combo point.</p><p></p><p>Gouge:</p><p></p><p>If the rogue succeeds on a touch attack against the target, the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be dazed for 1 round. This adds a combo point.</p><p></p><p>Ambush:</p><p></p><p>The rogue must catch the target flat footed to use this ability. The rogue deals double normal damage on one attack, and this damage does multiply on a critical hit. This adds a combo point. </p><p></p><p>Blind:</p><p></p><p>If the rogue succeeds on a touch attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be blinded for 1 round. This adds a combo point</p><p></p><p>Kick:</p><p></p><p>The rogue must ready to interrupt the casting of a spell. When he interrupts, and if the rogue succeeds on a touch attack against the target, then the caster must make a concentration check [DC: 10 + the rogues level + dex modifier] or the caster fails the spell. This ability can be used in place of an attack of opportunity or as a readied action. This adds a combo point.</p><p></p><p>Finishing moves</p><p></p><p>After a Rogue adds combo points (max 5) he may execute a finishing move. This costs 1 energy. Finishing move is a full round action and must be preformed with a one handed melee weapon. The rogue must state that he uses a finishing move before an attack roll. If the rogues attack fail, he uses up 1 energy for the day. Finishing moves does not multiply on a critical hit, and finishing moves are not precision based damage. </p><p></p><p>Eviscerate:</p><p></p><p>The rogue deals normal damage and additional 1d8 +2/per combo point (i.e. if the target has two combo points, eviscerate deals 1d8 +4 damage). This removes all the rogues’ combo point from the target.</p><p></p><p>Expose armour:</p><p></p><p>If the rogue succeeds on a touch attack against the target, then the target loses 2 AC per combo point for a number of rounds equal to ½ rogues level (minimum 1 round). This removes all the rogues’ combo point from the target.</p><p></p><p>Rupture:</p><p></p><p>If the rogue deals damage on a melee attack against the target, then the target bleeds for 1d4 htp per combo point for a number of rounds equal to ½ rogues level (minimum 1 round). ).This effect can only be stopped by a heal check [DC: 10 + the rogues level + dex modifier] or 2 point of magical healing per rogue level. This removes all the rogues’ combo point from the target.</p><p></p><p>Slice and Dice:</p><p></p><p>The rogue gains 1 extra attack for 1 round per combo point. This attack is at the rogues highest base attack bonus -5. This removes all the rogues’ combo point from the target.</p><p></p><p>Crippling strike:</p><p></p><p>If the rogue deals damage on a melee attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or the target receives 1 str and 1 dex ability damage per combo point. This effect lasts for a number of rounds equal to ½ the rogues’ level (minimum 1 round). This removes all the rogues’ combo point from the target.</p><p></p><p>Kidney shot:</p><p></p><p>If the rogue deals damage on a melee attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be dazed for 1 round per combo point. </p><p></p><p>Special feats</p><p></p><p>If noted the special feat can replace a normal bonus feat granted by level. These feats are restricted to the melee rogue.</p><p></p><p>Improved sinister strike</p><p></p><p>Prerequisite: Sinister strike</p><p></p><p>Benefit: Deal +3 damage with your sinister strike</p><p></p><p>Improved Eviscerate</p><p></p><p>Prerequisite: Eviscerate</p><p></p><p>Benefit: Eviscerate now deals 2 more damage per combo point</p><p></p><p>Improved Slice and Dice</p><p></p><p>Prerequisite: Slice and Dice</p><p></p><p>Benefit: Your slice and Dice now has -3 penalty instead of -5 to base attack</p><p></p><p>Improved Expose Armour</p><p></p><p>Prerequisite: Expose Armour</p><p></p><p>Benefit: The target loses 1 more AC per combo point</p><p></p><p>Improved Kidney shot</p><p></p><p>Prerequisite: Kidney shot</p><p></p><p>Benefit: While dazed all damage dealt to the target is increased by 2 dice.</p><p></p><p>Improved Ambush</p><p></p><p>Prerequisite: Ambush </p><p></p><p>Benefit: When using Ambush your critical threat range is increased by 3 after all other modifiers </p><p></p><p>Aggression</p><p></p><p>Prerequisite: Improved Sinister strike, Improved eviscerate</p><p></p><p>Benefit: Your sinister strike and eviscerate deals +1 die of damage (total 2d6 for sinister strike and total 2d8 for eviscerate)</p><p></p><p>Cold blood</p><p></p><p>Benefit: 1/day you may automatically confirm a critical threat against a critical hit</p><p></p><p>Special: This feat can be taken instead of a normal feat granted by level </p><p></p><p>Seal fate</p><p></p><p>Prerequisite: Cold blood</p><p></p><p>Benefit: If you critical hit a target when using a special ability you may add an other combo point to the target</p><p></p><p>Quick recovery </p><p></p><p>Benefit: All healing effects on you heal 50% more than normal. Also, if you fail to hit with a finishing move, the next attempt to hit with a finishing move on the same target costs no energy.