Specialist Rogue (Apath)

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Unofficial rules compendium

A specialist rogue is focused on a certain role. The standard rogue can be said to be treasure hunting specialists, but there are many other possible specializations. This archetypes allows for alternate specializations in other roles.

Class Information

Unchained Specialist

This class incorporates changes to the rogue from Pathfinder Unchained. Pathfinder unchained additions are in brown. Ignore all brown text if not using the unchained rogue.

This is a rogue archetype.

Publisher: Purple Duck games.

Hit Dice: d8.

Class Skills

The specialist rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str). Depending on her specialization, a specialist rogue gains additional class skills.

Skill Ranks per Level: 8 + Int modifier.

Class Features

The specialist rogue has all the rogue's class features except as noted below.

Rogue Specialization

At first level, a specialist rogue must select a specialist role, which decides her class skills and how her specialist focus and specialist flair abilities work. This replaces trapfinding and trap sense (danger sense for an unchained rogue).

For for an unchained rogue it also replaces the debilitating injury ability. This replacement can be optional, the specializations work with the ordinary debilitating injury ability.

Trapfinding and trap sense can be gained trough the treasure hunting specialization. Trapfinding is also available as a rogue talent.

Details of the different rogue specializations are in their own section, below.

Changing Specializations

A specialist rogue normally keeps one specialization through an entire career, but it is possible to change specialization. When advancing in level, the specialist rogue denounces her current specialization, and then goes one entire level without a specialization. When she next levels up, she can pick another specialization of her choice. For this purpose, the normal rogue's trapfinding, trap sense, and debilitating injury abilities are considered a specialization; they cannot be used while changing specializations, and can be chosen as a specialization after the second level advancement.

Rogue Specializations

Options for the specialist rogue's specialization ability.

Backstabber

The backstabber is an athletic combat specialist focused on getting enemies in vulnerable positions and exploiting the advantage as hard as possible. The backstabber is a thug or team fighter, in a gang or party of adventurers.

Class Skills: Add Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), to the list of class skills.

Specialist Focus: The backstabber adds 1/2 her level (minimum +1) to Knowledge skill checks made to identify the abilities of enemies, and can make such checks unskilled. She adds the same bonus to all Acrobatics skill checks to move through threatened and occupied squares and can do so at full speed with no penalty on the Acrobatics roll.

Specialist Flair: The backstabber learns to use her enemies as cover. At third level, the backstabber gains a +1 dodge bonus to Armor Class and Reflex saves when she is outflanked or outflanks an enemy. These bonuses rise to +2 when the specialist rogue 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.

Specialist Trick: At 4th level, the backstabber gains a +2 bonus on attack rolls when she attacks an outflanked opponent. This bonus increases by one at level 10 and 16.

Burglar

Burglar is the normal rogue, this specialization is the default. It is described here to work with the changing specializations rule.

Burglars are specialists in planning and executing heists, robbing strongholds and tombs, deciphering treasure maps, bluffing dragons, and in safely leading an adventuring party into secure areas.

Class Skills: Add Knowledge (dungeoneering) (Int), Linguistics (Int), and Use Magic Device (Cha) to the list of class skills.

Specialist Focus (Ex): Trapfinding. A burglar adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A burglar can use Disable Device to disarm magic traps.

Specialist Flair (Ex): Trap Sense (Danger sense). At 3rd level, a burglar gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by an enemy. These bonuses increase by 1 every 3 burglar levels thereafter (to a maximum of +6 at 18th level).

Specialist Trick: Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to an enemy, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves. A creature can only suffer one debilitating injury at a time. If a new debilitating injury is applied, the old penalty immediately ends as the new one is applied. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Busker

Desperado

A violent criminal and dirty fighter, the desperado wins her fights quickly or not at all. A natural loner, the desperado can disappear for months only to suddenly appear and strike.

Class Skills: Add Ride (Dex), Survival (Wis), and Use Magic Device (Cha) to the desperado's list of class skills.

Specialist Focus: The desperado adds 1/2 her level (minimum +1) to all drive checks, to Ride skill checks, and to Bluff checks made to feint. A desperado gains Improved Feint as a bonus feat at first level.

Specialist Flair: At 3rd level, a desperado has a fleeting advantage at the beginning of a fight. In a surprise round and in the first round of combat the desperado gains a +1 bonus on attack rolls and Armor Class. These bonuses rise to +2 when the specialist rogue 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.

