|Unofficial rules compendium|
Covins are rogues that rely on superstition and occult abilities to perform heists and trickery. More confidence tricksters than burglars, many covins overstate their magical abilities to create an opening to use their mundane trickery—or deny they have any psychic powers and claim all they do just shows their extraordinary skill.
This is a rogue archetype that knows psychic magic and mesmerist spells. A covin cannot multiclass as a mesmerist.
Publisher: Purple Duck Games.
Hit Die: d8.
The covin's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int ), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
The covin has all the rogue's class features, except as noted below.
The covin is a psychic spellcaster and casts and learns spells exactly like a mesmerist, including spells per day, spells known, the effects of Charisma, and using the mesmerist spell list. Her caster level is equal to her covin level. She can use occult skill unlocks.
Add find traps to the covin's spell list as a first level spell. To cast this spell, the covin must choose the spell as one of her spells known.
This replaces lost sneak attack dice, two skill points per level, trapfinding, and trap sense (danger sense for an unchained rogue).
The extra damage from a covin's sneak attack is 1d6 at 1st level, and she gains an additional 1d6 sneak attack damage for every 3 levels of covin. This is a modification to the sneak attack ability.
Mesmerist Tricks (Su)
A covin can select a mesmerist trick instead of a rogue talent, learning and using these tricks as a mesmerist of her covin level. She cannot learn mesmerist tricks that use or affect abilities she does not have, such as hypnotic stare. Each day, she can implant a number of mesmerist tricks equal to 1/4 her covin level (minimum 1) plus her Charisma bonus (if any).
Sneak Spell (Ex)
At 2nd level a covin gains the sneak spell ability. A covin can use sneak spell against any target she could sneak attack. A covin can use sneak spell on an outflanked target even if her spell is not a melee attack. Sneak spell adds sneak attack damage and effects that trigger on a sneak attack to spells that cause damage and improves the save DC for the spell by +1 per two dice of sneak attack damage (minimum +1). Sneak spell affects all valid targets in the area of an area effect spell. This replaces evasion.