Rogue Variant (3.5e Class)

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Rogue[edit]

See PHB page 49.

Making a Rogue[edit]

See PHB page 49 for all details.

Abilities: Dexterity.

Races: All races have Rogues but those of a small size are generally considered better in this class.

Alignment: Any.

Starting Gold: 5d4x10gp.

Starting Age: As rogue.

Table: The Rogue

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Sneak Attack +1d6, Trapfinding
2nd +2 +0 +3 +0 Evasion
3rd +3 +1 +3 +1 Sneak Attack +2d6
4th +4 +1 +4 +1 Uncanny Dodge Major Ability
5th +5 +1 +4 +1 Sneak Attack +3d6
6th +6/+1 +2 +5 +2
7th +7/+2 +2 +5 +2 Sneak Attack +4d6, Special Ability
8th +8/+3 +2 +6 +2 Improved Uncanny Dodge
9th +9/+4 +3 +6 +3 Sneak Attack +5d6,
10th +10/+5 +3 +7 +3 Special Ability
11th +11/+6/+1 +3 +7 +3 Sneak Attack +6d6
12th +12/+7/+2 +4 +8 +4
13th +13/+8/+3 +4 +8 +4 Sneak Attack +7d6, Special Ability
14th +14/+9/+4 +4 +9 +4
15th +15/+10/+5 +5 +9 +5 Sneak Attack +8d6,
16th +16/+11/+6/+1 +5 +10 +5 Special Ability
17th +17/+12/+7/+2 +5 +10 +5 Sneak Attack +9d6
18th +18/+13/+8/+3 +6 +11 +6
19th +19/+14/+9/+4 +6 +11 +6 Sneak Attack +10d6, Special Ability
20th +20/+15/+10/+5 +6 +12 +6

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 rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack(Ex): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

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

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) 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.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion(Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. If the rogue has Evasion from any other source this upgrades to Improved Evasion.



Major Ability

The following are all considered a Major Ability and can be taken when the rogue reaches level 3. This choice is permanent, there is no way to change it or gain another ability from this table.


Trap Sense(Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Spell Sense(Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from Spellcasters, giving her a +1 bonus on Reflex saves made to avoid spells and a +1 dodge bonus to AC against spells cast by SpellCasters. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Way of the Rogue(Ex): You cannot be hit by a sneak attack no matter the level of the Rogue trying to sneak attack. At level 12 this allows you to hit any level Rogue with your sneak attack.

Subtlety(Ex): At third level the Rogue gains a +2 to all Move Silently, Hide, Slight of Hand, and Escape Artist checks. This bonus rises to +3 when the rogue reaches 6th level, to +4 when she reaches 9th level, to +6 when she reaches 12th level, to +8 at 15th, and to +10 at 18th level.

Hide in plain sight(Ex): This allows the Rogue to take a -4 on a Hide attempt to try and Hide in plain view but may be considered hidden even on a barren field. The penalty is reduced to 0 upon attaining the 18th level.

Slice and Dice(Ex): This ability does nothing until the rogue attains the 18th level. Upon Attaining level 18 the rogue can cause 1/2 there normal sneak attack damage to a target who's vitals cannot be reached or has no vitals to speak of.

Opportune Moment(Ex): The rogue may use a sneak attack on an attack of opportunity but only if she is flanking the target and only once per round.



Uncanny Dodge(Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge(Ex): A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.



Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike(Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll(Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Improved Evasion(Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist(Ex): Once per round, the rogue 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 the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind(Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.

Epic Rogue[edit]

|Table: The Epic Rogue}}

Hit Die: d6

Level Special
21st Sneak Attack +11d6
22nd Major Ability
23rd Sneak Attack +12d6
24th Bonus Feat
25th Sneak Attack +13d6
26th
27th Sneak Attack +14d6
28th Bonus Feat
29th Sneak Attack +15d6
30th

8 + Int modifier skill points per level.

Sneak Attack: The epic rogue’s sneak attack damage increases by +1d6 at every odd-numbered level.

Major Ability: At the 22nd level a rogue may choose a second Major Ability from the above list.

Special Abilities: The rogue does not gain additional rogue special abilities after 19th level, but can choose one of the rogue class special abilities (crippling strike, defensive roll, improved evasion, opportunist, skill mastery, or slippery mind) instead of a bonus feat.

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

Epic rogue Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Intuitive Trapfinding, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy. The rogue may choose a special rogue ability instead of a bonus feat.


Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Rogue[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Rogues in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Rogue Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Rogues in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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