Rogue

World of Warcraft: The Roleplaying Game (WoW)Updated WoW RPG (3.5)

Rogue is a D&D 3.5 character class from WoW. Hit die d6; 8 + Int skill points per level.

Type
Base
Hit Die
d6
Skill Points
8 + Int

Class Skills

Advancement

LevelBABFortRefWillSpecial
1+0+0+2+0Backstab +1d6, trapfinding
2+1+0+3+0Evasion
3+2+1+3+1Backstab +2d6, special ability
4+3+1+4+1Uncanny dodge
5+3+1+4+1Backstab +3d6
6+4+2+5+2Trap sense +2, special ability
7+5+2+5+2Backstab +4d6
8+6/+1+2+6+2Improved uncanny dodge
9+6/+1+3+6+3Backstab +5d6, trap sense +3,
10+7/+2+3+7+3-
11+8/+3+3+7+3Backstab +6d6
12+9/+4+4+8+4Trap sense +4, special ability
13+9/+4+4+8+4Backstab +7d6
14+10/+5+4+9+4-
15+11/+6/+1+5+9+5Backstab +8d6, trap sense +5,
16+12/+7/+2+5+10+5-
17+12/+7/+2+5+10+5Backstab +9d6
18+13/+8/+3+6+11+6Trap sense +6, special ability
19+14/+9/+4+6+11+6Backstab +10d6
20+15/+10/+5+6+12+6-

The rogues of Azeroth are the masters of subterfuge, skilled and cunning adversaries of those who dare not look into the shadows to see what lurks there. Roguery is a profession for those who seek the adventures of stalking amid silent forests, dimly lit halls and heavily guarded strongholds. Using trickery in combat and able to vanish at the slightest distraction, the rogue is a welcome addition to any group of adventurers. Ideal spies, deadly to those they can catch unaware, rogues have no problem finding a place in the world of Warcraft. Races: A member of almost any race can learn the tricks necessary to become a skilled rogue. Still, for the tauren and high elves, such a profession is

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus hand cross-bows, saps, short-bows, short swords and warblades. Rogues are proficient with light armor, but not with shields. Backstab: The rogue's attack deals extra damage any time her target would be denied its Agility bonus to AC (whether the target actually has an Agility bonus or not) or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every 2 rogue levels thereafter. Should the rogue score a critical hit with a backstab, this extra damage is not multiplied. Ranged attacks can count as backstabs only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a backstab that deals non-lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal damage in a backstab, not even with the usual -4 penalty. Any creature that is immune to critical hits is not vulnerable to backstabs. 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 backstab while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

T rapfinding (Ex): 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 at least 20, or higher if it is well hidden. Finding a magic trap has a DC of at least 25 + the level of the spell used to create it. Rogues (and only rogues) 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. A 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.

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.

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 retains her Agility bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Agility 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. This defense denies another rogue the ability to backstab the character by flanking her, unless the attacker has at least four more rogue levels than the target does. Table 3-15: The Rogue (Rog) Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +0 +2 +0 Backstab +1d6, trapfinding 2nd +1 +0 +3 +0 Evasion 3rd +2 +1 +3 +1 Backstab +2d6, special ability 4th +3 +1 +4 +1 Uncanny dodge 5th +3 +1 +4 +1 Backstab +3d6 6th +4 +2 +5 +2 Trap sense +2, special ability 7th +5 +2 +5 +2 Backstab +4d6 8th +6/+1 +2 +6 +2 Improved uncanny dodge 9th +6/+1 +3 +6 +3 Backstab +5d6, trap sense +3, special ability 10th +7/+2 +3 +7 +3 - 11th +8/+3 +3 +7 +3 Backstab +6d6 12th +9/+4 +4 +8 +4 Trap sense +4, special ability 13th +9/+4 +4 +8 +4 Backstab +7d6 14th +10/+5 +4 +9 +4 - 15th +11/+6/+1 +5 +9 +5 Backstab +8d6, trap sense +5, special ability 16th +12/+7/+2 +5 +10 +5 - 17th +12/+7/+2 +5 +10 +5 Backstab +9d6 18th +13/+8/+3 +6 +11 +6 Trap sense +6, special ability 19th +14/+9/+4 +6 +11 +6 Backstab +10d6 20th +15/+10/+5 +6 +12 +6 - 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 attaining 3rd level, and at every three levels thereafter (6th, 9th, 12th, 15th and 18th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can backstab opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her backstabs also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day. The rogue may use this ability once per day for every three levels of rogue.

Finishing Strike (Ex): As a full attack action, a rogue can make an attack against a target, and then follow up that attack with a deadly blow. This combination strike requires that the first melee attack hits the target successfully and does damage. The rogue may then make a second attack, which is rolled using the rogue's normal attack bonus. If the second attack hits, the attack also deals backstab damage to the enemy. The finishing strike must be declared before the first attack roll is made. This may only affect creatures normally susceptible to backstabs. A rogue may perform a finishing strike once per day, and gains an additional use per day at 10th, 15th and 20th level.

Improved Evasion (Ex): This ability works like evasion, except that the rogue henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the rogue 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 rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round. Skill Mastery: The rogue becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intellect modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A rogue may gain this special ability multiple times, selecting additional skills to master each time.

Spell Stopper (Ex): The rogue can attempt to interrupt a spell being cast by delivering a swift kick to the spellcaster in question. He must ready an action to interrupt a spell, or make an attack of opportunity against the spellcaster. While such an attack cannot deal backstab damage, the damage dealt is doubled for purposes of determining the DC of the spellcaster's Concentration check. The rogue may use this ability once per day for every three levels of rogue.