Difference between revisions of "Ruin Explorer (Apath)"

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''At the moment, this is just copy-pasted from the 3.5 version of the class''.
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''A ruin explorer is an adventurous scholar who dreams of retrieving priceless artifacts from lost vaults, restoring pieces of our common history to the light of day. Such priceless treasures are to be found, studied and understood. Their critics see them as glorified burglars, who work trapped tombs and vaults and seek to rob people of their most valuable and well-protected property.''
  
A ruin explorer is a man or woman of learning, an adventurous scholar who dreams of retrieving priceless artifacts from lost vaults, restoring pieces of our common history to the light of day. Such priceless treasures are to be found, studied and understood. Their critics see them as glorified burglars, who work trapped tombs and vaults and seek to rob people of their most valuable and well-protected property.
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== Class Information ==
 +
This is a [http://www.d20pfsrd.com/classes/core-classes/rogue rogue] archetype.
  
As a ruin explorer, your deal with ancient traps and magical legacies. Curses and traps are your bread and butter. Your main abilities are in dealing with the dangers found in ruins; traps, curses, cave-ins and eternally vigilant guardians. Your specialty is traps; both magical, man-made, and in the form of natural hazards. You continue to practice some of the abilities you used before becoming a ruin explorer, and can easily pass as a member of your earlier class.
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'''Role:''' A ruin explorer deals with ancient traps and magical legacies. Curses and traps are her bread and butter. Her main abilities are in dealing with the dangers found in ruins; traps, curses, cave-ins and eternally vigilant guardians. Her specialty is traps; both magical, man-made, and in the form of natural hazards.
  
Most ruin explorers are former rogues; clerics, bards, monks, scouts, and rangers practice the profession as well. Many are intelligent and would have done well as wizards, but either had no opportunity or calling to study high magic, choosing a middle way between practical skills, magic and scholarship. True wizards who fancy this class usually end up as loremasters instead. Many are attracted to the class by a desire to explore, a liking for the challenge of traps and puzzles and a fascination with all things ancient. This is not to say all ruin explorers are good; some raid tombs for selfish purposes or acquire items to be used for evil. Others are merely out to strike it rich. But the best in the profession see it as their duty to explore the past and bring back lost treasures into the light of day, for all to enjoy.
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Ruin explorers tend to take an important role in any guilds or fraternities they become a part of, since they are studious and more organized than most other adventurers. Sometimes, they can completely change the goal of such an organization, from simple looting to the collection and categorization of knowledge. Such a guild can then train new generations of ruin explorers.
  
The ruin explorers of the world form a loose fraternity, keeping tabs on each other's exploits through the rumor mill. Ruin explorers tend to take an important role in any guilds or fraternities they become a part of, since they are studious and more organized than most other adventurers. Sometimes, they can completely change the goal of such an organization, from simple looting to the collection and categorization of knowledge. Such a guild can then train new generations of ruin explorers.
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'''Alignment:''' Any. The ruin explorers of the world form a loose fraternity, keeping tabs on each others' exploits through the rumor mill.  
  
=== Requirements ===
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'''Hit Die:''' d8.
  
To qualify as a ruin explorer, you must fulfill all the following criteria.
+
=== Class Skills ===
 +
The ruin explorer's class skills (and the key ability for each skill) are
 +
Acrobatics (Dex),
 +
Appraise (Int),
 +
Climb (Str),
 +
Craft (Int),
 +
Diplomacy (Cha),
 +
Disable Device (Int),
 +
Escape Artist (Dex),
 +
Knowledge (any) (Int),
 +
Linguistics (Int),
 +
Perception (Wis),
 +
Profession (Wis),
 +
Spellcraft (Int),
 +
Stealth (Dex),
 +
Survival (Wis),
 +
Swim (Str), and
 +
Use Magic Device (Cha).
  
==== Skills ====
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'''Skill Ranks at Each Level:''' 6 + Int modifier.
  
