I have been working on homebrew gun rules a few weeks before I got suprised by the Guns and Gears playtest, and while I liked a few of the ideas advanced by Paizo's team, I still feel like my take is worth sharing.
I personally feel like that Paizo wanted guns to be huge critters balanced around a short range, but that they went overboard with that concept, maybe trying to distance guns from potential martial crossbows. The design centered heavily around crits also make the weapons less than optimal for classes other than the Gunslinger and Fighter in my opinion. I feel like guns should be viable for every class if you want to run a gunpowder campaign.
I also tried to aim for that general design goal of crits and short range, but took a different route, mostly based around a few new weapon traits I feel are decently balanced for reload weapons like guns. I didn't touch the misfire rules or the rarity.
KELAZAN'S WEAPON TRAITS
Point Blank = The weapon gains a +1 circumstance bonus to damages under the noted range. This damage increase to 2 with Greater Striking Runes. This damage is always Piercing.* (*meaning a point blank shot can trigger both Bludgeoning and Piercing weaknesses, without going for the odd Versatile trait with bullets)
Inaccurate = The attack penalty for each range increment past the base weapon range increases by 1 (-3/-5/-7/etc.
Ball = A scatter weapon with this trait can be loaded with cannon balls, replacing the Scatter trait with a larger damage dice.
Burst = A ranged weapon with this traits reduces its MAP by 1 by increment if the previous attack was against the same target. (basically a limited Agile)
Scatter = A weapon with this trait inflicts a number of piercing splash damages equal to the number of weapon dices rolled in a 15’’ cone. The target must occupy a square in the cone. The cone is formed in a straight line from the shooter's position, inside the weapon's range.
Unsteady = As Paizo's version, but the penalty is also removed when Prone.
KELAZAN'S GUNS
Handgun (Simple, 6 GP)
1d6 B
40 feet range
2 hands
reload 1
Deadly d10, Point Blank (20’’), Inaccurate
Pistol (Simple, 5 GP)
1d4 B
20 feet range
1 hand
reload 1
Deadly d8, Point Blank (10’’), Inaccurate
Heavy Pistol (Mastial, 10 GP)
1d8 B
30 feet range
1 hand
reload 1
Deadly d10, Point Blank (15''), Inaccurate
Blunderbuss (Martial, 12 GP)
1d8 B
20 feet range
2 hands
reload 1
Scatter, Inaccurate, Fatal d12
Arquebus (Martial, 10 GP)
1d12 B
80 feet range
2 hands
reload 1
Deadly d12, Point Blank (40''), Inaccurate, Unsteady
Musket (Martial, 12 GP)
1d10 B
60 feet range
2 hands
reload 1
Deadly d12, Point blank (30''), Inaccurate
Pepperbox (Martial, 12 GP)
1d6 B
20 feet range
1 hands
reload 1 (1 action x 6 barrels)
Burst, Inaccurate
Repeater Carbine (Martial,15 GP)
1d8 B
40 feet range
2 hands
reload 1 (1 action x 6 barrels)
Burst, Inaccurate
Bombard (Martial, 12 GP)
1d10 B
40 feet range
2 hands
reload 1
Scatter, Inaccurate, Unsteady, Ball (d12)
Dragoon (Martial,10 GP)
1d8 B
20 feet range
1 hand
reload 1
Inaccurate, Scatter
Rifle (Advanced, 15 GP)
1d8 B
80 feet range
2 hands
reload 1
Fatal d12, Sniper, Point Blank (45'')
I am working on a sandbox campaign entirely located inside the city of Westcrown, Cheliax' former capital. I am not following adventure path canon and am more or less using the city as its older LE self, decaying and corrupted as before the beginning of the Council of Thieves AP.
I am trying to define what are the religious cults that could be active inside the city, and where they land in regard with the law and cultural acceptance.I know the church of Asmodeus is the state religion, but it is hinted all over the campaign setting that this isn't as true for the common folk as it is for the nobility. I am interested in knowing which cults are allowed, which are tolerated under conditions, and which are outright banned.
