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Long story short: Rogues are not as awesome as they should be. There are lots of ways people have tried to 'fix' rogues in terms of power, but I'm more interested in making them more varied/interesting. I think a big part of the problem is lack of interesting rogue talents and archetypes (or at least ones that are interesting and also halfway decent). For both rogue talents and archetypes there are a few really, really good ones and the rest are all extremely bland. And so, without much further ado, I present my list of homebrew rogue talents and archetypes.

Rogue Talents!:

These talents are intended to expand the list of choices available to rogue and ninja characters. In particular, there are several collections of talents intended to increase the viability of character concepts based on poison, luck, ranged attacks, and also being an agile duelist-type combatant.

New Rogue Talents:
Advanced Ki Pool (Su) - Prerequisites: Ki pool rogue talent; Benefits: You may add half your rogue level to your ki pool. In addition, when making a full attack, you may spend a ki point as a swift action to make one additional attack at your full base attack bonus. Special: Ninjas cannot take this rogue talent.
Alchemical Item Mastery (Ex) - Prerequisites: Craft(alchemy) 2 ranks; Benefits: Whenever you use an alchemical item which you created yourself, you gain a +1 bonus on any attack rolls involved and the DC of any saving throws required increases by 2. This does not apply to poison.
Ambidextrous (Ex) - Prerequisites: Two-Weapon Fighting, Weapon Focus; Benefits: When fighting with two weapons with which you have weapon focus, you take only half the penalty to your attack roll for fighting with two weapons (-1 when using a light weapon in your off-hand, or -2 when using a one-handed weapon in your off-hand).
Deliver Poison* (Ex) - Prerequisites: none; Benefits: When you deliver poison to a vital area it affects the target much quicker than normal. When you successfully poison a target with a sneak attack, ignore the poison’s onset period, if any. In addition, the target must immediately make one save against the poison or suffer its effect. This is in addition to all normal saves required by the poison, and success does not count towards the number of saves to fight off the poison. This ability does not work on targets already poisoned with the same poison.
Dirty Alchemist (Ex) - Prerequisites: Improved Dirty Trick; Benefits: When you make a Dirty Trick combat maneuver, you may deploy a single alchemical item in a way which could reasonably aid the dirty trick. In addition to the normal effects of the alchemical item, it provides a +2 bonus on your combat maneuver check.
Dirty Trickster (Ex) - Prerequisites: none; Benefits: You gain the Improved Dirty Trick feat as a bonus feat, even if you do not meet its prerequisites. In addition, you may take the Greater Dirty Trick feat as a feat without meeting its prerequisites.
Distant Advantage (Ex) - Prerequisites: Precise Shot; Benefits: When you make a ranged attack against an enemy which is flanked, your ranged attack gains bonuses as if you were flanking, including the bonus to attack rolls and the ability to apply sneak attack damage to your attack (provided you are within 30 feet). In addition, when you use the feint action on an opponent, that opponent is denied its dexterity bonus to AC against your next attack, even if it is not a melee attack.
Dual Strike (Ex) - Prerequisites: Two-Weapon Fighting, Ambidextrous, Base Attack Bonus +4; Benefits: When you make a standard attack, charge, opportunity attack, or use the Spring Attack feat while wielding two weapons you may make an attack with your off hand weapon in addition to your main hand (you take all applicable penalties for fighting with two weapons). Special: you may use this ability when you make an attack with the Vital Strike feat, if you do, only your main hand attack benefits from the Vital Strike feat, not your off hand attack. You cannot use this ability on a charge in conjunction with the pounce ability, or any other ability that allows you to make multiple attacks.
Lucky Save (Ex) - Prerequisites: none; Benefits: Where others find catastrophic failure, you find miraculous success. Perhaps you are favored by the deity of fate, maybe you have a knack for finding the unlikely way out, or maybe you’re just plain lucky. Whenever you roll a natural 1 on a saving throw, you may reroll the saving throw. You must take the second result.
Lucky Shot (Ex) - Prerequisites: none; Benefits: Where others find catastrophic failure, you find miraculous success. Maybe your attack ricochets in a strange way, or maybe your enemy stumbles at the right moment. Whenever you roll a natural 1 on an attack roll, you may reroll the attack. You must take the second result.
