Happy, Fun Adventure Times in a Fantasy World
Sneaky Bastard Class Tree
About the Sneaky Bastard
The shadow in the streets, the scoundrel in the sheets, the master of disguise, and the knife at your throat.
Sneaky bastards are a class made up of thieves, scoundrels, con men, spies, and tricksters. Deception and misdirection are their tools. They don’t believe in hard work when a false face and a good lie can do so much more. They walk undetected among the common folk and noble class alike, thieving and embezzling their livings from the world around them.
Normal Armor rating: light armor
Disguised Armor rating: Subclass' armor rating with appropriate penalties
Weapons rating: light weapons
Disguised Weapon Ratings: Subclass' weapon rating with appropriate penalties
Note: The Sneaky Bastard is a very unique class. Their core ability is disguising themselves as other classes. When they aren't in disguise, they use the Rogue archetype's abilities. When in disguise, they use the abilities of whatever class they are pretending to be. Very handy for making up for weaknesses in a party, scheming sneaky subterfuges, and generally performing shenanigans.
At level one, you gain the first two Rogue class abilities and the level one Sneaky Bastard class ability. As you level, you gain more Rogue abilities. At levels 5, 15 and 20, you will receive abilities specific to the Sneaky Bastard class.
|1||Pinpoint Attack (Free, Active Ability) – Your focus when striking your foes is unparalleled, honing in on key weak spots. After declaring an attack against a target, you may "Mark" that target. For all damage rolls you make against this target, add 1d4 to your roll. Targets are marked for either the rest of combat, or until they are knocked out/killed.||Who am I, anyway? (Active Ability) – The Sneaky Bastard is never what they seem to be. Once per day, out of combat, they may choose another class or subclass and gain all abilities in that class up to their current level -1. If they choose another Rogue Subclass, they get a -1 to all rolls pertaining to that class' abilities in combat . If they choose a warrior class/subclass, they get a -2 to all rolls pertaining to that class' abilities in combat. If they choose a Mage class/subclass, they get a -3 to all rolls pertaining to that class' abilities in combat. The sneaky bastard may choose to end this effect at anytime, becoming a standard Rogue with all abilities up to their current level. The Sneaky Bastard suffers no penalties when being a standard rogue.|
|1||Slippery (Passive ability) – You maneuver through fights as if guided by precognition. When fighting a single enemy, Gain a +2 bonus to all parry and dodge rolls you make. Successful dodge rolls let you move into any empty adjacent space without provoking an attack of opportunity.|
|2||Backstab (passive ability) – If you attack an enemy from behind while outnumbering them, you get an additional +2 to your attack roll, and may deal damage to the target as if they were "Marked."|
|3||In the thick of it (Passive ability, upgrades "Slippery") - Your "Slippery" ability now applies when you are fighting up to 2 enemies. You get a +3 to all Dodge and Parry rolls instead of +2.|
|4||Prey on the Weak (upgrades Pinpoint attack) - You may now "Mark" an additional target. Marked Targets take an additional 1d6 damage instead of 1d4.|
|5||Practice Makes Perfect (Passive Ability) - The Sneaky Bastard becomes more and more adept at a pretending to be others. Choose a subclass other than "Sneaky Bastard" at Levels 5, 10, and 15. You gain a +1 to all rolls pertaining to that subclass. You may choose the same subclass multiple times. Your bonus for rolls in another subclass cannot exceed 1.|
|6||Shadow Step (Active ability) – Once per encounter, you may step through the shadows, appearing in an adjacent space to any character within 15ft of you. If you are adjacent to an unhindered enemy when you use this ability, this counts as a major action and provokes no attacks of opportunity. Otherwise, this is considered a minor action.|
|7||Killing Spree (Passive ability, Minor Action) - When dealing the Killing blow to an enemy, you may make an immediate follow-up attack against an enemy within range.|
