Combat Rogue (3.5e Class)

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Combat Rogue[edit]

Combat rogues are individuals that found the road of the fighter too slow and unadaptive. While at the same time find the path of the rogue, to be too reliant on stealth and petty tricks. Fast paced fighters that are at home on the battlefield, they took the best of both roles and combined them into quick and ruthless machines of death. These warriors have learned to tap into the hidden reserve of strength that most humanoids have: Adrenaline. Using adrenaline to fuel their techniques, they look as blurs upon the battlefield. Besting some in straight combat with lightning quick precision or, using deft speed, surprising the enemy with a series of sneak attacks. Combat rogues are a force to be reckoned with on and off the battlefield, because you never know when they will strike, and chances are you'll never see it coming.

Making a Combat Rogue[edit]

Combat rogues combine key elements of the fighter and the rogue while still maintaining it's own identity as a class. Taking from the fighter it's high base attack bonus and hit die, and taking from the rogue it's sneak attack and large skill list. The class itself is made for quick skirmishes, generally better against single targets, though has its merits against groups. The longer a fight goes, the class becomes weaker as the adrenaline starts to deplete, and the combat rogue will have to rely on his high health pool to soak up damage while the rest of the party cleans up. Overall, it's a high powered class that can be a lot of fun in the right campaign.

It's strength lies in it's speed and versatility on and off the battlefield. While it's weaknesses begin to show once battles play out or a few lucky hits get through to you. It plays well with most classes since it can do many things, though does not fit well with other rogues since it overwrites the rogues strength of skill versatility.

Abilities: A high Dexterity is a must. Most abilities of the Combat Rogue rely on Dexterity. Constitution is a nice bonus to the class as it will make for an even more impressive health pool, while Strength and Intelligence are in a tie for third. Intelligence for extra skills for an adaptable combat rogue, or Strength for a more combat focused combat rogue.

Races: Almost any humanoid creature that has adrenal glands can become this class, but due to their quick adapting nature in combat, and free life-style, most are human.

Alignment: Any.

Starting Gold: 6d4 x 10gp (150 gp).

Starting Age: Moderate.

Table: The Combat Rogue

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Speed Bonus
Fort Ref Will
1st +1 +0 +2 +0 Two-Weapon Fighting, Dexterous Dodging, Adrenaline (2 charges), Sneak Attack +1d6, Adrenal Alacrity +0 ft.
2nd +2 +0 +3 +0 Quicksilver Strike, Dodge +0 ft.
3rd +3 +1 +3 +1 Adrenaline (3 charges) +5 ft.
4th +4 +1 +4 +1 Sprint, Sneak Attack +2d6 +5 ft.
5th +5 +1 +4 +1 Dexterous Grapple, Quicksilver Strike (Two-Weapon), Adrenaline (4 charges) +5 ft.
6th +6/+1 +2 +5 +2 Improved Two-Weapon Fighting, Uncanny Dodge +10 ft.
7th +7/+2 +2 +5 +2 Sprint (Walls), Adrenal Evasion, Adrenaline (5 charges) +10 ft.
8th +8/+3 +2 +6 +2 Bonus Feat, Quicksilver Defense, Sneak Attack +3d6 +10 ft.
9th +9/+4 +3 +6 +3 Sprint (Bladed), Crippling Strike +15 ft.
10th +10/+5 +3 +7 +3 Eviscerating Jump, Adrenaline (6 Charges) +15 ft.
11th +11/+6/+1 +3 +7 +3 Adrenal Fortitude +15 ft.
12th +12/+7/+2 +4 +8 +4 Greater Two-Weapon Fighting, Sneak Attack +4d6 +20 ft.
13th +13/+8/+3 +4 +8 +4 Barrage of Blades, Sprint (Fluids), Adrenaline (7 Charges) +20 ft.
14th +14/+9/+4 +4 +9 +4 Slice and Dice, Roll with it +20 ft.
15th +15/+10/+5 +5 +9 +5 Adrenaline Rush +25 ft.
16th +16/+11/+6/+1 +5 +10 +5 Sprint (Concealment) , Adrenaline (8 Charges) +25 ft.
17th +17/+12/+7/+2 +5 +10 +5 Sneak Attack +5d6 +25 ft.
18th +18/+13/+8/+3 +6 +11 +6 Quicksilver Attacks, Adrenaline (9 Charges) +30 ft.
19th +19/+14/+9/+4 +6 +11 +6 Sprint (Defend), Blur of Steel +30 ft.
20th +20/+15/+10/+5 +6 +12 +6 Adrenaline (10 charges) +30 ft.

