The Hive Custodian
28th of February, 2006, 16:50
The new interchangability of abilities means that the interaction between Improved Uncanny Dodge and Sneak Attack cannot refer to rogue levels any longer. I have changed it to refer to total levels.
I tried to balance this to the standard rogue; according to the Class Design Rules I posted, it's about 2 CP behind the monk and ranger. I'm not sure if this is a sizable enough difference to get worried over. Certainly no class can match its skills, so even if the CDR is right and it is indeed weaker, it still has the benefit of having a niche.
Professional (replaces rogue)
Alignment: Any.
Hit Die: d6.
Skill Base: 8.
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Base Attack Bonus: +3/4 per level (as cleric).
Good Saves (2 + 1/2 per level): Reflex.
Poor Saves (1/3 per level): Fortitude, Will.
Armor and Weapon Proficiency: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword, light armor.
Class Features:
Trapfinding: A professional gains Trapfinding as a bonus feat.
Professional's Savvy: At 1st level and every two levels thereafter (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level), the professional gains a Professional's Savvy ability. See Professional's Savvy Abilities, below.
Professional's Knack: At 2nd level and every four levels thereafter (6th, 10th, 14th, and 18th level), the professional gains a Professional's Knack ability. See Professional's Knack Abilities, below.
Uncanny Dodge (Ex): A professional of at least 2nd level can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If the professional already has the Uncanny Dodge from a different class, they gain the Improved Uncanny Dodge (see below) ability instead.
Trap Sense (Ex): At 3rd level, a professional gains an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 every three levels thereafter (at 6th, 9th, 12th, 15th, and 18th level).
Trap sense bonuses gained from multiple classes stack.
Professional's Moxie: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), the professional gains a Professional's Moxie ability. See Professional's Moxie Abilities, below.
Improved Uncanny Dodge (Ex): A professional of at least 6th level can no longer be flanked.
This defense denies an opponent the ability to sneak attack the professional by flanking them, unless the attacker is at least four levels higher than the professional.
Professional's Knack Abilities
Okay, to be perfectly honest this didn't exist in the original rogue. Go Sleight of Hand some abilities from another class. Or make up your own.
Professional's Savvy Abilities
Bonus Feat: The professional gains a bonus feat.
Sneak Attack (Ex): If the professional can catch an opponent when they are unable to defend themselves effectively from the professionals attack, they can strike a vital spot for extra damage.
The professional's attack deals 1d6 points of extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the professional flanks their target. Should the professional 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 sap (blackjack) or an unarmed strike, a professional can make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A professional can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The professional 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 professional cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
This ability can be selected multiple times. Each time it is selected, the sneak attack damage increases by 1d6.
Professional's Moxie Abilities
Crippling Strike (Ex): Minimum professional level 12th, requires Sneak Attack. The professional can sneak attack opponents with such precision that their blows weaken and hamper them. An opponent damaged by one of their sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The professional can roll with a potentially lethal blow to take less damage from it than they otherwise would. Once per day, when they would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the professional can attempt to roll with the damage. To use this ability, the professional must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, they take only half damage from the blow; if it fails, they take full damage. They must be aware of the attack and able to react to it in order to execute their defensive roll—if they are denied their Dexterity bonus to AC, they can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.
Evasion (Ex): The professional can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the professional is wearing light armor or no armor. A helpless professional does not gain the benefit of evasion.
Improved Evasion (Ex): This ability works like evasion, except that while the professional still takes no damage on a successful Reflex saving throw against attacks henceforth they take only half damage on a failed save. A helpless professional does not gain the benefit of improved evasion.Opportunist (Ex): Minimum professional level 8th. Once per round, the professional can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a professional with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The professional becomes so certain in the use of certain skills that they use them reliably even under adverse conditions.
Upon gaining this ability, they select a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, they may take 10 even if stress and distractions would normally prevent them from doing so. A professional may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the professional's ability to wriggle free from magical effects that would otherwise control or compel them. If a the professional is affected by an enchantment spell or effect and fails their saving throw, they can attempt it again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw.
Exchange Notes
The professional's Trap Sense ability is considered a Medium ability.
The professional's Uncanny Dodge abilities are considered a 2 EP ability.
Professional's Knack abilities are considered Minor abilities.
Professional's Savvy abilities are considered Medium abilities.
Professional's Moxie abilties are considered Major abilities.
With the DM's permission, an ability can be exchanged for an ability of equivalent type from another class.
TRAPFINDING [GENERAL]
Benefit: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical 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.
Additionally, you 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.
If you beat a trap’s DC by 10 or more with a Disable Device check, you can study the trap, figure out how it works, and bypass it (with your party) without disarming it.