Specialist Trick: At 4th level the desperado learns to follow up on her own sneak attacks. When a desperado makes a successful sneak attack, the target is denied their Dexterity bonus to Armor Class against the desperado's attacks (as if the desperado successfully used Bluff to feint) until the end of the desperado's current turn. At 10th level, this lasts until the end of the desperado's next turn. At 16th level, the target is denied their Dexterity bonus to Armor Class against all attacks, not just the desperado's attacks.

Face

The face is a charming rogue. She runs negotiations with other gangs, bribes officials, runs protection rackets, and maintains the fear and loyalty that holds a gang's territory together. As an independent, she can be a con artist, entertainer, fixer, gambler, merchant, prostitute, pusher, or spy.

Class Skills: Add Knowledge (nobility) (Int), Linguistics (Int), and Use Magic Device (Cha), to the list of class skills.

Specialist Focus: The face adds 1/2 her level (minimum +1) to Diplomacy and Intimidate skill checks .

Specialist Flair: At 3rd level, a face reacts intuitively to danger and can take the withdraw action in a surprise round, even when she would not normally be allowed to act. This also gives her a +1 bonus on Initiative at all times and a +1 bonus on Reflex saves and a +1 dodge bonus to Armor Class during a surprise round. These bonuses rise to +2 when the specialist rogue 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.

Specialist Trick: At 4th level the face becomes an expert at feinting in combat. Whenever she successfully uses the Bluff skill to feint in combat, the target suffers the effect of a debilitating injury, as if the face had scored a sneak attack upon the target. This is in addition to the normal effect of the feint.

Fence

A specialist in appraising, hiding, laundering, and selling stolen and hot property, the fence tries to stay away from physical threats. Her special talents lies in avoiding detection and identifying magic or cursed items before they cause any harm. A fence also makes an excellent forger.

Class Skills: Add Linguistics (Int), Spellcraft (Int), and Use Magic Device (Cha), to the list of class skills.

Specialist Focus: The fence adds 1/2 her level (minimum +1) to Craft skill checks made to duplicate, forge, or launder an item, to Linguistics checks to forge documents, to Spellcraft checks to identify a magic item, and to all Appraise skill checks. A fence can identify the properties and command words of magic items as if she was using detect magic.

Specialist Flair: At 3rd level, a fence improves her ability to avoid detection, giving her a +1 bonus on Will saves against all divination magic. This bonus rise to +2 when the specialist rogue 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. A fence is allowed a Will saving throw against any divination effect that would scry, discern, or analyze the fence or her possessions or locale, even ones that do not target the fence directly (such as scrying directed at someone else in the same locale) or which do not normally allow a saving throw (such as detect magic). Calculate the save DC normally for the type of spell. A supernatural effect without a given save DC uses 10 + 1/2 the creature's Hit Dice + the creature's Charisma modifier as the DC. If this saving throw succeeds, the divination effect fails and produces no information about the fence or items in her possession. Items a fence has stowed away count as being in her possession for saving throws against divination magic and uses her saving throws.

Specialist Trick: At 4th level the fence gains the ability to dispel magic with her sneak attacks. Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic. The caster level for this ability is equal to the rogue's level. At level 10 and again at 16, the fence can attempt to dispel an additional effect with each sneak attack.

Lookout

The lookout is a dedicated sentry and scout, the first to advance into unknown territory and covering the backs of others while they do what they have to do and get out. Lookouts work with other rogues and adventurers, but also with military and explorers.

Class Skills: Add Handle Animal (Cha), Ride (Dex), and Survival (Wis), to the list of class skills.

Specialist Focus: The lookout adds 1/2 her level (minimum +1) to Survival checks to track and to Perception skill checks .

Specialist Flair: At 3rd level, a lookout gains an intuitive sense that alerts her to enemies, giving her a +1 bonus on initiative checks and a +1 circumstance bonus to attack rolls made against opponents who have not yet acted in the current fight. These bonuses rise to +2 when the specialist rogue 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.

Specialist Trick: At 4th level the lookout learns to exploit surprise. In a surprise round when she is allowed to act, she can take a full-round action or a move and standard action. At 10th level, the lookout can take a move action in a surprise round, even if she is surprised. At 16th level, a lookout is always able to act fully in a surprise round, even if she'd normally be surprised.

