Miks rogue: esiteks lihtne ja puhtfüüsiline: ma saan asjadega teistele asjadele silmatorkavalt hästi pihta. Nuga, revolver, vibu, kivi - kõik hea. Mõõk on barbaarselt raske. Kilbid on fui. Jah, unustage ära see legend, et ma olen dexi miinusega. Tegelikkus on paraku vastupidi, mul on üpris arvestatav dexi boonus. Kes ei usu, küsigu nende käest, kellega ma noatrenni teen. Või uiskudelt, mis olid hämmastusest kanged, kui ma peale elu esimest uisutrenni tuhisesin üle jää suht vabalt ringi. Olen kokku käinud uisutamas ca 20 korda ja kukkunud ei ole ma kordagi. Või mustade seiklusradade käest, mille ma puht balance checki pealt lihtsalt läbi jooksin. Aitab juba sellest dexi miinuse social bluffist ;) Ma olen tegelikult üpriski osav ja hasarti aetuna ka üsna kiire.
Strength või Con - not so much.
Teine base ability: definitely intelligence. Wis on isegi suht keskmine, kuigi ajaga koguneb. Aga õpin ikka indi pealt.
Charisma - ausalt, jätan teiste hinnata, päris madal ei ole.
Sneak attack: kui ma lasertsoonides üldse mingi skooriga võidan, siis see pole iialgi tabamuste toores koguarv, vaid ainult tabamuste protsent laskudest. Või siis on mul kõigist kõrgem sneak attackide skoor ;) Mina olen see tumedate riietega värdjas, kes peidab end selles kõige sügavamas varjus, millele sa just muretult selja keerasid..
Social skills: see, et seda saab lisada nii AC-le kui attackidele - YES! Alates sellest, et trennis rünnakul bluffida on fun, lõpetades ülekantud tähendusega, et mu sõbrad on mu parim tugi ja kaitse ükskõik mille üleelamiseks. Ja seda üldse mitte bullet-shieldina ;) Selleks on mul mobility, dodge, int ja bluff.
Kuulide eest põiklemine is my middle name.
Ja uudishimu... Ilmselt on ka minu "famous last words": "Ma ju ainult piilun!"
Ja ma olen täiesti nõus castima spelle eelkõige social skillide pealt. Oh, veel parem, mitte päris spell, vaid spell-like ability. Super. Arcana ja divine ei ole minu rida nii ehk naa. Eelkõige oleme me siin neetult praktilised.
All skills are considered class-skills for a rogue. Täpselt. Lihtsalt kättevõtmise asi, nuputan natuke ja juba oskan. Mingit respekti cross-classi või not-classi vastu ei ole :)
Slippery Mind - topelt will save igasuguse brainfucki vastu - onon. Olen vägagi immuunne.
Ühesõnaga, jah, mina, rogue.
The Rogue
Alignment: Any
Class Skills (8 + Int modifier): All skills are considered class skills for a Rogue.
Proficiencies: A Rogue is proficient with all simple weapons, plus the hand crossbow, longbow, longsword, rapier, sap, short sword, shortbow, and whip. Rogues are proficient with light armor but not with shields.
Social Interaction Ability
Choose one of Intelligence, Wisdom, or Charisma. Your chosen ability score is your Rogue's Social Interaction Ability and defines how he interacts with the world at large.
Sneak Attack (Ex): If a Rogue can catch an opponent when it is unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.
Information Broker (Ex): A 2nd-level Rogue may make a special check with a bonus equal to his class level + his Social Interaction Ability modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Rogue has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
Spellcasting Dilettante (Sp): Starting at 2nd level, a Rogue may replicate the effects of spells through study and unusual resources. Once per day, after 8 hours of rest, the Rogue may spend 1 hour gathering resources and studying tomes and scrolls in order to prepare a number of spell-like abilities up to one per two class levels. These spell-like abilities are drawn from the Cleric, Druid, and/or Wizard spell lists. Later in the day, he may cast any of these spell-like abilities as a standard action by expending a number of action points equal to the spell's level + 1
Confident Swagger (Ex): A 3rd-level Rogue adds his Social Interaction Ability modifier to all Strength and Dexterity-based skill and ability checks he makes.
Guile (Ex): Starting at 4th level, whenever the Rogue would be subject to half damage on a successful Reflex save or a partial effect on a successful Will save, he instead suffers no effect whatsoever.
Trap Sense (Ex): Starting at 6th level, a Rogue is entitled to make a Search check when passing within 20ft of any trap as if he were actively looking for it and gains a +4 bonus to AC and saving throws against the attacks of traps. At 18th level, the distance increases to 30ft and the bonus to AC and saving throws increases to +6.
Reproachful Mien (Ex): A 10th-level Rogue adds his Social Interaction Ability modifier to his AC against attacks made by intelligent creatures.
