House Rules: Classes - Rogue

As the Unchained Rogue from Pathfinder Unchained except for the modified parts below.

Level BAB Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 Finesse training, rogue talent, sneak attack +1d6, trapfinding
2 +1 +0 +3 +0 Evasion, rogue talent, tricky fighting +1
3 +2 +1 +3 +1 Danger sense +1, rogue talent, sneak attack +2d6
4 +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge
5 +3 +1 +4 +1 Rogue's edge, rogue talent, sneak attack +3d6
6 +4 +2 +5 +2 Danger sense +2, finesse training, rogue talent, tricky fighting +2
7 +5 +2 +5 +2 Rogue talent, sneak attack +4d6
8 +6 +2 +6 +2 Improved uncanny dodge, rogue talent
9 +6 +3 +6 +3 Danger sense +3, rogue talent, sneak attack +5d6
10 +7 +3 +7 +3 Advanced talents, rogue talent, rogue's edge, tricky fighting +3
11 +8 +3 +7 +3 Finesse training, rogue talent, sneak attack +6d6
12 +9 +4 +8 +4 Danger sense +4, rogue talent
13 +9 +4 +8 +4 Rogue talent, sneak attack +7d6
14 +10 +4 +9 +4 Rogue talent, tricky fighting +4
15 +11 +5 +9 +5 Danger sense +5, rogue's edge, rogue talent, sneak attack +8d6
16 +12 +5 +10 +5 Finesse training, Rogue talent
17 +12 +5 +10 +5 Rogue talent, sneak attack +9d6
18 +13 +6 +11 +6 Danger sense +6, rogue talent, tricky fighting +5
19 +14 +6 +11 +6 Rogue talent, sneak attack +10d6
20 +15 +6 +12 +6 Master strike, rogue talent, rogue's edge

Finesse Training (Ex)

At 1st level, a rogue can select any one type of weapon Finesse quality (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 6th level, a third at 11th level, and a fourth at 16th level.

Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 1st level, a rogue gains one rogue talent. She gains an additional rogue talent for every level of rogue attained after 1st level. A rogue may select an individual talent more than once. Unless otherwise noted, the effects do not stack, but the number of uses per day do stack.

Rogue Talents

  • Grit (Ex): The rogue does not need the Firearms Training rogue talent as a prerequisite for Grit.

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks as long as the target is within range of the rogue and is denied their Dexterity bonus to AC. This additional damage is precision damage and is maximized on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding (Ex)

A rogue adds her level on Perception checks to locate traps and on Disable Device checks. A rogue can use Disable Device to disarm magic traps.

Tricky Fighting (Ex)

At 2nd level, a rogue gains a +1 bonus to her CMB when performing the dirty trick, disarm, reposition, or steal combat maneuver. At 6th level, and every four levels thereafter, this bonus increases by 1.

Master Strike (Ex)

Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Archetypes


Hidden Blade


Stances Known

This replaces the rogue talent gained at 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level.

Sniper


Accuracy (Ex)

At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow or a firearm. This ability replaces trapfinding.

Swashbuckler


Martial Training (Ex)

At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. She also gains the combat trick rogue talent. This ability replaces trapfinding.

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