Pickpocket

A pickpocket is a specialist in minor street crime; shoplifting, pick pocketing, and purse cutting, but at higher levels also planting evidence and smuggling small items into highly secure areas. Most pickpockets are youths or children with little skill, those who make a career of this need to be able to maintain a veneer of respectability to gain admittance to the scene of the intended crime. An experienced pickpocket is an excellent spy and conspirator.

Class Skills: Add Handle Animal (Cha), Knowledge (nobility) (Int), Use Magic Device (Cha), to the list of class skills.

Specialist Focus: The pickpocket adds 1/2 her level (minimum +1) to Disguise skill checks as long as the disguise is only in minor details (generally to fit into a social context), on Stealth checks to hide in a crowd as long as she is disguised to fit in, and to Sleight of Hand skill checks. She can use her Sleight of Hand skill modifier instead of her combat maneuver bonus when she makes a steal combat maneuver.

Specialist Flair: At 3rd level, a pickpocket gains the ability to dodge in a crowd. As long as she is adjacent to a square of crowds or there are at least 10 other creatures of the same or larger size category within 30 ft., she gains a +1 bonus on Reflex saves and a +1 dodge bonus to AC. These bonuses rise to +2 when the specialist rogue 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.

Specialist Trick: At 4th level the pickpocket learns to steal things in combat. When she makes a successful sneak attack she can make a steal combat maneuver as a free action that does not trigger an attack of opportunity. At level 10, she gains Greater Improved Steal as a bonus feat, ignoring prerequisites. At level 16, she can make a steal combat maneuver when she makes a sneak attack even if the sneak attack misses.

Psiloi

The psiloi is a rogue specializing in mobile combat. Psilois are more combative than most rogues and some form elite military units of skirmishers.

Class Skills: Add Fly (Dex), Knowledge (geography) (Int), and Survival (Wis) to the psiloi's list of class skills.

Specialist Focus: The psiloi adds 1/2 her level to Acrobatics skill checks and to Perception checks to avoid being surprised by an enemy (minimum +1).

Specialist Flair: The psiloi is a master of mobile combat. At 3rd level, a psiloi gains a +1 bonus on Reflex saves and a +1 dodge bonus to AC in any round in which she moves at least 10 ft. These bonuses rise to +2 when the specialist rogue 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.

Specialist Trick: At 4th level the psiloi gains a focus on mobile combat. She gains Mobility and either Shot on the Run or Spring Attack as bonus feats (ignoring prerequisites), and any attack she makes while using Spring Attack or Shot on the Run to move 10 ft. or more both before and after the attack is a sneak attack. The range limit on sneak attacks still applies. This ability does not work while mounted. At level 10, the psiloi gains either Shot on the Run or Spring Attack as a bonus feat, whatever she did not already get. At level 16, she gets Just out of Reach as a bonus feat. Ignore the prerequisites of these feats.

Runner

A runners is a delivery girl and getaway expert. She runs contraband or stolen goods short distances and is often the fastest and most reliable way to deliver a message in a city.

Class Skills: Add Knowledge (engineering) (Int), Ride (Dex), and Use Magic Device (Cha), to the list of class skills.

Specialist Focus: The runner adds 1/2 her level (minimum +1) to Knowledge skill checks made to know a shortcut, best route, or to know where a creature can be found. She gains the same bonus to all Acrobatics checks. By literally running up walls, a runner can use Acrobatics for Climb checks as long as the climb takes no more than one round to complete.

Specialist Flair: At 3rd level, a runner gains the ability to run and dodge, giving her a +1 bonus on Initiative at all times and a +1 bonus on Reflex saves and a +1 dodge bonus to AC in any round in which she takes the run or withdraw action. She does not lose her Dexterity bonus to AC or trigger attacks of opportunity when she takes the run action. These bonuses rise to +2 when the specialist rogue 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.

Specialist Trick: At 4th level, when the runner takes the withdraw action, she can make a single melee attack as a swift action when she moves away from an adjacent creature. This attack is automatically a sneak attack unless the target has uncanny dodge. If she uses this ability and ends her turn adjacent to an enemy, she triggers an attack of opportunity. At 10th level, the runner adds 10 ft. to her speed when she takes the withdraw action, increasing to +20 ft. at 16th level.

Scoundrel

The scoundrel is a cover-all category for rogues focused on any one skill. Often generalists, scoundrels refuse to be categorized.

