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Variant rogue
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<blockquote data-quote="Asurya" data-source="post: 4062101" data-attributes="member: 59648"><p>I'd rather go with this formatting :</p><p>[sblock=table]</p><p>[code][b] HD:[/b] d6</p><p>[b] BAB:[/b] medium</p><p>[b] saves:[/b] low Fort, high Ref, low Will</p><p>[b]base skill pts:[/b] 4</p><p></p><p>[u][b]Lvl Special[/b] [/u]</p><p>1 Special ability, Finishing move</p><p>2 Special feat</p><p>3 Special ability</p><p>4 -</p><p>5 Special ability</p><p>6 Finishing move</p><p>7 Special feat</p><p>8 -</p><p>9 Special ability</p><p>10 Special feat</p><p>11 Finishing move</p><p>12 -</p><p>13 Special feat</p><p>14 -</p><p>15 Finishing move</p><p>16 Special feat</p><p>17 Special ability</p><p>18 -</p><p>19 Special feat</p><p>20 Finishing move[/code]</p><p>[/sblock]</p><p>[sblock=Class features]</p><p><span style="font-size: 12px"><strong>CLASS FEATURES</strong></span></p><p></p><p><span style="font-size: 12px">Special ability</span></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.</p><p>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.</p><ul> <li data-xf-list-type="ul"><span style="color: teal">Sinister strike</span>:<br /> 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.</li> <li data-xf-list-type="ul"><span style="color: teal">Cheap Shot</span>:<br /> 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.</li> <li data-xf-list-type="ul"><span style="color: teal">Garrotte</span>:<br /> 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.</li> <li data-xf-list-type="ul"><span style="color: teal">Gouge</span>:<br /> 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.</li> <li data-xf-list-type="ul"><span style="color: teal">Ambush</span>:<br /> 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.</li> <li data-xf-list-type="ul"><span style="color: teal">Blind</span>:<br /> 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</li> <li data-xf-list-type="ul"><span style="color: teal">Kick</span>:<br /> 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.</li> </ul><p></p><p><span style="font-size: 12px">Finishing move</span></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><ul> <li data-xf-list-type="ul"><span style="color: teal">Eviscerate</span>:<br /> 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.</li> <li data-xf-list-type="ul"><span style="color: teal">Expose armour</span>:<br /> 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.</li> <li data-xf-list-type="ul"><span style="color: teal">Rupture</span>:<br /> 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.</li> <li data-xf-list-type="ul"><span style="color: teal">Slice and Dice</span>:<br /> 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.</li> <li data-xf-list-type="ul"><span style="color: teal">Crippling strike</span>:<br /> 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.</li> <li data-xf-list-type="ul"><span style="color: teal">Kidney shot</span>:<br /> 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.</li> </ul><p></p><p><span style="font-size: 12px">Special feat</span></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><ul> <li data-xf-list-type="ul"><span style="color: teal">Improved sinister strike</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Sinister strike<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> Deal +3 damage with your sinister strike</li> <li data-xf-list-type="ul"><span style="color: teal">Improved Eviscerate</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Eviscerate<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> Eviscerate now deals 2 more damage per combo point</li> <li data-xf-list-type="ul"><span style="color: teal">Improved Slice and Dice</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Slice and Dice<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> Your slice and Dice now has -3 penalty instead of -5 to base attack</li> <li data-xf-list-type="ul"><span style="color: teal">Improved Expose Armour</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Expose Armour<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> The target loses 1 more AC per combo point</li> <li data-xf-list-type="ul"><span style="color: teal">Improved Kidney shot</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Kidney shot<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> While dazed all damage dealt to the target is increased by 2 dice.</li> <li data-xf-list-type="ul"><span style="color: teal">Improved Ambush</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Ambush<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> When using Ambush your critical threat range is increased by 3 after all other modifiers</li> <li data-xf-list-type="ul"><span style="color: teal">Aggression</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Improved Sinister strike, Improved eviscerate<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> Your sinister strike and eviscerate deals +1 die of damage (total 2d6 for sinister strike and total 2d8 for eviscerate)</li> <li data-xf-list-type="ul"><span style="color: teal">Cold blood</span><br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> 1/day you may automatically confirm a critical threat against a critical hit<br /> <span style="color: gray"><span style="font-size: 9px">Special:</span></span> This feat can be taken instead of a normal feat granted by level</li> <li data-xf-list-type="ul"><span style="color: teal">Seal fate</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Cold blood<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> If you critical hit a target when using a special ability you may add an other combo point to the target</li> <li data-xf-list-type="ul"><span style="color: teal">Quick recovery</span><br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> 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.