Canny Rogue (Apath)
|Unofficial rules compendium|
The canny rogue uses tricks and whiles to defend herself effectively. She is more of a straight-up combatant than a normal rogue. This is a martial arts style of the way of the mind.
Publisher: Purple Duck Games.
This is a martial arts archetype, a fencing rogue.
Publisher: Purple Duck Games
Starting Wealth: 1d6 x 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8.
The canny rogue has all the standard rogue’s class features, except as noted below.
Weapon and Armor Proficiency
Canny rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are not proficient with any armor or shields.
Canny Defense (Ex)
When wearing light encumbrance and wearing no armor and not using a shield, a canny rogue adds her Intelligence bonus as a dodge bonus to CMD and Armor Class while wielding a melee weapon. If a canny rogue is caught unarmed or is flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. A canny rogue with the Improved Unarmed Combat feat is never considered unarmed. This replaces evasion.
Rogue Talents (Ex)
The following rogue talents complement the canny rogue archetype: assault leader, befuddling strike, finesse rogue, offensive defense.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Weapon and Armor Proficiency
- Rogue Talent (level 2)
|The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Hastur copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Hastur administrators. Please note that images used in article may have different copyright than the text.|