The gods I am most interested in are :
The other gods of the Godclaw : Iomadae,Torag,Abadar,and Irori
Pharasma
Shelyn
Serenrae
Norgorber
Zon-Kuthon
Erastil
My idea was that every religion that is allowed might have been somewhat twisted by Cheliax' culture. For instance, I was thinking of having Torag's clergy run Victorian era style workhouses to have unemployed citizens ''better themselves through hard work''.
So I have been working for some time with the monster creation guidelines provided by Paizo, and I ended up making a bunch of NPC statblocks. I thought it could be worth it to share them so you guys can maybe playtest them in your own games, or at least provide thoughts and feedback.
I am aware I am not using the official format for monster statblock, and this was initially intended for personal use only, so the text for monster abilities and features was cut to the bare minimum. Still, I think it should be pretty intelligible. I am also willing to provide more details if a particular monster/NPC raises some questions.
At this point, I am pretty sure I have a tendency to make my NPC a little too skilled compared to the monsters seen in the bestiary, but with less extreme skill modifiers in many cases. If you spot other weird quirks in my design, feel free to share your thoughts.
Also, if you want access to the Word document to change my formatting, Here it is
After reading many researches and studies in animal cognition and behavior, I wanted to create a new subtype for animals of advanced intelligence for Pathfinder. They are not magical beast, but have a natural cunning that place them apart from normal beast.
This subtype would mainly includes apes, whales and dolphins, which could receive a +2 (or +4 ?)Intelligence, but no automatic language known without training. This new Intelligence score could allow them to put skill ranks in any skill and to gain any feat they are physically able to use. Such beast could also be easier to Feint than normal beast (no bluff penalties against them) but could gain a +2 or +4 racial bonus on save against enchantment spell specifically used to affect animals.
I am also thinking about a Charisma buff...but i'm not sure.
I have got this idea of a poison oriented alchemist, and I realized that the only thing that was really problematic with poison builds was their cost. They can't affect everything...but so are critical hits and mind-affecting effects. A good poison can cost more than a scroll, and is way more circumstantial and unreliable.
I was thinking about the way poisons cost like mundane magic item, and I realized that alchemist can already infuse temporary potions as extracts, and create destructive bombs by using their intern magic...so temporary free poisons could be possible, no ?
So, I thinked about this alternate class feature, replacing bombs with daily doses of toxic mixture.
All these poison last 4 rounds, with no onset time. They are injuries poisons.
Here is the progression :
level 1 : poison, 1d2 Dex or Str dmg, 1 save
level 3 : poison, 1d3 Dex or Str dmg, 1 save
level 5 : poison, 1d4 Dex or Str dmg, 1 save
level 7 : poison, 1d4 Dex or Str dmg + 1 dmg to any other ability, 1 save
Level 9 : poison, 1d4 Dex or Str dmg + 1 dmg to any other ability, 2 saves
Level 11 : poison, 1d4 Dex or Str dmg, + 1d2 to any other ability, 2 saves
Level 13 : poison, 1d4 Dex or Str dmg, + 1d3 to any other ability, 2 saves
Level 15 : poison, 1d4 Dex or Str dmg, + 1d4 to any other ability, 2 saves
Level 17 : poison, 1d6 Dex or Str dmg, + 1d4 to any other ability, 2 saves
Level 19 : poison, 1d6 Dex or Str dmg, + 1d4 to any other ability, 3 saves
I don't know if I want to keep the same number of use per day that the bombs...I think the save DC should be 10 + 1/2 lvl + Inteligence modifier, but I can think of a more biological excretion type of venom that would scale Constitution instead, making this archetype more MAD.
This archetype should also trade some class features:
- Replace Throw anything by Poison Use at 1st level
- Gain Swift Poisoning at 2nd level
- Gain Concentrate poison instead of Swift Poisoning as a bonus Discovery at level 6.
Some new discoveries could also complete this archetype, like :
Fatal Toxin (toxicologist 8) : The toxicologist can choose to reduce by 1 size the primary damage dice of a poison to inflict 1 additional ability drain.
Deadly Excretions (toxicologist 6) : The toxicologist can choose to reduce by 1 size the primary damage dice of a poison to allow him to inflict Constitution damage instead of Dext or Str damages.
Venomous Bite (toxicologist 10, feral mutagen) : The toxicologist gain a poisonous bite, as per the Greater Hive Totem barbarian rage power, when using his mutagen.
