Difference between revisions of "Covin (Apath)"

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== Class Features ==
 
== Class Features ==
  
The occult  investigator has all the standard investigator’s class features, except as noted below.
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The covin has all the standard investigator’s class features, except as noted below.
  
 
=== Mesmerist Spells ===
 
=== Mesmerist Spells ===

Revision as of 09:47, 21 November 2017

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Unofficial rules compendium

Covins are rogues that rely on superstition and occult abilities to perform heists and trickery.

Class Information

This is a eogue archetype that relies on mesmerist spells.

Hit Die: d8.

Class Features

The covin has all the standard investigator’s class features, except as noted below.

Mesmerist Spells

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.

Upon reaching 4th level, and at every third covin level thereafter (7th, 10th, and so on), a covin can choose to learn a new spell in place of one he already knows. In effect, the covin “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A covin may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

This replaces trapfinding, trap sense (danger sense for an unchained rogue) and debilitating injury. .

Sneak Attack

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 crafty magus. Should the covin score a critical hit with a sneak attack, this extra damage is not multiplied.

This is a modification tot he sneak attack ability.

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 to spells that cause damage and improves the save DC and any caster level checks (such as dispel checks or checks to penetrate spell resistance) for the spell by +1 per two dice of sneak attack damage (minimum +1). Sneak spell affects all targets of an area spell. This replaces evasion.

Summary of Changed Class Abilities

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

  • Trap Sense/Danger Sense
  • Evasion