Rogue Drifter [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Khellendros54

12-12-07, 06:45 AM
Rogue Drifter

The Rogue Drifter is a thief who uses his mystic powers to enhance his ‘art’. He becomes an expert in minor teleportation, and the nature of rifts. The Drifter can shift himself into an insubstantial state like the gaseous form spell. Sometimes the best way to open a lock is from a distance. At times the best attack comes from within.

The requirements for this class make it attractive for rogues and arcane casters. Divine casters may also take this prestige class if he belongs to the proper domains.

Requirements
To qualify to become a Rogue Drifter, a character must fulfill all of the following criteria.

Alignment: Any nonlawful.
Skills: Disable Device 7 ranks, Concentration 5 ranks, Knowledge (arcana) 4 ranks.
Spells: Ability to cast Gaseous Form and Clairvoyance.


Hit Die: d4
Class Skills:
The Rogue Drifter’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.


Lvl BAB Ft Ref Will Special Spells per Day
1st +0 +0 +2 +2 Rift Hands ----
2nd +1 +0 +3 +3 Locate Object +1 level of existing class
3rd +1 +1 +3 +3 Insubstantial Form 3/day +1 level of existing class
4th +2 +1 +4 +4 Teleview +1 level of existing class
5th +2 +1 +4 +4 Rift Attack ----
6th +3 +2 +5 +5 Insubstantial Grasp +1 level of existing class
7th +3 +2 +5 +5 Phase Door +1 level of existing class
8th +4 +2 +6 +6 Greater Insubstantial Form +1 level of existing class
9th +4 +3 +6 +6 Insubstantial Focus +1 level of existing class
10th +5 +3 +7 +7 Rift Grasp ----



Class Features
All of the following are Class Features of the Rogue Drifter prestige class.
Weapon and Armor Proficiency: Rogue Drifters gain no proficiency with any weapon or armor.

Spells per Day: When a new Rogue Drifter level is gained, except for 1st, 5th, and 10th, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Rogue Drifter, he must decide to which class he adds the new level for purposes of determining spells per day.

Rift Hands: A Rogue Drifter has learned that as useful as a mage hand is, it is a poor substitute to the mage’s hand. He has learned to create a minor rift in space around his hand. The exit to the rift must be within 30 feet, and within sight. He can perform one of the following class skills through the rift: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an Rogue Drifter cannot take 10 on this check. In addition to the skill check, the Drifter has to make a concentration check or lose control of the rift. The DC for this check is equal to the DC for the skill. Example: If the Drifter is attempting to open a locked chest from twenty feet away, and the DC for the chest is 15, he has to roll 20 to open the lock, and 20 again to not lose control of the rift. If the Drifter loses control over the rift he takes 2d6 damage and has to make a reflex save equal to the distance of the exit or lose the hand.

A Rogue Drifter can use Rift Hands a number of times equal to his class level. The Rogue Drifter may sacrifice a known spell or spell slot of third level or higher to gain additional uses of his rifts. He gains one rift usage for every three levels of the spell slot burned. A sixth level spell grants two uses, and a ninth level spell grants three uses.

The rift may be hidden with a successful hide or bluff check.

Locate Object: The Rogue Drifter has developed the ability to seek out an object of need. The Drifter can use the spell locate object as a spell-like ability. A concentration check of 10 + 1 per 50 ft (the distance to the object) is required to focus on the location. If the object in question is within a circle, centered on you, with a radius of 400 ft. + 40 ft./level and you succeed on your concentration check you immediately know where it is. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the ability fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination). The spell can be blocked by a sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.

Insubstantial Form: At third level the Rogue Drifter has learned to phase partially out of the plane. This acts as the gaseous form spell. Three times per day with one additional usage for each other level beyond third, to a max of six uses at ninth, the Drifter can become insubstantial for 2 min./spellcaster level.

The Rogue Drifter and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. He gains damage reduction 10/magic and becomes immune to poison and critical hits. He can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) He also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

An insubstantial creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

Teleview: The Rogue Drifter can create a rift that acts like a divination mirror. The Drifter can choose who can see through the rift. The target of the rift’s viewing can be anywhere within 400 ft. + 40 ft./level or any location familiar to the Drifter. This ability can be used two times per day at fourth level, three times at seventh, and four times at tenth.

Rift Attack: The Rogue Drifter has learned to use his rift hand ability to make a single attack. This attack counts as a sneak attack and gains any bonuses gained from other classes. Treat this attack as a touch attack. The rift attack can also be used to deliver touch attacks, or spells with the range of touch. Using this ability takes two uses of rift hands and has the same difficulties. Example: If our Rogue Drifter declares his desire to make his rift attack, he rolls his touch attack on his target. He then rolls a concentration check with the same DC as the attack roll. Failure to make this second check results in loss over the rift and the same effects occur.

