Author Topic: Archetypal Rogue Rewrite  (Read 1661 times)

Offline Kethrian

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Archetypal Rogue Rewrite
« on: July 22, 2015, 03:59:23 AM »
   For the rogue, I wanted to elevate the class to something someone would actually want to take all 20 levels in.  The class, at first glance, looks like it should fit into tier 3, but doesn't actually have what it takes to reach that tier without some serious optimization.  This rewrite, I hope, will fix that.
   The class has been given five archetypes to pick from, all roles the PHB rogue tries to cover, though it can typically only focus on one or two.  They've each been given a distinct flavour that I believe will make the class fun to play. 
   I would love feedback on this!



Rogue

Alignment: Any

Hit Die: d6

Table:
Saves
Lv   Base Attack Bonus   Fort     Ref     Will     Class Abilities
1+0+0+2+0Sneak Attack +1d6, Trapfinding, Rogue Archetype
2+1+0+3+0Evasion, Bonus Feat
3+2+1+3+1Sneak Attack +2d6, Trap Sense +1
4+3+1+4+1Uncanny Dodge, Improved Archetype
5+3+1+4+1Sneak Attack +3d6, Unstoppable Sneak Attack +1d6
6+4+2+5+2Bonus Feat, Trap Sense +2
7+5+2+5+2Sneak Attack +4d6, Rogue Ability
8+6/+1+2+6+2Improved Uncanny Dodge, Advanced Archetype
9+6/+1+3+6+3Sneak Attack +5d6, Trap Sense +3
10+7/+2+3+7+3Bonus Feat, Rogue Ability
11+8/+3+3+7+3Sneak Attack +6d6, Unstoppable Sneak Attack +2d6
12+9/+4+4+8+4Trap Sense +4, Greater Archetype
13+9/+4+4+8+4Sneak Attack +7d6, Rogue Ability
14+10/+5+4+9+4Hide in Plain Sight, Bonus Feat
15+11/+6/+1+5+9+5Sneak Attack +8d6, Trap Sense +5
16+12/+7/+2+5+10+5Rogue Ability, Master Archetype
17+12/+7/+2+5+10+5Sneak Attack +9d6, Unstoppable Sneak Attack +3d6
18+13/+8/+3+6+11+6Bonus Feat, Trap Sense +6
19+14/+9/+4+6+11+6Sneak Attack +10d6, Rogue Ability
20+15/+10/+5+6+12+6Grand Master Rogue


Class Skills (10+int mod skill points per level, x4 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), and Use Rope (Dex)

Weapon and Armour Proficiencies: 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.

Trapfinding (Ex):  Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.  Finding a nonmagical trap 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 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.

Rogue Archetype (Ex): Rogues must specialize in a particular style.  Each must choose one archetype from the following list, and gains a variety of extra benefits, which improve as they gain rogue levels.  Once chosen, the rogue only gains further abilities from the same archetype, and cannot change her choice.

Con Artist - Con artists are specialists in charming and deceiving others.  These are the ones most often referred to as "roguish", seducing everyone before leaving on another adventure (or just skipping town).  A con artist gains Speak Language as a rogue class skill, and gets the Quick Change ability.  With this, she may don a disguise in 1d3 minutes, and don or remove armour in one-half the normal time.  She also gains a good Will saving throw, so she uses the Reflex save bonus on the table listed above for her Will save progression as well.

Cutthroat - Cutthroats are the stealthy killers of the rogue world.  They specialize in following their prey and ambushing them when most vulnerable.  Cutthroats often get recruited to be assassins as their talents and reputation grow.  A cutthroat adds Survival to her rogue class skills, and gains Track as a bonus feat.  She also gains a good Fortitude saving throw, so she uses the Reflex save bonus on the table listed above for her Fortitude save progression as well.

Thief - Thieves are what many people think all rogues are, but the true thief is the one that creates that reputation.  A thief is a master of breaking and entering, stealth, and picking pockets.  A thief gains Knowledge (Architecture & Engineering) as a rogue class skill, and gets Subtle Pilfer.  With Subtle Pilfer, a thief knows how and when to distract a mark, so that the target of her Sleight of Hand is always considered distracted for the opposed roll to notice the attempt.  A thief also uses the table's listed Reflex save bonus for her Fortitude bonus for her rogue levels instead of the one listed above.

