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CF=1:
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Gets 40 rogue points per level.
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This class has "Ability to take martial arts", but does not come with a style or maneuvers for free.
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Level 1: 1M, LVL/t: Faerie Fire (target gets -2 AC)
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Level 1: Arm's P: 1d10 fire dmg to one target, takes additional 1d4 dmg each segment for 5 s.
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Level 1: 1V, LVL/t: Flaming Hands: Your hands are on fire, and you do +1d4 unarmed dmg this round.
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Level 1: 1M, LVL/t: Light (can blind one target, Spell save)
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Level 1: Can see in normal darkness.
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Level 1: Can go LVL days without food or water.
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Level 1: Ignore the first LVL*3/2 (round down) * 10' of falling dmg.
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Level 2: +LVL/2 dmg
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Level 2: +LVL/2 AC
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Level 2: 1M, 1/d: Rope Trick
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Level 5: Disguise (auto power score)
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Level 5: 1M, (LVL-4)/t: Cloudkill (Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t)
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Level 6: Reads on the Spec Barbarian line using LVL-5 for number of attacks (i.e. you are 3/2 with melee at level 6, since you read on the level 1 line), even with non-specialized weapons.
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Level 8: Your Disguise cannot be penetrated by mundane means (no skill checks or proficiency checks are sufficient).
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Level 9: 1V, (LVL-8)/t: Venom touch: Your hands are poisonous (death/0, PPD save) when you strike unarmed for 1 round
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Level 9: Can see in magical darkness.
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Level 12: Your Disguise cannot be penetrated by psionics. You are immune to ESP, probe, and empathy.
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Level 16: Your Disguise cannot be penetrated by magic. You and your effects are immune to True Sight.
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Level 27: Can see in Capital D Darkness.
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