*Climb 4 ranks
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== Class Features ==
*Disable Device 4 ranks
+
Except as noted, the ruin explorer has all the class features of the rogue.
*Jump 4 ranks
 
*Knowledge (history) 4 ranks
 
*Search 8 ranks
 
  
==== Feats ====
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=== Weapon and Armor Proficiency ===
*Skill Focus (Search)
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Ruin explorers are proficient with all simple weapons and with the light pick, heavy pick, hand crossbow, and whip. The ruin explorer gains no proficiency with armor or shields.
 +
 
 +
=== Bardic Knowledge ===
 +
Like a bard, a ruin explorer adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
 +
 
 +
This replaces the level 2 rogue talent, debilitating injury, and advanced talents and stacks with similar abilities from other classes.
 +
 
 +
=== Decipher Script ===
 +
At level 4 the ruin explorer is often able to understand archaic or foreign writing or codes, add half the ruin explorer's level to Linguistics checks. This replaces the level 4 rogue talent.
 +
 
 +
=== Outsmart Traps ===
 +
At 6th level, when successfully disabling a trap, you can opt to bypass it (with your party) and leave it in place. This replaces the level 6 rogue talent.
 +
 
 +
=== Hands-on Research ===
 +
At 8th level, when you fail a Knowledge or Linguistics check, you can try again as a standard action as often as you like. You can only use hands-on research in relation to issues immediately at hand, such as deciphering text you can read right now or remembering specific knowledge about a creature you can presently see. This replaces the level 8 rogue talent.
 +
 
 +
=== Master Finder ===
 +
At 10th level, the ruin explorer becomes a master finder. The trapfinding bonus now applies to all uses of the Perception skill. This replaces the level 10 rogue talent.
 +
 
 +
=== Follow Clues (Ex) ===
 +
At 12th level, the ruin explorer can use Perception to follow tracks as per the Survival skill. This replaces the level 12 rogue talent.
 +
 
 +
=== Hold It Down (Ex) ===
 +
At 14th level, when a trap within 10 ft. of the ruin explorer activates, she may immediately attempt a Disable Device check against the disarm difficulty as a free action. If this check is successful, she holds the trap down; as long as she ends each turn within 10 ft, the trap will not trigger until the end of her next turn. If the trap is disabled or destroyed before it triggers, it will never activate. This replaces the level 14 rogue talent.
 +
 
 +
=== Dazing Insight (Ex) ===
 +
At 16th level, whenever she makes a Know or Linguistics roll, the ruin explorer can choose to replace the result of the roll with a die roll of 20 after the roll. If she does so, she is dazed dazed until the beginning of her next turn. She can take no actions, but suffer no penalty to AC. She is unable to make attacks of opportunity or immediate actions. This replaces the level 16 rogue talent.
 +
 
 +
=== Insight of The Ancients (Ex) ===
 +
At 18th level, the ruin explorer becomes hard to fool with mind-affecting effects. At the start of her turn, if she is subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect, and if she succeeds at the check, she is no longer subject to the mind-affecting effect. She can make this saving throw even against mind-affecting effects that normally don’t allow a saving throw. In those cases, calculate the saving throw DC as if the spell or effect did allow a saving throw. This replaces the level 18 rogue talent.
  
=== Table: The Ruin explorer ===
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=== One With Architecture (Ex) ===
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At 20th level, the ruin explorer can use the Stealth skill to hide in any urban, ruins, or dungeon setting, even while being observed and regardless of cover or concealment. This replaces the level 20 rogue talent.
  
{| class="wikitable"
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=== One With Artifacts (Su) ===
||'''Class Level'''|||'''Base Attack Bonus'''|||'''Fort Save'''|||'''Will Save'''|||'''Ref Save'''|||'''Special'''
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At 20th level, when using Use Magic Device to activate an item, the ruin explorer can take nonlethal damage equal to half the item's caster level instead of consuming the item or a charge from the item. This replaces master strike.
 +
 
 +
== Table: Ruin Explorer==
 +
{|class="wikitable"
 +
|valign="bottom"|'''Level'''||valign="bottom"|'''Base <br>Attack <br>Bonus'''||valign="bottom"|'''Fort <br>Save'''||valign="bottom"|'''Ref <br>Save'''||valign="bottom"|'''Will <br>Save'''||valign="bottom"|'''Special'''
 +
|-
 +
|valign="top"| 1st ||valign="top"|  +0 ||valign="top"|  +0 ||valign="top"|  +2 ||valign="top"|  +0 ||valign="top"|  Alternate skill bonuses, bardic knowledge, finesse training, sneak attack +1d6, trapfinding
 +
|-
 +
|valign="top"| 2nd ||valign="top"|  +1 ||valign="top"|  +0 ||valign="top"|  +3 ||valign="top"|  +0 ||valign="top"|  Decipher sctipt, evasion
 +
|-
 +
|valign="top"| 3rd ||valign="top"|  +2 ||valign="top"|  +1 ||valign="top"|  +3 ||valign="top"|  +1 ||valign="top"|  Danger sense +1, finesse training, sneak attack +2d6
 +
|-
 +
|valign="top"| 4th ||valign="top"|  +3 ||valign="top"|  +1 ||valign="top"|  +4 ||valign="top"|  +1 ||valign="top"|  uncanny dodge
 
