Specialist Rogue (Apath)

From Action
Revision as of 09:01, 15 May 2014 by Starfox (talk | contribs) (→‎Fence: wk)
Jump to navigation Jump to search
ApathApath Logo
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), 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 changes 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 (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (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 without penalty.

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 is in a position where she is outflanked or 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 an adventurous merchant, con artist, fixer, or gambler.

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

Specialist Focus: The face adds 1/2 her level to Bluff and Diplomacy 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 and a +1 dodge bonus to AC during a surprise round and in rounds when she does nothing but move. 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, laundering, and selling stolen and hot property, the fence tries to stay away from physical threats. Her special talents lies in avoiding detection and spotting curses before they cause any harm.

Class Skills: Add Knowledge (History) (Int), Knowledge (Nobility) (Int), Linguistics (Int), 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 forge or launder an item, to Linguistics checks made to forge an item's credentials, and to all Appraise skill checks (minimum +1). While appraising an item, she can use the Appraise skill to spot a cursed item (DC 15 + the cursed item's caster level) without triggering the curse.

Specialist Awareness: At 3rd level, a fence a special skill at avoiding curses and detection, giving her a +1 bonus on Will saves against 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 the stealing of letters, compromising evidence, and other small items. 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 crime .

Class Skills: Add Handle Animal (Cha), Knowledge (Nobility) (Int), Knowledge (Religion) (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, giving her a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks made against her as long as she is in a crowd (see urban adventures) or there are at least 4 other creatures adjacent to her. 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 Climb (Str), Handle Animal (Cha), Ride (Dex), Use Magic Device (Cha), to the list of class skills.

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

Specialist Awareness: At 3rd level, a point man gains an intuitive sense that alerts her to newly arrived 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 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 short distances and is often the fastest and most reliable way to deliver a message. A runner is also an excellent second-storey man, able to get to places no-one thought needed security.

Class Skills: Add Climb (Str), 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.

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 unattended 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 Climb (Str), Linguistics (Int), Ride (Dex), 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.

Smuggler

A smuggler delivers cargoes between distant destinations. His 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 his vehicle and the terrain he operates in better than anyone.

Class Skills: Add Climb (Str), 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. 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.