Difference between revisions of "Specialist Rogue (Apath)"

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Revision as of 11:00, 4 August 2014

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Unofficial rules compendium

A specialist rogue is focused on a certain role. The standard rogue can be said to be a traps specialist. This archetypes allows for alternate specializations in other roles.

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.

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 awareness abilities work. This replaces trapfinding and trap sense.

Backstabber

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 Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Planes) (Int), to the list of class skills.

Specialist Focus: The backstabber adds 1/2 her level to Knowledge skill checks made to identify the abilities of enemies, and can make such checks unskilled. She add the same bonus to all Acrobatics skill checks to move through threatened squares (minimum +1) and can do so at full speed at only a -5 penalty to the Acrobatics roll.

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 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.

Face

The face is a charming criminal. She runs negotiations with other gangs, fences, and specialists, bribes officials, runs protection rackets, and maintains the fear and loyalty that holds the 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 to Diplomacy and Intimidate skill checks (minimum +1).

Specialist Awareness: At 3rd level, a face reacts intuitively to danger and can take a double move 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.

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 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 (minimum +1). A fence can identify the properties of a magic item as if she was using detect magic.

Specialist Awareness: At 3rd level, a fence a special skill at avoiding detection, giving her a +1 bonus on Will saves against all divination magic. She is allowed a Will saving throw against any divination effect, even ones that do not normally allow a saving throw such as detect magic. Items she has stowed away count as being in her possession for saving throws against divination magic and uses her saving throws. 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.

Pickpocket

A pickpocket is a specialist in minor street crime, mainly 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. This makes an experienced pickpocket into an excellent spy or 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 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 into that group, and to Sleight of Hand skill checks (minimum +1).

Specialist Awareness: At 3rd level, a pickpocket gains the ability to disappear in a crowd. As long as there are at least 10 other humanoids of the same or larger size 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.

Point Man

The point man is a dedicated lookout and scout, the first to advance into unknown territory and covering the backs of others while they do what they have to do.

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

Specialist Focus: The point man adds 1/2 her level to Disable device skill checks and Perception skill checks (minimum +1).

Specialist Awareness: At 3rd level, a point man gains an intuitive sense that alerts her to enemies, giving her a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks made in the first round of regular combat (not in 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.

Runner

A runners is a delivery girl and mobility and getaway expert. A runner runs contraband or stolen goods short distances and is often the fastest and most reliable way to deliver a message in a town. A runner is also an excellent second-storey man, able to get to places no-one thought needed security.

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 to Knowledge skill checks made to know a shortcut, best route, or to know where a person can be found at the moment, and to all Acrobatics skill checks (minimum +1). A runner can use Acrobatics to climb as long as she uses accelerated climbing and the climb takes no more than one round to complete.

Specialist Awareness: 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 only moves or interacts with terrain and objects. 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.

Scoundrel

The scoundrel is a rogue specializing in versatility. This happy-go-lucky individual can stand in for any more specialized rogue and makes a great solo operative.

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

Specialist Focus: The scoundrel lacks a specialist focus.

Specialist Awareness: The scoundrel is a great improviser and talented in many areas. At third level, a scoundrel gains a +1 bonus on Acrobatics (Dex), Bluff (Cha), Disable Device (Dex), Escape Artist (Dex), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex) skill checks. 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.

Skulker

The skulker is a rogue specialized in hide-and-seek and in using cover at short range to launch devastating attacks.

Class Skills: Add Use Magic Device (Cha) to the list of class skills.

Specialist Focus: The skulker adds 1/2 her level to Perception skill checks made to spot creatures using Stealth and to Stealth skill checks (minimum +1). A skulker is always considered to have a distraction to hide (see Stealth), but still needs cover or concealment.

Specialist Awareness: 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 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.

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 she operates in better than anyone. Smugglers also make decent highwaymen, bandits, and pirates.

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

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

Specialist Awareness: At 3rd level, a smuggler gains an intuitive sense that alerts her to danger while sneaking, giving her a +1 bonus on Reflex saves and a +1 dodge bonus to AC as long as she is trying to use Stealth and not attacking. 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.

Table: Specialist Rogue

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, specialist focus
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Sneak attack +2d6, specialist awareness +1
4th +3 +1 +4 +1 Rogue talent, uncanny dodge
5th +3 +1 +4 +1 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
11th +8/+3 +3 +7 +3 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, 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 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent

Summary of Changed Class Abilities

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

  • Class Skills
  • Trapfinding
  • Trap Sense
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