Campaign of the Month: January 2015
Skies of Glass
|1st||+0||+0||+2||+0||Sneak attack +1d6, trapfinding, adept spellfighting||1 Points|
|2nd||+1||+0||+3||+0||Evasion, rogue talent||1 Points|
|3rd||+2||+1||+3||+1||Sneak attack +2d6, trap sense +1||2 Points|
|4th||+3||+1||+4||+1||Rogue talent, uncanny dodge, extended spellfighting||2 Points|
|5th||+3||+1||+4||+1||Spellflinger, sneak attack +3d6||3 Points|
|6th||+4||+2||+5||+2||Rogue talent, trap sense +2||3 Points|
|7th||+5||+2||+5||+2||Sneak attack +4d6||4 Points|
|8th||+6||+2||+6||+2||Improved uncanny dodge, rogue talent||4 Points|
|9th||+6||+3||+6||+3||Sneak attack +5d6, trap sense +3, empowered spellfighting||5 Points|
|10th||+7||+3||+7||+3||Advanced talents, rogue talent||5 Points|
|11th||+8||+3||+7||+3||Sneak attack +6d6, stealthy spellfighting||6 Points|
|12th||+9||+4||+8||+4||Rogue talent, trap sense +4||6 Points|
|13th||+9||+4||+8||+4||Sneak attack +7d6, spellflinger||7 Points|
|14th||+10||+4||+9||+4||Rogue talent||7 Points|
|15th||+11||+5||+9||+5||Sneak attack +8d6, trap sense +5||8 Points|
|16th||+12||+5||+10||+5||Rogue talent||8 Points|
|17th||+12||+5||+10||+5||Sneak attack +9d6||9 Points|
|18th||+13||+6||+11||+6||Rogue talent, trap sense +6||9 Points|
|19th||+14||+6||+11||+6||Sneak attack +10d6||10 Points|
|20th||+15||+6||+12||+6||Masterful Spellfighting, rogue talent||10 Points|
Hit Die: d8
Class Skills: The rogues’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 10 + Int modifier.
All of the following are Class Features of the rogue class. A character must sleep to regain uses of any ability limited in uses per day.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Spellcasting: A rogue is capable of tapping their mana to learn and cast spells. Like other spellcasters, a rogue gains additional Mana Points as they level that may be allocated to any Pool the rogue has access to (see Mana Pools for more information).
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Adept Spellfighting: Starting at 1st level, any round the rogue uses a swift or immediate-cast spell they can choose to either gain a +1 bonus to weapon damage rolls or a +2 bonus to confirm critical hits. These bonuses increase by 1 (or 2 for critical confirmation rolls) at 5th level and every 5 levels thereafter.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). For the purpose of determining if a Rogue can disarm a magical trap, treat the bonus gained from Trapfinding as bonus ranks in Disable Device.
Evasion (Ex): 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, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. A rogue cannot choose a ninja trick with the same name as a rogue talent.
A complete listing of rogue talents can be found here: Rogue Talents
Advanced Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
A complete listing of advanced rogue talents can be found here: Advanced Rogue Talents
Trap Sense (Ex): 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. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Extended Spellfighting: At 4th level, a rogue may Extend (as Extend Spell) any naturally swift or immediate-cast spell he casts once per day. At 12th level she may do this twice per day.
Spellflinger: Starting at 5th level, the rogue reduces the mana cost of all naturally swift or immediate-cast spells she casts by 1 mana point, to a minimum of 1. This increases to a 2 mana point reduction at 13th level.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Empowered Spellfighting: At 9th level, a rogue may Empower (as Empower Spell) any naturally swift or immediate-cast spell she casts once per day. At 16th level she may do this twice per day.
Stealthy Spellfighting (Su): At 11th level, a rogue may once per day Silence, Still, and Invisible (as the appropriate metamagics) any naturally swift or immediate-cast spell he casts once per day. At 18th level she may do this twice per day.
Masterful Spellfighting: At 20th level, whenever a rogue confirms a critical hit in a round she used a naturally swift or immediate-cast spell, she gains 2 temporary mana points per critical multiplier of the weapon. Additionally, whenever a rogue damages a creature with a sneak attack in a round she used a naturally swift or immediate-cast spell, she gains 1 temporary mana point. This temporary mana lasts for one minute and is assigned to the same pool (or divided as evenly as possible among the pools if more than one) the naturally swift or immediate-cast spell was cast from. This effect activates even if the target is not normally subject to extra damage from critical hits. The mana per critical multiplier is not increased by a sneak attack that didn’t deal any additional sneak dice (such as against an enemy immune to precision damage).