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Ghost in the Shell

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D20 HOUSE RULES

PLAYER CONDUCT
* Descent

Descent
Into
Darkness

{Drow Campaign}

Zartenoth:
The Land
Between

{d20 High Fantasy}

Storm Riders
[SRoZ]

{Rhy'Din Guild Site}

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Site Title

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
+9
+10
+11
+12
+12
+13
+14
+15
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Special
Sneak Attack +1d6, Trapfinding
Evasion
Sneak Attack +2d6, Trap Sense +1
Uncanny Dodge
Sneak Attack +3d6
Trap Sense +2
Sneak Attack +4d6
Improved Uncanny Dodge
Sneak Attack +5d6, Trap Sense +3
Special Ability
Sneak Attack +6d6
Trap Sense +4
Sneak Attack +7d6, Special Ability

Sneak Attack +8d6, Trap Sense +5
Special Ability
Sneak Attack +9d6
Trap Sense +6
Sneak Attack +10d6, Special Ability

Key STATS: Dexterity, Intelligence, Wisdom

Alignment: Any

Hit Die: d6

Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge(Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Starting Skill Points: (8 + INT modifier) x 4

Points/Additional Level: 8 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies
    Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
    WEAPON GROUP ALTERNATIVE: Basic weapons plus any other two.

  • Sneak Attack
    Anytime you catch an opponent in a position where he/she loses her Dexterity bonus to AC, or you are flanking an opponent, your attack does extra damage. The extra damage is +1d6 at first level, and increases by another +1d6 at every second class level thereafter. Ranged attacks can only count as sneak attacks when you are within 30 feet of your opponent. Only creatures with a discernable anatomy can be victims of a sneak attack--undead, constructs, oozes, plants, and incorporeal beings lack the necessary vital areas to be caught by a sneak attack. Any creature that is immune to critical hits is also immune to sneak attacks.

  • Trapfinding
    Rogues (and only rogues) can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of 20, higher if it is well hidden. 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 Disable Device skill to disarm magical traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
    A rogue who beats a trap's DC by ten or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his parry) without disarming it.

  • Evasion (Ex)
    At second level, you gain the ability to evade certain types of damage. If exposed to any effect that allows a Reflex save for half damage, you take no damage on a successful saving throw. If you fail the save, you take full damage. This can only be used while wearing light or no armor. A helpless rogue (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

  • 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 as the rogue gains in 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 retains her DEX bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her DEX bonus to AC if immobilized.
    If a rogue already has uncanny dodge from a different class, she automatically gains Improved Uncanny Dodge (see below) instead.

  • Improved Uncanny Dodge (Ex)
    A rogue of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the character has at least four more rogue levels than the target does.
    If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

  • Special Abilities:
    On achieving 10th level, and every three levels thereafter, you gain one of the following abilities, of your choice:
    • Crippling Strike
      You can sneak attack your opponents with such precision that it both weakens and hampers them. Anytime you deal damage with a sneak attack, that opponent also takes 2 points of temporary Strength damage.

    • Defensive Roll
      You can roll with a potentially lethal blow, hopefully lessening the damage. Whenever you take a hit in melee combat, one in which you are able to see and react to, you can make a Reflex Saving throw (DC=damage dealt). If successful, you take only half damage from the attack.

    • Improved Evasion
      This works like Evasion, except that on a failed save, you only take half damage.

    • Opportunist
      Anytime one of your allies damages someone in melee, you may make an attack of opportunity against that opponent. This takes up your attack of opportunity for the round. Even a rogue with Combat Reflexes can only use this ability once per round.

    • Skill Mastery
      Select a number of skills equal to 3 + your Intelligence modifier. When using these skills, you may "Take 10", even when stress or distractions would normally not let you do so. This may be taken multiple times, each time selecting a new group of skills.

    • Slippery Mind
      This ability represents the rogues ability to wriggle free from magical and psionic effects that would normally control or compel him/her. If you fail a save against such an attack, you are allowed another save after 1 round. There is only one extra save allowed in any given circumstance.

    • Feat
      You may select a Feat or Combat Skill of your choice, so long as you meet any prerequisites.

    • Adrenaline Rush [Ex]
      PRE: Must have succeeded at a Fortitude save to avoid death due to massive damage
      Brought to the brink of death by massive trauma the rogue somehow survived. As a result, she developed a talent for pushing her body beyond its normal limits. Once per day, the rogue may choos to treat a Strength-based skill check as if she had rolled a natural 20. The rogue must declare she is using this ability before the die roll, thereby negating the necessity of the check.

    • Cartilaginous Skeleton [Ex]
      PRE: Must have been reduced to fewer than 0 hit points by bludgeoning damage or a crushing attack
      The rogue's shattered bones knit back together under a sheath of flexible cartilage, allowing her to contort herself in remarkable ways. The rogue gains a +4 bonus on Escape Artist checks and an additional +2 bonus when attempting to escape a grapple. Further, if subject to a grapple she may make an attack of opportunity against the grappling opponent even if it has the Improved Grapple feat or the improved grab special attack.

    • Enriched Bone Marrow [Ex]
      PRE: Constitution must have been reduced below 3 by blood-draining attacks
      The rogue's recovery from near-fatal blood loss left her better able to recuperate from physical disability. Each day in which the rogue attempts to recover ability damage to her Strength, Dexterity, or Constitution, she may attempt a Fortitude save (DC 15 + current amount of ability damage) to recover an extra point of ability damage.

    • Happier Days [Ex]
      PRE: Must have made a saving throw to resist a death effect
      At the moment of crisis the rogue's life did indeed pass before her eyes, and now she may draw upon memories of better times to sustain her when enemies assault her psyche. Once per day, if the rogue must attempt a Will save she may instead choose to cast her mind adrift among her memories rather than suffer the effects of a possible failed save. She must decide to use this ability before she attempts the Will save, negating the need for the saving throw.
      While lost in her memories she is oblivious to her surroundings and becomes helpless. Each round, at the end of her turn, the rogue may attempt to pull her thoughts back to the present by attempting a Will save (at the same DC as the original Will save). For each round she fails this save, she remains helpless.

    • Rainbow Stare PRE: Must have survived passing through at least four layers of either a Prismatic Sphere or a Prismatic Wall
      Somehow, while enduring a nearly overwhelming array of colors and light the rogue learned how to screen out dangerous images. She gains a +2 bonus on saving throws against figments and glamers and is completely immune to patterns.

Page Last Updated September 24th, 2005

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