Class Skills 8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist(Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha)), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Combat Rogue.

Weapon and Armor Proficiency: Proficient with light armor and medium armor, and is proficient with all simple weapons, as well as the short sword, bastard sword, longsword, and greatsword.

Dexterous Dodging (Ex): A Combat rogue's reflexes are so honed he dodges attacks with such fluidity and speed he appears as a blur. While wearing no armor, the combat rogue adds double his dexterity bonus to AC. Should the combat rogue multi-class into another class, or he is wearing light armor, one and a half times his dexterity modifier. This new dexterity bonus is limited by an armor's inherent dexterity penalty, meaning if your normal Dexterity bonus already meets your max dex bonus from your armor, this feat will add no AC.

Adrenaline: A combat rogue uses adrenaline to accomplish his or her amazing abilities. Adrenaline comes in charges, starting with two charges at 1st level, increasing to 2 at 5th level, and increasing to a max of 10. Adrenaline does not regenerate on it's own. To recharge adrenaline, a rest action must be taken.

Move Action : No cost

Move Rest Action : One half charge

Standard Action (if attacking/moving) : One charge

Standard Rest Action : One full charge

Attacks of Opportunity : One half charge

Full Round Action (if attacking) : Two full charges

Full Round Action (if running) : One full charge

Full Round Rest Action : Two full charges


If a combat rogue does not have any adrenaline left, they can take a move action at walking speed (half his movement speed) without any cost, but cannot recharge any adrenaline that round. A combat rogue cannot take a free five foot while out of adrenaline. All adrenaline abilities cannot be used while exhausted (except for Adrenal Fortitude), and cost double if the combat rogue is fatigued.

A combat rogue only has adrenaline, and their adrenaline abilities can only be used, while in combat.

Adrenal Alacrity (Ex): The combat rogue's mastery over adrenaline allows him to move with surprising speed. As long as the combat rogue has at least 1 charge of adrenaline, his movement speed is affected as per the chart.

Quicksilver Strike (Ex): During your attack action, if making a melee attack with a bladed weapon, the combat rogue can, expend 1 extra charge of adrenaline to attack the target so quickly that they are denied their bonus to dexterity for one attack. If the combat rogue makes multiple attacks in one action, he may choose which attack the enemy is denied their dexterity before he makes his attack roll. This can only be used on one attack roll per attack action.

Quicksilver Strike (Two-Weapon) (Ex)): At 5th level, the combat rogue can use their quicksilver strike ability on full attack actions, allowing them the same ability on their offhand weapon as well, costing one more charge of adrenaline.

Sprint (Ex): A combat rogue can expend 1 charge of adrenaline for each round he wishes to continue sprinting. This replaces the combat rogue's move action. Sprint allows a combat rogue to move at double his base movement speed, plus his bonus from Adrenal Alacrity and make a standard action Sprint does not need to be in a straight line. As long as the Combat rogue continues to move, he can take as many attacks as his BAB allows, divided up as he chooses against any enemies in his path. The combat rogue can attack while moving, and so can attack any target's in his path without stopping. While moving through threatened squares, the combat rogue gains a +4 AC bonus against attacks of opportunity. As the combat rogue becomes more powerful, Sprint improves as well:

Sprint (Walls) (Ex)): At 7th level, the combat rogue can move on walls as per the Up the Walls psionic feat.

Sprint (Bladed) (Ex)): At 9th level, a combat rogue learns to put his sprinting momentum into his blades, making critical hits more effective. This increases a weapon's crit multiplier by x1 while sprinting (i.e 19-20 x2 critical would become 19-20 x3 critical). The combat rogue can now also make a full attack action, divided among targets as he chooses, during the sprint for 3 charges of adrenaline instead of 2, on top of the single charge required to sprint for that round.

Sprint (Fluids) (Ex)): At 13th level, a combat rogue can sprint on most fluids as if they were a solid surface, or through fluids without losing movement speed. A combat rogue can move over harmful fluids without taking damage unless they spend more than 1 round on the fluid.