</p><p></p><p>Special: This feat can be taken instead of a normal feat granted by level </p><p></p><p>Deadened nerves</p><p></p><p>Prerequisite: Quick recovery</p><p></p><p>Benefit: You gain damage reduction 1/- This feat can be taken up to three times</p><p></p><p>Nerves of steel</p><p></p><p>Prerequisite: Quick recovery, Deadened nerves</p><p></p><p>Benefit: You may reroll once whenever you fail a will save</p><p></p><p>Vigor</p><p></p><p>Benefit: You gain additional 3 energy, this feat may be taken only once.</p><p></p><p>Special: This feat can be taken instead of a normal feat granted by level </p><p></p><p>Adrenaline rush</p><p></p><p>Prerequisite: Vigor</p><p></p><p>Benefit: As an immediate action you gain 1 energy per round (starting the round you activate the ability) for 5 rounds. You may do this once per day at level 1-10 and twice per day at level 11-20</p><p></p><p>Surprise attacks</p><p></p><p>Prerequisite: Adrenaline rush, Vigor</p><p></p><p>Benefit: when you use sinister strike, gauge, kick and blind the target is denied any dodge bonus to AC</p><p></p><p>Precise strike</p><p></p><p>Prerequisite: Any rogue ability with a save involved</p><p></p><p>Benefit: That save now has 3 higher DC. This feat may be taken only once per ability, but may be applied to any number of abilities. </p><p></p><p>Rougly two weapon fighting </p><p></p><p>Prerequisite: Two weapon fighting, Rogue lvl 3</p><p></p><p>Benefit: you may use your full strength modifier when using an off hand weapon</p><p></p><p>Special: This feat can be taken instead of a normal feat granted by level </p><p></p><p>Combat potency </p><p></p><p>Prerequisite: Rougly two weapon fighting</p><p></p><p>Benefit: whenever you roll 19-20 with your off-hand weapon you gain back 1 energy (can not exceed your maximum energy)</p><p></p><p>Blade twisting</p><p></p><p>Prerequisite: Sinister strike, ambush, gouge or garrotte</p><p></p><p>Benefit: If you hit with sinister strike, ambush, gouge or garrotte the target must take a fort save [DC: 10 + ½ the rogues level + dex modifier] or move half speed for a number of rounds equal to ½ rogues level (minimum 1 round). </p><p></p><p>Open wounds</p><p></p><p>Prerequisite: Rupture or garrotte</p><p></p><p>Benefit: Your rupture or garrotte lasts for 3 additional rounds</p><p></p><p>Deadly opportunist</p><p></p><p>Prerequisite: Base attack +4</p><p></p><p>Benefit: You deal 1d6 extra damage to any target that is flat footed or in any way denied dexterity bonus to AC</p><p></p><p>Special: This feat can be taken instead of a normal feat granted by level </p><p></p><p>Deadliness</p><p></p><p>Prerequisite: Deadly opportunist</p><p></p><p>Benefit: Any attack made to a flat footed target deals your dexterity bonus in addition to the weapon damage</p><p></p><p>Evasion</p><p></p><p>Benefit: See PH</p><p></p><p>Special: This feat can be taken instead of a normal feat granted by level </p><p></p><p>Improved Evasion</p><p></p><p>Prerequisite: Evasion</p><p></p><p>Benefit: See PH</p><p></p><p>Special: This feat can be taken instead of a normal feat granted by level </p><p></p><p>Stalk</p><p></p><p>Prerequisite: Base attack +7</p><p></p><p>Benefit: See PH</p><p></p><p>Special: This feat can be taken instead of a normal feat granted by level </p><p></p><p>Uncanny Dodge</p><p></p><p>Prerequisite: Base attack +1</p><p></p><p>Benefit: See PH</p><p></p><p>Special: This feat can be taken instead of a normal feat granted by level </p><p></p><p>Improved Uncanny Dodge</p><p></p><p>Prerequisite: Base attack +4</p><p></p><p>Benefit: See PH</p><p></p><p>Special: This feat can be taken instead of a normal feat granted by level</p></blockquote><p></p>
[QUOTE="Trellian, post: 4060039, member: 1843"] OK, one of my players came up with a variant rogue he wants to play in the next campaign. It is loosely based on a class from the World of Warcraft D20 game. I would appreciate any comments on this. Is the class too powerful? Too weird? I am hesitant to allow it, as I have no idea if it's balanced. The melee Rogue (For the player who wants more than, hide – sneak attack – hide – sneak attack) Skill points: 4+int modifier Proficiencies: Proficient with all simple and martial weapons, with light and medium armor. Not proficient with shields. Class skills: Balance, bluff, climb, craft, diplomacy, disguise, escape artist, hide, intimidate, jump, listen, move silently, profession, search, sleight of hand, spot, swim, tumble, and use rope. Hit dice: D6 Energy: A rogue can use his special abilities and finishing moves a number of times per day equal to his total rogue levels + his dexterity modifier. He does not lose energy for a negative dexterity modifier. The rogue replenish all his energy once