![]() A helpless rogue does not gain the benefit of evasion.Īt 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. Evasion can be used only if the rogue is wearing light armor or no armor. 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. ![]() A magic trap generally has a DC of 25 + the level of the spell used to create it.Ī rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.Īt 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.įinding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. 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. Any creature that is immune to critical hits is not vulnerable to sneak attacks. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.Ī rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. The rogue’s attack deals extra damage any time 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. ![]() ![]() 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. Rogues are proficient with light armor, but not with shields. Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. The rogue’s class skills (and the key ability for each skill) are 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), and Use Rope (Dex).Īll of the following are class features of the rogue.
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