Acidic Toxin (toxicologist 4) : The toxicologist can create a dose of venom to inflict acid damages instead of the normal poison effect. These damage are equal to 1d6 by two toxicologist level + Intelligence modifier and can be halved by a successful Fortitude save (using the poison DC).
Stinger (toxicologist 4, tentacle) : The toxicologist improves his tentacle damage to 1d6 and can deliver his class toxin ability as a free action on hit with his stinger.
I can also think about Discoveries allowing the toxicologist to add condition to his poisons if the target fails the first saving throw, like sickened, blinded or even nauseated for a number of rounds equal to Int modifier.
This whole idea is very draft and I mainly here to receives feedback about the balance of such mechanic on an alchemist archetype. Is it viable ? Is it too powerful ?
Hi everyone. I worked on something to fill the iconic «swashbuckler» character concept (Jack Sparrow, Dartanian, Zorro, etc).
I combined a challenge like ability with a grit like mechanic and fencing style similar to ranger combat style, but including some fighter archetype special abilities in addition of feats. The swashbuckler also gains a little bit of bardic abilities to enhance his flavor as a «As quick at wordplay as at swordplay» daredevil.
My intention is to make this class more flavourful, funny and a bit more powerful than a flat dexterity based fighter. In the future, I will finish two other martial specialized class in order to replace the fighter and fill its space with something more similar to this homebrew or my Rogue fix .
If you have any suggestion, comment or ideas about the flavour, balance, wording or design of the class, i will like to receive them ^^
Here is my Swashbuckler `
Alignment: Any.
Hit Die: d10.
Class Skills
The swashbuckler’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (local)(Int), Knowledge (nobility)(Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Full BAB
Good Fortitude, Reflex
Bad Will
Table: Swashbuckler
Level
1st Duel 1/day, weapon finesse, panache, flourishes
2nd Nimble +1, fencing style
3rd Uncanny dodge
4th Duel 2/day, flourishes
5th Blade elegance
6th Nimble +2, fencing style
7th Duel 3/day
Class Features
Weapon and Armor Proficiency: A swashbuckler is proficient with all simple and martial weapons, plus the aldori dueling sword and the swordbreaker dagger. They are proficient with light armor, but not with shields.
Nimble (Ex)
A swashbuckler is a fluid combatant, relying on quickness rather than heavy armor to deflect blows. When wearing no or light armor, the swashbuckler adds his Nimble bonus to his armor class and CMD. This is considered a dodge bonus and whenever the swashbuckler is denied his Dexterity bonus to armor class he also loses his Nimble bonus.
Nimble may be substituted for the Dodge feat as a prerequisite for other feats (for example, a swashbuckler with Nimble +1 need not take the Dodge feat in order to select the Mobility feat).
Weapon Finesse (Ex)
While proficient in all martial weapons, dexterous swashbucklers are particularly effective with light weapons. The swashbuckler gets Weapon Finesse as a bonus feat at 1st level.
Duel (Ex)
Once per day, a swashbuckler can challenge a foe to combat. As a swift action, the swashbuckler chooses one target within sight to challenge. The swashbuckler’s melee attacks deal extra damage whenever the attacks are made against the target of his duel. This extra damage is equal to the swashbuckler’s level. The swashbuckler can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Maintaining a duel requires much of the swashbuckler’s concentration. The swashbuckler takes a –2 penalty to his Armor Class, except against attacks made by the target of his duel.
The duel remains in effect until the target is dead or unconscious or until the combat ends.
Panache (Ex)
A swashbuckler makes his mark upon the world with daring flourishes. It might be because of a blind self-confidence, an extraordinary gift of luck or an exaggerated sense of pride, but whatever the reason, all swashbucklers have panache. In game terms, panache is a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to his Charisma modifier (minimum 1). His panache goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A swashbuckler spends panache to accomplish flourishes (see below), and regains panache in the following ways.
Regains Panache:
Critical Hit with a Melee Weapon: Each time the swashbuckler confirms a critical hit with a melee weapon while in the heat of combat, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the swashbuckler’s character level does not restores panache.