Thug - The thug is the combative archetype for rogues.  She is a specialist in beating down foes, not afraid to mix it up in a straight up melee, but prefers to have allies so she can utilize her sneak attack to its fullest.  A thug gains 8 skill points per rogue level instead of 10, including the x4 multiplier at 1st character level, if it's a thug rogue.  But, in exchange for the loss of those skill points, she gains a full base attack bonus, and uses the base attack bonus progression of a fighter of her rogue level instead of the one listed on the rogue table.  She also uses a d8 for her rogue Hit Dice instead of a d6.  Handle Animal is added to the list of class skills for thugs, and a thug gains proficiency in one martial weapon of her choice.

Treasure Hunter - This is the most common archetype of the adventuring rogue.  She is the master of handling traps, scouting out danger, and looting every valuable from dungeons.  A treasure hunter gains both Knowledge (Dungeoneering) and Survival as rogue class skills, and gains Stonecunning, as a dwarf would have.  If she already has Stonecunning, she doubles the bonuses it grants.  A treasure hunter also utilizes a d8 for her rogue Hit Dice instead of a d6.

Evasion (Ex): At 2nd level, 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 armour or no armour.  A helpless rogue does not gain the benefit of evasion.

Bonus Feat: At 2nd level and every 4 levels thereafter (6, 10, 14, 18) the rogue gains a bonus feat from the following list.  She must still meet any prerequisites in order to take a feat.
   Any ambush feat, Acrobatic, Acrobatic Strike, Agile, Alertness, Appraise Magic Value, Athletic, Blind Fight, Combat Acrobat, Combat Expertise, Deft Strike, Improved Disarm, Improved Feint, Improved Trip, Combat Reflexes, Craven, Crossbow Sniper, Cunning Evasion, Darkstalker, Deceitful, Deft Hands, Diligent, Dive for Cover, Dodge, Melee Evasion, Mobility, Spring Attack, Fade into Violence, Force of Personality, Great Fortitude, Grenadier, Hear the Unseen, Improved Diversion, Improved Initiative, Danger Sense, Improved Unarmed Strike, Insightful Reflexes, Investigator, Iron Will, Jack of All Trades, Keen-Eared Scout, Leap of the Heavens, Lightning Reflexes, Master Manipulator, Negotiator, Nimble Fingers, Open Minded, Persuasive, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Improved Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Run, Savvy Rogue, Skill Focus, Staggering Strike, Stealthy, Tactile Trapsmith, Telling Blow, Track, Tumbling Feint, Two-Weapon Fighting, Improved Two-Weapon Fighting, Dual Strike, Greater Two-Weapon Fighting, Wanderer's Diplomacy, Weapon Finesse.

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.

Uncanny Dodge (Ex): Upon reaching 4th level, a rogue can react to danger before her conscious mind registers it.  She retains her Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker.  However, she still loses the bonus if immobilized.
   If a rogue already has Uncanny Dodge from another source, such as levels in another class, she automatically gains Improved Uncanny Dodge instead (see below).

Improved Archetype: Also at 4th level, a rogue's archetype improves, granting new abilities.

Con Artist - The con artist's deceptive abilities now allow her to hide her alignment.  Whenever she is subject to any spell or effect that would reveal her alignment, the con artist may choose to either be undetectable or reveal her true alignment.  Even if she does not realize she is being subject to such an effect, the con artist is able to choose.
   In addition, a con artist using her own forgeries is able to seduce the document inspector, using her detailed knowledge of her own work to get him to overlook small mistakes.  She can add her Charisma bonus, if any, to her effective Forgery result when she is presenting the forged documents.

Cutthroat - A cutthroat gains Poison Use, so she can apply poison to her weapons without the risk of poisoning herself.  She also gains the ability to poison her weapons more rapidly, and is able to poison a weapon as a move action instead of a standard action.

Thief - The thief learns to appraise the value of items on the fly.  She may now use the Appraise skill as a full-round action instead of taking a minute.  In addition, she may "pick" Arcane Lock, using her Open Lock skill against a DC of 25 + the caster level.  The spell will be suspended for 1 round, allowing the portal or lid to be opened once, if done so right away.

Thug - After having gained some fighting experience, a thug learns to roll with the punches.  She gains Stand Tough, usable once per encounter.  When she would be damaged from an attack, she may try to shake it off, by making a Fortitude save against a DC equal to the damage dealt by the attack.  If she succeeds, she takes no lethal damage, and instead takes one-half the damage as non-lethal.  A thug does not need to be aware of the attack in order to use this ability.

