Proposed changes to Class:Rogue (Long)


Homebrew and House Rules


Proposed changes to Class:Rogue

Intent: To add to the Rogue in a manner that hopefully brings them more in line with the power offered by at least partial Casters. There is an emphasis on making Melee more viable, while maintaining a focus on Stealth and positioning. This was done with the understanding that pure Martial classes are underwhelming in their ability to contribute to the efficacy of the group.

This is not intended to be held in comparison with Classes that lack Casting.

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HD d10

Use Stealth changes:
Paizo Blog: Stealth Playtest

Skills: Add Know:Geography, Ride, and Survival

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LVL / BAB / Fo / Re / Wi
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. 01 / 00 / 00 / 02 / 00 --- Sneak Attack: Damage, Sneak Attack: 1d6, Trapfinding, Adroit Athletics

. 02 / 01 / 00 / 03 / 00 --- Evasion, Talent, Sneak Attack: Competent +1

. 03 / 02 / 01 / 03 / 01 --- Trap Sense +1, Sneak Attack: 2d6, Sneak Attack: Stealth Charge

. 04 / 03 / 01 / 04 / 01 --- Uncanny Dodge, Talent, Rapid Advance +5'

. 05 / 03 / 01 / 04 / 01 --- Knave v1, Sneak Attack: 3d6, Sneak Attack: Unexpected Maneuver v1

. 06 / 04 / 02 / 05 / 02 --- Sneak Attack: Competent +2, Talent, Trap Sense +2

. 07 / 05 / 02 / 05 / 02 --- Sneak Attack: 4d6, Acrobatic Charge

. 08 / 06 / 02 / 06 / 02 --- Improved Uncanny Dodge, Knave v2, Talent, Rapid Advance +10'

. 09 / 06 / 03 / 06 / 03 --- Sneak Attack: 5d8, Trap Sense +3

. 10 / 07 / 03 / 07 / 03 --- Advanced Talents, Sneak Attack: Competent +3

. 11 / 08 / 03 / 07 / 03 --- Knave v3, Sneak Attack: 6d8, Sneak Attack: Nimble Assault

. 12 / 09 / 04 / 08 / 04 --- Talent, Rapid Advance +15', Trap Sense +4

. 13 / 09 / 04 / 08 / 04 --- Sneak Attack: 7d8, Sneak Attack: Unexpected Maneuver v2

. 14 / 10 / 04 / 09 / 04 --- Knave v4, Sneak Attack: Competent +4, Talent

. 15 / 11 / 05 / 09 / 05 --- Sneak Attack: 8d8, Sneak Attack: Falling Charge, Trap Sense +5

. 16 / 12 / 05 / 10 / 05 --- Talent, Rapid Advance +20'

. 17 / 12 / 05 / 10 / 05 --- Knave v5, Sneak Attack: 9d10

. 18 / 13 / 06 / 11 / 06 --- Sneak Attack: Competent +5, Talent, Trap Sense +6

. 19 / 14 / 06 / 11 / 06 --- Sneak Attack: 10d10, Sneak Attack: Passing Charge

. 20 / 15 / 06 / 12 / 06 --- Master Strike, Knave v6, Talent

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Adroit Athletics: 1

Use the higher of Strength or Dexterity for Climb and Swim.

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Sneak Attack: 1 (Similar to Monk's Stunning Fist evolutions)

All effects require the Target to qualify for a Sneak Attack. Sources of Sneak Attack dice stack with those from Rogue Levels, and abilities from Sneak Attack gained by Rogue levels may be used with the total number of dice. Otherwise Sneak Attack does not change from the current version.

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Damage: 1 and every 2 Levels after

This is the number of extra dice rolled to figure extra damage from a Sneak Attack

At level 9, the die type for Damage increases to d8

At level 17, the die type for Damage increases to d10

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Competent: 2 and every 4 Levels after

This number is added to all rolls to Hit that qualify as a Sneak Attack. This bonus is Untyped.

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Stealth Charge: 3

A Stealth check made at -5 that succeeds against a Target allows a Charge against that Target while staying Hidden until after the Attack is resolved. This check is made from the square the Charge begins in, and must begin while Hidden.

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Unexpected Maneuver: 5 and 13

Instead of doing Damage with a Sneak Attack against a valid Target, the number of dice may be used as a bonus to CMB when using a valid Combat Maneuver.

At level 13, when a Rogue does damage with a Sneak Attack, they may afterwards perform a valid Combat Maneuver against the same Target as a Swift Action. If during this Swift Action the Target still qualifies for a Sneak Attack, the Rogue may use the benefit of adding Sneak Attack dice as a bonus to CMB.

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Nimble Assault: 11

The Rogue may use an adjacent square to determine if the Rogue is flanking. This only applies to attacks made by the Rogue. The Rogue does not need to use the closet square when Charging.