Lucky Check (Ex) - Prerequisites: none; Benefits: Where others find catastrophic failure, you find miraculous success. Whenever you roll a natural 1 on a skill or ability check, you may reroll the check. You must take the second result.
Nasty Surprise (Ex) - Prerequisites: craft(trap) 4 ranks; Benefits: You can construct a booby trap on your own body. Doing so takes one minute. The trap is triggered by the first melee attack that hits you after setting the trap. Select one of the following traps each time you set a trap. The trap has a modifer to all attack rolls equal to your ranks in craft(trap) plus your intelligence modifier. Punching Trap: If the trap hits with a melee attack the target takes 1d6 blugeoning damage and is knocked prone. Dart Trap: If the trap hits with a ranged attack the target takes 1d6 piercing damage (these darts may be coated in poison). Alchemist’s Fire Trap: If the trap hits with a ranged touch attack, the target is affected as if hit by a vial of alchemist’s fire (all adjacent creatures take splash damage, including you if applicable). The GM may allow other kinds of traps in the same vein.
Pack Rat (Ex) - Prerequisites: none; Benefits: You hoard small items that you think might be useful later. You can produce any common mundane item worth no more than 1gp and weighing no more than 1lb. These items cost you nothing and do not weigh you down, but have no value and cannot be sold. You can use this ability a number of times per day equal to your rogue level. If your equipment is taken from you, you lose the ability to use this rogue talent until you have time to replenish your stock.
Poison Mastery (Ex) - Prerequisites: Craft(poison) 2 ranks; Benefits: whenever you successfully afflict an enemy with a poison you created, increase the DC of any saving throws required by 1.
Scoundrel’s Fortune (Ex) - Prerequisites: Hero’s Fortune; Benefits: You gain one fewer hero point whenever you gain a level (minimum zero). At the beginning of each day you gain a temporary hero point. You cannot have more than one temporary hero point from this talent at once, but it does not count against your maximum number of hero points from other sources.
Showboater (Ex) - Prerequisites: Cha 13; Benefits: You perform best in front of an audience. Once per day, when you make a skill check while being observed, you may add your charisma modifier as a morale bonus to your skill check. You may use this ability one additional time per day per five rogue levels. You cannot use this ability on any check that is already charisma based.
Skill Expertise (Ex) - Prerequisites: 4 or more ranks in the chosen skill; Benefits: Choose one skill in which you have at least 4 ranks. When you make a check with the chosen skill, you may roll twice and take the higher result. This rogue talent can be taken multiple times. Each time it is selected it must be applied to a different skill. If you are able to take 10 on this check, you may choose to take 10 with one die and not the other.
Sniper’s Instinct (Ex) - Prerequisites: 6 or more ranks in perception; Benefits: Increase the range at which you can make ranged sneak attacks by 30ft (to 60ft). In addition, when you make a ranged attack that otherwise qualifies for a sneak attack at a range greater than that range but less than twice that range, you still deal half of your sneak attack dice (rounded down).
Surprise Strike (Ex) - Prerequisites: none; Benefits: As a swift action you may choose a single target. Your next successful sneak attack against that target before the beginning of your next turn deals 1d6 additional damage. This damage increases by 1d6 at class level 4 and every 4 levels thereafter.
Talented (Ex) - Prerequisites: none; Benefits: When you take this rogue talent you gain one additional skill point per rogue level. Whenever you gain a rogue level, you gain an additional skill point.
Trap Evasion (Ex) - Prerequisites: trapfinding, trap sense; Benefits: Whenever you are affected by a trap, you take half damage. If the trap does not deal damage, you instead get +2 on the saving throw.
Unstable Poison (Ex) - Prerequisites: craft(poison) 2 ranks; Benefits: Once per day per point of intelligence modifier (minimum 1) you can spend 10 minutes crafting an “unstable poison”. Choose an existing poison with a base price of up to your rogue level squared times 10gp. You must have the materials available to craft the poison, and you must make a craft(poison) check against the DC of the poison. If you succeed, the materials are not consumed and you successfully craft the unstable poison. If you fail by 4 or less you do not expend your daily use of this ability. If you fail by 5 or more you waste half of the materials and must start again. The poison’s effects are identical to the base poison except that it becomes inert and useless after 24 hours.

