Picaroon (3.5e Class)
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A rogue designed for High level games, they have access to many tricks at their disposal. 20 0 Moderate Poor Good Poor Sneak Attack Full
Contents
Picaroon[edit]
Picaroons are sneaks and scoundrels, wanderers and thieves. They are the rogue, but better.
Making a Picaroon[edit]
Picaroons are skillful fighters who rely on their allies to make the most of their attacks. Most choose the classic two weapon fighting style, but archer and other builds are viable as well.
Abilities: Most choose to use their Weapon Finesse to the fullest and use Dexterity for a strong attack roll and a strong defense. While their sneak attack can be difficult to provoke in the wrong circumstances, their tricks open up the possibilities beyond. As a possible melee class Constitution is important for all, while Intelligence only bolsters their impressive skill points. The other mental ability scores are also possible to cover a poor Will save or charm others with Charisma.
Races: Any.
Alignment: Any.
Starting Gold: 5d4×10 gp (125 gp).
Starting Age: As rogue.
Level | Base Attack Bonus |
Saving Throws | Special | |||||
---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | ||||||
1st | +0 | +0 | +2 | +0 | Finesse, Sneak Attack 1d6, Trick | |||
2nd | +1 | +0 | +3 | +0 | Evasion, Trick | |||
3rd | +2 | +1 | +3 | +1 | Sneak Attack 2d6, Tumble Away | |||
4th | +3 | +1 | +4 | +1 | Trick, Uncanny Dodge | |||
5th | +3 | +1 | +4 | +1 | Bonus Feat, Sneak Attack 3d6 | |||
6th | +4 | +2 | +5 | +2 | Stuntman, Trick | |||
7th | +5 | +2 | +5 | +2 | Sneak Attack 4d6 | |||
8th | +6 | +2 | +6 | +2 | Improved Uncanny Dodge, Trick | |||
9th | +6 | +3 | +6 | +3 | Death Attack, Sneak Attack 5d6 | |||
10th | +7 | +3 | +7 | +3 | Bonus Feat, Trick | |||
11th | +8 | +3 | +7 | +3 | Sneak Attack 6d6 | |||
12th | +9 | +4 | +8 | +4 | Improved Evasion, Trick | |||
13th | +9 | +4 | +8 | +4 | Roll with It, Sneak Attack 7d6 | |||
14th | +10 | +4 | +9 | +4 | Trick, Uncanny Initiative | |||
15th | +11 | +5 | +9 | +5 | Bonus Feat, Sneak Attack 8d6 | |||
16th | +12 | +5 | +10 | +5 | Trick | |||
17th | +12 | +5 | +10 | +5 | Sneak Attack 9d6 | |||
18th | +13 | +6 | +11 | +6 | Improved Uncanny Initiative, Trick | |||
19th | +14 | +6 | +11 | +6 | Improved Death Attack, Sneak Attack 10d6 | |||
20th | +15 | +6 | +12 | +6 | Bonus Feat, Never Tell Me the Odds, Trick | |||
Class Skills (8 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Picaroon.
Weapon and Armor Proficiency: Picaroons are proficient with all simple weapons, plus the hand crossbow, shortbow, whip, and all light or finesse martial weapons. Picaroons are proficient with light armor, but not with shields.
Finesse: The picaroon may choose to replace their Strength modifier to attack and damage on finesse weapons with one of the following ability scores: Dexterity, Intelligence, Wisdom, or Charisma. Once chosen it cannot be changed. Regardless of the ability score chosen, this counts as Weapon Finesse.
Sneak Attack: The picaroon gains sneak attack as a rogue of their class level, gaining 1d6 sneak attack at 1st level and an additional +1d6 damage at 3rd and every odd level beyond.
Trick: The picaroon is an unpredictable fellow beholden of many unique quirks and talents. They gain a trick at 1st, 2nd, and every even level beyond which grants them some manner of ability not unlike a feat. Any saving throws involved for these abilities are 10 + 1/2 HD + ability modifier chosen by Finesse. Some tricks have requirements to take.
When the picaroon levels up, they can choose to switch around their tricks known. The full selection of picaroon tricks can be found HERE.
Evasion (Ex): At 2nd level and higher, a picaroon 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 picaroon is wearing light armor or no armor. A helpless picaroon does not gain the benefit of evasion.
Tumble Away (Ex): The 3rd level picaroon is capable of dashing away from danger instinctively. Her first 5 ft of movement in a round never provokes attacks of opportunity.
Uncanny Dodge (Ex): Starting at 4th level, a picaroon can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a picaroon already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Bonus Feat: The picaroon may not be a fighter, but they are also talented in various feats of grandeur. At 5th and every five levels beyond they gain a bonus feat from one of the following types: Ambush, Luck, Fighter, or any feat that improves skills such as Skill Focus. They must qualify for the feat as normal.
