Dungeons and Dragons Epic Rogue 3.5 PBP RPG

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Epic Rogue

Hit Die: d6.

Skill Points at Each Additional Level: 8 + Int modifier.

Sneak Attack: The epic rogue's sneak attack damage increases by +1d6 at every odd-numbered level.

Special Abilities: The rogue does not gain additional rogue special abilities after 19th level, but can choose one of the rogue class special abilities (crippling strike, defensive roll, improved evasion, opportunist, skill mastery, or slippery mind) instead of a bonus feat.

Trap Sense (Ex): The epic rogue's bonus increases by +1 every three levels higher than 18th.

Bonus Feats: The epic rogue gains a bonus feat (selected from the list of epic rogue feats) every four levels after 20th.

Epic Rogue Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Trap Sense, Uncanny Accuracy. The rogue may choose a special rogue ability instead of a bonus feat.

Table: The Epic Rogue

Rogue Level

Special

21st

Sneak attack +11d6, trap sense +7

22nd

-

23rd

Sneak attack +12d6

24th

Trap sense +8, bonus feat

25th

Sneak attack +13d6

26th

-

27th

Sneak attack +14d6, trap sense +9

28th

Bonus feat

29th

Sneak attack +15d6

30th

Trap sense +10


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My breath catches as I survey the area. Great, this could get… interesting.

They'll never fall for a feigned retreat, they'd just hunker down and fill us with readied arrows when we came back, and maybe have hostages ready to go to boot. Charging would be suicidal. Lets establish a line, see where it goes from there.

Snapping into motion I call out. "Front line advance into the room and hold a moment! Vanguard, to the fore on the double, everyone else, make a hole for them and start picking targets! If you've got buffs, pop them now!"

For my part, I yank out the fireball scroll again and launch off a projectile towards the large group directly ahead of us.

Out of Character: I'd be trying to get Rachel, Grant, Jonathan, Ghost, and the six guards to establish something of a beachhead around the entry, spread out just enough that all of them can engage in melee, on the assumption at least some of the hobs will be charging at us. If the hobs all hang back and fire bows instead, we will have to adjust.

First fireball ought to be able to get all 18 of the center group, along with the big guy behind them. Rolling three Cbow attacks and all three fireballs I have remaining. The second two fireballs will be used one each on the other two groups, but only if the hobs fail to spread them out in time. If I can't hit at least ten at a time, I'll save the casting for another opportunity.

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