|-
 
|-
||1|||+0|||+0|||+0|||+2|||Bardic knowledge, continuing training, trapfinding, trap dodge
+
|valign="top"| 5th ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Rogue's edge, sneak attack +3d6
 
|-
 
|-
||2|||+1|||+0|||+0|||+3|||Trap exploration
+
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Danger sense +2, outsmart traps
 
|-
 
|-
||3|||+2|||+1|||+1|||+3|||Trap sense +2
+
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Sneak attack +4d6
 
|-
 
|-
||4|||+3|||+1|||+1|||+4|||Trick exploration
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|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| Improved uncanny dodge, hands-on research
 
|-
 
|-
||5|||+3|||+1|||+1|||+4|||Explorer +2
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|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| Danger sense +3, master finder, sneak attack +5d6
 
|-
 
|-
||6|||+4|||+2|||+2|||+5||| General exploration
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|valign="top"| 10th ||valign="top"| +7/+2 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| rogue's edge
 
|-
 
|-
||7|||+5|||+2|||+2|||+5|||Trap sense +4
+
|valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| Finesse training, sneak attack +6d6
 
|-
 
|-
||8|||+6|||+2|||+2|||+6||| Outsmart traps
+
|valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Danger sense +4, follow clues
 
|-
 
|-
||9|||+6|||+3|||+3|||+6|||Explorer +4
+
|valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Sneak attack +7d6
 
|-
 
|-
||10|||+7|||+3|||+3|||+7|||Master Explorer
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|valign="top"| 14th ||valign="top"| +10/+5 ||valign="top"| +4 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| Hold it down
|}
+
|-
=== Class Features ===
+
|valign="top"| 15th ||valign="top"|  +11/+6/+1 ||valign="top"|  +5 ||valign="top"|  +9 ||valign="top"|  +5 ||valign="top"|  Danger sense +5, rogue's edge, sneak attack +8d6
 
+
|-
'''Hit dice''': d6
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|valign="top"| 16th ||valign="top"|  +12/+7/+2 ||valign="top"|  +5 ||valign="top"|  +10 ||valign="top"| +5 ||valign="top"| Dazing insight
 
 
==== Class Skills ====
 
 
 
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
 
 
 
'''Skill points at each level''': 6 + Int modifier.
 
 
 
==== Weapon and Armor Proficiency ====
 
Ruin explorers are proficient with all simple weapons and with the light pick, heavy pick, hand crossbow, and whip. The ruin explorer gains no proficiency with armor or shields.
 
 
 
==== Bardic Knowledge ====
 
Like a bard, a ruin explorer may make a special knowledge check with a bonus equal to your ruin explorer level + your Intelligence modifier to see whether you know some relevant information about local notable people, legendary items, or noteworthy places. (If you have 5 or more ranks in Knowledge (history), you gain a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
 
 
 
This ability stacks with similar abilities from other classes.
 
 
 
{| class="wikitable"
 
||'''DC'''|||'''Type of Knowledge'''
 
 
|-
 
|-
||10|||Common, known by at least a substantial minority of the local population.
+
|valign="top"| 17th ||valign="top"|  +12/+7/+2 ||valign="top"|  +5 ||valign="top"|  +10 ||valign="top"|  +5 ||valign="top"| Sneak attack +9d6
 
|-
 
|-
||20|||Uncommon but available, known by only a few people legends.
+
|valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"|  +6 ||valign="top"|  +11 ||valign="top"|  +6 ||valign="top"|  Danger sense +6, insight of the ancients
 
|-
 
|-
||25|||Obscure, known by few, hard to come by.
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|valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"|  +6 ||valign="top"|  +11 ||valign="top"|  +6 ||valign="top"|  Finesse training, sneak attack +10d6
 
|-
 
|-
||30|||Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
+
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"|  +6 ||valign="top"|  +12 ||valign="top"|  +6 ||valign="top"|  One with architecture, one with artifacts
 
|}
 
|}
==== Continuing Training ====
 
Depending on their previous class, the Ruin explorer continues to develop certain class abilities.
 
