Difference between revisions of "Covin (Apath)"

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=== Sneak Spell (Ex) ===
 
=== 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 hit point damage and improves the save DC of 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 spell.  
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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 or feinted target even if her spell is not a melee attack. Sneak spell adds sneak attack damage to spells that cause hit point damage and improves the save DC of 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 spell.  
 
This replaces evasion.
 
This replaces evasion.

Revision as of 10:11, 28 November 2017

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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.

Class Information

This is a rogue archetype that knows psychic magic and mesmerist spells. A covin cannot multiclass as a mesmerist.

Hit Die: d8.

Class Skills

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.

Class Features

The covin has all the rogue'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. 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).

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 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 or feinted target even if her spell is not a melee attack. Sneak spell adds sneak attack damage to spells that cause hit point damage and improves the save DC of 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 spell. This replaces evasion.