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Here are a few:

Human - Martial weapon proficiency or +2 hp. Presents a character with a minor choice between greater tactical expertise and slightly increased staying power. Allows humans pursuing a class which already provides full martial weapons proficiencies a non-redundant bonus that isn't as powerful as a full feat selection but complements their main path. Gives 1st Wizards (etc.) a reason to consider not picking up a 2-handed sword.

Rogue - Minor Magic
A rogue with this talent gains the ability to cast 2 different 0-level spells from the wizard/sorcerer spell list up to a total of 2 combined castings a day as a spell-like ability. In addition the rogue gains the ability to cast 1 1st-level spell from the wizard/sorcerer spell list up to 1/day as a spell-like ability. A rogue choosing this option permanently loses 2 hp from their total. The caster level for this ability is equal to half her rogue level. The save DC for this spell is determined using the rogue’s Intelligence modifier.

Rogue - Major Magic
Requires Minor Magic. A rogue with this talent gains the ability to cast 1 2nd-level spell from the wizard/sorcerer spell list up to 1/day as a spell-like ability. A rogue choosing this option permanently loses 1 additional hp from their total. The caster level for this ability is equal to half her rogue level. The save DC for this spell is determined using the rogue’s Intelligence modifier.

Rogue Finesse and Weapon Training are redundant with Combat Trick. Remove as separate rogue talents.

Give ALL rogues Weapon Finesse at 1st level as a bonus feat.

Added Rogue Talents:

Tenacity: +2 Fortitude

Resolve: +2 Willpower

Skill Focus: Trained Rogue Class Skill

Hide in Plain Sight: Requires 11th level in rogue.