If you had more than one class before becoming a ruin explorer, you must pick one class whose abilities continues to progress; you cannot gain continuing training in more than one class, but you can get several abilities from any one class. This essentially means that you add the level of ruin explorer to the level of some other class you already have, then determine spellcasting, favored enemies, sneak attack, skirmish, and sudden strike abilities accordingly.
 
 
Skirmish is described under the scout class and sudden strike under the ninja class, both from the Complete Adventurer book.
 
 
'''Spellcasting''': A ruin explorer continues training in divine or bardic magic as well as your new class abilities. Thus, when a new ruin explorer level is gained, the character gains new spells per day as if she had also gained a level as a bard or in a divine spellcasting class she belonged to before she added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, bardic music, and so on).
 
 
'''Favored Enemy, Sneak Attack, Skirmish, Sudden Strike''': A ruin explorer with favored enemy, sneak attack, skirmish, or sudden strike abilities continues to gain such abilities as well as your new class abilities. Thus, when a new ruin explorer level is gained, you advance these abilities as if you had also gained a level in class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (extra speed, evasion, and so on).
 
 
'''Martial Arts''': A ruin explorer with monk levels can continue to develop monk armor class bonus and unarmed damage as well as your new class abilities. Thus, when a new ruin explorer level is gained, you advance these abilities as if you had also gained a level as a monk. You do not, however, gain any other benefit a character of that class would have gained (extra speed, evasion, improved flurry of blows and so on).
 
 
==== Trapfinding ====
 
Like rogues, ruin explorers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Ruin explorers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A ruin explorers who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
 
 
==== Trap Dodge ====
 
When attacked by a trap, you always have your dexterity adjustment to armor class, as long as you are not immobilized. This is a limited version of the rogue's uncanny dodge ability.
 
 
==== Trap Exploration ====
 
As a standard action, you can search for traps in each square just as you are about to move into it. This allows you to make a standard move and still search for traps in a 5 ft. wide path.
 
 
==== Trap Sense ====
 
A ruin explorer gains an intuitive sense that alerts her to danger from traps, giving you a bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps. These bonuses increase with level and stack with similar abilities gained from other classes.
 
 
==== Trick Exploration ====
 
As Trap Exploration, but you can now sense mechanical and magical phenomena that are not strictly traps, such as hidden compartments, teleport portals, magic wells, rotating chambers, secret doors, sliding walls and so on. If no search roll would normally be allowed for subtle effects, the difficulty of this roll is 25 + spell level or 25 + half the challenge level. If there is no challenge level given, the DC is 25.
 
 
==== Explorer ====
 
You get an increasing bonus on the Disable device, Open Locks, and Search checks as you advance in level.
 
 
==== General Exploration ====
 
As Trap Exploration, but applies to all uses of the Search skill.
 
 
==== Outsmart Traps ====
 
When successfully disabling a trap, you can always opt to bypass it (with your party) and leave it in place, just as if you had beaten the DC by ten.
 
  
==== Master Explorer ====
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== Summary of Changed Class Abilities ==
As a free action before each square you enter, you can use Search along the path that you are moving. This allows you to take other actions or to take double moves, and still search for traps in a 5 ft. wide path.
+
These abilities of the rogue are lost or modified in this archetype:
[[Category:D&D]]
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<!-- OGL -->
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<noinclude>{{OGL}}</noinclude>

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A ruin explorer is an adventurous scholar who dreams of retrieving priceless artifacts from lost vaults, restoring pieces of our common history to the light of day. Such priceless treasures are to be found, studied and understood. Their critics see them as glorified burglars, who work trapped tombs and vaults and seek to rob people of their most valuable and well-protected property.

Class Information

This is a rogue archetype.

Role: A ruin explorer deals with ancient traps and magical legacies. Curses and traps are her bread and butter. Her main abilities are in dealing with the dangers found in ruins; traps, curses, cave-ins and eternally vigilant guardians. Her specialty is traps; both magical, man-made, and in the form of natural hazards.