Killing Blow with a Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a melee attack while in the heat of combat, he regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points does not restore any panache.
Win a Duel: When the target of a swashbuckler’s duel flee or is reduced to 0 or fewer hit point by the swashbuckler or his allies, the swashbuckler regains 1 panache point. A swashbuckler can’t regain panache by winning a duel and by giving the killing blow at the same time.
Flourishes
Swashbucklers spend panache points to accomplish flourishes. Most flourishes grant the swashbuckler some momentary bonus or effect, but there are some that provide longer-lasting effects. Some flourishes stay in effect as long as the swashbuckler has at least 1 panache point. The following is the list of base swashbuckler flourishes. A swashbuckler can only perform flourishes of his level or lower. Unless otherwise noted, a flourishes can be performed multiple successive times, as long as the appropriate amount of panache is spent to perform the flourishes.
Flourishes:
Fabulous Presence (Ex): At 1st level, as long as the swashbuckler has at least 1 panache point, he can add his Charisma modifier as a moral bonus to initiative checks (minimum 1).
«En Guarde! » (Ex): At 1st level, the swashbuckler can take the time to adopt a mastered fighting stance while setting a duel. Doing so increase his confidence and focus as it repeats a well-known pattern of combat. When activating his duel ability, the swashbuckler may use a move action to mind himself and take his posture. The swashbuckler adds his Charisma modifier as a circumstance bonus to attack roll and as a dodge bonus to AC against the target of his duel. This ability use 1 point of panache and last as long as the duel.
Swashbuckler’s Dodge (Ex): At 1st level, the swashbuckler gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the swashbuckler, he can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the swashbuckler can drop prone to gain a +4 bonus to AC against the triggering attack. The swashbuckler can only perform this flourishes while wearing light or no armor, and while carrying no more than a light load.
Parade (Ex): At 4th level, the swashbuckler gains the ability to deflect dangerous blow by an agile twist of his wrist. When a melee attack hit the swashbuckler, he may, as an immediate action and at the cost of 1 panache point, roll an attack with his full attack bonus against a DC equal to his opponent’s attack result. If he succeeds, the attack misses. A swashbuckler must be aware of the attack and holding a melee weapon to use this flourishes.
Bravado (Ex): At 4th level, the swashbuckler may taunt and undermine his opponents by a provocative display of skills, insults or unstopping jabbers. By spending 1 panache point as a move action, the swashbuckler may start a Satire, as the court bard performance, for a number of round equal to ½ the swashbuckler’s level + the swashbuckler’s Charisma modifier. The swashbuckler his considered a bard of his swashbuckler level -3 for the purpose of this performance. Using this flourishes become a swift action at 10th level.
Charming Adventurer (Ex): At 4th level, the swashbuckler’s aura of self-confidence and his natural charm impresses the ones who meet him. As long as he keeps at least 1 point of panache, a swashbuckler adds ½ his swashbuckler level to Bluff, Diplomacy and Perform checks. This bonus increases by 2 against people or creatures that could be sexually attracted to him.
Riposte (Ex): At 8th level, when the swashbuckler succeeds when using the parade flourishes, he can counter-attack his opponent as a free action at his full attack bonus. The target counts as flat-footed against this attack. The swashbuckler must have at least 1 panache point and be threatening his attacker to use this flourishes.
Provocation (Ex): At 8th level, when the swashbuckler hit the target of his duel with a melee attack, he can couple his attack with a scathing insult. The opponent receive a penalty to attack and concentration rolls equal to the swashbuckler’s Charisma modifier whenever he doesn’t include the swashbuckler as a target of his attack. The swashbuckler must have at least 1 panache point to use this flourishes.
Thrusting (Ex): At 8th level, when the swashbuckler only attacks once during his initiative, may it be as part of a standard action, a charge or a spring attack, he may expends 1 panache point as a free action to add 3d6 bonus precision damages to the hit. This bonus damage isn’t multiplied on a critical hit. The swashbuckler must choose to expend the panache point before the attack his rolled. If he misses, the swashbuckler deals half the extra damage anyway. This precision damage increases to 4d6 at 12th level, to 5d6 at 16th level, and to 6d6 at 20th level.