Class Skills: Add Linguistics (Int), Ride (Dex), and Use Magic Device (Cha), to the list of class skills.

Specialist Focus: Select one class skill. The scoundrel gains rogue's edge for this skill, and adds half her rogue level to skill checks with this skill (minimum +1).

Specialist Flair: At third level the scoundrel becomes a great improviser. Once per day, as a free action, she can choose a rogue talent she fulfills the prerequisites for. She can use this talent for the next 5 minutes. At 6th level, and every 3 levels after level six, she can use this ability an additional time per day. At 9th level she can select two rogue talents at once when she uses this ability, and one of these abilities can be a prerequisite for the other. This consumes two uses of specialist flair. At level 18, she can select three rogue talents in the same way.

Specialist Trick: At 4th level, the scoundrel gains a +2 bonus on attack rolls when she attacks an opponent denied their Dexterity bonus to Armor Class. This bonus increases by one at level 10 and 16.

Skulker

The skulker is a rogue specialized in hide-and-seek and in using cover at short range to launch devastating attacks. The skulker also learns to lie low for long periods of time.

Class Skills: Add Heal (Wis), Survival (Wis), and Use Magic Device (Cha) to the list of class skills.

Specialist Focus: The skulker adds 1/2 her level (minimum +1) to Perception skill checks made to spot creatures using Stealth and to Stealth skill checks . A skulker can use the Stealth skill to hide when in soft or partial cover, and can take a single move action in a turn without needing to make a Stealth check to remain hidden.

Specialist Flair: At 3rd level, a skulker gains the ability to employ terrain expertly, giving her a +1 bonus on Reflex saves and a +1 dodge bonus to AC as long as she has any cover or concealment from the attacker. These bonuses rise to +2 when the specialist rogue 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.

Specialist Trick: At 4th level the skulker only suffers a -10 penalty on Stealth checks in a round when she makes an attack. At level 10, this penalty is reduced to -5 and at level 16 it is reduced to nothing.

Smuggler

A smuggler delivers cargoes between distant destinations. Her main skill is to avoid detection, it is just not economical to try to force your way past customs and barriers. A smuggler needs to know her vehicle and the terrain better than anyone. Smugglers also make decent highwaymen, bandits, and pirates.

Class Skills: Add Knowledge (geography) (Int), Ride (Dex), and Survival (Wis) to the list of class skills.

Specialist Focus: The smuggler adds 1/2 her level (minimum +1) to Profession skill checks made to run a vehicle or caravan (such as teamster or sailor) and to all Stealth skill checks. She can use her Stealth skill modifier to hide a vehicle or caravan she is running (including any passengers), but suffers the Stealth size penalty for the size of the vehicle or caravan.

Specialist Flair: At 3rd level, a smuggler gains an intuitive sense that alerts her to danger when she's not fighting, giving her a +1 bonus on Reflex saves and a +1 dodge bonus to AC as long as she did not attack on her last turn. These bonuses rise to +2 when the specialist rogue 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. If an enemy misses the smuggler when she has this bonus, she can make a Stealth check to hide as an immediate action and if she succeeds she gains concealment against that enemy until the end of that enemy's turn.

Specialist Trick: At 4th level a smuggler becomes an expert at hamstringing opponents. Any opponent that takes damage from the smuggler's sneak attack has all its speeds reduced to 10 feet. A flier with wings immediately lands without taking any falling damage. This lasts until the target receives help from the Heal skill (as removing a caltrop). Any effect that heals hit points also removes the penalty. At 10th level, the target must be completely healed of all hit point damage to remove the effect. At 16th level, even magical fliers are forced to the ground and all the target's speed are reduced to 5 ft., which means the target can no longer take 5 ft. steps.

Table: Specialist Rogue

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Finesse training (Weapon Finesse), sneak attack +1d6, specialist focus
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Finesse training, sneak attack +2d6, specialist awareness +1
4th +3 +1 +4 +1 Rogue talent, specialist trick, uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Rogue talent, specialist awareness +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Sneak attack +5d6, specialist awareness +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Rogue talent, specialist awareness +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, rogue's edge, specialist awareness +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Rogue talent, specialist awareness +6
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge

Summary of Changed Class Abilities

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

  • Class Skills
  • Trapfinding
  • Trap Sense
  • Debilitating Injury
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