<br /> <span style="color: gray"><span style="font-size: 9px">Special:</span></span> This feat can be taken instead of a normal feat granted by level</li> <li data-xf-list-type="ul"><span style="color: teal">Deadened nerves</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Quick recovery<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> You gain damage reduction 1/- This feat can be taken up to three times</li> <li data-xf-list-type="ul"><span style="color: teal">Nerves of steel</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Quick recovery, Deadened nerves<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> You may reroll once whenever you fail a will save</li> <li data-xf-list-type="ul"><span style="color: teal">Vigor</span><br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> You gain additional 3 energy, this feat may be taken only once.<br /> <span style="color: gray"><span style="font-size: 9px">Special:</span></span> This feat can be taken instead of a normal feat granted by level</li> <li data-xf-list-type="ul"><span style="color: teal">Adrenaline rush</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Vigor<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> 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</li> <li data-xf-list-type="ul"><span style="color: teal">Surprise attacks</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Adrenaline rush, Vigor<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> when you use sinister strike, gauge, kick and blind the target is denied any dodge bonus to AC</li> <li data-xf-list-type="ul"><span style="color: teal">Precise strike</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Any rogue ability with a save involved<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> 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.</li> <li data-xf-list-type="ul"><span style="color: teal">Rougly two weapon fighting</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Two weapon fighting, Rogue lvl 3<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> you may use your full strength modifier when using an off hand weapon<br /> <span style="color: gray"><span style="font-size: 9px">Special:</span></span> This feat can be taken instead of a normal feat granted by level</li> <li data-xf-list-type="ul"><span style="color: teal">Combat potency</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Rougly two weapon fighting<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> whenever you roll 19-20 with your off-hand weapon you gain back 1 energy (can not exceed your maximum energy)</li> <li data-xf-list-type="ul"><span style="color: teal">Blade twisting</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Sinister strike, ambush, gouge or garrotte<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> If you hit with sinister strike, ambush, gouge or garrotte the target must take a fort save [DC: 10 + 1/2 the rogues level + dex modifier] or move half speed for a number of rounds equal to 1/2 rogues level (minimum 1 round).</li> <li data-xf-list-type="ul"><span style="color: teal">Open wounds</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Rupture or garrotte<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> Your rupture or garrotte lasts for 3 additional rounds</li> <li data-xf-list-type="ul"><span style="color: teal">Deadly opportunist</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Base attack +4<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> You deal 1d6 extra damage to any target that is flat footed or in any way denied dexterity bonus to AC<br /> <span style="color: gray"><span style="font-size: 9px">Special:</span></span> This feat can be taken instead of a normal feat granted by level</li> <li data-xf-list-type="ul"><span style="color: teal">Deadliness</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Deadly opportunist<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> Any attack made to a flat footed target deals your dexterity bonus in addition to the weapon damage</li> <li data-xf-list-type="ul"><span style="color: teal">Evasion</span><br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> See PH<br /> <span style="color: gray"><span style="font-size: 9px">Special:</span></span> This feat can be taken instead of a normal feat granted by level</li> <li data-xf-list-type="ul"><span style="color: teal">Improved Evasion</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Evasion<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> See PH<br /> <span style="color: gray"><span style="font-size: 9px">Special:</span></span> This feat can be taken instead of a normal feat granted by level</li> <li data-xf-list-type="ul"><span style="color: