Burglar (3.5e Class)
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Making a Burglar
Burglars are strong in town, or in a fight against a distracted foe. They are weaker in open combat, though.
Abilities: Dexterity and Intelligence are the most important attributes for this class.
Races: Humans and halflings are the most likely to become Burglars.
Starting Gold: 8d8*10
Starting Age: Simple
|3rd||+2||+1||+3||+1||Trap Sense +1|
|6th||+4||+2||+5||+2||Trap Sense +2|
|8th||+6/+1||+2||+6||+2||Improved Uncanny Dodge|
|9th||+6/+1||+3||+6||+3||Trap Sense +3|
|12th||+9/+4||+4||+8||+4||Trap Sense +4|
|15th||+11/+6/+1||+5||+9||+5||Trap Sense +5|
|18th||+13/+8/+3||+6||+11||+6||Trap Sense +6|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the burglar
Weapon and Armor Proficiency: Burglars gain proficiency with all simple weapons, as well as the sap, rapier, shuriken, kukri, quarterstaff, bolas, spiked chain, whip, and heavy flail. They are proficient with light armor.
Trap Sense (Ex): At 3rd level, a burglar gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the burglar reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a burglar can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): A burglar of 8th level or higher can no longer be flanked.
This defense denies another burglar the ability to sneak attack the character by flanking her, unless the attacker has at least four more burglar levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum burglar level required to flank the character.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a burglar gains a special ability of her choice from among the following options.
Crippling Strike (Ex): A burglar with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The burglar can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the burglar can attempt to roll with the damage. To use this ability, the burglar must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the burglar’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the burglar still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless burglar does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the burglar can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the burglar’s attack of opportunity for that round. Even a burglar with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The burglar becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A burglar may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the burglar’s ability to wriggle free from magical effects that would otherwise control or compel her. If a burglar with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A burglar may gain a bonus feat in place of a special ability.
Playing a Burglar
Combat: Support. Burglars trip and disarm opponents, to make them easy kills.
Advancement: Burglars who prefer combat might take levels in rogue.
Burglars in the World
|“||Of course these are my diamonds! How dare you!||”|
NPC Reactions: NPCs often hang or outlaw a burglar: but only if the burglar does something wrong, and gets caught.