Talk:Specialist Rogue (Apath)

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List of Non-Class Skills

These skills make good candidates for class skills for new specializations:

Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Ride (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha),

XXX

Class Skills: Add Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Nobility) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Linguistics (Int), Ride (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha), to the list of class skills.

Specialist Focus: The XXX adds 1/2 her level to XXX skill checks made to XXX and to XXX skill checks (minimum +1).

Specialist Awareness: At 3rd level, a XXX gains an intuitive sense that alerts her to danger from XXX, giving her a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks made by XXX. 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 XXX gains a focus on

Backstabber (Alternate)

The backstabber is an athletic combat specialist focused on getting enemies in vulnerable positions and exploiting the advantage as hard as possible.

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

Specialist Focus: The backstabber can use Heal skill in place of knowledge skills to identify the defenses and vulnerabilities of enemies. She adds 1/2 her level to Heal and Spellcraft skill checks made to identify the defenses of enemies and to all Acrobatics skill checks to move through threatened squares (minimum +1) and can do so at full speed without penalty.

Specialist Awareness: 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 in a position where 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.

I'm Hiding In Your Closet's notes from Pazio forums

Like I said, nothing but Advanced Rogue Talent options, but those there are - options for options sounds fair enough to me. "Recommendations" seem more pointless than not to me, and some of these cry out for something that isn't already offered. A few off-the-cuff ideas:

Hit-man: Something akin to a Cavalier's Challenge or Ranger's Quarry or Favored Enemy?

Face: Activate a "plant?" Subtle mind-control abilities (like the Bene Gesserit Voice from Dune)?

Fence: Permanent blessing of nondetection? The ability to cast remove curse? Object Reading similar to the psionic power that has yet to make it into Pathfinder proper?

Pickpocket: "Eyes all over the city?" Exceptional ability to 'read' what a person has on them, the better to know what to steal and to successfully steal it (even in combat)?

Point Man: Develop an eidetic memory? "Spider-sense"? Improved Deflect/Snatch Missiles Ozymandias-style?

Runner: Personal haste for a certain number of rounds per day? Same thing, but spider climb? Ethereal jaunt? Monk-like movement speed bonus?

Scoundrel: Something like Archeologist's Luck? Reroll anything once per day? Limited wish, but even more limited? Serendipitously come into the possession of a random wondrous item?

Smuggler: Favored Terrain? A one-time bonus of gold and/or a magic item of choice (the ability to choose being offset by not having the chance to get things as good as what the Scoundrel might get randomly)? The full-on athas.org 3.5 DARK SUN Athasian Bard Smuggler class feature (bonus to Sleight of hand and Bluff checks equal to half level)? A personal secret chest?

I understand about the Smuggler - but they still need their Bluff bonus (and Sleight of Hand, depending). Think of what the smuggler from The Hobbit had to deal with, to name only one.

Ahnehnois @ EN World

Well, the first one is this:

Rogue Sense (Ex): Beginning at 3rd level, a rogue’s survival instincts and specialized training grant him a +1 competence bonus to his saving throws, a dodge bonus to AC, or a competence bonus to other modifiers in certain situations. The exact circumstances where the bonus applies are different for each rogue. Some options are presented below. With every 3 additional class levels gained, the rogue gets another +1 bonus. He may choose the same bonus or a different bonus each time this ability is gained.

Astute: +1 to Sense Motive checks and saves against illusions.

Daring: +1 to Balance checks and saves against fear.

Dauntless: +1 to saves against death effects and transmutation effects (including polymorph and disintegrate).

Deft: +1 bonus to Sleight of Hand checks and Disable Device checks.

Guarded Mind: +1 to will saves against mind-affecting effects.

No Trace: +1 to Hide checks after not moving for at least 1 round, +1 to Disguise checks, and +1 to the DC to track the character using Survival.

Resourceful: +1 to Survival checks and to saves and checks made to resist the effects of heat, cold, hunger, thirst, and suffocation.

Sixth Sense: +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds.

Slippery: +1 to saves against effects that impede movement, such as slow or web, and +1 to CMD against grapple checks and Escape Artist checks made to escape grapples.

Spell Sense: +1 dodge bonus to AC against attacks made by spells and spell-like abilities.

Trap Sense: +1 to reflex saves against traps and +1 dodge bonus to AC against attacks made by traps.

Vigorous: +1 to fortitude saves against poison and disease.

For trap sense, I just made the rogue special ability progression start at level 1, and gave Trapfinding as one option.

Rogue Talent (Ex): A rogue gains a special ability. With every additional three class levels gained, he can choose another talent, until 10th level, when he gains additional options. See the list for available choices.

Fast Climbing: A rogue with this ability can climb half his speed as a move action without taking a -5 penalty on his Climb check.

Fast Stealth: This ability allows a rogue to move at full speed using Hide or Move Silently (or both) without penalty. If running or charging, he rogue takes only a -10 penalty on Hide and Move Silently checks.

Ledge Walker: This ability allows a rogue to move along narrow surfaces at full speed using Balance without penalty.

Quick Disable: It takes a rogue with this ability half the normal amount of time to disable a trap using Disable Device (minimum 1 round).

Rogue Crawl: While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue cannot take 5-foot steps while crawling.

Stand Up: A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Trapfinding: The rogue can use Search to find traps and Disable Device to disarm them without penalty, including magic traps.

Bonus Feat: In place of a special ability, the rogue may gain one of the following bonus feats: Acrobatic, Agile, Athletic, Deceitful, Deft Hands, Investigator, Negotiator, Nimble Fingers, Persuasive, Skill Focus, Stealthy.

Read more: http://www.enworld.org/forum/showthread.php?355165-Specialist-Rogue#ixzz31pNNphf3