New Advanced Rogue Talents:
Accelerate Poison* (Ex) - Prerequisites: Deliver Poison; Benefits: An opponent damaged by your sneak attack must immediately make a save against one poison affecting them or suffer the effects of that poison. Regardless of the success of the save, the remaining duration of the poison is reduced by 1, and this save does not count towards the total number of successes required to fight off the poison. *This talent cannot be combined with other talents that enhance sneak attacks, such as Crippling Strike.
Fate’s Favorite (Ex) - Prerequisites: Scoundrel’s Fortune; Benefits: You may expend a Hero Point to gain a pool of three “Fate” points. You can expend a Fate point as an immediate action to reroll any d20 roll or cause any other character to reroll a d20 roll. You or the character must take the second result. Any unused Fate points expire after 24 hours.
Improved Distant Advantage (Ex) - Prerequisites: Distant Advantage; Benefits: Your timing and precision make it very difficult to defend against your ranged sneak attacks. You may make ranged sneak attacks against any enemy that has made any standard or full round actions other than a total defense or withdraw action in the last round but did not target you, even if they are not flanked or flat-footed.
Lucky Stiff (Ex) - Prerequisites: Lucky Save, Lucky Shot, or Lucky Check; Benefits: Increase the maximum number you can reroll on a saving throw (if you have the Lucky Save talent), attack roll (if you have the Lucky Shot talent), or skill check (if you have the Lucky Check talent) by 1. If you have more than one of these rogue talents this applies to all of them. You must take the results of the second roll, even if it is lower. This talent can be taken multiple times, its effects stack.
Master Poisoner (Ex) - Prerequisites: Lasting Poison; Benefits: When you attack with a poisoned weapon, the poison lasts for a number of successful attacks equal to one, plus one per four rogue levels. However, each attack after the first has its save DC reduced by a cumulative -2. This ability does not stack with similar abilities.
Perfectly Ambidextrous (Ex) - Prerequisites: Two-Weapon Fighting, Improved Two-Weapon Fighting, Ambidextrous, Weapon Focus; Benefits: When fighting with two weapons to which your weapon focus applies, you take no attack roll penalties for fighting with two weapons.
Unstable Poison Mastery (Ex) - Prerequisites: Unstable Poison; Benefits: You may use your unstable poison ability an unlimited number of times per day. Additionally, once per day per point of intelligence modifier (minimum 1) you may double the maximum value of the poison that can be replicated.
Vital Precision (Ex) - Prerequisites: Vital Strike; Benefits: When you make a sneak attack with the Vital Strike feat, you may apply your sneak attack damage to your attack twice.

Rogue Archetypes!:

Duelist
Martial Superiority (Ex): A duelist gains a +1 bonus on attack rolls against any foe that made a melee attack or combat maneuver against him within the last round. This bonus increases by 1 at 9th level and again at 17th level. This replaces the rogue’s Trapfinding ability.
Martial Skill (Ex): At any level that the duelist gains an additional sneak attack die, he may choose to permanently forego that sneak attack die. In exchange, he may choose any one Combat feat as a bonus feat. For this bonus feat, and only this bonus feat, he may treat his rogue level as his effective fighter level.
Quick Reactions (Ex): At 3rd level, a duelist gains a +1 bonus on initiative checks. This bonus increases by 1 at 6th level and every 3 levels thereafter. This replaces the rogue’s Trap Sense ability.
Counterstrike (Ex): At 20th level, a duelist can counter melee attacks. Once per round when the duelist is hit by a melee attack the duelist can make an attack roll as an immediate action. If the duelist’s attack roll is higher than the foe’s attack roll the attack is deflected and until the end of the duelist’s next turn the attacker is considered flat footed for the duelist’s attacks. This replaces the rogue’s Master Strike.