Demanding Duel (Ex): At 12th level, as long as the swashbuckler has at least 1 panache point, he can force the target of his duel to pay attention to the threat he poses. As long as the target is within the threatened area of the swashbuckler, it takes a –2 penalty to its AC from attacks made by anyone other than the swashbuckler.
Redirect Attack (Ex): At 12th level, when the swashbuckler succeeds when using the parade flourishes, he can redirect the attack to strike at an adjacent creature with a free action at the cost of 1 panache point. The creature targeted must be within melee reach of the attack, and the creature that made the attack against the swashbuckler must make a new attack roll against the new target.
«Surrender !» (Ex): At 12th level, when the swashbuckler confirm a critical hit against a target, he may suspend his attack and instead make an Intimidate check to demoralize his opponent as a free action. If he succeeds, he may initiate a Throat Threat, as the rogue talent. However, the swashbuckler may affect an opponent of any size, and the vital strike action increases his weapon critical modifier by 1. If the swashbuckler fails the demoralize attempt, the attack hit normally, but isn’t a critical hit. The swashbuckler must have at least 1 panache point to use this flourishes.
Swashbuckler’s Luck (Ex): At 16th level, the swashbuckler can spend panache to reroll a saving throw or a skill check. It costs 2 panache points to reroll a saving throw, and 1 panache point to reroll a skill check. The swashbuckler must take the result of the second roll, even if it is lower. The flourishes’s cost cannot be reduced by the true panache class ability, the Signature Flourishes feat, or any other effect that reduces the amount of panache a flourishes costs.
Denouncing Invective (Sp): At 16th level, the swashbuckler can spend 1 panache point as a standard action to emulate spell effects as a special ability, his word being almost as strong as magic. The save DC related to these effects his equal to 10 + ½ the swashbuckler’s class level + the swashbuckler’s Charisma modifier. The spells that can be emulated are Denounce, Utter Contempt, and Malicious Spite.
Distractive Sting (Ex): At 16th level, the swashbuckler does not provoke attacks of opportunity from any creatures he hit earlier on the same turn. The swashbuckler must have at least 1 panache point to use this flourishes.
Too Fast to Catch (Ex): At 20th level, the swashbuckler never provokes attack of opportunities by moving out an opponent treated square and have an unbeatable CMD against grapple attempts. The swashbuckler must have at least 1 panache point to use this flourishes.
Flamboyant Diatribe (Sp): At 20th level, the swashbuckler adds Song of Discord and Vengeful Outrage to the spells he can emulate with his denouncing invective flourishes.
Cheat Death (Ex): At 20th level, whenever the swashbuckler is reduced to 0 or fewer hit points, he can spend all of his remaining panache points (minimum 1) to instead be reduced to 1 hit point and attempt a free Bluff or Perform (acting) check opposed to his attacker’s Sense Motive to appear dead.
Fencing Style (Ex)
At 2nd level, a swashbuckler must select one fencing style to pursue.
The swashbuckler's expertise manifests in the form of bonus feats or extraordinary ability at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style list, even if he does not have the normal prerequisites.
The benefits of the swashbuckler’s chosen style feats and abilities apply only when he wears light or no armor and respect his style restriction. Once a swashbuckler selects a fencing style, it cannot be changed.
Fencing abilities marked by a F mimic fighter’s abilities and treat the swashbuckler as a fighter of his level. Ability advancement uses the level the swashbuckler gained the ability instead of the normal fighter’s level.
Fencing Style Options:
Cloak and Sword Style
If the swashbuckler selects the cloak and sword fencing, he can choose from the following list whenever he gains a fencing style ability:
Two-Weapon Fighting, Dazzling Display, Improved Dirty Trick and Improved Disarm
• At 6th level, he adds Deflect Arrow, Disruptive, Disarming Strike and Quick Dirty Trick.
• At 10th level, he adds Sweeping PrankF, Greater Dirty Trick, Ray Shield (using cloak as shield) and Osyluth Guile to the list list.
Special: The swashbuckler must use a one handed or light weapon and hold a cloak in the other hand to use these fencing abilities. When holding a cloak, he gains a +2 to Combat Manoeuver checks to perform disarm and dirty trick manoeuvers. The swashbuckler consider cloak as an off-hand weapon for the purpose of two-weapon fighting and never gains two-weapon fighting penalties using it, but can only perform combat manoeuvers with his cloak.
