Difference between revisions of "Crafty Liberator (Apath)"

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''Liberators fight to free the imprisoned—be they slaves, political prisoners, or princesses locked in towers. Some liberators focus on merely the unjustly imprisoned, while others focus on freeing people for pay or out of gang loyalty. Since charging blindly into battle could result in a prisoner’s death, liberators plan their rescues carefully.''
 
''Liberators fight to free the imprisoned—be they slaves, political prisoners, or princesses locked in towers. Some liberators focus on merely the unjustly imprisoned, while others focus on freeing people for pay or out of gang loyalty. Since charging blindly into battle could result in a prisoner’s death, liberators plan their rescues carefully.''
  
''In large cities, the law typically views the actions of liberators as dangerous, since they often show no respect for traditional investigative procedures. These feelings of distrust and disdain are shared by most liberators, who tend to see the law as a lumbering, ineffective giant. Liberators often operate in the shadows of society as a result, lest they become prisoners themselves. Rarely, city officials view liberators as expensive but effective mercenaries who bring results the average guardsman cannot. Liberators often find work in such cities, and in return gain cautious but respectful accolades for their deeds.''
 
 
{{wip}}
 
 
== Class Information ==
 
== Class Information ==
This is a [[Prestige Class Archetypes (Apath)|prestige class archetype]].
+
This is a [[Prestige Archetypes (Apath)|prestige archetype]]. Crafty liberators are rogues specialized in rescue.
  
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/pathfinder-delver Delver].
+
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/liberator Liberator] from Pathfinder Companion: Second Darkness Player’s Guide.  
  
 
'''Build Classes: ''' Rogue.   
 
'''Build Classes: ''' Rogue.   
  
'''Role:''' Delvers are rogues specialized on reconnaissance and traps.
+
'''Role:''' A point-man and scout, the crafty liberator also has extensive contacts and a presence that inspires others to seek freedom.
  
'''Alignment:''' Any. Most delvers are thrillseekers out to line their pockets at the expense of the dead. Some have more advanced objectives, seeking to uncover relics of the past either for study or to reawaken the powers of old.
+
'''Alignment:''' Any non-lawful. In large cities, the law typically views the actions of liberators as dangerous, since they often show no respect for traditional investigative procedures. These feelings of distrust and disdain are shared by most liberators, who tend to see the law as a lumbering, ineffective giant. As a result, liberators often operate in the shadows of society, lest they become prisoners themselves. Rarely, city officials view liberators as expensive but effective mercenaries who bring results the average guardsman cannot. Liberators often find work in such cities, and in return gain cautious but respectful accolades for their deeds.
  
 
'''Hit Die:''' d8.
 
'''Hit Die:''' d8.
 
=== Class Skills ===
 
The delvers's class skills (and the key ability for each skill) are
 
Acrobatics (Dex),
 
Appraise (Int),
 
Bluff (Cha),
 
Climb (Str),
 
Craft (Int),
 
Diplomacy (Cha),
 
Disable Device (Dex),
 
Disguise (Cha),
 
Escape Artist (Dex),
 
Intimidate (Cha),
 
Knowledge (all) (Int),
 
Linguistics (Int),
 
Perception (Wis),
 
Perform (Cha),
 
Profession (Wis),
 
Sense Motive (Wis),
 
Sleight of Hand (Dex),
 
Stealth (Dex),
 
Survival (Wis),
 
Swim (Str), and
 
Use Magic Device (Cha).
 
 
'''Skill Ranks at Each Level:''' 8 + Int modifier.
 
  
 
== Class Features==
 
== Class Features==
This is all the class features of the delver.
+
The crafty liberator has all the rogue's class features, except as follows:
 
 
=== Sneak Attack (Ex) ===
 
This is the same as the rogue's sneak attack ability, except the delver has 1d6 sneak attack damage at level 1, and an additional die of sneak attack damage at level 4 and every 4 levels after level 4.
 
 
 
=== Trapfinding (Ex) ===
 
A delver adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A delver can use Disable Device to disarm magic traps.
 