Treasure Hunter - Treasure hunters learn to assess items they run across in their exploration.  By spending one hour studying a magic item carefully, which includes touching it, she may identify its abilities, charges remaining, and any command words or other ways to activate it that the item may have.

Unstoppable Sneak Attack (Ex): Starting at 5th level, a rogue learns how to strike weak spots in any type of foe.  Whenever she would be able to use sneak attack against a foe that is immune to sneak attacks, she may instead deal an extra +1d6 damage.  This damage improves by +1d6 every 6 rogue levels thereafter (11, 17).  If she is somehow able to add sneak attack damage through some other means, then she does not benefit from Unstoppable Sneak Attack.  Unstoppable Sneak Attack must otherwise follow all rules of sneak attack.

Rogue Ability (Ex):  On attaining 7th level, and at every three levels thereafter (10th, 13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Camouflage (Ex) -  A rogue with this can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
   (Savvy Rogue addition: Camouflage also functions in outdoor urban environments.)

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.

Eagle Eye (Ex) - With this ability, the maximum range on feats or special abilities that have a hard range limit, such as Sneak Attack or Point Blank Shot, is increased by +100%.  This may be taken multiple times, increasing the range limit by another +100% each time.
   (Savvy Rogue addition: When making a ranged weapon attack, the rogue also gains a +1 on the attack roll as long as it is within the 1st range increment of the weapon.)

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 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.  She must still meet all prerequisites for the feat.

Improved Uncanny Dodge (Ex): Rogues gain Improved Uncanny Dodge at 8th level, meaning they can no longer be flanked.  This defence denies other rogues from being able to flank the rogue, unless the other rogue has at least four levels more than her.
   Levels from multiple classes that can grant Improved Uncanny Dodge stack for determining the level a rogue needs to flank her.

Advanced Archetype: A rogue of 8th level gains more of her archetypal abilities.

Con Artist - An advanced tier con artist can now shield her mind from scrutiny.  Any attempt to read the thoughts of the con artist automatically fail, and she now detects as whatever alignment she chooses, even if she does not know her alignment is under scrutiny.

Cutthroat - A cutthroat can now deliver bleeding wounds.  From now on, her sneak attacks inflict bleeding damage every round after the hit, doing 1d6 damage each round.  These wounds stack.  A DC 15 Heal check will stop one bleeding wound, or any amount of magical healing will end all bleeding wounds.  Fast healing or regeneration will also stop one bleeding wound each round when it heals the afflicted creature.  Creatures immune to sneak attacks, or which have no vital fluid, are immune to bleeding wounds.

Thief - A thief becomes so familiar with mechanisms and traps that she can make Disable Device and Open Lock checks without a set of thieves' tools at no penalty.
   If she has thieves' tools, she may use Disable Device in half the normal time, where 1 round halved becomes a standard action, and Open Lock now only takes a standard action to use, as well.

Thug - A thug's reputation becomes so great that her mere name incites fear.  From now on, she may add one-half her rogue level to any Intimidate check she makes.

Treasure Hunter - The treasure hunter starts to look around for hazards as second nature.  She may now Search as a swift action instead of a full-round action.

Greater Archetype: Upon reaching 12th level, a rogue's archetype improves yet again, giving her more abilities.

Con Artist - Through the use of guile and raw charisma, the con artist can manipulate a person's heart.  It takes 30 full minutes of conversation with a creature, but if successful, she enraptures it, making it believe she is its closest companion.  The creature must make a Will save (DC 10 + one-half the con artist's class level + her Cha modifier) or is treated as if it is under the effects of a Charm Monster spell, which lasts for 1 hour or until the con artist leaves its presence for at least 1 full minute.  After the effect wears off or on a successful save, the creature does not automatically realize how it was manipulated unless it succeeds at a Sense Motive check opposed by the con artist's Bluff check.  Also, how it was treated and used during this time affects its outlook afterward, at the DM's discretion.

Cutthroat -  A cutthroat gains the ability to deliver a Death Attack.  If a cutthroat studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (rogue's choice). While studying the victim, the rogue can undertake other actions so long as her attention stays focused on the target and the target does not detect the cutthroat or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + one-half the cutthroat’s class level + her Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the cutthroat. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the rogue has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
   If a death attack is attempted and fails (the victim makes his save) or if the cutthroat does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
   Should the cutthroat also gain levels in another class which grants Death Attack (such as assassin), their levels stack for determining the save DC and duration of the paralysis.

