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Rogue
Topic Started: Jul 30 2012, 10:14 PM (239 Views)
Cloud
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Who you calling Chocobo Head...
- Increase their hit die to d8 from d6, and give them an average will save progression.
- Trap Sense is gained at 2nd level, not 3rd level, and the bonus is equal to half your rogue level.
- You gain your first special ability at level 8 and one every 2 levels after that.
- If your int mod improves you may retroactively pick more skills if you have skill mastery.
- Bonus Feat: At 5th level and every 3 levels thereafter a Rogue gains a bonus feat from the following list; Acrobatic, Athletic, Autonomous, Deceitful, Dodge, Investigator, Lightning Reflexes, Magical Aptitude, Mobility, Negotiator, Nimble Fingers, Open Minded, Persuasive, Self-Sufficient, and Skill Focus.
- Alertness: At 6th level, Rogues gain the Alertness feat as a bonus feat. If they already have alertness they may take any feat they meet the prerequisites for.
- Makeshift Tools (Ex): At 14th level, a rogue becomes so familiar with mechanisms and traps that the character can make Disable Device checks without a set of thieves' tools at no penalty.
- Skilled Saboteur (Ex): At 20th level, a rogue makes quick work out of mechanisms and traps, disabling devices in one-half the normal time. A device that normally takes 1 round to disable now takes 1 standard action, allowing the character to make a move action afterward.
Edited by Cloud, Sep 19 2012, 09:57 PM.
"I pity you. You just don't get it at all...there's not a thing I don't cherish!"
Cloud Strife, Final Fantasy VII Advent Children

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