Sprint (Concealment) (Ex)): At 16th level, the combat rogue moves so quickly, they are hard to spot. The combat rogue gains a +4 dodge bonus to AC while sprinting that lasts until the first turn the are not sprinting (if he stopped sprinting at the end of his turn, the dodge bonus would carry over until the beginning of his next turn).

Sprint (Defend) (Ex)): At 19th level, a combat rogue moves so quickly that they can travel to vital locations in the blink of an eye. If an ally were to be hit by an attack, the combat rogue can expend an extra 4 charges of adrenaline to instantly dash to his ally and completely block the attack, nullifying all of the damage (a combat rogue cannot use this ability to block an attack against himself). This ability has a 2 round cooldown.

Dexterous Grapple (Ex): A combat rogue has become so aware of his body and is so naturally fluid and dexterous, that he can use his dex modifier instead of his strength modifier while in a grapple. Also, enemies of up to 2 sizes larger, do not gain their size bonus to the grapple if the combat rogue is attempting to escape the grapple. All other bonuses still apply.

Adrenal Evasion (Ex): If a combat rogue were to take lethal damage that would reduce their HP to below zero, or non-lethal damage that would result in their non-lethal damage being higher than their current HP, he can expend 2 charges of adrenaline as an immediate action to make a reflex saving throw to not take any damage. If he fails the saving throw, the damage is still reduced by half.

Quicksilver Defense (EX): If the combat rogue would be hit by an enemy with a melee attack, he can expend 2 charges of adrenaline as an immediate action, to make an attack roll against the target, in which they are denied their dexterity. If the attack hits, the enemy's attack is negated. Quicksilver Defense can only be used on enemies one size category larger or less. It can only be used once per target during each combat session, and can only be used once between turns.

Crippling Strike (EX): During your attack action, if making a melee attack, the combat rogue can expend 1 extra charge of adrenaline to attempt to destabilize their target. If the attack hits, the enemy must make a Fortitude save equal to 10 + half of the damage amount, rounding down. The combat rogue may expend an extra charge of adrenaline to add a +2 to the DC, prior to making the damage roll. If the enemy fails the save, they are rendered flat footed to all attacks for one turn (Ending at the beginning of your next turn). This can be used in tandem with Quicksilver Strike but cannot be used on an attack of opportunity.

Eviscerating Jump (Ex): A combat rogue can expend two charges of adrenaline (not an additional two charges) as a full round action to jump (up or in any direction) towards an airborne target up to 10 feet up, or a target of up to 2 size categories larger then the combat rogue. The combat rogue can expend an extra charge of adrenaline for every 10 feet towards an airborne target, or extra size up of the target. In order to reach their target, the combat rogue must make a jump check with their dex modifier instead of their strength. The jump DC is equal to 10 + 1 per 5 feet away + 2 per size category larger. Upon successful jump, the combat rogue can make an attack roll for each weapon they are holding at their highest base attack bonus.

Adrenal Fortitude (Ex): By expending 1 charge of adrenaline as an immediate action, the combat rogue can re-roll the result of the Fortitude save that has to do with exhaustion, stunning, fatiguing, holding, dazing, poisoning, sleep, or damage. The new result must be taken whether it is higher or lower. In addition, for the remaining duration of combat, a combat rogue can spend 2 charges to remove the status fatigued, or 4 charges to remove the exhausted status as a swift action. This is the only adrenaline ability that can be used while exhausted. Additionally, if the combat rogue's non-lethal damage would exceed his current hit points, he can expend a charge of adrenaline to make a constitution save to stay conscious. This save cannot be made if the combat rogue is already unconscious.

Barrage of Blades (Ex): A combat rogue can expend an extra 2 charges of adrenaline during their attack action to instead make a single attack at their highest BAB. If a successful attack is made another attack can be made at a -2 penalty to your next attack. This continues until an attack misses, and the penalty stacks each time a successful attack is made.

Slice and Dice (Ex): A combat rogue can expend 1 extra charge of adrenaline to augment barrage of blades, and transform it into a full attack action. In addition to the normal extra attack after each attack hits, the combat rogue can make an attack with his offhand weapon at the same base attack bonus, with the same penalties applied. Barrage of blades does not end if the combat rogue misses with his offhand weapon.

