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Rascally Rogue (3.5e Class)


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Author: Foxwarrior (talk)
Date Created: 10/13/24
Status: Sneaking by
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A rascally character who uses a variety of underhanded tricks in combat.

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Rascally RogueEdit

I'm gonna put some dirt in your eye.

Making a Rascally RogueEdit

Rascally Rogues are nonmagical tricksters who have a variety of situational techniques they use to deal with their foes.

Abilities: As physical characters, they mostly rely on physical stats, but as a 5-level class, you're expected to multiclass into something else so you may want to replace your physical attacks with a mental stat with a feat or something. Their save DCs can potentially be based on any stat except Strength.

Races: Creatures with thumbs are more likely to take this class.

Alignment: Any. While Lawful characters are stereotypically not rascals, some of them are cops which is basically the same thing.

Starting Gold: 5d6×10 gp (175 gp).

Starting Age: Moderate.

Table: The Rascally Rogue

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Beginner Tricks
2nd +2 +0 +3 +3 Trap Expertise, Dodgeroll
3rd +3 +1 +3 +3 Moderate Tricks
4th +4 +1 +4 +4 Redirect Blow, Parkour
5th +5 +1 +4 +4 Advanced Tricks
6th +6/+1 +2 +5 +5 Circumstantial Opportunist, Elegant Moves

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (any) (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (juggling) (Cha), Profession (any) (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).


Class FeaturesEdit

All of the following are class features of the Rascally Rogue.

Weapon and Armor Proficiency: Rascally Rogues are proficient with all weapons, and light armor.

Beginner Tricks (Ex): The Rascally Rogue has a variety of special tricks they can do in combat. If multiple trick conditions are met somehow, you may do all but one of them (so one if you meet two, but two if you meet three). Trick save DCs are 10 +half character level +Dexterity modifier, unless you can make attack rolls with an ability score other than Strength, in which case you may add that ability modifier instead. If a creature is subjected to multiple saves from different tricks at once, it chooses one save to make and counts the result against all the tricks (even if the saves are different types).

If a trick says "save ends", that means the creature makes another save at the end of each of its turns to end the effect.

Sneaky Strike: The first time you hit each creature each round, if the creature is within 30' or it's a melee attack, and the creature is either denied its Dexterity bonus to AC against you or you are flanking it, the creature takes 1d8 points of precision damage per character level, with a Reflex save for half damage. As precision damage, it is not multiplied on critical hits, and is prevented by immunity to critical hits.

Confuse an Ooze: With a flask of alchemical liquid, or a bag of salt or flour, you may befuddle a mindless creature. By attacking a square adjacent to it, you may cause it to turn around and go the other way, ignoring all creatures in a 180 degree arc on the side of the liquid or dusty substance, save ends. If it doesn't see anything to attack, it simply moves as far away possible. The mindless creature may make a Will save to negate this.

Stay Back!: If you are wielding a weapon that deals fire damage, animals, plants, and swarms must succeed on a Will save to move adjacent to you. On failure their movement stops 5 feet away and they can't try again to get closer to you for 5 rounds, but they may use remaining movement to move somewhere else. The distance increases by 5' per 5 character levels (10' at level 5, 15' at 10, 20' at 15, 25' at 20).

Trap Expertise (Ex): A level 2 Rascally Rogue is good with traps and hidden things. They can take 10 on Open Lock and Disable Device checks and make them as a standard action. They can find and disable magical traps as a rogue. They automatically take 10 on a Search check for every square they pass adjacent to without an action.

Dodgeroll (Ex): A level 2 Rascally Rogue is good at diving for cover. When they would be hit by an attack, or be caught within an area of effect, they may move 10' as an immediate action. This increases by 5' for every 5 effective character levels they have (15' at 5, 20' at 10, 25' at 15, 30' at 20). This movement provokes attacks of opportunity, but may be combined with a Tumble check. You may dodgeroll while prone: if you do, the movement is halved, rounded down, but you may arrive standing up.

Moderate Tricks (Ex): At level 3, the Rascally Rogue learns more tricks.

Discombobulate: You can strike constructs to disrupt their programming. The first time you hit each construct each round with an attack that deals bludgeoning damage, you may make it make a Will save or treat all its enemies as allies and its allies as enemies, save ends.

Anger Elemental: You can deeply offend elementals by appealing to their base natures. The first time you hit each elemental each round with an attack that deals energy damage (fire, cold, electricity, acid, or sonic) of a type the elemental cannot deal, you may make it make a Will save or become overcome with fury, and try its best to attack you in melee, save ends.

Destroy Undead: The first time you hit each undead creature each round with a holy symbol or holy water, you may make it make a Fortitude save or take additional damage equal to half its maximum HP.

Fool Person: As a swift action, you may make one humanoid, monstrous humanoid, or dragon who can see or hear you make a Will save or be distracted by your charms. They're denied their dexterity bonus to AC against you and are one step friendlier to you for 1 minute or until after you attack them or their allies, whichever happens first.

Take the High Ground: The first time you damage each creature you have the high ground against each round, you may deal 2 extra points of damage per character level to it.

Low Ground Blow: The first time you hit each creature who has the high ground against you each round, you may make them make a Reflex save or fall Prone.

Redirect Blow (Ex): At level 4, the Rascally Rogue is so slippery that attacking them is actively dangerous to the people around. If a melee attack would miss the Rascally Rogue, they may redirect it to another creature within the attacker's reach, using the same attack roll +4. If a ranged attack would miss the Rascally Rogue, they may redirect it to another creature in a line behind them, or adjacent to the Rascally Rogue, using the same attack roll +4.

Parkour (Ex): A level 4 Rascally Rogue gets really good at moving around. They may use their land speed to move through the air, so long as they touch ground or wall every 10 feet.

Advanced Tricks (Ex): At level 5, the Rascally Rogue learns more tricks.

Surprising Shove: When you hit a creature with an attack of opportunity, you may push it 15 feet in any direction. This movement does not provoke attacks of opportunity.

Belly Strike: The first time you hit each prone creature each round, you may make it make a Fortitude save or be Nauseated, save ends. This counts as precision damage and is negated by things that negate critical hits.

Put Some Dirt in Your Eye: As an attack action, you may throw a powdered substance, forcing creatures in a 15' cone to make a Reflex save or be blinded until they take a full-round action to rub their eyes. A creature that successfully saves is immune to this trick for 5 minutes.

Pummel: On the third and any further hits that deal bludgeoning damage against the same target on the same turn, the target must make a Fortitude save or be Stunned for 1 round. Multiple stuns add their durations together.

Circumstantial Opportunist (Ex): At level 6, the Rascally Rogue gets better at taking advantage of circumstances. All circumstance bonuses they receive are doubled.

Elegant Moves (Ex): A level 6 Rascally Rogue is an elegant master of traversal. They get to move one of their speeds on their turn in addition to anything else they do, and may distribute that movement throughout their turn, taking some before or after actions or even in between individual attacks in a full attack.


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