per day after resting. Level 1 Special ability, Finishing Move Fort, Ref, Will +0+2+0 BAB: +0 Level 2 Special feat +0+3+0 +1 Level 3 Special ability +1+3+1 +2 Level 4 +1+4+1 +3 Level 5 Special ability, +1+4+1 +3 Level 6 Finishing Move +2+5+2 +4 Level 7 Special Feat +2+5+2 +5 Level 8 +2+6+2 +6/+1 Level 9 Special ability, +3+6+3 +6/+1 Level 10 Special feat +3+7+3 +7/+2 Level 11 Finishing move +3+7+3 +8/+3 Level 12 +4+8+4 +9/+4 Level 13 Special feat +4+8+4 +9/+4 Level 14 +4+9+4 +10/+5 Level 15 Finishing Move, +5+9+5 +11/+6/+1 Level 16 Special feat +5+10+5 +12/+7/+2 Level 17 Special ability +5+10+5 +12/+7/+2 Level 18 +6+11+6 +13/+8/+3 Level 19 Special feat +6+11+6 +14/+9/+4 Level 20 Finishing Move +6+12+6 +15/+10/+5 Special abilities: Each ability costs the rogue 1 energy and is used in conjunction with an attack, and the attack must be made with a one handed weapon. Special abilities are not stand alone actions, they are always in conjunction with an attack unless stated otherwise. A special ability can only be used if the wearer wears medium armour or lighter. The rogue must state if he is using a special ability before the attack roll. If the rogues attack fail he uses up 1 energy for the day. Special abilities do not multiply on a critical hit unless stated otherwise. Special abilities are not precision based damage. The attack must hit for a combo point to be gained. Combo points lasts until the rogue attacks a new target, uses a finishing move, or the target dies. All rogue abilities can stack (if they last more than one round) up to a maximum of 5 times. Sinister strike: The rogue deals normal damage and additional 1d6 +1/every 3rd rogue level (I.e. At level 3 sinister strike deals an additional 1d6+2 damage). This adds a combo point to the target. Cheap Shot: If the rogue succeeds on a touch attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be paralysed for 1 round. The rogue must catch the target flat footed to use this ability. This adds a combo point. Garrotte: If the rogue deals damage in a melee attack against the target, then the target bleeds for 1d3 htp +1/every 3rd rogue level for a number of rounds equal to ½ the rogues’ level (minimum 1 round). This effect can only be stopped by a heal check [DC: 10 + ½ the rogues level + dex modifier] or 1 point of magical healing per rogue level. The rogue must catch the target flat footed to use this ability. This adds a combo point. Gouge: If the rogue succeeds on a touch attack against the target, the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be dazed for 1 round. This adds a combo point. Ambush: The rogue must catch the target flat footed to use this ability. The rogue deals double normal damage on one attack, and this damage does multiply on a critical hit. This adds a combo point. Blind: If the rogue succeeds on a touch attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be blinded for 1 round. This adds a combo point Kick: The rogue must ready to interrupt the casting of a spell. When he interrupts, and if the rogue succeeds on a touch attack against the target, then the caster must make a concentration check [DC: 10 + the rogues level + dex modifier] or the caster fails the spell. This ability can be used in place of an attack of opportunity or as a readied action. This adds a combo point. Finishing moves After a Rogue adds combo points (max 5) he may execute a finishing move. This costs 1 energy. Finishing move is a full round action and must be preformed with a one handed melee weapon. The rogue must state that he uses a finishing move before an attack roll. If the rogues attack fail, he uses up 1 energy for the day. Finishing moves does not multiply on a critical hit, and finishing moves are not precision based damage. Eviscerate: The rogue deals normal damage and additional 1d8 +2/per combo point (i.e. if the target has two combo points, eviscerate deals 1d8 +4 damage). This removes all the rogues’ combo point from the target. Expose armour: If the rogue succeeds on a touch attack against the target, then the target loses 2 AC per combo point for a number of rounds equal to ½ rogues level (minimum 1 round). This removes all the rogues’ combo point from the target. Rupture: If the rogue deals damage on a melee attack against the target, then the target bleeds for 1d4 htp per combo point for a number of rounds equal to ½ rogues level (minimum 1 round). ).This effect can only be stopped by a heal check [DC: 10 + the rogues level + dex modifier] or 2 point of magical healing per rogue level. This removes all the rogues’ combo point from the target. Slice and Dice: The rogue gains 1 extra attack for 1 round per combo point. This attack is at the rogues highest base attack bonus -5. This removes all the rogues’ combo point from the target. Crippling strike: If the rogue deals damage on a melee attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or the target