Roll with it (Ex): If an attack would reduce a combat rogue's HP to 0 or below, he can, once per day as an immediate action, expend 2 charges of adrenaline to make a reflex save equal to the damage caused to completely avoid the attack. The combat rogue can expend as many extra charges of adrenaline as he wishes to add +1 to the save for each charge expended. If the combat rogue fails the save, the damage is halved. Upon a successful reflex save, the combat rogue can take an attack of opportunity against the attacker, and the combat rogue and the attacker make opposed dexterity rolls. If the combat rogue succeeds, the attacker is denied their dex bonus to AC.

Adrenaline Rush (Ex): A combat rogue can once per constitution modifier per day (minimum of 1), supercharge his body and immediately recharge all his lost adrenaline as a swift action.

Quicksilver Attacks (Ex): The combat rogue can expend 5 charges of adrenaline as a swift action to augment his next adrenal attack (i.e. full attack action, barrage of blades, slice and dice, sprint, or blur of steel). The combat rogue attacks so quickly that his target (or targets) is denied their dexterity against every single attack roll made, and takes sneak attack damage from every single attack. This adrenaline is spent before his attack adrenaline, meaning the combat rogue must have enough adrenaline after using this ability.

Blur of Steel (Ex): Expending all available charges of adrenaline, the combat rogue takes a full action to travel in a 30 ft. straight line. The combat rogue makes a number of attacks equal to the amount from two full attack actions, divided up against all enemies in the line (within 5 ft., unless wielding a reach weapon) as the combat rogue chooses. Every attack made has a doubled critical range, stacking with improved critical. The combat rogue ends at the end of the 30 ft. line regardless of where the last attack took place. The combat rogue is not subject to attacks of opportunity for moving through opponents spaces, and can also move through opponent's spaces as long as the ending place is not in an opponent's space. If the combat rogue had less than 8 charges of adrenaline prior to using this ability, he is fatigued for 1 round for each 2 charges of adrenaline less than 8 spent, rounding up. If the combat rogue had less than 4 charges of adrenaline, prior to using this ability, he is exhausted for 1 round in addition to being fatigued, with the debuffs stacking in duration.

Epic Combat Rogue[edit]

Table: The Epic Combat Rogue

Hit Die: d10

Level Speed Bonus Special
21st +35 ft Perfect Two-Weapon Fighting
22nd +35 ft Imp. Sprint (Warp), Sneak Attack +7d6
23rd +35 ft Adrenaline (11 charges)
24th +40 ft Bonus Feat, Sneak Attack +8d6
25th +40 ft Imp. Sprint (Mirror Image)
26th +45 ft Adrenaline (12 charges)
27th +45 ft Sneak Attack +9d6
28th +45 ft Bonus Feat, Imp. Sprint (Aftershock)
29th +50 ft Adrenaline Overcharge
30th +50 ft Adrenaline (13 charges), Sneak Attack +10d6

4 + Int modifier skill points per level.

Improved Sprints (Ex): These Sprints are simply added on to the original Sprint abilities.

Improved Sprint (Warp) (Ex)): The combat rogue moves so quickly he appears to be warping from his point of origin to the next point. He is still passing through all the areas designated, but he can move as a swift action rather than a move action.

Improved Sprint (Mirror Image) (Ex)): The combat rogue runs so fast that his movements are a blur, and enemies seem to see double. Before enemies make an attack roll against a combat rogue, they have a 50% chance for their attack to simply miss, due to accidentally targeting the false image.

Improved Sprint (Aftershock) (Ex)): The combat rogue moves so quickly, he breaks the sound barrier as he attacks. Each attack deals 1d4 points of concussive damage per 3 levels. Enemies hit make a fortitude save (DC = Half Characters Hit die + Dex + 10) in order to not be deafened. If the target fails the save, they are deafened for 1d4 rounds (these rounds stack with each other, if it exceeds 20 rounds target is deafened for 1d4 days). Constructs and other targets with no Constitution score get no save against this effect.

Adrenaline Overcharge (Ex): The Adrenaline Overcharge ability is a full round action, that can only be used when the combat rogue is at 10 or more charges of adrenaline. The combat rogue flushes all available charges of adrenaline into his system at once, supercharging his body. This effect lasts 5 rounds + 1 round per 2 charges of adrenaline (rounding up) more than 10 charges used, up to a maximum of 10 rounds. During this effect, the combat rogue can freely use adrenaline abilities regardless of their cost. He also doubles his base movement speed, and gains a +5 to hit on all attacks made, and is granted one extra base attack bonus of +5 (this +5 does not stack with the +5 bonus to all other attacks). At the end of the effect, the combat rogue is exhausted for 2d10 rounds. This exhaustion costs double what it would normally cost to remove with Adrenal Fortitude. This ability can be used once per day.

