Clases de personajesSOMBRA ROGUEAlineación: Cualquiera, pero rara vez lícito. Golpear el dado: d6. Habilidades de claseThe classname's class skills (and the key ability for each skill) are Valorar (Int), Equilibrar (Dex), Farol (Cha), Ascensión (Str), Oficio (Int), Descifrar script (Int), Diplomacia (Cha), Desactivar dispositivo (Int), Disfraz (Cha), Escapista (Dex), Foery (Int), Recopilar información (Cha), Esconder (Dex), Intimidar (Cha), Saltar (Str), Conocimiento (local) (Int), Escuchar (Wis), Mover Silenciosamente (Dex), Abrir cerradura (Dex), Realizar (Cha), Profesión (Wis), Buscar (Int), Sentido Motivo (Wis), Juego de manos (Dex), Mancha (Wis), Nadar (Str), Caída (Dex), Usar dispositivo mágico (Cha), Usar cuerda (Dex). Puntos de habilidad en el 1er nivel: (8 + modificador Int) x 4. Puntos de habilidad en cada nivel adicional: 8 + Modificador Int. Mesa: El pícaro de las sombras
Características de la claseTodas las siguientes son características de clase del pícaro de las sombras. Dominio de armas y armaduras: Shadow Rogue es competente con todas las armas simples, además de la ballesta de mano, el estoque, la savia, el arco corto y el corto espada. Los Pícaros de las Sombras son hábiles con armaduras ligeras, pero no con escudos. Ataque furtivo (Ex): If a Shadow Rogue can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The Shadow Rogue's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Shadow Rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Shadow Rogue levels thereafter. Should the Shadow Rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Los ataques a distancia pueden contar como ataques furtivos solo si el objetivo está a menos de 30 pies. Con una savia (blackjack) o un golpe desarmado, un Shadow Rogue puede realizar un ataque furtivo que inflige daño no letal en lugar de daño letal. Él No se puede usar un arma que inflige daño letal para infligir daño no letal en un ataque furtivo, ni siquiera con la penalización habitual de -4. Un pícaro sombrío solo puede atacar sigilosamente a criaturas vivas con anatomías discernibles: muertos vivientes, construcciones, exudados, plantas e incorpóreas Las criaturas carecen de áreas vitales para atacar. Cualquier criatura que sea inmune a los golpes críticos no es vulnerable a los ataques furtivos. El Pícaro de las Sombras debe ser capaz de para ver el objetivo lo suficientemente bien como para elegir un punto vital y debe ser capaz de alcanzar dicho punto. Un pícaro sombrío no puede atacar furtivamente mientras golpea a un criatura oculta o golpeando las extremidades de una criatura cuyos órganos vitales están fuera de su alcance. Talento pícaro 1 (ex): At 1st level, a shadow rogue must choose a path. The path of the Gilded Tongue is perfect for the witty, charismatic rogue who beguiles his opponents in, and out, combat. The path of the Adroit Mind is well suited for the logical, intelligent rogue who uses his brain more in combat than any muscle, and can often find a clever way out of a sticky situation. The path chosen at level one must be continued throughout the rest of the shadow rogue progression.