teal">Stalk</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Base attack +7<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> See PH<br /> <span style="color: gray"><span style="font-size: 9px">Special:</span></span> This feat can be taken instead of a normal feat granted by level</li> <li data-xf-list-type="ul"><span style="color: teal">Uncanny Dodge</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Base attack +1<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> See PH<br /> <span style="color: gray"><span style="font-size: 9px">Special:</span></span> This feat can be taken instead of a normal feat granted by level</li> <li data-xf-list-type="ul"><span style="color: teal">Improved Uncanny Dodge</span><br /> <span style="color: gray"><span style="font-size: 9px">Prerequisite:</span></span> Base attack +4<br /> <span style="color: gray"><span style="font-size: 9px">Benefit:</span></span> See PH<br /> <span style="color: gray"><span style="font-size: 9px">Special:</span></span> This feat can be taken instead of a normal feat granted by level</li> </ul><p>[/sblock]</p><p>if you like it, simply "Quote" me and remove the 'sblock' tags ^^</p><p></p><p>on the analyse, I'd side with <span style="color: Gray"><strong>Arkhandus</strong></span>, this is quite a nerf: he is no longer the skill monkey, you could as well remove the social skills: I think this king of "rogue" will focus on damage and will therefore dump CHA.</p></blockquote><p></p>
[QUOTE="Asurya, post: 4062101, member: 59648"] I'd rather go with this formatting : [sblock=table] [code][b] HD:[/b] d6 [b] BAB:[/b] medium [b] saves:[/b] low Fort, high Ref, low Will [b]base skill pts:[/b] 4 [u][b]Lvl Special[/b] [/u] 1 Special ability, Finishing move 2 Special feat 3 Special ability 4 - 5 Special ability 6 Finishing move 7 Special feat 8 - 9 Special ability 10 Special feat 11 Finishing move 12 - 13 Special feat 14 - 15 Finishing move 16 Special feat 17 Special ability 18 - 19 Special feat 20 Finishing move[/code] [/sblock] [sblock=Class features] [size=3][b]CLASS FEATURES[/b][/size] [size=3]Special ability[/size] 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. [list] [*][color=teal]Sinister strike[/color]: 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. [*][color=teal]Cheap Shot[/color]: 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. [*][color=teal]Garrotte[/color]: 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. [*][color=teal]Gouge[/color]: 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. [*][color=teal]Ambush[/color]: 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. [*][color=teal]Blind[/color]: 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 [*][color=teal]Kick[/color]: 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. [/list] [size=3]Finishing move[/size] 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. [list] [*][color=teal]Eviscerate[/color]: 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. [*][color=teal]Expose armour[/color]: 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. [*][color=teal]Rupture[/color]: 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. [*][color=teal]Slice and Dice[/color]: 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. [*][color=teal]Crippling strike[/color]: 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. [*][color=teal]Kidney shot[/color]: 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. [/list] [size=3]Special feat[/size] If noted the special feat can replace a normal bonus feat granted by level. These feats are restricted to the melee rogue. [list] [*][color=teal]Improved sinister strike[/color] [color=gray][size=1]Prerequisite:[/size][/color] Sinister strike [color=gray][size=1]Benefit:[/size][/color] Deal +3 damage with your sinister strike [*][color=teal]Improved Eviscerate[/color] [color=gray][size=1]Prerequisite:[/size][/color] Eviscerate [color=gray][size=1]Benefit:[/size][/color] Eviscerate now deals 2 more damage per combo point [*][color=teal]Improved Slice and Dice[/color] [color=gray][size=1]Prerequisite:[/size][/color] Slice and Dice [color=gray][size=1]Benefit:[/size][/color] Your slice and Dice now has -3 penalty instead of -5 to base attack [*][color=teal]Improved Expose Armour[/color] [color=gray][size=1]Prerequisite:[/size][/color] Expose Armour [color=gray][size=1]Benefit:[/size][/color] The target loses 1 more AC per combo point [*][color=teal]Improved Kidney shot[/color] [color=gray][size=1]Prerequisite:[/size][/color] Kidney shot [color=gray][size=1]Benefit:[/size][/color] While dazed all damage dealt to the target is increased by 2 dice. [*][color=teal]Improved Ambush[/color] [color=gray][size=1]Prerequisite:[/size][/color] Ambush [color=gray][size=1]Benefit:[/size][/color] When using Ambush your critical threat range is increased by 3 after all other modifiers [*][color=teal]Aggression[/color] [color=gray][size=1]Prerequisite:[/size][/color] Improved Sinister strike, Improved eviscerate [color=gray][size=1]Benefit:[/size][/color] Your sinister strike and eviscerate deals +1 die of damage (total 2d6 for sinister strike and total 2d8 for eviscerate) [*][color=teal]Cold blood[/color] [color=gray][size=1]Benefit:[/size][/color] 1/day you may automatically confirm a critical threat against a critical hit [color=gray][size=1]Special:[/size][/color] This