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 Post subject: The Rogue
PostPosted: Tue Jan 22, 2013 3:25 am 
Caenyr Land Owner
Caenyr Land Owner

Joined: Tue Jul 29, 2008 12:07 pm
Posts: 250
Location: Sweden, CET/CEST
GSID: Heike_WoC
Name of Main PC: Helcârax Van Korp
The Rogue


Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

The Rogue is only character where skills are of paramount importance. Rogues have the highest skill points per level and access to the most skills of any character class. For this reason Rogue become the Jack-of-All Trades as they seem to have a bit of knowledge about a wide variety of topics. Whereas a fighters get few skill points and even fewer in-class areas to spend them the Rogue can throw a few points into a great deal of skills 'just in case'. Rogues are not solely limited to learned skills, however, as they are given one of the most devastating combat abilities in the game: the Sneak Attack. At higher levels this is the most damaging combat attack in the world. A Rogue can quickly end a deadly struggle with one quick strike from the shadows. As mentioned above, the rest of the Rogue's combat abilities are for avoiding damage altogether- armor class bonuses even if surprised and an almost magical avoidance of certain attacks makes the Rogue a viable combatant.


Mechanics

Hit Die: d6
Skill Points: 8 + Int Modifier (x4 at 1st level)

Proficiencies: Proficient with rogue weapons and light armor. They are not proficient with shields.
Class Skills: Appraise, Bluff, Disable Trap, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Persuade, Pick Pocket, Search, Set Trap, Spot, Tumble, Use Magic Device

Making the best Rogue
As with creating any character, a player must decide what the focus of that character will be - the Rogue is no different. The Rogue gets many skill points per level and can leave it at that. However, something to consider may be raising the Int of a starting Rogue and, suddenly, with an ability bonus of, say, 2 because of an Int of 14 or 15, you have 8 more skill points to spend on initial skills and 2 extra points per level hereafter. This adds up to a lot of extra skill points. Rogues have a wide variety of skills they can choose from and a player may need to sit down and think about what skills are important to them so that they can be concentrated on throughout there career. Rogues get a lot of skills points, but even they can't be good at everything.

In addition to Int as an area of focus, Dex must be considered as it is extremely important to the Rogue. Dexterity is important since several Rogue skills rely on Dex. Rogues typically have fewer hit points than more martial classes (only a d6 for hit points), and they have an unfortunate unfortunate occupational hazard of working with deadly traps are all reasons for a high Dex for a Rogue. The avoidance of damage should be a mantra for the Rogue.

As for the rest, a player should consider what is what is important: bolstering hit points with a high Con? Adding to combat damage with a higher Str? These are decisions that should be based on what sort of Rogue you are playing: a spy, a highwayman, a thug, a cut-purse and so on.

Abilities on Level Up

Base Attack Bonus: +3/4 per level.
Saves: Reflex favored.

  1. Sneak Attack +1d6
  2. Evasion
  3. Uncanny Dodge I, Sneak Attack +2d6
  4. Sneak Attack +3d6
  5. Uncanny Dodge II
  6. Sneak Attack +4d6
  7. Sneak Attack +5d6
  8. Rogue Bonus Feat (Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery or Slippery Mind)
  9. Uncanny Dodge III, Sneak Attack +6d6
  10. Rogue Bonus Feat, Sneak Attack +7d6
  11. Uncanny Dodge IV
  12. Sneak Attack +8d6
  13. Rogue Bonus Feat
  14. Uncanny Dodge V, Sneak Attack +9d6
  15. Rogue Bonus Feat, Sneak Attack +10d6
  16. Uncanny Dodge VI


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