Normal: If you do not have this feat, you cannot locate traps with a Search check when the task has a Difficulty Class higher than 20 or disarm magic traps.
I tried to balance this to the standard rogue; according to the Class Design Rules I posted, it's about 2 CP behind the monk and ranger. I'm not sure if this is a sizable enough difference to get worried over. Certainly no class can match its skills, so even if the CDR is right and it is indeed weaker, it still has the benefit of having a niche.
Professional (replaces rogue)
Alignment: Any.
Hit Die: d6.
Skill Base: 8.
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Base Attack Bonus: +3/4 per level (as cleric).
Good Saves (2 + 1/2 per level): Reflex.
Poor Saves (1/3 per level): Fortitude, Will.
Armor and Weapon Proficiency: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword, light armor.
Class Features:
Trapfinding: A professional gains Trapfinding as a bonus feat.
Professional's Savvy: At 1st level and every two levels thereafter (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level), the professional gains a Professional's Savvy ability. See Professional's Savvy Abilities, below.
Professional's Knack: At 2nd level and every four levels thereafter (6th, 10th, 14th, and 18th level), the professional gains a Professional's Knack ability. See Professional's Knack Abilities, below.
Uncanny Dodge (Ex): A professional of at least 2nd level can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If the professional already has the Uncanny Dodge from a different class, they gain the Improved Uncanny Dodge (see below) ability instead.
Trap Sense (Ex): At 3rd level, a professional gains an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 every three levels thereafter (at 6th, 9th, 12th, 15th, and 18th level).
Trap sense bonuses gained from multiple classes stack.
Professional's Moxie: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), the professional gains a Professional's Moxie ability. See Professional's Moxie Abilities, below.
Improved Uncanny Dodge (Ex): A professional of at least 6th level can no longer be flanked.
This defense denies an opponent the ability to sneak attack the professional by flanking them, unless the attacker is at least four levels higher than the professional.
Professional's Knack Abilities
Okay, to be perfectly honest this didn't exist in the original rogue. Go Sleight of Hand some abilities from another class. Or make up your own.
Professional's Savvy Abilities
Bonus Feat: The professional gains a bonus feat.
Sneak Attack (Ex): If the professional can catch an opponent when they are unable to defend themselves effectively from the professionals attack, they can strike a vital spot for extra damage.
The professional's attack deals 1d6 points of extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the professional flanks their target. Should the professional 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 sap (blackjack) or an unarmed strike, a professional can make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A professional can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The professional 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 professional cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
This ability can be selected multiple times. Each time it is selected, the sneak attack damage increases by 1d6.
Professional's Moxie Abilities
Crippling Strike (Ex): Minimum professional level 12th, requires Sneak Attack. The professional can sneak attack opponents with such precision that their blows weaken and hamper them. An opponent damaged by one of their sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The professional can roll with a potentially lethal blow to take less damage from it than they otherwise would. Once per day, when they would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the professional can attempt to roll with the damage. To use this ability, the professional must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, they take only half damage from the blow; if it fails, they take full damage. They must be aware of the attack and able to react to it in order to execute their defensive roll—if they are denied their Dexterity bonus to AC, they can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.
Evasion (Ex): The professional can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the professional is wearing light armor or no armor. A helpless professional does not gain the benefit of evasion.
Improved Evasion (Ex): This ability works like evasion, except that while the professional still takes no damage on a successful Reflex saving throw against attacks henceforth they take only half damage on a failed save. A helpless professional does not gain the benefit of improved evasion.Opportunist (Ex): Minimum professional level 8th. Once per round, the professional can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a professional with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The professional becomes so certain in the use of certain skills that they use them reliably even under adverse conditions.
Upon gaining this ability, they select a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, they may take 10 even if stress and distractions would normally prevent them from doing so. A professional may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the professional's ability to wriggle free from magical effects that would otherwise control or compel them. If a the professional is affected by an enchantment spell or effect and fails their saving throw, they can attempt it again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw.
Exchange Notes
The professional's Trap Sense ability is considered a Medium ability.
The professional's Uncanny Dodge abilities are considered a 2 EP ability.
Professional's Knack abilities are considered Minor abilities.
Professional's Savvy abilities are considered Medium abilities.
Professional's Moxie abilties are considered Major abilities.
With the DM's permission, an ability can be exchanged for an ability of equivalent type from another class.
TRAPFINDING [GENERAL]
Benefit: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical 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.
Additionally, you 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.
If you beat a trap’s DC by 10 or more with a Disable Device check, you can study the trap, figure out how it works, and bypass it (with your party) without disarming it.
Normal: If you do not have this feat, you cannot locate traps with a Search check when the task has a Difficulty Class higher than 20 or disarm magic traps.