Thief - A thief starts to sneak much more quickly and easily.  She no longer takes a penalty to Hide or Move Silently for moving up to her speed, and only takes a -10 penalty when running.

Thug - The thug gains Furious Assault.  As a standard action, she can deliver a full attack, though every attack takes a -2 penalty.
   She also gains a second use of Stand Tough per encounter.

Treasure Hunter - A treasure hunter gains the ability to disarm traps or sabotage mechanical devices much more quickly.  When using Disable Device, the treasure hunter now only needs a standard action for a simple device, a full-round action for a tricky one, or 2 rounds for a difficult or wicked device.  In addition, if she exceeds the trap's Disable DC by only 5 instead of 10, she may now choose to bypass the trap instead of destroying it.

Hide in Plain Sight (Ex): A rogue of 14th level or higher can use the Hide skill even while being observed.  She must still have somewhere she can hide (cover or concealment, or natural surroundings if she has Camouflage) in order to use this ability.

Master Archetype: A level 16 rogue gains even more abilities from her archetype.

Con Artist - A master con artist is able to hide her thoughts under a layer of falsehoods.  From now on, whenever anyone attempts to read the con artist's mind, they read whatever thoughts the con artist wishes for them to read, even if the con artist does not know of the attempt.

Cutthroat - Master cutthroats are experts at stealthy attacks.  She now only takes a -10 penalty to Hide checks immediately after attacking, instead of the usual -20 penalty.

Thief - A master thief is so adept at hiding that she can now hide from even magical detection.  She is now immune to divinations, and any spell which only allows certain types to pass by without triggering (such as Symbol or Ward spells), the thief will be able to pass by without triggering it.

Thug - By spending a full-round action studying her target, the thug finds a weak point.  On the thug's next turn, all her attacks count as touch attacks against that target.  If she does not attack on her next turn, the benefits of this ability are wasted.  Because of the precision involved, the target must be within 30' in order to gain the benefits of this ability.

Treasure Hunter - A treasure hunter's knowledge of legendary locations, people, and items becomes incredibly vast.  Once per day, she may concentrate for one hour on a subject, and gain the effects of a Legend Lore spell as if she had cast it upon the subject.  This ability is extraordinary, not magical.

Grand Master Rogue (Ex): Should a rogue make it all the way to level 20, she reaches the peak of her abilities.  She gains a permanent +2 bonus to Dexterity, and gains other bonuses based upon her archetype.

Con Artist - A grand master con artist has such mastery over her own mind, she is now immune to all mind-affecting spells and effects.  She also gains a permanent +2 bonus to Charisma.

Cutthroat - The Death Attack of a grand master cutthroat improves.  The Improved Death Attack now only needs one round of observation, and may be used with a ranged weapon, though it is limited to 30' because of the precision necessary.  She also gains a permanent +2 bonus to Strength.

Thief - Even magic barriers are barely a hinderance to a grand master thief.  As a full-round action, she can pass through any magic barrier without suffering any deleterious effects.  In addition, the thief's Intelligence improves permanently by +2.

Thug - A thug that reaches grand master status has endured so much combat and physical punishment that she is now immune to all death effects, and can use Stand Tough three times per encounter.  She also permanently increases her Constitution by +2.

Treasure Hunter - A grand master treasure hunter becomes so nimble, she cannot be restrained.  From now on, she gains the benefits of Freedom of Movement, though as a constant extraordinary ability.  She also finds her Dexterity increased permanently by a further +2, on top of the +2 that being a grand master rogue gives, for a total +4 bonus to her Dexterity.
« Last Edit: September 10, 2016, 11:00:02 PM by Kethrian »
What do I win?
An awesome-five for mentioning Penny Arcade's On the Rain-Slick Precipice of Darkness.

Offline Kethrian

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Re: Archetypal Rogue Rewrite
« Reply #1 on: August 04, 2016, 05:07:13 PM »
After some deliberation, I decided to add some bonus feats to the rogue, since it had some weak levels that could benefit from another class ability.  Then, I fixed up Eagle Eye to make it better, and finally, Camouflage and Eagle Eye (rogue abilities I added) got a bit of extra text so they get an additional bonus from the Savvy Rogue feat, like all the other rogue abilities do.
What do I win?
An awesome-five for mentioning Penny Arcade's On the Rain-Slick Precipice of Darkness.