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Falling Charge: 15

The number of dice allowed for the Rogue may instead be used as Slow Fall for a Monk. The distance allowed is 5 feet for each die, and this use may be used outside of combat, and without needing the be Hidden or Flanking.

When falling to a square that threatens a Target, the Rogue may treat this fall as a Charge. Landing on top of a Target forces the Rogue to an adjacent square at the end of the Charge. The total distance fallen is counted as starting at the height this Action begins at, and ending at the height the Rogue ends at once the Action is concluded; sideways motion from landing in a Target's square is not counted yet does provoke AoO from enemies that Threaten and are not the Target.

Using this fall as an Attack is a Full-Round Action requiring at least 10 feet of falling above the top of the Target, and must begin with the Rogue being Hidden

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Passing Charge: 19

The Rogue does not need to end a Charge at the Target, although the Rogue must continue in a straight line past the Target. Any AoO towards the Rogue that hits due to this movement ends the Charge in that square.

If the Rogue hits with this Sneak Attack and the ending square provides the Rogue with Cover/Concealment, the Rogue may make a Stealth check as a Free Action using the same rules as Sniping as long as the Rogue is at least 10 feet from any enemy.

Abilities that allow Stealth without Cover/Concealment do no work with Passing Charge. If Movement would end in an occupied square, it instead ends in the closest unoccupied square before the Target on the Charge path.

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Acrobatic Charge: 7

The Rogue may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

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Rapid Advance: 4 and every 4 Levels after

Add this number to the Rogue's Base Speed when Climbing, Swimming, or during a Charge. This is a Competence Bonus.

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Knave: 5 and every 3 Levels after (Similar to a Cavalier's Orders)

All abilities granted treat Rogue levels as the cited class for abilities that otherwise list another class. Rogue levels that have these abilities stack with abilities of the same name which are granted by another class.

-----Knave in Grain:

5 Tactician (Cavalier), Favored Terrain #1 (Ranger)

8 Advantageous Terrain (Ranger: Battle Scout)

11 Greater Tactician (Cavalier), Favored Terrain #2 (Ranger)

14 Camouflage (Ranger)

17 Superior Tactics (Ranger: Battle Scout), Favored Terrain #3 (Ranger)

20 Master Tactician (Cavalier)

-----Knave of the Blade:

5 Hardy +2 (Add bonus to Fortitude Saves), Controlled Rage (Barbarian: Urban Barbarian)

8 Crowd Control (Barbarian: Urban Barbarian), Rage Power (Barbarian)

11 Hardy +3 (Add bonus to Fortitude Saves)

14 Greater Rage (Barbarian: Urban Barbarian), Rage Power (Barbarian)

17 Hardy +4 (Add bonus to Fortitude Saves)

20 Mighty Rage (Barbarian: Urban Barbarian), Rage Power (Barbarian)

>Controlled Rage:

Can not Rage as a normal Barbarian. Controlled Rage does not interfere with Stealth.

>Rage Power:

Any Rage Power that requires the possession of, or increase of, a Class ability that is not possessed may not be chosen.

-----Knave of the Post:

5 Poison Use, Veteran +2 (Add bonus to Will Saves), Brew Potion (Bonus Feat)

8 Swift Alchemy (Alchemist), Discovery: Enhance Potion (Alchemist)

11 Veteran +3 (Add bonus to Will Saves)

14 Swift Poisoning (Alchemist), Discovery: Extend Potion (Alchemist)

17 Veteran +4 (Add bonus to Will Saves)

20 Instant Alchemy (Alchemist), Discovery: Eternal Potion (Alchemist)

>Brew Potion:

May use Brew Potion using Scrolls or Wands and UMD. The caster level of the Potion is the same as the Scroll or Wand. The Scroll is destroyed if the UMD is successful, while the Wand expends one charge. UMD is checked after spending the required amount of time and resources to craft the Potion. The crafting of Potions using this ability uses Craft:Alchemy. The level of the Rogue must be at least the same as the Caster Level of the Scroll or Wand used.

-----Knave of the Road:

5 Track (Ranger), Strong Senses +2 (Ranger: Wild Stalker), Mount (Cavalier)

8 Woodland Stride (Druid)

11 Strong Senses +3 (Ranger: Wild Stalker), Quarry (Ranger)

14 Improved Evasion

17 Strong Senses +4 (Ranger: Wild Stalker)

20 Improved Quarry (Ranger)

>Mount:

No Proficiency: Light Armor. If the Rogue is adjacent to or Riding the Mount, the Rogue may make Stealth checks for the Mount, using the Mount's size bonus instead of the Rogue's. All Sneak Attack abilities work with and are usable by the Mount while riding the Mount, except for Falling Charge.

>Woodland Stride:

This applies to the Mount as long as it is adjacent to, or being ridden by the Rogue.

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Note:

Some Talents may be invalidated by these changes

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Thank you,
Feedback is welcome

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