Ruin explorers tend to take an important role in any guilds or fraternities they become a part of, since they are studious and more organized than most other adventurers. Sometimes, they can completely change the goal of such an organization, from simple looting to the collection and categorization of knowledge. Such a guild can then train new generations of ruin explorers.

Alignment: Any. The ruin explorers of the world form a loose fraternity, keeping tabs on each others' exploits through the rumor mill.

Hit Die: d8.

Class Skills

The ruin explorer's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks at Each Level: 6 + Int modifier.

Class Features

Except as noted, the ruin explorer has all the class features of the rogue.

Weapon and Armor Proficiency

Ruin explorers are proficient with all simple weapons and with the light pick, heavy pick, hand crossbow, and whip. The ruin explorer gains no proficiency with armor or shields.

Bardic Knowledge

Like a bard, a ruin explorer adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

This replaces the level 2 rogue talent, debilitating injury, and advanced talents and stacks with similar abilities from other classes.

Decipher Script

At level 4 the ruin explorer is often able to understand archaic or foreign writing or codes, add half the ruin explorer's level to Linguistics checks. This replaces the level 4 rogue talent.

Outsmart Traps

At 6th level, when successfully disabling a trap, you can opt to bypass it (with your party) and leave it in place. This replaces the level 6 rogue talent.

Hands-on Research

At 8th level, when you fail a Knowledge or Linguistics check, you can try again as a standard action as often as you like. You can only use hands-on research in relation to issues immediately at hand, such as deciphering text you can read right now or remembering specific knowledge about a creature you can presently see. This replaces the level 8 rogue talent.

Master Finder

At 10th level, the ruin explorer becomes a master finder. The trapfinding bonus now applies to all uses of the Perception skill. This replaces the level 10 rogue talent.

Follow Clues (Ex)

At 12th level, the ruin explorer can use Perception to follow tracks as per the Survival skill. This replaces the level 12 rogue talent.

Hold It Down (Ex)

At 14th level, when a trap within 10 ft. of the ruin explorer activates, she may immediately attempt a Disable Device check against the disarm difficulty as a free action. If this check is successful, she holds the trap down; as long as she ends each turn within 10 ft, the trap will not trigger until the end of her next turn. If the trap is disabled or destroyed before it triggers, it will never activate. This replaces the level 14 rogue talent.

Dazing Insight (Ex)

At 16th level, whenever she makes a Know or Linguistics roll, the ruin explorer can choose to replace the result of the roll with a die roll of 20 after the roll. If she does so, she is dazed dazed until the beginning of her next turn. She can take no actions, but suffer no penalty to AC. She is unable to make attacks of opportunity or immediate actions. This replaces the level 16 rogue talent.

Insight of The Ancients (Ex)

At 18th level, the ruin explorer becomes hard to fool with mind-affecting effects. At the start of her turn, if she is subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect, and if she succeeds at the check, she is no longer subject to the mind-affecting effect. She can make this saving throw even against mind-affecting effects that normally don’t allow a saving throw. In those cases, calculate the saving throw DC as if the spell or effect did allow a saving throw. This replaces the level 18 rogue talent.

One With Architecture (Ex)

At 20th level, the ruin explorer can use the Stealth skill to hide in any urban, ruins, or dungeon setting, even while being observed and regardless of cover or concealment. This replaces the level 20 rogue talent.

One With Artifacts (Su)

At 20th level, when using Use Magic Device to activate an item, the ruin explorer can take nonlethal damage equal to half the item's caster level instead of consuming the item or a charge from the item. This replaces master strike.

Table: Ruin Explorer

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +0 Alternate skill bonuses, bardic knowledge, finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Decipher sctipt, evasion
3rd +2 +1 +3 +1 Danger sense +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Danger sense +2, outsmart traps
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, hands-on research
9th +6/+1 +3 +6 +3 Danger sense +3, master finder, sneak attack +5d6
10th +7/+2 +3 +7 +3 rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Danger sense +4, follow clues
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Hold it down
15th +11/+6/+1 +5 +9 +5 Danger sense +5, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Dazing insight
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Danger sense +6, insight of the ancients
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 One with architecture, one with artifacts

Summary of Changed Class Abilities

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

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