Dr Lucky

JLBorges's page

19 posts. No reviews. No lists. No wishlists.




Is there a canonical answer? If not, thoughts? I'm thinking Arcadia, maybe.


Are there any reasons to not add this APG rogue talent to the list of unmodified rogue talents presented for the Unchained Rogue? At first I thought that it might have been left off the list due to being too powerful when coupled with the acrobatics skill unlocks, but in reviewing those, I don't see how that could be the case. Is there something I'm missing in making the decision to add this to the Unchained Rogue's talent list?


1 person marked this as a favorite.

These are a few of the house rules my group uses. We generally run higher powered games (i.e. monsters with more hit points and more difficult saves and the like), and so these changes might not be for every group, but we've had success with them. I'm sure many or most of these ideas are already out there, but I thought I'd share anyway.

Fighter:
At 10th Level, A Fighter may select one of the following options as an extra class feature. Mount – As per the Cavalier Class Feature; when the Fighter gains this feature, the mount is of the same type, ability, and level build as that appropriate for a Cavalier of the same level. If a character already has a trained animal, it retains all its tricks. Favored Terrain – A Fighter may select one favored terrain that functions as the Ranger Class Feature with the adjustments that he gains Knowledge Geography and Perception as Class Skills if they are not already, the bonus scales to +4 at 15th level, and +6 at 20th Level, the Fighter may only select one terrain, the Fighter still leaves tracks in his favored terrain. Counter Attack – Once per round a Fighter may attack an enemy who misses him as an attack of opportunity that does not count against the total attacks of opportunity that the fighter may make that round. The Fighter may make an additional Counter Attack at 13th Level, another at 16th level, and another at 19th Level.

At 10th Level and every 2 levels thereafter a fighter gains an additional +1 to AC (+6 AC at 20th Level)

At 10th Level a Fighter may move 10ft as though it were only a 5ft. step, and at 15th Level the Fighter may treat 15ft as though it were a 5ft. step. This movement does not affect the movement standards set when using the Step Up, Following Step, or Step Up and Strike Feats

Rogue:
A Rogue may sneak attack any creature that is facing the opposite direction and lacks any kind of extra sensory organs or perception that would alert it to the rogue’s presence. The round after such an attack the creature is considered aware and facing is no longer relevant.

Rogues may move up to their normal speed while using Stealth with no penalty.

Rogues do not take the normal -10 penalty on Stealth checks following a successful Bluff Check to Create a distraction to hide.

Rogues can select all Ninja Tricks that do not require ki.

New Rogue Talent: Sneak Attack Style – At 2nd Level a Rogue who takes this talent may select a type of weapon that makes sneak attacks with that weapon deal d8s instead of d6s. Sneak attacks with other weapons now deal d4s. Knife Master Archetype Rogues who take this talent add an additional +2 to attack and damage on their attack. This talent may be taken multiple times, but each time it applies to a different weapon group.

New Rogue Talent: Charging Blow – At 6th Level a Rogue who takes this talent may make a charge and the attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. If a Scout Archetype Rogue selects this talent, his Scout’s Charge attack is made at +2 to both attack and damage.

New Advanced Rogue Talent: Skirmishing Blow – Prerequisite Charging Blow Talent. At 10th level, whenever a Rogue moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the Rogue makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. If a Scout Archetype Rogue selects this talent, his Skirmisher attack that deals sneak attack damage is made at +2 to both attack and damage.

At character creation a Rogue must choose one option from those presented. Once chosen this cannot be reversed.(BAB) – A Rogue gains full BAB. (Ki Pool) – At character creation a Rogue gains the same Ki Pool ability as the Ninja and has access to all Ninja tricks. (Spells)-- At 1st level a rogue gains arcane spells at the same rate and manner as a wizard from the Rogue Spell List [see below] up to 4th level spells instead of 9th. Saves are determined by a Rogue’s Cha. A Rogue gains a Spell Book and Component Pouch. A Rogue prepares, casts, and learns spells exactly as a Wizard. A Rogue who takes the Minor Arcana talent gains two extra 1st level spell slots. A Rogue who takes the Major Arcana talent gains two extra 2nd level spell slots

Rogue Spells:
1st Level
Prestidigitation
Adjuring Step
Unwitting Ally
Charm Person
Detect Secret Doors
Disguise Self
Feather Fall
Flare
Forced Quiet
Grease
Theft Ward
Undetectable Alignment
Vanish
Vocal Alteration

2nd Level
Accelerate Poison
Acute Senses
Alter Self
Anticipate Peril
Blend
Cat’s Grace
Chameleon Stride
Darkness
Delay Poison
Disguise Other
Eagle’s Splendor
Expeditious Retreat
Flare Burst
Fox’s Cunning
Glitterdust
Gravity Bow
Hold Portal
Improve Trap
Invisibility
Knock
Lead Blades
Locate Object
Perceive Cues
Pilfering Hand
Returning Weapon
Silence
True Strike

3rd Level Spells
Blink
Darkvision
Delay Poison (Communal)
Dispel Magic
Displacement
Haste
Scrying
Remove Curse
See Invisibility
Slow
Witness

4th Level Spells
Dance of a Hundred Cuts
Detect Scrying
Echolocation
Freedom of Movement
Nondetection
Shadow Step
Shrink Item
Zone of Silence

Barbarian:
At 10th Level Barbarians gains the Pounce special ability (Bestiary Universal Monster Rules) as a class feature. However, this feature imparts an additional -2 AC penalty on top of the -2 from the charge. This is the only version of Pounce Barbarians have access to.

Barbarians may select multiple Totem Rage Powers, but they can only have one set of totem powers active during a rage.

Once a Barbarian has started raging, the Barbarian must remain in that rage until either a number of rounds equal to his Constitution modifier has passed or the combat ends, whichever comes first.(GM is not a big fan of frequent rage cycling)

Monk:
Ki Strike Options: In addition to the other options, Monks may expend ki points to add a modifier to their attack rolls. They may add +1 beginning at level 4, +2 at level 8, +3 at level 12, +4 at level 16, and +5 at level 20. Bonuses are purchased at a cost of 1 point per bonus up to the amount allowed by level.

Comments and feedback are welcome.