 
 
=== Bardic Knowledge (Ex) ===
 
At 2nd level the delver gains an ability identical to the bard ability of the same name. Levels in this class stack with levels in any other class that grants bardic knowledge or a similar ability. This replaces the rogue talent from level 2.
 
 
 
=== Rogue Talents ===
 
As a delver gains experience, she learns a number of rogue talents that aid her and confound her foes. Starting at 3rd level, a delver gains one rogue talent. She gains an additional rogue talent for every 4 levels of delver attained after 3rd level. A delver cannot select an individual talent more than once.
 
 
 
Talents marked with an asterisk add effects to a delver's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
 
 
 
A delver cannot choose a ninja trick with the same name as a rogue talent.
 
  
At 11th level, and every four levels thereafter, a delver can choose an advanced rogue talent in place of a regular rogue talent if desired.
+
=== To the Rescue (Su) ===
 +
The sight of a crafty liberator of 2nd level or higher staging a daring rescue proves inspirational to his allies. As a standard action, the liberator can shout an encouraging phrase or raise a rallying cry to bring hope to those awaiting rescue. All allies within 30 feet of the liberator gain a +1 morale bonus on attack rolls, a +4 morale bonus on Escape Artist checks, and a +4 morale bonus on saving throws made against fear effects. These bonuses persist for a number of rounds equal to 3 + the liberator’s Charisma modifier (minimum 1 round). This replaces the rogue talent gained at level 2.
  
=== Surefooted (Ex) ===
+
=== Poison Resistance (Ex) ===
At 3rd level, a Delver can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at her normal speed. Ground that has been magically manipulated to impede motion still affects her normally. This replaces the sneak attack rogues gain at level 3
+
At level 4, crafty liberators gain poison resistance. Slavers often make liberal use of poison and drugs to keep their captives lethargic and under control. A liberator purposefully exposes himself to a variety of venoms in order to build up a resistance to such toxins, should he ever fall victim to those he opposes. He can apply his trap sense bonus on saving throws made against poisons. This replaces the rogue talent gained at level 4.
  
=== Resourceful Disabler (Ex) ===
+
=== Lockbreaker (Ex) ===
Delvers are adept at making use of what’s at hand. At 5th level, a Delver can use the Disable Device skill without tools at no penalty.
+
Starting at 6th level, a liberator can apply his trap sense bonus on damage inflicted on objects and on all strength checks made to break objects. He also gains this bonus on all Escape Artist checks. This replaces the rogue talent gained at level 6.
  
=== Guardbreaker (Ex) ===
+
=== Bonus Feat ===
At 6th level, a delver’s familiarity with the strange guardians often left in tombs allows her to attack them more effectively. She may treat her trap sense bonus as if it were a favored enemy bonus against constructs, oozes, and undead; this bonus stacks with any ranger favored enemy bonuses. This replaces the rogue talent gained at level 6.
+
At 8th level, the liberator gains a bonus feat. He must qualify for the feat, and it must be from the following list: Blind-Fight, Iron Will, or Skill Focus (any class skill). This replaces the rogue talent gained at level 8.
  
=== Thrilling Escape (Ex) ===
+
=== Silent Sunder (Ex) ===
At 7th level, a Delver can attempt to delay a trap immediately after it is triggered. To use this ability, she makes a Disable Device check as an immediate action against the trap's Disable Device DC; if she’s successful, the trap's activation is delayed until the end of the delver’s next turn. The delver must be in or adjacent to the trap's trigger or the area the trap affects. She can attempt this check even if the trap was triggered by a failed Disable Device check, or if it is not the Delver’s turn. This replaces the sneak atatck gained at level 7.
+
At 10th level, a liberator learns methods of applying force and striking objects in such a way as to minimize noise. He can choose to make no more noise than people talking when making a sunder attack action or attempting to break an object with a Strength check. This replaces the rogue talent gained at level 10.
  
