Rogue Specializations

At level 6, a character may choose a specialization. This requires some level of training and devotion, and some specializations may have certain prerequisites. A specialization is not required, but can be gained at any time by a character of 6th level or above. At level 13, the character further specializes down one of two branching paths.

Specialization abilities are gained in addition to normal (warrior, mage, or rogue) class abilities. Level-based abilities granted by a specialization refer to character level, never the number of levels the character has had the specialization.

Ranger

Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, befriend powerful wild beasts, and master the art of killing unseen from a distance.

Prerequisites: Survival 5 ranks, Precise shot

Rangers add Survival to their list of rogue class skills.

Level Ability
6 Distracting Companion
8 Master Archer
10 Unseen Sniper
12 Deadly Opportunist

Distracting Companion: The ranger gains a loyal animal companion. This creature gains bonus hit dice and abilities as though the ranger were a druid of her character level. The ranger is also skilled in catching opponents unawares after they’ve been distracted by her companion. If an opponent is successfully attacked by the ranger’s animal companion, that opponent loses his or her Dexterity bonus to AC against the ranger for 1 round.

Master Archer: The ranger gains a +1 bonus to hit and a +2 bonus to damage with ranged weapons. In addition, she gains one feat from the following list: Far Shot, Point Blank Shot, Rapid Shot, Improved Precise Shot, Manyshot, Pinpoint Targeting, or Shot on the Run.

Unseen Sniper: The ranger can attempt a Stealth check, even while being observed, in any natural terrain, as long as she has some source of cover or concealment.

Deadly Opportunist: Once per round, when one of a ranger’s allies, including her animal companion, scores a hit on an opponent, the rogue can make a single free attack on that opponent.

Assassin

Level Ability
6 Mark of Death
8 Poisoned Blades, Strength poison
10 Exploit Weakness, Dexterity poison
12 Feast of the Fallen, Constitution poison

Mark of Death: Once per day for every 3 levels he possesses, an assassin can mark a target for death. As a swift action, he chooses any opponent that he can perceive. The assassin gains (1+Int modifier) to hit, and all attackers (including the assassin) gain a +2 bonus to damage against the marked target. These bonuses increase by +1 at levels 10, 14, and 18.

Poisoned Blades: Assassins are famed for their use of poison. They gain poison use, and do not poison themselves when applying normal poisons on a roll of 1. In addition, their experience lets them manufacture certain basic poisons from easy to acquire materials. These poisons can only be used by the assassin that crafts them. In five minutes of relative quiet, the assassin can dose two melee weapons with poison, up to ten arrows, bolts, or thrown weapons, or one melee weapon and five pieces of ammunition. This poison lasts for twenty-four hours, or until he makes more. Poisoned melee weapons remain poisoned for the first three successful strikes. The fortitude save DC to resist an assassin’s poisoned blades is equal to 10+half the assassin’s level+his Int modifier. An assassin’s poisons deal immediate damage to an ability score if the initial save is failed, and also deal additional damage each round, if the victim fails another save on their turn. An additional dose of the same poison on an already-poisoned target allows them another save at a new save DC 2 higher than the previous. On a successful save, nothing happens. On a failed save, the maximum duration of the poison is reset and the per-round save DC increases by 2.

Strength Poison: The easiest poisons to create sap a target’s strength. On a failed save, the target immediately takes 1d4 strength damage, and an additional 1d2 strength damage per round.

Exploit Weakness: Assassins hate fair fights, but they are expert killers, able to strike down an unwary target better than any. If an assassin’s target is denied their dexterity bonus due to being flat-footed on the first round of combat, or because the assassin strikes from stealth or invisibility (but not because of flanking or feinting), the assassin’s sneak attacks gain +2 damage per die.

Dexterity Poison: Dexterity poison causes the victim’s joints to lock up and their reflexes to slow. On a failed save, the target immediately takes 1d4 dexterity damage, and an additional 1d2 dexterity damage per round.

Feast of the Fallen: Once per round, after dropping an opponent to 0 hit points or lower, an assassin can immediately take a single move action as a free action, provoking attacks of opportunity as normal. If he can reach cover or concealment during the move, he can attempt a Stealth check as though he had successfully created a distraction before moving.

Constitution Poison: Constitution poison is deadly, able to kill all on its own, which makes it ideal for an assassin seeking a swift kill. On a failed save, the target immediately takes 1d3 constitution damage, and an additional 1 per round.

Bard

Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel’s art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.

Prerequisites: 5 ranks in at least one Perform skill

Level Ability
6 Bardic Music, Song of Courage
8 Suggestion, Lore
10 Captivating Song
12

Bardic Music: A bard is trained to use the Perform skill to create powerful effects on those around her, including herself if desired. She gains a pool for her Bardic Music, similar to a mage’s mana pool, equal to 4 + her Charisma modifier, plus 2 per character level. This pool is refreshed daily, but does not rely on the bard having uninterrupted rest.

Song of Courage: A bard can use her music to inspire courage in her allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 10th level, and every four bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 18th level. Inspire courage is a mind-affecting ability. Song of Courage is activated as a standard action, but can be maintained as a free action each round. Each round Song of Courage is active costs 1 point from the bard’s Bardic Music pool.

Suggestion: A bard can use her preternatural charm and silver tongue to convince an unwitting mark of almost anything. With a standard action and the expenditure of 1 point from the bard’s Bardic Music pool, the bard can duplicate the effect of a suggestion spell on a single target, using her character level for her caster level, and the save DC is equal to 10 + half the bard’s level + the bard’s Charisma modifier. Unlike the spell, the bard’s suggestion automatically fails if the target is threatened by or already in combat with the bard or her allies.

Lore: The bard adds half her character level to all Knowledge checks, and can attempt all Knowledge checks untrained.

Captivating Song: Experienced bards can weave a song to entrance enemies even in the heat of battle. As a full-round action, the bard can spend 2 points from her Bardic Music pool to launch into a performance that demands the attention of her enemies. All foes within 60 feet who can both see and hear the bard are dazed unless they make a Will save, DC 10+half the bard’s level + Cha modifier. Any damage dealt to an affected target, or any hostile spell or attack roll attempted against them, effective or ineffective, immediately frees the target from their daze. The bard can continue her performance each round with another full-round action and spending another 2 points. However, once an opponent has successfully saved against Captivating Song, or been freed from its effect in another way, that opponent is immune to the bard’s Captivating Song for 24 hours.

Duelist

Prerequisites: Combat Expertise

Level Ability
6 Insightful Strike
8 Keen Defense
10 Flourish
12 Upset Balance

6: Insightful Strike: A duelist adds his Intelligence bonus as bonus to damage done with any light or finesse weapon. This additional damage is precision damage, and is lost against a target immune to sneak attacks, such as elementals and oozes.

8: Keen Defense: A duelist adds his Intelligence bonus as a dodge bonus to his armor class and CMD. In addition, he gains the Mobility feat, even if he does not meet the prerequisites. If he already has Mobility, he gains another combat feat of his choice that he meets the prerequisites for.

10: Flourish: The duelist can Feint as a move action. If the duelist already has the Improved Feint feat, he can feint as a free action once per round instead.

12: Upset Balance: Any time the duelist is missed by a melee attack, he may, as an immediate action, attempt a trip check against his target with an additional bonus equal to his Intelligence modifier. If he fails, the target cannot attempt to trip him in return.

Rogue Specializations

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