Búsqueda de trampas (Ex): Shadow Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Encontrar una trampa no mágica tiene una CD de al menos 20, o más si está bien escondida. Encontrar una trampa mágica tiene un CD de 25 + el nivel del hechizo utilizado para crearlo. Los pícaros sombríos también pueden usar la habilidad Desactivar dispositivo para desarmar trampas mágicas. Una trampa mágica generalmente tiene un CD de 25 + el nivel del hechizo utilizado para crearlo. Un pícaro sombrío que supere la CD de una trampa en 10 o más con una prueba de dispositivo de desactivación puede estudiar una trampa, averiguar cómo funciona y evitarla (con su partido) sin desarmarlo. Esquivar inquietante (Ex): Starting at 2nd level, a shadow rogue can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. Evasión (Ex): At 3rd level and higher, a shadow rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the shadow rogue is wearing light armor or no armor. A helpless shadow rogue does not gain the benefit of evasion. Furthermore, A shadow rogue of 12th level or higher may take this opportunity to use a shadow slide and leave the area of effect, assuming it is within the range of their standard slide, should they choose (ie. A 14th level shadow rogue who successfully avoids a Fireball Spell may jump to the outer edge of the blast, as a free immediate action, because the maximum range of his jump is 55 feet, and the diameter of the fireball is only 40 feet. He may also jump to the side of a 100' line of lightning, but as 100' is further than his maximum jump, he may not jump to the end of the line of lightning. He may not jump to another point within the area of effect, or to an occupied space under any condition. He may also choose to stay within the area of effect and take no damage, should he wish.). Ver en la oscuridad (Do): At 3rd level Shadow Rogue can see in darkness of any sort, even magical darkness. Paso de sombra (esp): At 5th level, a Shadow Rogue can use dimension slide as a spell-like ability at will. This works just like the psionic power, except that they must start and end in a shadow conceivably large enough for them to fit through (ie. A Half-orc shadow rogue could not expect to jump into or out of the shadow cast by a common house cat, unless the lighting was just so). A shadow rogue can start in their own shadow and end in someone else's shadow. It is equally possible to dive into a moving shadow(like one cast by a galloping horse), or come out of a moving shadow. It is up to the DM to discern the appropriate check for such an event (Failing such a check would imply that you "missed" the shadow, and therefore remain standing, or prone, where the shadow was. It is impossible to "miss" the exit shadow.). Should an acceptable shadow not be within range, nothing happens. At 11th level a shadow rogue gets Improved Shadow Step. This functions as Shadow Step, but is a move action, as opposed to a standard action. Boxeo de sombras (Sb): At 6th level, when you have an opponent with their back against a wall, you may use their shadow against them to let you flank. Esquiva extraña mejorada (Ex): A Shadow Rogue of 9th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Shadow Rogue levels than the target does. Levels in classes that provide Uncanny Dodge, like Barbarian and Rogue can be counted as Shadow Rogue levels for determining the required level to flank a shadow rogue(ie a 13th level Rogue/Barbarian could flank an 9th level shadow rogue) . If a character already has uncanny dodge (see above) from a different class, the character automatically gains improved uncanny dodge at level 2, and the levels from the classes that grant uncanny dodge stack to determine the minimum Shadow Rogue level required to flank the character. Talento pícaro 2 (ex):
Hoja de luz (Sb): Naturally, shadows cannot exist without illumination, and at higher levels the shadow rogue gains the ability to create a special weapon, the Light Blade. As a swift action usable once per round, he can create a Light Blade (two if he has Two-Weapon Fighting). To do this, he must have at least partial illumination (the light of a torch, candle, or even 0 level light spell will suffice). With a flourish of his hands he grabs a piece of the light, and breaks it off into a blade. He automatically has proficiency with this weapon. A Light Blade has a reach of 5' and deals 1d6 slashing damage for medium, large, and small characters alike. A Light Blade threatens a critical on an 18-20 and has a critical multiplier of ×2. Light Blades have a range increment of 10', and melt 1 round after they hit a target, or the ground, assuming they have not been picked up by the wielder. Light blades also instantly dissipate the effects of any darkness spell, whether cast by the shadow rogue, an ally, or an enemy. Furthermore, they also provide light as if light had been cast on a standard weapon. This cannot be suppressed until the light blade as been dropped or thrown (and subsequently melted). Light blades will only function for their creator; if someone else tries to wield one it loses its solid nature and returns to particles of light, thereby losing all abilities. As a Light Blade wielder, you may choose one of the following special properties when you get the "Light Blade" ability, and additional ones as noted by the +X (ie a Shadow Rogue who has taken Light blade with Explosive Light, Absorption, and Blinding Offense has a Light Blade +3). The special properties may be taken in any order, unless otherwise noted:
Garra de las sombras (Sb): At level 12 a shadow rogue can grapple the shadow cast by an enemy, rather than the actual enemy. The shadow has the same base attack bonus and size modifier as the opponent, but only half the Strength score (rounded down). For example, Ulric, the 8th level human Fighter with 18 STR, would have a shadow with a base attack bonus of +8, no special grapple size bonus, and a Strength score of 9. Ulric's Grapple bonus would be +12, his shadow's would be only +7. When grappling a shadow, you must be in the same square as the shadow, and adjacent to the person casting the shadow. All other rules for grappling apply as normal. Talento pícaro 3 (Ex):
Viaje de las Sombras (Sb): At 18h level a shadow rogue has gained the power temporarily disrupt shadows. He may utilize this to "pull the shadow out from under someone" and make a trip attempt. He must be within 30 of the target, and have line of sight, to attempt this. A shadow trip is a standard action that provokes an attack of opportunity only from the target. If he loses, the defender may not to try to trip him in return |