Stuntman (Ex): At 6th level a picaroon is capable of parkour and stunts simply as part of normal movement. As such they ignore the first 5 ft of difficult terrain, and they automatically can move a minimum of 5 ft any movement based check (Climb, Jump, or Swim usually) regardless if it succeeds or fails. If the nature of the failure would result in dangerous consequences, such as falling off a rope, these consequences are delayed for 1 round and they make no progress instead. If they succeed on their next check they proceed as normal, otherwise they take the consequences of the failed check normally.
Improved Uncanny Dodge (Ex): A picaroon of 8th level or higher can no longer be flanked. This defense denies another picaroon or similar class with the ability to sneak attack the character by flanking her, unless the attacker has at least four more 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 level required to flank the character.
Death Attack: The 9th level picaroon can perform a death attack like an assassin. However the DC is 10 + 1/2 HD + the ability modifier determined by Finesse.
Improved Evasion (Ex): At 12th level a picaroon's evasion ability improves. This ability works like evasion, except that while the picaroon still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless picaroon does not gain the benefit of improved evasion.
Roll with It (Ex): The 13th level picaroon can "roll with it" to endure a heavy blast. They may choose to roll with any area of effect spell, and become blasted to the edges of the effect taking fall damage if they hit any obstructions on the way for the distance traveled. This is a non-action as part of an area of effect.
Alternatively they can activate it as an immediate action 1/day when taking a blow which would place the picaroon under 0 hp. They instead take enough damage to leave them at 1 hp and they may choose to be blown back 5 ft away for every 5 points of damage they would have taken.
Uncanny Initiative (Ex): A picaroon at 14th level and beyond is always subconsciously ready for action. They always act in a surprise round.
Improved Uncanny Initiative (Ex): A picaroon at 18th level is even more reactive than before, and may take a move action as well as a standard action in a surprise round. This does not permit a full attack, merely a move action when they otherwise would have only one standard action.
Improved Death Attack: A 19th level picaroon masters their death attack, and may activate it after only 1 round of study. If they study for 3 rounds, they gain a +2 bonus on the DC.
Never Tell Me the Odds: At 20th level a picaroon had survived the unsurvivable and thought the unthinkable. Once per day they can automatically succeed on any one d20 roll, gaining the amount needed to succeed +1. It can even succeed on epic skill checks. However, some actions may yet simply be impossible and not have a means of success, such as convincing a god to give away his power through Diplomacy or Escape Artisting so hard you leave existence. It can only do the improbable, not the impossible.
Halfling Picaroon Starting Package[edit]
Weapons: 2x Dagger.
Skill Selection: Pick a number of skills equal to 8 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Balance | 4 | Dex | -2 |
Bluff | 4 | Cha | — |
Hide | 4 | Dex | -2 |
Listen | 4 | Wis | — |
Move Silently | 4 | Dex | -2 |
Spot | 4 | Wis | — |
Tumble | 4 | Dex | -2 |
Use Magic Device | 4 | Cha | — |
Feat: Two-Weapon Fighting.
Gear: Chain Shirt.
Gold: 21g.
Campaign Information[edit]
Playing a Picaroon[edit]
Religion: Picaroons are rarely religious, as the gods don't typically appreciate thieves, scoundrels, and vagabonds.
Other Classes: Other classes would assume you to be a rogue. They are correct.
Combat: You are a dangerous glass cannon, less tough than a fighter, who is best when fighting with their friends. However with the right tricks they can manage solo as well, and even with poor Strength they can still deal damage against the precision-immune by having other ability scores to damage.
Advancement: Any class that fits a rogue fits a picaroon.
Picaroons in the World[edit]
“ | Tell Slaadi the Frog I'll have his money, ok? | ” |
—Dan Alone, Human Picaroon |
Daily Life: Picaroons come from many backgrounds, from secret ninja training to rough and tumble banditry. Somehow you've made your name above the common rabble, that's for sure, but from a glance who could tell?
Picaroon Lore[edit]
Characters with ranks in Knowledge Local can research picaroons to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
10 | Picaroons are like rogues, but generally better. They have all sorts of tricks up their sleeves. |
15 | Evasive and tricky, picaroons can slay someone with a single hit, then parkour away while dodging lightning. |
20 | Powerful picaroons are never surprised, almost as everything is going exactly to plan. Luck may really be on their side. |
30 | Those who get this result can research specific picaroons, their whereabouts, deeds, and motives. |
Picaroons in the Game[edit]
Adaptation: Picaroons are really intended as a replacement for the rogue in higher level games, and thus they are unlikely to exist at the same time as a normal rogue.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Eiji-kunv |
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Article Balance | High + |
Author | Eiji-kun + |
Base Attack Bonus Progression | Moderate + |
Class Ability | Sneak Attack + |
Class Ability Progression | Full + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 0 + |
Rated By | Leziad + |
Rating | Rating Pending + |
Reflex Save Progression | Good + |
Skill | Appraise +, Balance +, Bluff +, Climb +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Swim +, Tumble +, Use Magic Device + and Use Rope + |
Skill Points | 8 + |
Summary | A rogue designed for High level games, they have access to many tricks at their disposal. + |
Title | Picaroon + |
Will Save Progression | Poor + |