=== Vigilant Combatant (Ex) ===
+
=== Slaver’s Ruin (Ex) ===
Starting at 8th level, a Delver adds +2 initiative checks. This bonus increases to +4 at level 13 and +6 at level 17. This replaces the rogue talent at level 8 and the sneak attack dice gained at level 13 and 17.
+
The sight of imprisonment and slavery can drive a liberator into a righteous frenzy. A liberator of at least 10th level can designate one creature engaged in such acts as the target of his wrath as a swift action. The designated foe is considered flat-footed against the liberator’s next attack. Opponents who cannot be caught flat-footed (such as through Improved Uncanny Dodge) are immune to this effect. This replaces advanced talent.
  
=== Master Explorer (Ex) ===
+
=== Greater Sunder (Ex) ===
At 9th level a Delver adds 1/2 her class level as a bonus on all Perception checks (this does not stack with the bonus from trapfinding). A Delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full round action. She can always take 10 on Disable Device and Stealth checks, even if distracted or endangered.
+
Beginning at 12th level, a liberator ignores half of an object’s hardness when making a sunder attack or attacking an object. He also gains a +2 morale bonus on his CMB roll when making a sunder attempt (but not on their CMD against a sunder attempt). This replaces the rogue talent gained at level 12.
  
=== Fortunate Soul (Su) ===
+
=== Steely Resolve (Ex) ===
Once per day at 10th level, the delver may reroll any saving throw she has just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll. She may use this ability twice per day at level 15 and three times per day at level 20. This replaces rogue talents gained at level 10, 16, and 20.
+
A liberator fears magical domination more than anything else, for the enslavement of the mind is difficult to detect and remove. At 14th level, whenever a liberator is targeted by a charm or compulsion effect and fails his saving throw, he may attempt his saving throw again 1 round later at the same DC to resist the effect. He gets only this one extra chance to throw off any one effect. This replaces the rogue talent gained at level 14.
  
=== Left for Dead (Su) ===
+
=== Darkvision (Su) ===
Once per day, a 10th-level Delver can cheat death. If she would be killed by a melee attack, ranged attack, or an effect that requires a saving throw, she is instead reduced to –1 hit points and knocked unconscious, but stable. The delver appears dead (though a DC 25 Heal check or life-tracking abilities such as deathwatch reveals she is not), but becomes conscious 1 minute later unless awakened sooner. This replaces the sneak attack gained at level 11.
+
At 16th level, a liberator has spent so much time sneaking through the dark to free the victims of unjust imprisonment that he develops darkvision with a range of 60 feet. If the liberator already possesses darkvision, the range of his darkvision increases by 60 feet.
  
=== True Seeing (Sp) ===
+
=== Quick Pick (Ex) ===
At 14th level, a Delver can use true seeing once per day. At 19th level, she can use this ability 2 times per day. His caster level equals her class level. This replaces sneak attack dice gained at level 11 and 19.
+
There’s not always time to properly pick a lock, and sometimes liberators have to improvise. At 18th level, a liberator has perfected the art of lockpicking to such an extent that he may attempt a Disable Device check to open locks as a move action instead of a full-round action without any additional penalties.
  
=== Nick of Time (Ex) ===
+
=== Freedom of Movement (Su) ===
A Delver has a knack for choosing the best time to act. Once per day at 20th level, a delver can use an immediate action to perform an action that normally requires a standard action to perform. This replaces master strike.
+
At 10th level, the liberator’s focus against slavery and restriction to mobility develops into a potent resistance to restraint. He is now treated as if under the effects of a ''[http://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement freedom of movement]'' spell at all times. This ability cannot be dispelled. Once per day, he can also use ''[http://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement freedom of movement]'' as a spell-like ability (caster level equals his class level) to share this benefit with others. This replaces the rogue talent gained at level 20.
  