Bonus Feats: The epic Combat Rogue gains a bonus feat. (selected from the list of epic feats) every 4 levels after 20th.

Epic Combat Rogue Bonus Feat List: The epic Combat Rogue gains a bonus feat (selected from the list of epic feats) every 4 levels after 20th. Any Epic feat listed that the Rogue may apply for. For purposes of qualification, Adrenal Evasion and Roll with it count as, Improved Evasion and Defensive Roll respectively. This counts for up to a maximum of 10 bonus feats acquired in this manner.

Human Combat Rogue Starting Package[edit]

Weapons: 2 Short Swords.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Jump 4 Str
Balance 4 Dex
Spot 4 Wis
Listen 4 Wis

Feat: Weapon Finesse.

Gear: Standard Adventurer's Kit and Leather Armor.

Gold: 150 gp.

Campaign Information[edit]

Playing a Combat Rogue[edit]

Religion: Most combat rogue's often don't follow a religion. If he does, it is most often a god of battle.

Other Classes: Combat oriented classes like the fighter and the barbarian work well with this class, as the nature of the class is to go to combat at the first opportunity. Other classes, who prefer to find other solutions to conflicts other than combat will frequently be at odds with the combat rogue.

Combat: A front line skirmisher that frequently goes into and out of the dense portion of combat, because of the classes' low Hit die he cannot survive long in dense combat. Thankfully, the classes abilities allow it to enter and exit combat frequently.

Advancement: The Combat rogue's unique adrenaline system make it a class that is best focused on for the full 20 levels.

Combat Rogues in the World[edit]

Now I lay you to eternal sleep

The blade between your shoulders you can keep

I will not watch you where you fall

For you are just another notch upon the wall.

—Arkaid Alkon, Human Combat Rogue

Combat rogues come from all walks of life, most having lived normal lives until accidentally discovering the thrill of battle. Most fight for the sake of fighting and do not care whether they win or lose. Most realize as well, though that a love of battle often does not put food in their stomachs. So most operate as mercenaries or bandits, traveling the world either working for money, or simply stealing it. Most do not live long enough to accomplish much, and those that do never go past being a simple mercenary for the simple fact of anything else just has to much responsibility and inhibits their free spirit.

Daily Life: A combat rogue wakes up in the same bed as every other man or woman. He constantly seeks conflict. If he has a good heart, he will seek out whoever needs help, provided it can be solved with a pair of whirling blades. If he has a heart of darkness, he will start riots, mobs, or enact any type of conflict just to give him a reason to kill.

Notables: Drakier Arkon, Male Human Combat Rogue : Joined as a mercenary and followed a warlord around conquering towns, hamlets, and castles for 13 years. Reported to have never been dealt so much as a scratch during his long career he was also credited with over 20,000 confirmed kills, from kings to knights to peasants.

Arkaid Alkon "The Wraith", Male Human Combat Rogue : Hired by a large troupe of devils to effectively aid their efforts in the blood war. He set off on his own to find a large nesting area for the demons. Upon finding it, he immediately set to work. Flushing all of his adrenaline into himself at one time and rushing into the camp. He slaughtered several hundred demons before they had even noticed something was amiss. In a matter of minutes, he decimated one of the largest known demon outposts on that particular plane without being so much as seen. Effectively ending the blood war for a record 4 minutes and 12 seconds before more demons arrived from the bowels of the abyss.

Organizations: Rarely are there organizations of these people. Mostly because of the carefree lifestyle and attitude of many of them, there is no one to actually rally them. They remain scattered amidst the world, each trying to carve out their own niche in the world with the only way they know how.

NPC Reactions: Normally from a distance, it's quite hard to tell that they have any ability at all. So they react much as they would to any other character holding weapons. Until any dealing with this character is actually had does the carefree, lax, or sometimes downright reckless behavior begin to show.

Combat Rogue Lore[edit]

Characters with ranks in Gather Information can research Combat Rogues to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Gather Information
DC Result
5 Combat Rogues are very deadly.
10 Combat Rogues are able to stretch physical capabilities.
15 The names of famous combat rogues.
20 The specific location of several combat rogues.

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