Insubstantial Grasp: At sixth level the Rogue Drifter has learned to grasp corporeal things while he is insubstantial. He can use this ability to grasp any item he can see. Any item the Drifter picks up becomes insubstantial with him. Because he is becoming partially corporeal to grasp the item, the Drifter can’t use this ability if something else occupies the space his hand can’t solidify. Using this ability doesn’t require him to exit his corporeal state completely or another use of insubstantial form.

Phase Door: The Rogue Drifter gains the spell phase door as a spell-like ability. He can create an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. The door is a rift, 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.

A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.

You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.

This ability has duration of one usage per two levels.

Greater Insubstantial Form: The Rogue Drifter’s insubstantial form is now unaffected by wind, and he is able to enter water or other liquids. His movement doubles. This ability increases his insubstantial form but its uses and duration remain the same.

Insubstantial Focus: Having spent significant time insubstantial and around rift energies the Drifter’s physical image has become slightly fluid. When coming out of his insubstantial form the Drifter can apply the disguise self spell at will and as a free action. He also gains a +2 concentration bonus to any rift or teleportation spell or ability.

Rift Grasp: The Rogue Drifter has mastered both his insubstantial form and his rifts. He can now create a rift directly into a target. He can reach through the rift, and directly into the target. If this ability is used on an inanimate object, the Rogue Drifter can grasp and remove any object he can feel. If this ability is used on a creature it can be used as an attack. With a successful concentration check of 10 + the target’s touch attack AC the Rogue Drifter can remove an organ of choice from a humanoid. If the check fails the Rogue Drifter loses control over his rift and both he must make his save. The target takes 1d6 damage per two class levels if the rift is lost. This ability takes three uses of rift hands.
Khellendros54

12-16-07, 07:52 PM
Being that no one has suggested any changes should I just assume the class is well balanced?
Surgo

12-16-07, 08:30 PM
Actually, it kind of sucks.

Assuming your character has at least one Rogue level so he doesn't have to purchase Disable Device at cross-class rates, he'll go into this at Wizard5/Rogue1 (or Cleric5/Rogue1 with the right domains). What does he get afterward:

Rift Hands: He has to give up a spellcasting level for this? He can already just Shatter most things that this would be useful for already.

Locate Object: This is a spell that he already had at level 3 (before entering the class).

Insubstantial Form: This is a spell that he already had at level 5 (before entering the class).

Teleview: A far weaker version of a spell that he'd already have if he just went straight Wizard instead of taking this PrC.

Rift Attack: Pointless, any rogue can just throw a vial of acid or alchemist's fire and accomplish the exact same effect. You can use touch spells at a range of 30' with this though, which you couldn't do with a normal Wizard until level 13 (you get this at level 11). Not worth giving up two caster levels for, even combined with everything else.

Insubstantial Grasp: Some ability that will see use maybe once in your entire campaign. The straight wizard can actually do this next level anyway (he gets Teleport Object), and it's far far more versatile and useful than this is.

Phase Door: The wizard gets this spell at the same level you get this spell-like ability. And the wizard also gets other 7th level spells. You don't.

Greater Insubstantial Form: Your level 2 spell now doesn't suck entirely as hard, but is still pretty useless. Cool.

Insubstantial Focus: Can be replicated by a magic item that costs 1.8k gold (albeit as a standard action instead of a free action). Ouch.

Rift Grasp: Doesn't even define what happens when you remove an organ. Does the target die? If so, this is the only useful ability this class gets.

So what do you get:
- A bunch of pointless spell-like abilities that you can (or would have been able to) cast anyway, because you're a wizard.
- You get to be three levels behind in your spellcasting. because you get these pointless few spell-like abilities. Four, if you count that level of rogue.
- Yep...
Khellendros54

12-17-07, 02:54 AM
Cool, something to work with.

Do you have any suggestions?

Should I make it a full progression?

Would some different abilities make a difference? What style of abilities?

The idea I had for this class was a casting rogue who didn't focus around sneak attack like the arcane trickster. I thought using rifts or minor teleportation, along with phasing.

I originally was thinking of making him able to create one way rifts which he could make full melee attacks through. I felt that most of what I was working with was getting to be too powerful.

I was thinking of changing substantial form to having full movement. Or finding a way to make it more useful.

As to the rift grasp, if you remove the heart the subject will die, with the usual exceptions though.

Thoughts for changing the class or suggestions to make it better?

Khellendros
Surgo

12-17-07, 05:39 PM
Do you have any suggestions?
At every level, you need to ask yourself "what am I giving up?"

Then ask yourself "Is what I'm getting as good as what I'm giving up, and at the same time not obviously better than what I'm giving up?"

If the answer is no, then you have a problem.

Of course, if this is supposed to be a Rogue/Wizard multiclass PrC, you should feel free to give abilities that are better than what you're giving up, because you're going to be a lot weaker anyway and the PrC needs to help get the character back on track.