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 Core Class: Rogue

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All Washed Up
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PostSubject: Core Class: Rogue   Tue May 17, 2011 1:10 am

Rogue
Attack Bonus: Medium (¾).
Strong Saves: Strong Reflex.
Hit Points: 8/level.
Skills: Appraise, Bluff, Craft (Any), Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Parry, Search, Sense Motive, Set Trap, Slight of Hand, Spot, Survival, Tumble, Use Magic Device.
Skill Points: 8 + Intelligence Modifier
Armor Proficiencies: Light Armor.
Shield Proficiencies: None.
Weapon Proficiencies: Simple and Rogue Weapons.

Rogue
  1. Sneak Attack +1d6, Trapfinding
  2. Evasion, Rogue Talent
  3. Sneak Attack +2d6, Trap Sense +1
  4. Uncanny Dodge, Rogue Talent
  5. Sneak Attack +3d6
  6. Trap Sense +2, Rogue Talent
  7. Sneak Attack +4d6
  8. Improved Uncanny Dodge, Rogue Talent
  9. Sneak Attack +5d6, Trap Sense +3
  10. Advanced Rogue Talents, Rogue Talent
  11. Sneak Attack +6d6
  12. Trap Sense +4, Rogue Talent
  13. Sneak Attack +7d6

  • Sneak Attack (Ex): At 1st level, the rogue is able to make precise strike when his foes are distracted. This increases by an additional 1d6 every odd level of rogue to a maximum of 10d6 at 19th level.
  • Trapfinding (Ex): At 1st level, the rogue can use the search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical 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 (and only 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.
  • Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage.  
  • Rogue Talents (Ex): At 2nd level, and every two levels there after, the rogue receives a bonus feat drawn from the following list.
    • Bleeding Wound (Ex): When the rogue hits with a successful sneak attack, he inflicts a bleeding wound that deals 2 points of damage per round for 3 rounds. This damage stacks with previous damage caused by a Bleeding Wound attack. He must be either unarmed or wielding only light weapons in order to inflict a Bleeding Wound.
    • Keen Senses (Ex): A rogue with this talent, who merely passes within 5 feet of a secret or concealed door is entitled to a search check to notice it as if he was actively looking for it. This feat automatically puts you in Search Mode, no movement penalties occurs. This is no longer an elven racial feat.
    • Disarm, Knockdown, Point Blank Shot, Power Attack, Skill Focus (Any), Use Poison, Weapon Focus (Any Rogue Weapon), Weapon Finesse.
    • Advanced Rogue Talents (10th): Upon reaching 10th level, the following feats are available to the rogue as Rogue Talents.
      • Acrobatic Skill Master, Crippling Strike, Defensive Roll, Hide in Plain Sight, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind.

  • Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts him to danger from traps, giving him 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 he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. 
  • Uncanny Dodge (Ex): At 4th level, the Rogue can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if paralyzed. This improves to Improved Uncanny Dodge at 8th level.


Last edited by All Washed Up on Sun May 22, 2011 5:17 pm; edited 1 time in total
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PostSubject: NwN2 3.5 Rogue   Sun May 22, 2011 5:01 pm

Rogue
Attack Bonus: Medium (¾).
Saves: Strong Reflex, Weak Fortitude & Will.
Hit Points: 6/level.
Skills: Appraise, Bluff, Craft (alchemy, trap, weapon), Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device.
Skill Points: 8 + Intelligence Modifier
Armor Proficiencies: Light Armor.
Shield Proficiencies: None.
Weapon Proficiencies: Simple and Rogue Weapons.

Rogue
  1. Sneak Attack +1d6, Trapfinding
  2. Evasion
  3. Sneak Attack +2d6, Trap Sense +1
  4. Uncanny Dodge
  5. Sneak Attack +3d6
  6. Trap Sense +2
  7. Sneak Attack +4d6
  8. Improved Uncanny Dodge
  9. Sneak Attack +5d6, Trap Sense +3
  10. Rogue Talent
  11. Sneak Attack +6d6
  12. Trap Sense +4
  13. Rogue Talent, Sneak Attack +7d6


  • Sneak Attack (1st): Starting at first level the rogue is able to make precise strike when their foes are distracted. This increases by an additional 1d6 every odd level of rogue to a maximum of 10d6 at 19th level.
  • Trapfinding (1st): Rogues can use the search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical 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 (and only 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.
  • Evasion (2nd): At 2nd level and higher, 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 (such as a red dragon's fiery breath or a fireball), she instead takes no damage. This improves to Improved Evasion at 8th level. This work like the evasion ability, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, but henceforth she henceforth takes only half damage on a failed save.
  • Trap Sense (3rd): 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.
  • Advanced Rogue Talents (10th): Upon reaching 10th level, and every three levels there after, the rogue gains a bonus feat selected from the following list.
    • Crippling Strike, Defensive Roll, Hide in Plain Sight, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind.
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