Charlatan
False Caster (Ex): A Charlatan gains a bonus on Use Magic Device checks to activate spell completion or spell trigger items equal to half her rogue level (min +1). In addition, whenever she makes a Use Magic Device check to activate such an item, she may make a bluff check opposed by any observer’s sense motive check to make it appear as if she is actually casting a spell. She adds half her rogue level on this bluff check (min +1). This replaces the rogue’s Trapfinding ability.
Borrowed Power (Ex): At any level that the charlatan gains an additional sneak attack die, she may choose to permanently forego that sneak attack die. In exchange, whenever she activates a spell trigger or spell completion item, she increases the save DC and caster level by a cumulative 1. The maximum value this ability can increase the save DC by is the charlatan’s Charisma modifier, while the maximum caster level of an effect produced by this ability (including the base caster level) is the charlatan’s class level (or the base caster level, if it is higher).
Minor Magic (Sp): At 3rd level, a Charlatan gains the Minor Magic rogue talent. At 6th level she may choose a second cantrip from the Sorcerer/Wizard spell list and she can use either spell in any combination that adds up to a total of 4 uses per day. At 9th level and every 3 levels thereafter, she again adds a cantrip and one daily use to this ability. This replaces the rogue’s Trap Sense ability.
Familiar (Ex): At 4th level a Charlatan gains the Familiar advanced talent, even if she does not meet the prerequisites. Her effective wizard level is her rogue level -4 (minimum 1). At 8th level her effective wizard level increases to her rogue level. This ability replaces the rogue’s Uncanny Dodge and Improved Uncanny Dodge abilities.
Arcane Siphon (Su): At 20th level a charlatan becomes so adept at manipulating borrowed magic that she can even turn the magic of others against them. Whenever she succeeds on a saving throw against a spell (or resists the spell in some other way, such as spell resistance) she gains a number of arcane charges equal to the level of the spell. If she suffers a partial effect on a successful save or is not the only target of the spell, she gains half as many charges instead. The charlatan can use these charges to activate a spell trigger or spell completion item without using a charge by expending a number of arcane charges equal to the level of the spell triggered (multiplied by the number of charges used, if more than one). The charlatan can also use these arcane charges to recharge one staff per day as if she were a spellcaster by expending a number of arcane charges equal to the highest level of spell the staff contains. Arcane charges expire 24 hours after they are acquired if they are not used. This replaces the rogue’s Master Strike.

Skirmisher
Confident Footing (Ex): Once per round as a free action, a skirmisher may move up to 10ft. This movement does not provoke attacks of opportunity. The maximum distance moved with this ability increases by 5ft at 6th level, and again at 12th level and 18th level (to a maximum of the Skirmisher’s movement speed). Like a 5-foot step, the skirmisher cannot use this movement on a round in which she makes any other movement. This ability replaces the rogue’s Trapfinding ability.
Blistering Speed (Ex): At any level that the skirmisher gains an additional sneak attack die, she may choose to permanently forego that sneak attack die. In exchange, the Skirmisher increases her base movement speed by 5ft and gains a +1 bonus on attack and damage rolls made with an Attack Action or Charge (also with single attacks made with feats such as Spring Attack, or Vital Strike). This ability stacks.
Fluid Movements (Ex): At 3rd level, a Skirmisher gains a +1 bonus on acrobatics checks to balance or move through threatened squares. This bonus increases by 1 at 6th level and every 3 levels thereafter. Additionally, while using acrobatics to cross narrow or uneven ground, a Skirmisher may take a -5 penalty on her acrobatics check to retain her Dexterity modifier to her AC. This ability replaces the rogue’s Trap Sense.
Pounce (Ex): At 20th level, a skirmisher gains the Pounce ability. In addition, when she uses the Spring Attack feat she may make one attack for each attack she would get on a full attack, which can be made at any point or points during her movement. She does not provoke attacks of opportunity from her movement from any of the foes she attacks. This replaces the rogue’s Master Strike.

