Crafty Liberator (Apath)

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Unofficial rules compendium

Liberators fight to free the imprisoned—be they slaves, political prisoners, or princesses locked in towers. Some liberators focus on merely the unjustly imprisoned, while others focus on freeing people for pay or out of gang loyalty. Since charging blindly into battle could result in a prisoner’s death, liberators plan their rescues carefully.

Class Information

This is a prestige archetype. Crafty liberators are rogues specialized in rescue.

Prestige Class: Liberator from Pathfinder Companion: Second Darkness Player’s Guide.

Build Classes: Rogue.

Role: A point-man and scout, the crafty liberator also has extensive contacts and a presence that inspires others to seek freedom.

Alignment: Any non-lawful. In large cities, the law typically views the actions of liberators as dangerous, since they often show no respect for traditional investigative procedures. These feelings of distrust and disdain are shared by most liberators, who tend to see the law as a lumbering, ineffective giant. As a result, liberators often operate in the shadows of society, lest they become prisoners themselves. Rarely, city officials view liberators as expensive but effective mercenaries who bring results the average guardsman cannot. Liberators often find work in such cities, and in return gain cautious but respectful accolades for their deeds.

Hit Die: d8.

Class Features

The crafty liberator has all the rogue's class features, except as follows:

To the Rescue (Su)

The sight of a crafty liberator of 2nd level or higher staging a daring rescue proves inspirational to his allies. As a standard action, the liberator can shout an encouraging phrase or raise a rallying cry to bring hope to those awaiting rescue. All allies within 30 feet of the liberator gain a +1 morale bonus on attack rolls, a +4 morale bonus on Escape Artist checks, and a +4 morale bonus on saving throws made against fear effects. These bonuses persist for a number of rounds equal to 3 + the liberator’s Charisma modifier (minimum 1 round). This replaces the rogue talent gained at level 2.

Poison Resistance (Ex)

At level 4, crafty liberators gain poison resistance. Slavers often make liberal use of poison and drugs to keep their captives lethargic and under control. A liberator purposefully exposes himself to a variety of venoms in order to build up a resistance to such toxins, should he ever fall victim to those he opposes. He can apply his trap sense bonus on saving throws made against poisons. This replaces the rogue talent gained at level 4.

Lockbreaker (Ex)

Starting at 6th level, a liberator can apply his trap sense bonus on damage inflicted on objects and on all strength checks made to break objects. He also gains this bonus on all Escape Artist checks. This replaces the rogue talent gained at level 6.

Bonus Feat

At 8th level, the liberator gains a bonus feat. He must qualify for the feat, and it must be from the following list: Blind-Fight, Iron Will, or Skill Focus (any class skill). This replaces the rogue talent gained at level 8.

Silent Sunder (Ex)

At 10th level, a liberator learns methods of applying force and striking objects in such a way as to minimize noise. He can choose to make no more noise than people talking when making a sunder attack action or attempting to break an object with a Strength check. This replaces the rogue talent gained at level 10.

Slaver’s Ruin (Ex)

The sight of imprisonment and slavery can drive a liberator into a righteous frenzy. A liberator of at least 10th level can designate one creature engaged in such acts as the target of his wrath as a swift action. The designated foe is considered flat-footed against the liberator’s next attack. Opponents who cannot be caught flat-footed (such as through Improved Uncanny Dodge) are immune to this effect. This replaces advanced talent.

Greater Sunder (Ex)

Beginning at 12th level, a liberator ignores half of an object’s hardness when making a sunder attack or attacking an object. He also gains a +2 morale bonus on his CMB roll when making a sunder attempt (but not on their CMD against a sunder attempt). This replaces the rogue talent gained at level 12.

Steely Resolve (Ex)

A liberator fears magical domination more than anything else, for the enslavement of the mind is difficult to detect and remove. At 14th level, whenever a liberator is targeted by a charm or compulsion effect and fails his saving throw, he may attempt his saving throw again 1 round later at the same DC to resist the effect. He gets only this one extra chance to throw off any one effect. This replaces the rogue talent gained at level 14.

Darkvision (Su)

At 16th level, a liberator has spent so much time sneaking through the dark to free the victims of unjust imprisonment that he develops darkvision with a range of 60 feet. If the liberator already possesses darkvision, the range of his darkvision increases by 60 feet.

Quick Pick (Ex)

There’s not always time to properly pick a lock, and sometimes liberators have to improvise. At 18th level, a liberator has perfected the art of lockpicking to such an extent that he may attempt a Disable Device check to open locks as a move action instead of a full-round action without any additional penalties.

Freedom of Movement (Su)

At 10th level, the liberator’s focus against slavery and restriction to mobility develops into a potent resistance to restraint. He is now treated as if under the effects of a freedom of movement spell at all times. This ability cannot be dispelled. Once per day, he can also use freedom of movement as a spell-like ability (caster level equals his class level) to share this benefit with others. This replaces the rogue talent gained at level 20.

Table: Crafty Liberator

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, to the rescue
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Poison resistance, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Lockbreaker, trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Bonus feat, improved uncanny dodge
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Silent sunder, slaver’s ruin
11th +8/+3 +3 +7 +3 sneak attack +6d6
12th +9/+4 +4 +8 +4 Greater sunder, trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 , trap sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike,

Summary of Changed Class Abilities

These abilities of the rogue are lost or modified in this archetype:

  • Rogue talents (all)
  • Advanced rogue talent
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