Slippery Mind (Ex): Starting at 12th level, even when a Rogue fails a Will save against a Mind-Afflicting effect that effect ends at the end of his next turn.
Social Graces (Ex): A 16th level Rogue adds his Social Interaction Ability modifier to all saving throws.
Alignment: Any
| Level | BAB | Fort | Ref | Will | Special | ||
|---|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Sneak Attack, Trapfinding |
2
|
Great
|
| 2nd | +1 | +0 | +3 | +3 | Information Broker, Spellcasting Dilettante (0-level) |
3
|
"
|
| 3rd | +2 | +1 | +3 | +3 | Confident Swagger |
5
|
"
|
| 4th | +3 | +1 | +4 | +4 | Guile |
6
|
"
|
| 5th | +3 | +1 | +4 | +4 | Spellcasting Dilettante (1st) |
8
|
Masterful
|
| 6th | +4 | +2 | +5 | +5 | Trap Sense (20ft) |
9
|
"
|
| 7th | +5 | +2 | +5 | +5 |
11 (1d2)
|
"
| |
| 8th | +6/+1 | +2 | +6 | +6 | Spellcasting Dilettante (2nd) |
12 (1d2)
|
"
|
| 9th | +6/+1 | +3 | +6 | +6 |
14 (1d2)
|
Heroic
| |
| 10th | +7/+2 | +3 | +7 | +7 | Reproachful Mien |
15 (1d2)
|
"
|
| 11th | +8/+3 | +3 | +7 | +7 | Spellcasting Dilettante (3rd) |
17 (1d4)
|
"
|
| 12th | +9/+4 | +4 | +8 | +8 | Slippery Mind |
18 (1d4)
|
"
|
| 13th | +9/+4 | +4 | +8 | +8 |
20 (1d4)
|
Legendary
| |
| 14th | +10/+5 | +4 | +9 | +9 | Spellcasting Dilettante (4th) |
21 (1d4)
|
"
|
| 15th | +11/+6/+1 | +5 | +9 | +9 |
23 (1d6)
|
"
| |
| 16th | +12/+7/+2 | +5 | +10 | +10 | Social Graces |
24 (1d6)
|
"
|
| 17th | +12/+7/+2 | +5 | +10 | +10 | Spellcasting Dilettante (5th) |
26 (1d6)
|
Impossible
|
| 18th | +13/+8/+3 | +6 | +11 | +11 | Trap Sense (30ft) |
27 (1d6)
|
"
|
| 19th | +14/+9/+4 | +6 | +11 | +11 |
29 (1d8)
|
"
| |
| 20th | +15/+10/+5 | +6 | +12 | +12 | Spellcasting Dilettante (6th) |
30 (1d8)
|
"
|
Class Skills (8 + Int modifier): All skills are considered class skills for a Rogue.
Proficiencies: A Rogue is proficient with all simple weapons, plus the hand crossbow, longbow, longsword, rapier, sap, short sword, shortbow, and whip. Rogues are proficient with light armor but not with shields.
Social Interaction Ability
Choose one of Intelligence, Wisdom, or Charisma. Your chosen ability score is your Rogue's Social Interaction Ability and defines how he interacts with the world at large.
Sneak Attack (Ex): If a Rogue can catch an opponent when it is unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.
Information Broker (Ex): A 2nd-level Rogue may make a special check with a bonus equal to his class level + his Social Interaction Ability modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Rogue has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
Spellcasting Dilettante (Sp): Starting at 2nd level, a Rogue may replicate the effects of spells through study and unusual resources. Once per day, after 8 hours of rest, the Rogue may spend 1 hour gathering resources and studying tomes and scrolls in order to prepare a number of spell-like abilities up to one per two class levels. These spell-like abilities are drawn from the Cleric, Druid, and/or Wizard spell lists. Later in the day, he may cast any of these spell-like abilities as a standard action by expending a number of action points equal to the spell's level + 1
Confident Swagger (Ex): A 3rd-level Rogue adds his Social Interaction Ability modifier to all Strength and Dexterity-based skill and ability checks he makes.
Guile (Ex): Starting at 4th level, whenever the Rogue would be subject to half damage on a successful Reflex save or a partial effect on a successful Will save, he instead suffers no effect whatsoever.
Trap Sense (Ex): Starting at 6th level, a Rogue is entitled to make a Search check when passing within 20ft of any trap as if he were actively looking for it and gains a +4 bonus to AC and saving throws against the attacks of traps. At 18th level, the distance increases to 30ft and the bonus to AC and saving throws increases to +6.
Reproachful Mien (Ex): A 10th-level Rogue adds his Social Interaction Ability modifier to his AC against attacks made by intelligent creatures.
Slippery Mind (Ex): Starting at 12th level, even when a Rogue fails a Will save against a Mind-Afflicting effect that effect ends at the end of his next turn.
Social Graces (Ex): A 16th level Rogue adds his Social Interaction Ability modifier to all saving throws.

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