receives 1 str and 1 dex ability damage per combo point. This effect lasts for a number of rounds equal to ½ the rogues’ level (minimum 1 round). This removes all the rogues’ combo point from the target. Kidney shot: If the rogue deals damage on a melee attack against the target, then the target must make a fort save [DC: 10 + ½ the rogues level + dex modifier] or be dazed for 1 round per combo point. Special feats If noted the special feat can replace a normal bonus feat granted by level. These feats are restricted to the melee rogue. Improved sinister strike Prerequisite: Sinister strike Benefit: Deal +3 damage with your sinister strike Improved Eviscerate Prerequisite: Eviscerate Benefit: Eviscerate now deals 2 more damage per combo point Improved Slice and Dice Prerequisite: Slice and Dice Benefit: Your slice and Dice now has -3 penalty instead of -5 to base attack Improved Expose Armour Prerequisite: Expose Armour Benefit: The target loses 1 more AC per combo point Improved Kidney shot Prerequisite: Kidney shot Benefit: While dazed all damage dealt to the target is increased by 2 dice. Improved Ambush Prerequisite: Ambush Benefit: When using Ambush your critical threat range is increased by 3 after all other modifiers Aggression Prerequisite: Improved Sinister strike, Improved eviscerate Benefit: Your sinister strike and eviscerate deals +1 die of damage (total 2d6 for sinister strike and total 2d8 for eviscerate) Cold blood Benefit: 1/day you may automatically confirm a critical threat against a critical hit Special: This feat can be taken instead of a normal feat granted by level Seal fate Prerequisite: Cold blood Benefit: If you critical hit a target when using a special ability you may add an other combo point to the target Quick recovery Benefit: All healing effects on you heal 50% more than normal. Also, if you fail to hit with a finishing move, the next attempt to hit with a finishing move on the same target costs no energy. Special: This feat can be taken instead of a normal feat granted by level Deadened nerves Prerequisite: Quick recovery Benefit: You gain damage reduction 1/- This feat can be taken up to three times Nerves of steel Prerequisite: Quick recovery, Deadened nerves Benefit: You may reroll once whenever you fail a will save Vigor Benefit: You gain additional 3 energy, this feat may be taken only once. Special: This feat can be taken instead of a normal feat granted by level Adrenaline rush Prerequisite: Vigor Benefit: As an immediate action you gain 1 energy per round (starting the round you activate the ability) for 5 rounds. You may do this once per day at level 1-10 and twice per day at level 11-20 Surprise attacks Prerequisite: Adrenaline rush, Vigor Benefit: when you use sinister strike, gauge, kick and blind the target is denied any dodge bonus to AC Precise strike Prerequisite: Any rogue ability with a save involved Benefit: That save now has 3 higher DC. This feat may be taken only once per ability, but may be applied to any number of abilities. Rougly two weapon fighting Prerequisite: Two weapon fighting, Rogue lvl 3 Benefit: you may use your full strength modifier when using an off hand weapon Special: This feat can be taken instead of a normal feat granted by level Combat potency Prerequisite: Rougly two weapon fighting Benefit: whenever you roll 19-20 with your off-hand weapon you gain back 1 energy (can not exceed your maximum energy) Blade twisting Prerequisite: Sinister strike, ambush, gouge or garrotte Benefit: If you hit with sinister strike, ambush, gouge or garrotte the target must take a fort save [DC: 10 + ½ the rogues level + dex modifier] or move half speed for a number of rounds equal to ½ rogues level (minimum 1 round). Open wounds Prerequisite: Rupture or garrotte Benefit: Your rupture or garrotte lasts for 3 additional rounds Deadly opportunist Prerequisite: Base attack +4 Benefit: You deal 1d6 extra damage to any target that is flat footed or in any way denied dexterity bonus to AC Special: This feat can be taken instead of a normal feat granted by level Deadliness Prerequisite: Deadly opportunist Benefit: Any attack made to a flat footed target deals your dexterity bonus in addition to the weapon damage Evasion Benefit: See PH Special: This feat can be taken instead of a normal feat granted by level Improved Evasion Prerequisite: Evasion Benefit: See PH Special: This feat can be taken instead of a normal feat granted by level Stalk Prerequisite: Base attack +7 Benefit: See PH Special: This feat can be taken instead of a normal feat granted by level Uncanny Dodge Prerequisite: Base attack +1 Benefit: See PH Special: This feat can be taken instead of a normal feat granted by level Improved Uncanny Dodge Prerequisite: Base attack +4 Benefit: See PH Special: This feat can be taken instead of a normal feat granted by level [/QUOTE]
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