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I am continuing the work to create Horrifically Overpowered core class features, which began with Horrifically Overpowered Fighter Class Features (which covers why I still do Horrifically Overpowered products and articles, and gives the Horrifically Overpowered Class Feature feat to access these class features). Today, we're doing Horrifically Overpowered Core Rogue Class Features. I'll tackle the Unchained Rogue separately, latr this week or next week.

Paying members of this Patreon also have access to an Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up.

(She may not look Horrifically Overpowered, but you'd never beleive how she got those onion rings. Art by Algol)

Horrifically Overpowered Core Rogue Class Features 

You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).

Horrifically Overpowered Core Rogue Class Skills (Horrifically Overpowered): All skills are class skills for you. Your class skill bonus increases to +4 at 5th level, and by another +1 every 5 levels, to a maximum total of a +7 class skill bonus at 20th level. You have 16 skill points per class level.

Horrifically Overpowered Core Rogue Weapon and Armor Proficiency (Horrifically Overpowered): You do not suffer any armor check penalty when wearing light armor. You increase the armor bonus of light armor you wear by +1 at 5th level, and by another +1 every 5 levels, to a maximum total of a +4 increase to your armor bonus at 20th level. When using a weapon the rogue class grants you proficiency to, you can add your Strength bonus, Intelligence bonus, or Dexterity bonus to all the weapon's attack and damage rolls.

Horrifically Overpowered Sneak Attack (Horrifically Overpowered): Your first attack each round can be a sneak attack even if it would not normally qualify to be, including making sneak attacks against targets at any range and against creatures with cover. Your first sneak attack each round does not count a precision damage, and the sneak attack dice apply to any creature type and even objects. Any time your sneak attack is added to a confirmed critical hit, you increase the die size of all your sneak attack dice from that attack by one size (1d6 becomes 1d8, 1d8 becomes 2d6).

Horrifically Overpowered Trapfinding (Horrifically Overpowered): When you are making a Perception check to locate traps or a Disable Device check , you roll 2d20 and take the best result. If you take 10 on these checks, you take 10 for one die, and roll any other d20s you are allowed for this check (normally an additional 1d20).

Horrifically Overpowered Evasion (Horrifically Overpowered): You retain your evasion even when bound, helpless, or unconscious. You roll twice for all Reflex saves, taking the better of the two results. If you roll a natural 20 on a Reflex save that evasion applies to, you may also take movement up to your move without provoking attacks of opportunity.

Horrifically Overpowered Rogue Talents (Horrifically Overpowered): Each time you gain a rogue talent (including from feats), you gain an additional rogue talent.

Horrifically Overpowered Trap Sense (Horrifically Overpowered): You never fail any saving throw against trap effects, and attacks from traps have a 50% chance to miss you, and never score critical hits against you.

Horrifically Overpowered Uncanny Dodge (Horrifically Overpowered): Extra dice of precision damage from any source, including sneak attack, studied strike, and painful stare (when it is measured in dice) always does minimum damage to you.

Horrifically Overpowered Improved Uncanny Dodge (Horrifically Overpowered): Attacks that are critical hits or have precision damage added from any source have a 75% chance to become normal attacks, that do not deal additional critical or precision damage.

Horrifically Overpowered Advanced Rogue Talents (Horrifically Overpowered): Each time you gain an advanced rogue talent (including from feats), you gain either an additional advanced rogue talent or two additional normal rogue talents.

You must have Horrifically Overpowered Rogue Talents to take Horrifically Overpowered Advanced Rogue Talents.

Horrifically Overpowered Master Strike (Horrifically Overpowered): You can apply all three effects to each master strike, and each requires a separate save DC. Creatures immune to sneak attack damage are not immune to your master strike. Creatures do not become immune to your master strike for 24 hours when you hit them with it, instead just gaining a cumulative +1 bonus for each time you have used master strike on them in the past day.

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David chart is one of the game designers I have followed the longest (since the 1990s), and he always has fascinating ideas and information that can inspire me to do new things with any feudal setting, even if I'm not playing any edition of Ars Magica at the time.patreon.com/DavidChart

 

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Comments

David Chart

Thank you! It sounds as though you've been following my career for as long as I've had one…

Mike Simone

Really like how you differentiated rogues and investigators, but they are both still HO skill monkeys.

Owen K.C. Stephens

For a while I was REALLY into delving Ars Magica for ideas to bolt onto my homebrew 2e setting and homebrew rules. I noticed your name was in most of my favorite AM things. :)