Daredevil Style
If the swashbuckler selects the daredevil style, he can choose from the following list whenever he gains a fencing style ability.
Step Up, Improved Side Step, Mobility, Disengaging Flourish.
• At 6th level, he adds Wind Stance, Step Up and Strike, Spring Attack and Monkey Style to the list.
• At 10th level, he adds Lighning Stance, Fleet FootedF, Monkey Move (using light or one handed finesse weapons instead of unarmed strikes) and Hair’s BreadthF to the list.
Special: The swashbuckler must carry no more than a light load and can’t be entangled when using these fencing abilities.
Sword Master Style
If the swashbuckler selects the sword master style, he can choose from the following list whenever he gains a fencing style ability.
Power Attack, Dueling Mastery, Defensive Weapon Training, Combat Expertise
• At 6th level, he adds Whirlwind Attack, Combat Patrol, Weapon Specialisation and Steel NetF to the list
• At 10th level, he adds Strike Back, Penetrating Strike, Greater Weapon Specialisation and Lightning StrikeF to the list.
Special: The swashbuckler must hold a one handed or two-handed finesse weapon and can’t include off-hand or unarmed attacks in his full-attack actions in order to use these fencing abilities.
Twin Blades Style
If the swashbuckler selects two-weapon fencing style, he can choose from the following list whenever he gains a fencing style ability.
Improved Disarm, Two-Weapon Feint, Break Guard, and Two-Weapon Fighting.
• At 6th level, he adds Improved Two-Weapon Fighting, Improved Two-Weapon Feint, and Two-Weapon Defense to the list.
• At 10th level, he adds Greater Two-Weapon Fighting, DoublestrikeF, Improved BalanceF and Two-Weapon Rend to the list.
Special: The swashbuckler must hold two weapons or hold a double weapon to use these fencing abilities.
Uncanny Dodge (Ex)
Starting at 3th level, a swashbuckler can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A swashbuckler with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a swashbuckler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Blade Elegance (Ex)
At 5th level, a swashbuckler can select one specific type of melee weapon. This must be a light of finesse piercing or slashing weapon. He can add his Dexterity modifier instead of his Strength modifier on damage rolls when using that type of weapon. The swashbuckler can choose to change his selected weapon at 10th level, 15th level and 20th level.
Improved Uncanny Dodge (Ex)
A swashbuckler of 8th level or higher can no longer be flanked. This defense denies to opponents the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has swashbuckler level.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Evasion (Ex)
At 9nd level and higher, a swashbuckler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.
Acrobatic Charge (Ex)
At 11th level, a swashbuckler gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.
Saving Slash (Ex)
At 12th level, when wielding a weapon modified by the blade elegance ability, a swashbuckler can, once per round as a free action, try to deflect a melee critical hit targeting him, reducing its damage to that of a normal hit, with a 25% chance of success. This does not stack with the fortification special ability of magical armor or similar effects.
Greater Saving Slash (Ex)
At 15th level, a swashbuckler’s saving slash has a 50% chance of reducing a melee critical hit to a normal hit. In addition, he can attempt a saving slash against a ranged critical hit, including those by rays and other ranged touch effects, with a 25% chance of success.
Improved Evasion (Ex)
At 17th level, a swashbuckler's evasion improves. This ability works like evasion, except that while the swashbuckler still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion
True Panache (Ex)
At 20th level, a swashbuckler picks two flourishes that he has access to and that he must spend panache to perform. He can perform these flourishes for 1 fewer panache point (minimum 0) than usual. If the number of panache points to perform a flourishes is reduced to 0, the swashbuckler can perform this flourishes as long as he has at least 1 panache point.
Hi everyone. It's my first tread here, so I'm a little bit nervous, but I have been stalking many debates and house ruling discussions since last month and I think I am now ready to show some of my own work.
First, English isn't my mother tongue, so don't feel bad to correct me or ask if you don't understand some parts.