feat can be taken instead of a normal feat granted by level [*][color=teal]Seal fate[/color] [color=gray][size=1]Prerequisite:[/size][/color] Cold blood [color=gray][size=1]Benefit:[/size][/color] If you critical hit a target when using a special ability you may add an other combo point to the target [*][color=teal]Quick recovery[/color] [color=gray][size=1]Benefit:[/size][/color] 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. [color=gray][size=1]Special:[/size][/color] This feat can be taken instead of a normal feat granted by level [*][color=teal]Deadened nerves[/color] [color=gray][size=1]Prerequisite:[/size][/color] Quick recovery [color=gray][size=1]Benefit:[/size][/color] You gain damage reduction 1/- This feat can be taken up to three times [*][color=teal]Nerves of steel[/color] [color=gray][size=1]Prerequisite:[/size][/color] Quick recovery, Deadened nerves [color=gray][size=1]Benefit:[/size][/color] You may reroll once whenever you fail a will save [*][color=teal]Vigor[/color] [color=gray][size=1]Benefit:[/size][/color] You gain additional 3 energy, this feat may be taken only once. [color=gray][size=1]Special:[/size][/color] This feat can be taken instead of a normal feat granted by level [*][color=teal]Adrenaline rush[/color] [color=gray][size=1]Prerequisite:[/size][/color] Vigor [color=gray][size=1]Benefit:[/size][/color] 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 [*][color=teal]Surprise attacks[/color] [color=gray][size=1]Prerequisite:[/size][/color] Adrenaline rush, Vigor [color=gray][size=1]Benefit:[/size][/color] when you use sinister strike, gauge, kick and blind the target is denied any dodge bonus to AC [*][color=teal]Precise strike[/color] [color=gray][size=1]Prerequisite:[/size][/color] Any rogue ability with a save involved [color=gray][size=1]Benefit:[/size][/color] 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. [*][color=teal]Rougly two weapon fighting[/color] [color=gray][size=1]Prerequisite:[/size][/color] Two weapon fighting, Rogue lvl 3 [color=gray][size=1]Benefit:[/size][/color] you may use your full strength modifier when using an off hand weapon [color=gray][size=1]Special:[/size][/color] This feat can be taken instead of a normal feat granted by level [*][color=teal]Combat potency[/color] [color=gray][size=1]Prerequisite:[/size][/color] Rougly two weapon fighting [color=gray][size=1]Benefit:[/size][/color] whenever you roll 19-20 with your off-hand weapon you gain back 1 energy (can not exceed your maximum energy) [*][color=teal]Blade twisting[/color] [color=gray][size=1]Prerequisite:[/size][/color] Sinister strike, ambush, gouge or garrotte [color=gray][size=1]Benefit:[/size][/color] If you hit with sinister strike, ambush, gouge or garrotte the target must take a fort save [DC: 10 + 1/2 the rogues level + dex modifier] or move half speed for a number of rounds equal to 1/2 rogues level (minimum 1 round). [*][color=teal]Open wounds[/color] [color=gray][size=1]Prerequisite:[/size][/color] Rupture or garrotte [color=gray][size=1]Benefit:[/size][/color] Your rupture or garrotte lasts for 3 additional rounds [*][color=teal]Deadly opportunist[/color] [color=gray][size=1]Prerequisite:[/size][/color] Base attack +4 [color=gray][size=1]Benefit:[/size][/color] You deal 1d6 extra damage to any target that is flat footed or in any way denied dexterity bonus to AC [color=gray][size=1]Special:[/size][/color] This feat can be taken instead of a normal feat granted by level [*][color=teal]Deadliness[/color] [color=gray][size=1]Prerequisite:[/size][/color] Deadly opportunist [color=gray][size=1]Benefit:[/size][/color] Any attack made to a flat footed target deals your dexterity bonus in addition to the weapon damage [*][color=teal]Evasion[/color] [color=gray][size=1]Benefit:[/size][/color] See PH [color=gray][size=1]Special:[/size][/color] This feat can be taken instead of a normal feat granted by level [*][color=teal]Improved Evasion[/color] [color=gray][size=1]Prerequisite:[/size][/color] Evasion [color=gray][size=1]Benefit:[/size][/color] See PH [color=gray][size=1]Special:[/size][/color] This feat can be taken instead of a normal feat granted by level [*][color=teal]Stalk[/color] [color=gray][size=1]Prerequisite:[/size][/color] Base attack +7 [color=gray][size=1]Benefit:[/size][/color] See PH [color=gray][size=1]Special:[/size][/color] This feat can be taken instead of a normal feat granted by level [*][color=teal]Uncanny Dodge[/color] [color=gray][size=1]Prerequisite:[/size][/color] Base attack +1 [color=gray][size=1]Benefit:[/size][/color] See PH [color=gray][size=1]Special:[/size][/color] This feat can be taken instead of a normal feat granted by level [*][color=teal]Improved Uncanny Dodge[/color] [color=gray][size=1]Prerequisite:[/size][/color] Base attack +4 [color=gray][size=1]Benefit:[/size][/color] See PH [color=gray][size=1]Special:[/size][/color] This feat can be taken instead of a normal feat granted by level [/list] [/sblock] if you like it, simply "Quote" me and remove the 'sblock' tags ^^ on the analyse, I'd side with [COLOR=Gray][B]Arkhandus[/B][/COLOR], this is quite a nerf: he is no longer the skill monkey, you could as well remove the social skills: I think this king of "rogue" will focus on damage and will therefore dump CHA. [/QUOTE]
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