Trapsmith
Deadly Traps (Ex): At any level that the trapsmith gains an additional sneak attack die, he may choose to permanently forego that sneak attack die. In exchange, he gains a +2 bonus on craft(trap) checks and all traps he sets up that deal hit point damage deal an additional 1d6 damage to targets that are denied their Dexterity modifier to their AC.
Snare Setter (Ex): At 4th level the trapsmith gains the Learn Ranger Trap feat even if he does not meet the prerequisites. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he's considered a ranger of his class level. Whenever the trapsmith could learn a new rogue trick, he may instead learn a new ranger trap. This replaces the rogue’s Uncanny Dodge ability.
Disassemble Trap (Ex): At 8th level, whenever a trapsmith succeeds at a check to disable a trap by 10 or more, he can disassemble the trap into its component parts. This takes as much time as constructing the trap in the first place. If the trap is non-magical, he can carry the parts with him and reconstruct the trap later at a time. If the trap is magical, he can transfer the magic to a small, portable object. While in this state, the trap is completely benign. Later the trapsmith can re-setup the trap by transferring the magic to yet another object. If the trap has a duration it continues to expire in this state. If the trapsmith has the Quick Trapsmith rogue talent, then setting up the trap is a full round action. This replaces the rogue’s Improved Uncanny Dodge ability.
Trap Genius (Ex): At 20th level, the trapsmith’s traps are far beyond anything his peers can construct. All traps he constructs have their perception and disable device DCs increased by 10 and their critical threat range is doubled. This replaces the rogue’s Master Strike.

Sharpshooter
Distant Advantage (Ex): A sharpshooter gains the Distant Advantage rogue talent as a bonus rogue talent. In addition, the sharpshooter adds half his class level (min +1) to stealth checks made to snipe. This ability replaces the rogue’s Trapfinding ability.
Archer’s Training (Ex): At any level that the sharpshooter gains an additional sneak attack die, he may choose to permanently forego that sneak attack die. In exchange, he increases the maximum range at which he can make a ranged sneak attack by 10ft and gains one feat chosen from the following list as a bonus feat, provided he meets the prerequisites: Crossbow Mastery, Deadly Aim, Far Shot, Focused Shot, Improved Precise Shot, Manyshot, Parting Shot, Pinpoint Targeting, Point Blank Master, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Shot on the Run.
Long Shot (Ex): At 3rd level, the sharpshooter increases the range at which he can make sneak attacks by 10 ft. At 6th level and every 3 levels thereafter, this distance increases by a further 10ft. This replaces the rogue’s Trap Sense ability.
Improved Distant Advantage (Ex): At 8th level, the sharpshooter gains the Improved Distant Advantage advanced rogue talent. This replaces Improved Uncanny Dodge.

Freewheeler
Born Lucky (Ex): Once per day per rogue level, after learning the result of a skill or ability check a freewheeler may choose to reroll the check take the second result, even if it is lower. At 10th level, the freewheeler may do this an unlimited number of times per day. This replaces the rogue’s Trapfinding ability.
Luck of Heroes (Ex): At any level that the Freewheeler gains an additional sneak attack die, they may choose to permanently forego that sneak attack die. In exchange, the Freewheeler increases the number of hero points they gain at each level by 1, and also increase the maximum number of hero points they can have at once by 1.
Lucky Charm (Ex): At 3rd level a freewheeler may use an immediate action to allow an adjacent ally to reroll a d20 roll. They must use the second result. This ability can be used once per day, plus one additional time per day every 3 levels after 3rd. This replaces the rogue’s Trap Sense ability.
Go With The Flow (Ex): At 4th level, whenever a freewheeler fails a saving throw, she may reroll it with a -5 penalty. This replaces the rogue’s Uncanny Dodge ability.
I Meant To Do That (Ex): At 8th level, when the freewheeler is the target of an attack, as an immediate action the freewheeler may force the attacker to roll twice on the attack roll and take the lower roll. This replaces the rogue’s Improved Uncanny Dodge ability.
Probably a Coincidence (Ex): At 20th level, the freewheeler may roll twice on all d20 rolls and choose which result to use. This supersedes (and does not stack with) the Born Lucky and Go With The Flow abilities. This replaces the rogue’s Master Strike ability.