Actually, my main preoccupation is the rogue. Rogues are an iconic class in a lot of RPG, but Pathfinder haven't been nice with them. I perceive rogues like smart fighting little bastards, with a lot of supporting potential trough their skill versatility. Rogue must also be able to sneak attack and kill people, but i think we can look for more versatility in their combat style than desperately trying to flank in melee.
The problem with the actual rogue is that any «roguish» bard, inquisitor, ranger or alchemist is a better rogue than the rogue. I have even read something about a roguish summoner that outshine the rogue through is skilled eidolon. I don't think that these class are overpowered, it's the rogue that is problematic.
With this fix, my objectives are to boost the rogue in combat versatility, defensive potential, skill, mobility and savour. My rogue may look a lot stronger, but after the bards, inquisitors and alchemists i have seen, i don't feel it is too much. I have added a ki pool like class feature, skill mastery, bonus mobility and defensive feat and better rogue talents. I also allowed the rogue to add sneak attack damage on confirmed critical hit (criticals are so sad with standard rogue). This fix is intended to boost the rogue, not the other class that grab rogue abilities or multiclassed characters. So, the new rogue talents should not be hallowed to the archaeologist bard or any other class archetype that gain access to rogue talent.
Through some new rogue talents, i also wanted to make viable some rogue themed combat style. For instance, the dagger throwing rogue, the crossbowman, the fist fighting thug, etc. The rogue talent list is far for final and i might add, modify or suppress stuff according to the community reaction.
I want to thanks the pathfinder community for all the ideas that have inspired me in this class fix. I have take a lot of thing from other's rogue fix and i want to thank all of these skilled homebrewers for their contribution.
Now, my rogue fix :
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
BAB : 3/4
Saves : Good Reflex
Class Features
The following are class features of the rogue.
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.
Deadly Critical (Ex)
Starting at 1st level a Rogue gains the ability to add his sneak attack dice on a critical hit. When a rogue confirms a critical hit, he can add his sneak attack dices gained from rogue’s levels (and only rogue’s levels) to his damage roll. These extra dice are in addition to any sneak attack dice a rogue is eligible for, such as from flanking or the target being flat-footed. However, deadly critical bonus damage doesn’t count as a sneak attack for the purpose of sneak attack related rogue talents.
Trapfinding
A rogue adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Guile (Ex)
At 2nd level, a rogue gains a pool of guile. In game term, guile is a fluctuating measure of a rogue’s luck and inner reserve of determination. The number of points in the rogue’s guile pool is equal to 1/2 his rogue level + his Charisma or Intelligence modifier (the choice cannot be reversed). As long as he has at least 1 point in his guile pool, a rogue gains the benefits of the Improved Feint feat, and is treated as having this feat to meet the prerequisites of any other feat.
By spending 1 guile point, a rogue can made one additional attack at his highest attack bonus, but he can do so only when making full-attack action. In addition, a rogue can expend 1 point of guile to increase his speed by 20 feet for 1 round. Finally, a rogue can expend 1 point of guile to perform a steal maneuver as part of a sneak attack (this does not provoke an attack of opportunity). Each of these powers is activated as a swift action.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains rogue talents. He gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
(See Rogue Talents, at the end of this document)
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 7th level, to +3 when he reaches 11th level, to +4 when he reaches 15th level, and to +5 at 19th level.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a rogue already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Skill Mastery (Ex)
Starting at 5th level, a rogue begins to refines his already excellent skill training, being more efficient and reliable on specific field of speciality. At 5th level, a rogue gains a Skill Focus feat tied to a rogue’s class skill. In addition, he may take 10 in this check at any time, even if stress and distractions would normally prevent him from doing so.
At 9th level, 13th level and 17th level, a rogue gains may select new skill masteries in addition to the one gained at 5th level.
Nimble Move (Ex)
At 6th level, a rogue gains Nimble Move as a bonus feat.
Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Cartwheel Dodge (Ex)
At 12th level, a rogue gains Cartwheel Dodge as a bonus feat.
Defensive Combat Training (Ex)
At 14th level, a rogue gains Defensive Combat Training as a bonus feat.
Freedom of Movement (Su)
At 16th level, a rogue gains the constant effect of freedom of movement as a supernatural ability, with a caster level equal to his rogue’s level.