== Table: Delver ==
+
== Table: Crafty Liberator ==
 
{|class="wikitable"
 
{|class="wikitable"
 
|valign="top"|'''Level'''||valign="top"|'''Base Attack Bonus'''||valign="top"|'''Fort Save'''||valign="top"|'''Ref Save'''||valign="top"|'''Will Save'''||valign="top"|'''Special'''
 
|valign="top"|'''Level'''||valign="top"|'''Base Attack Bonus'''||valign="top"|'''Fort Save'''||valign="top"|'''Ref Save'''||valign="top"|'''Will Save'''||valign="top"|'''Special'''
 
|-
 
|-
|valign="top"| 1st ||valign="top"| +0 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| Sneak attack +1d6, trapfinding
+
|valign="top"| 1st ||align="top"| +0 ||align="top"| +0 ||align="top"| +2 ||align="top"| +0 ||align="top"| Sneak attack +1d6, trapfinding
 
|-
 
|-
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| Bardic knowledge, evasion
+
|valign="top"| 2nd ||align="top"| +1 ||align="top"| +0 ||align="top"| +3 ||align="top"| +0 ||align="top"| Evasion, to the rescue
 
|-
 
|-
|valign="top"| 3rd ||valign="top"| +2 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| Rogue talent, surefooted, Trap sense +1
+
|valign="top"| 3rd ||align="top"| +2 ||align="top"| +1 ||align="top"| +3 ||align="top"| +1 ||align="top"| Sneak attack +2d6, trap sense +1
 
|-
 
|-
|valign="top"| 4th ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Sneak attack +2d6, uncanny dodge
+
|valign="top"| 4th ||align="top"| +3 ||align="top"| +1 ||align="top"| +4 ||align="top"| +1 ||align="top"| Poison resistance, uncanny dodge
 
|-
 
|-
|valign="top"| 5th ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Resourceful disabler
+
|valign="top"| 5th ||align="top"| +3 ||align="top"| +1 ||align="top"| +4 ||align="top"| +1 ||align="top"| Sneak attack +3d6
 
|-
 
|-
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Guardbreaker, Trap sense +2
+
|valign="top"| 6th ||align="top"| +4 ||align="top"| +2 ||align="top"| +5 ||align="top"| +2 ||align="top"| Lockbreaker, trap sense +2
 
|-
 
|-
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Rogue talent, thrilling escape
+
|valign="top"| 7th ||align="top"| +5 ||align="top"| +2 ||align="top"| +5 ||align="top"| +2 ||align="top"| Sneak attack +4d6
 
|-
 
|-
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| Sneak attack +3d6, vigilant combatant +2
+
|valign="top"| 8th ||align="top"| +6/+1 ||align="top"| +2 ||align="top"| +6 ||align="top"| +2 ||align="top"| Bonus feat, improved uncanny dodge
 
|-
 
|-
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| Master explorer, trap sense +3
+
|valign="top"| 9th ||align="top"| +6/+1 ||align="top"| +3 ||align="top"| +6 ||align="top"| +3 ||align="top"| Sneak attack +5d6, trap sense +3
 
|-
 
|-
|valign="top"| 10th ||valign="top"| +7/+2 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| Fortunate soul 1/day , Left for dead
+
|valign="top"| 10th ||align="top"| +7/+2 ||align="top"| +3 ||align="top"| +7 ||align="top"| +3 ||align="top"| Silent sunder, slaver’s ruin
 
|-
 
|-
|valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| Advanced talents, rogue talent
+
|valign="top"| 11th ||align="top"| +8/+3 ||align="top"| +3 ||align="top"| +7 ||align="top"| +3 ||align="top"| sneak attack +6d6
 
|-
 
|-
|valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Improved uncanny dodge, Sneak attack +4d6, trap sense +4
+
|valign="top"| 12th ||align="top"| +9/+4 ||align="top"| +4 ||align="top"| +8 ||align="top"| +4 ||align="top"| Greater sunder, trap sense +4
 
|-
 
|-
|valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Vigilant combatant +4
+
|valign="top"| 13th ||align="top"| +9/+4 ||align="top"| +4 ||align="top"| +8 ||align="top"| +4 ||align="top"| Sneak attack +7d6
 