Team Player
Teamwork (Ex): A team player adds half her class level on aid another checks (min +1). When she successfully uses aid another, she grants a +3 bonus instead of a +2. This bonus increases to +4 at 5th level, +5 at 10th level, and +6 at 15th level. This replaces the rogue’s Trapfinding ability.
Advanced Teamwork: At any level that the Team Player gains an additional sneak attack die, they may choose to permanently forego that sneak attack die. In exchange, they gain a bonus teamwork feat provided they meet the prerequisites. For the purposes of this teamwork feat, the Team Player counts twice. All feats that depend on the number of allies with the feat count the Team Player twice and all effects that are triggered by the Team Player’s actions are triggered twice.
Swift Aid (Ex): At 3rd level, once per day the Team Player may make an aid another check as a swift action. The team player may use this ability one additional time per day at 6th level and every three levels thereafter. This replaces the rogue’s Trap Sense ability.
Tactician (Ex): At 4th level, the Team Player gains the Cavalier’s Tactician ability. At 8th level, she gains the Greater Tactician ability. This replaces Uncanny Dodge and Improved Uncanny Dodge. The Team Player may spend an Advanced Rogue Talent to gain the Master Tactician ability.
Perfect Coordination (Ex): At 20th level, all allies within 30ft of the Team Player gain a +2 circumstance bonus on all rolls. This replaces the rogue’s Master Strike ability.

Poisoner
Advanced Poison Craft (Ex): A poisoner adds half his class level (min +1) on craft(poison) checks and never risks poisoning himself when applying poison. In addition, the poisoner gains the Unstable Poison rogue talent. The Poisoner adds half his class level to the number of times per day he can use this rogue talent. If the Poisoner takes the Unstable Poison Mastery advanced talent, he instead adds half his class level to the number of times per day he can use that talent. This replaces the rogue’s Trapfinding and Trap Sense abilities.
Potent Poison (Ex): At any level that the Poisoner gains an additional sneak attack die, they may choose to permanently forego that sneak attack die. In exchange, whenever they successfully poison a creature that creature takes 1d6 additional points of damage whenever it takes hit point damage from the poison, or 1 additional ability damage whenever it takes ability damage or drain from the poison. In addition, all poisons maximum duration is increased by one increment.
Unshakable Poison (Ex): At 4th level, whenever a Poisoner poisons a creature increase the number of successful saves required to cure the poison by 1. This replaces the rogue’s Uncanny Dodge ability.
Insidious Poison (Ex): At 8th level, whenever a Poisoner poisons a creature, that creature takes half damage from the poison even on a successful save (if applicable). This applies to both hit point and ability score damage. This replaces the rogue’s Improved Uncanny Dodge ability.
Deadly Poison (Ex): At 20th level, whenever the Poisoner poisons a creature, that creature takes a -4 penalty on the first save it makes against that poison. In addition, if the creature fails the first save it makes against the poison, it takes double the normal amount of hit point or ability damage (if applicable). This replaces the rogue’s Master Strike ability.


I've been working on this rogue guide off and on for a while now, and I think it's finally time to post it. Let me know what you think.

Google Doc


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A few weeks ago I made a guide to sorcerer spell selection. I was pretty happy with how that turned out, so I decided to expand it into a full sorcerer guide. It's taken a while, but here is the final product:
A Quick Guide to Pathfinder Sorcerers: gods don't need spellbooks

If I've overlooked anything especially good or made any mistakes, please let me know.


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I've been a huge fan of sorcerers since 3.0, despite occasional allegations that they're just inferior wizards. So when a friend of mine wanted to start a Pathfinder game, it was naturally my first choice. Unfortunately I suffer from shameless-optimizer syndrome, and ended up spending days trying to make my sorcerer the best he could be. Obviously, the guides by Treantmonk and MinstrelintheGallery were invaluable, despite not being fully up-to-date. I figured I would make my own guide to sorcerer spell selection so I could justify all the time I spent on this and hopefully help somebody else out in the future.

The result can be found in this google doc

This is my first attempt at making a guide, so please point out anything that could make it better.