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I thought I would take a crack at a DPS Rogue now that the dual talent alternate human race trait has been released. Opinions?
20 POINT BUY:
Str 16 +2, Dex 14 +2, Con 14, Int 8, Wis 12, Cha 10
TRAITS:
1st REACTIONARY: +2 to Initiative checks.
2nd CAREFULLY HIDDEN: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
LEVEL 1:
SNEAK ATTACK:
+1d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
TWO-WEAPON FIGHTING: (1st Level Feat)
Your penalties on attack rolls for fighting with two weapons are now -2 on both hands while using a light weapon.
FRIGHTENING: (Thug Archetype)
Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.
LEVEL 2:
EVASION: (Rogue Class)
After a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead take no damage.
OFFENSIVE DEFENSE: (Rogue Talent)
When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.
LEVEL 3:
SNEAK ATTACK:
+2d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
BRUTAL BEATING: (Thug Archetype)
At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense.
DOUBLE SLICE: (3th Level Feat)
Add your Strength bonus to damage rolls made with your off-hand weapon.
LEVEL 4: +1 Dex
SCOUT’S CHARGE: (Scout Archetype)
Whenever the rogue makes a charge, his attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
RESILIENCY: (Rogue Talent)
Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute (10 rounds). If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
LEVEL 5:
SNEAK ATTACK:
+3d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
POWER ATTACK: (5th Level Feat)
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
LEVEL 6:
INTIMIDATING PROWESS (STRONG IMPRESSION): (Rogue Talent)
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
RESILIENCY: (Rogue Talent)
Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute (10 rounds). If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
LEVEL 7:
SNEAK ATTACK:
+4d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
CORNUGON SMASH: (5th Level Feat)
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
LEVEL 8: +Dex
SKIRMISHER: (Scout Archetype)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.
VITAL STRIKE (COMBAT TRICK): (Rogue Talent)
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
LEVEL 9:
SNEAK ATTACK:
+5d6 precision damage when enemy is denied their Dex bonus to AC, or is flanked.
IMPROVED TWO-WEAPON FIGHTIN: (9th Level Feat)
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.