|-
 
|-
|valign="top"| 14th ||valign="top"| +10/+5 ||valign="top"| +4 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| True seeing 1/day
+
|valign="top"| 14th ||align="top"| +10/+5 ||align="top"| +4 ||align="top"| +9 ||align="top"| +4 ||align="top"|  
 
|-
 
|-
|valign="top"| 15th ||valign="top"| +11/+6/+1 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| Fortunate soul 2/day, rogue talent, trap sense +5
+
|valign="top"| 15th ||align="top"| +11/+6/+1 ||align="top"| +5 ||align="top"| +9 ||align="top"| +5 ||align="top"| Sneak attack +8d6, trap sense +5
 
|-
 
|-
|valign="top"| 16th ||valign="top"| +12/+7/+2 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Sneak attack +5d6
+
|valign="top"| 16th ||align="top"| +12/+7/+2 ||align="top"| +5 ||align="top"| +10 ||align="top"| +5 ||align="top"|  
 
|-
 
|-
|valign="top"| 17th ||valign="top"| +12/+7/+2 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Vigilant combatant +6
+
|valign="top"| 17th ||align="top"| +12/+7/+2 ||align="top"| +5 ||align="top"| +10 ||align="top"| +5 ||align="top"| Sneak attack +9d6
 
|-
 
|-
|valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Trap sense +6
+
|valign="top"| 18th ||align="top"| +13/+8/+3 ||align="top"| +6 ||align="top"| +11 ||align="top"| +6 ||align="top"| , trap sense +6
 
|-
 
|-
|valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Rogue talent, true seeing 2/day
+
|valign="top"| 19th ||align="top"| +14/+9/+4 ||align="top"| +6 ||align="top"| +11 ||align="top"| +6 ||align="top"| Sneak attack +10d6
 
|-
 
|-
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| Fortunate soul 3/day, nick of time, sneak attack +6d6
+
|valign="top"| 20th ||align="top"| +15/+10/+5 ||align="top"| +6 ||align="top"| +12 ||align="top"| +6 ||align="top"| Master strike,  
 
|}
 
|}
  
Line 144: Line 100:
 
* Rogue talents (all)
 
* Rogue talents (all)
 
* Advanced rogue talent
 
* Advanced rogue talent
* Sneak Attack (level 3, 5, 7, 9, 11, 13, 15, 17, 19)
+
<!-- OGL -->
* Improved Uncanny Dodge
+
<noinclude>{{OGL}}</noinclude>
* Master Strike
 

Latest revision as of 10:50, 4 August 2014

ApathApath Logo
Unofficial rules compendium

Liberators fight to free the imprisoned—be they slaves, political prisoners, or princesses locked in towers. Some liberators focus on merely the unjustly imprisoned, while others focus on freeing people for pay or out of gang loyalty. Since charging blindly into battle could result in a prisoner’s death, liberators plan their rescues carefully.

Class Information

This is a prestige archetype. Crafty liberators are rogues specialized in rescue.

Prestige Class: Liberator from Pathfinder Companion: Second Darkness Player’s Guide.

Build Classes: Rogue.

Role: A point-man and scout, the crafty liberator also has extensive contacts and a presence that inspires others to seek freedom.

Alignment: Any non-lawful. In large cities, the law typically views the actions of liberators as dangerous, since they often show no respect for traditional investigative procedures. These feelings of distrust and disdain are shared by most liberators, who tend to see the law as a lumbering, ineffective giant. As a result, liberators often operate in the shadows of society, lest they become prisoners themselves. Rarely, city officials view liberators as expensive but effective mercenaries who bring results the average guardsman cannot. Liberators often find work in such cities, and in return gain cautious but respectful accolades for their deeds.

Hit Die: d8.

