Rogue Rules

Rogues are, unfortunately, underpowered in most combat situations – leading to long sections of play in which the rogue’s player does very little of effect. To make them on par with other lightly-armored classes in the combat arena, in addition to their normal class features, rogues now receive the following:

Sneak Attack (Ex): A character or creature with sneak attack adds a bonus to their attack rolls when making a sneak attack equal to the number of precision damage dice they deal. For example, a rogue with 2d6 sneak attack would have a bonus of +2 when attacking someone who is flat-footed or otherwise denied their Dexterity bonus to AC.

Ambush (Ex): Starting at 3rd level, a rogue may designate one of her attacks during a surprise round as an ambush. If this attack hits and deals sneak attack damage, it deals an amount of extra precision damage equal to the rogue’s class level. The extra damage from ambush does not apply when a creature is immune to sneak attack damage.

In addition, a target damaged by an ambush must make a Fortitude save against a DC of 10 + half the rogue’s level + the rogue’s Dexterity modifier. If the target fails this save, she becomes sickened for 1d4+1 rounds. As a rogue gains levels, she may change the effect bestowed when the target fails this saving throw. At 8th level, the rogue may choose to make her target staggered. At 13th level, the rogue may make the target nauseated. At 18th level, the rogue may stun the target. All effects last for 1d4+1 rounds.

NEW ARCHETYPES
Faced with a rather poor selection of archetypes for a rogue, we created some of our own. At around the same time, a 3rd Party group called Drop Dead Studios produced several others with a similar intent – to give the rogue greater flavor without reducing their effectiveness.

The following 3rd Party archetypes have been approved for play in this campaign and details can be provided to any interested players.

Charlatan: A rogue who has learned to simulate magical talent and pose as a spellcaster.
Deceiver: Trickster rogue who gives up some physical defenses for mental ones.
True Professional: A rogue who trades sneak attack for bonus feats and more skills.
Weapon Expert: A rogue who trades sneak attack for weapon training and medium armor proficiency.

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Rogue Rules

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