Difference between revisions of "Solo (Apath)"

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== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
 
These abilities of the original class are lost or modified in this archetype:  
 
These abilities of the original class are lost or modified in this archetype:  
 +
* Evasion
 
* Debilitating Injury  
 
* Debilitating Injury  
 
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Revision as of 13:51, 7 November 2017

ApathApath Logo
Unofficial rules compendium

A solo is a rogue that focuses less on teamwork and more on individual acheivement.

Class Information

This is a rogue archetype.

Hit Dice: d8.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Features

This archetype has all rogue class features, except as noted.

Greater Feint

At 2nd level, the solo gains Greater Feint as a bonus feat, ignoring prerequisites. This replaces Evasion.

Solo Confidence (Ex)

At 4th level, the solo rogue gains a +2 bonus on attack rolls. When she makes a sneak attack, this bonus is doubled. This bonus increases by one at level 10 and 16. This replaces debilitating injury.

Summary of Changed Class Abilities

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

  • Evasion
  • Debilitating Injury
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