|8||Acrobatic (Passive ability) – When knocked prone, you may make a Dexterity test with TN = 14. If you pass, you spring back to your feet immediately. If you fail, you are knocked prone. On your turn, you may stand up as a free action, without provoking an attack of opportunity.|
|9||Twist the Blade (Passive Ability, upgrades Pinpoint Attack) - Add an additional 1d4 to damage rolls on Marked Targets. If you have the "Prey on the Weak" ability, add 1d6 instead.|
|10||Ambush (Active ability, Major + minor action) - The chaos of battle disguises your intent. Once per encounter choose an enemy within range of your move speed. That enemy makes a perception test. You make a stealth check. If your stealth check beats your enemies perception test, you may move next to that enemy, and make two attacks agains them. These attacks are treated as pinpoint attacks, and are affected by all upgrades to it. Use this ability only if you have no enemies within 15 feet of you.|
|11||Caught Unawares (upgrades "Backstab") - Backstab no longer requires you to be behind your target. You must still outnumber your target.|
|12||Dirty Fighting (Passive ability, upgrades "Slippery") – You get a +3 to all Dodge and Parry rolls, instead of +2. If you have "In the thick of it," this is +4 instead. On a successful dodge roll, you may knock your attacker prone instead of moving into an empty adjacent space.|
|13||Shadow Leap (upgrades Shadow Step) - You may now target any character within 25ft of you. If you are adjacent to an un-hindered enemy, this is a minor action and provokes no attacks of opportunity. Otherwise, this is considered a free action.|
|14||Planned Attacks (upgrades Pinpoint Attack) - Marking targets no longer requires you to be in combat with them.|
|15||Type-Casted Character (Passive Ability, "Who am I, Anyway?" upgrade) - When changing to another Rogue subclass, the Sneaky Bastard no longer suffers penalties to ability rolls. The penalty for Mage subclasses is now a -2 and Warrior classes/subclasses is now a -1. If you took "Practice Makes Perfect" for another Rogue subclass, you now have a +1 for that subclass. When activating "Who am I, Anyway?" choose a stat other than Charisma, you may use your Charisma modifier in place of that stat's modifier.|
|16||Hemorrhage (upgrades Pinpoint attack) - Targets affected by your Pinpoint Attack take bleed damage. They take an additional 1d4 damage at the start of their turn. If you have the "Prey on the Weak" ability, they take an additional 1d6 instead. Bleeding targets may make a Constitution Save with TN = 15 at the end of their turn to stop this effect.|
|17||Hunger for Blood (upgrades Killing Spree) – "Killing Spree" is now a free action.|
|18||Frenemies (Passive ability, upgrades "slippery") – Your "Slippery" ability now applies when you are fighting up to 2 enemies. If you have the "In the thick of it" ability, it applies to when you are fighting up to 3 enemies instead. When fighting 2 or more enemies, successful Parry Rolls cause the attack to be redirected to an enemy adjacent to both you and your attacker of your choice. That enemy defends against the attack as normal. You may still make an attack of opportunity as normal.|
|19||Perfect Strikes (Upgrades Pinpoint Attack) – You may "Mark" an additional target. Marked targets take an additional 1d4 damage from your attacks. If you have the "Prey on the Weak" ability, they take an additional 1d6 damage from your attacks. If you have the "Hemorrhage" ability, targets are bleeding profusely and take an additional 2d4 damage at the start of their turn. If you have the "Prey on the Weak" ability, they take an additional 2d6 instead. Bleeding targets may make a Constitution Save with TN = 15 at the end of their turn to stop this effect.|
|20||Master of Disguise (Passive ability, "Who am I, Anyway?" upgrade, Major Action + Minor Action) – You may switch between classes/subclasses at will, up to 3 times per day. After your third switch, you are stuck as that class/subclass. You may not cancel Master of Disguise until your illusion is broken, or you have rested a full 8 hours. Once per day, you may use the ultimate ability of any subclass that you have fully mastered (if it's upgraded to have a +1 bonus to ability rolls), provided you are disguised as that subclass at the time.|