Class Features

The crafty liberator has all the rogue's class features, except as follows:

To the Rescue (Su)

The sight of a crafty liberator of 2nd level or higher staging a daring rescue proves inspirational to his allies. As a standard action, the liberator can shout an encouraging phrase or raise a rallying cry to bring hope to those awaiting rescue. All allies within 30 feet of the liberator gain a +1 morale bonus on attack rolls, a +4 morale bonus on Escape Artist checks, and a +4 morale bonus on saving throws made against fear effects. These bonuses persist for a number of rounds equal to 3 + the liberator’s Charisma modifier (minimum 1 round). This replaces the rogue talent gained at level 2.

Poison Resistance (Ex)

At level 4, crafty liberators gain poison resistance. Slavers often make liberal use of poison and drugs to keep their captives lethargic and under control. A liberator purposefully exposes himself to a variety of venoms in order to build up a resistance to such toxins, should he ever fall victim to those he opposes. He can apply his trap sense bonus on saving throws made against poisons. This replaces the rogue talent gained at level 4.

Lockbreaker (Ex)

Starting at 6th level, a liberator can apply his trap sense bonus on damage inflicted on objects and on all strength checks made to break objects. He also gains this bonus on all Escape Artist checks. This replaces the rogue talent gained at level 6.

Bonus Feat

At 8th level, the liberator gains a bonus feat. He must qualify for the feat, and it must be from the following list: Blind-Fight, Iron Will, or Skill Focus (any class skill). This replaces the rogue talent gained at level 8.

Silent Sunder (Ex)

At 10th level, a liberator learns methods of applying force and striking objects in such a way as to minimize noise. He can choose to make no more noise than people talking when making a sunder attack action or attempting to break an object with a Strength check. This replaces the rogue talent gained at level 10.

Slaver’s Ruin (Ex)

The sight of imprisonment and slavery can drive a liberator into a righteous frenzy. A liberator of at least 10th level can designate one creature engaged in such acts as the target of his wrath as a swift action. The designated foe is considered flat-footed against the liberator’s next attack. Opponents who cannot be caught flat-footed (such as through Improved Uncanny Dodge) are immune to this effect. This replaces advanced talent.

Greater Sunder (Ex)

Beginning at 12th level, a liberator ignores half of an object’s hardness when making a sunder attack or attacking an object. He also gains a +2 morale bonus on his CMB roll when making a sunder attempt (but not on their CMD against a sunder attempt). This replaces the rogue talent gained at level 12.

Steely Resolve (Ex)

A liberator fears magical domination more than anything else, for the enslavement of the mind is difficult to detect and remove. At 14th level, whenever a liberator is targeted by a charm or compulsion effect and fails his saving throw, he may attempt his saving throw again 1 round later at the same DC to resist the effect. He gets only this one extra chance to throw off any one effect. This replaces the rogue talent gained at level 14.

Darkvision (Su)

At 16th level, a liberator has spent so much time sneaking through the dark to free the victims of unjust imprisonment that he develops darkvision with a range of 60 feet. If the liberator already possesses darkvision, the range of his darkvision increases by 60 feet.

Quick Pick (Ex)

There’s not always time to properly pick a lock, and sometimes liberators have to improvise. At 18th level, a liberator has perfected the art of lockpicking to such an extent that he may attempt a Disable Device check to open locks as a move action instead of a full-round action without any additional penalties.

Freedom of Movement (Su)

At 10th level, the liberator’s focus against slavery and restriction to mobility develops into a potent resistance to restraint. He is now treated as if under the effects of a freedom of movement spell at all times. This ability cannot be dispelled. Once per day, he can also use freedom of movement as a spell-like ability (caster level equals his class level) to share this benefit with others. This replaces the rogue talent gained at level 20.

Table: Crafty Liberator

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, to the rescue
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Poison resistance, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Lockbreaker, trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Bonus feat, improved uncanny dodge
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Silent sunder, slaver’s ruin
11th +8/+3 +3 +7 +3 sneak attack +6d6
12th +9/+4 +4 +8 +4 Greater sunder, trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 , trap sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike,

Summary of Changed Class Abilities

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

  • Rogue talents (all)
  • Advanced rogue talent
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