Ambusher (Ex)
At 18th level, a rogue increases his sneak attack damage dice by 1 size against targets that are unaware of his presence or don’t perceive him as an enemy (d6 turns to d8, d8 to d10 and so on).
Master Strike (Ex)
Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, he can choose one of the following three effects:
The target can be...
• put to sleep for 1d4 hours
• paralyzed for 2d6 rounds, or
• slain
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 Intelligence 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 effect for 24 hours. In addition, at any time he deal sneak attack damage, the rogue can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This is a pain effect. Creatures that are immune to sneak attack damage are also immune to these abilites.
Rogue Talents
Rogue talents:
Accurate Strike (Ex): A rogue with this talent may add his Intelligence modifier to damage rolls as a bonus precision damage when using light weapons, finesse weapons, and ranged weapons used within a range of 30 feet. A rogue may add 1 point of damage from this talent by rogue’s level, up to his Intelligence modifier. This damage isn’t multiplied on a critical hit.
Acrobatic Dodge (Ex): A rogue with this talent can evade deadly attack by tumbling out of danger. As an immediate action when the rogue would normally be hit with a melee or ranged attack roll, he may make an Acrobatics check to avoid being hit. The DC for this check is equal to the attack roll that hits him. The rogue gains a free 5 foot step as part of this Acrobatics check, and must take it. If he can’t take this 5 foots step, he can’t use this talent. The movement doesn’t does not provoke an attack of opportunity and doesn’t count in the rogue movement for this round.
A rogue may only use this talent when he has an armor check penalty of 0, is carrying no more than a light load, and is not wielding a two handed weapon or shield. A rogue may use this talent a number of times per day equal to 1 + his Dexterity modifier. A rogue must be at least 6th level before selecting this talent.
Acrobatic Master (Ex): A rogue with this talent may move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
Finally, a rogue with this talent may roll two dices while making an Acrobatics check and take the best result. A rogue may use this talent a number of times per day equal to 1 + his Dexterity modifier. He must choose to use this talent before making the check.
Amateur Boltslinger (Ex): When selecting this talent, a rogue gains a number of grit point equal to his Wisdom modifier and all the boltslinger’s 1st level deeds. He also gains the marksmen boltslinger’s ability.
Assault Leader (Ex): As an immediate action when the rogue misses with an attack on a flanked opponent, he can designate a single ally who is also flanking the target that his attack missed. That ally can make a single melee attack against the opponent as an immediate action. Using this ability costs 1 point of guile. The rogue must be at least 6th level to select this ability.
Blade Twist (Ex): When a rogue with this talent lands an attack against a target using a piercing or slashing weapon, he may twist his blade as a free action, rending the target and dealing additional damage as per the Two-Weapon Rend feat. This ability can only be used once per round. Unlike the feat, the rogue doesn’t need to be dual-wielding to benefit from this ability. If he has the Weapon Finesse feat and is wielding a light or one-handed finesse weapon, the rogue may use his Dexterity for purposes of calculating damage form this talent. A rogue must be at least 10th level before selecting this talent.
Bleeding Attack* (Ex): A rogue with this talent can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.
Bloody Mess* (Ex): When a rogue with this talent deals sneak attack damage to a target that is already bleeding from the effects of the bleeding attack talent, the target's bleed damage increases by 2 points per round, to a maximum of his rogue's level. The Heal check needed to end this bleed effect has its DC increased by the amount of bleed damage the target is taking each round. A rogue must have the bleeding attack talent and be a least 10th level before selecting this ability.
Cat fall (Ex): When a rogue with this talent falls 20 or more feet, he ignores the first 20 feet of the fall when calculating the falling damage. If the rogue takes no damage from the fall, he does not fall prone.
Charmer (Su and Ex): As a standard action, a rogue with this ability may charm a target within 30 feet for 1 minutes per rogue level he has attained. This ability functions as charm person, with a Will save DC equal to 10 + ½ the rogue’s level + the rogue Charisma modifier. Each use of this ability expends 1 point of guile.
Additionally, a rogue with this talent may roll two dice while making a Diplomacy check and take the best result. A rogue may use this talent a number of times per day equal to 1 + his Charisma modifier. He must choose to use this talent before making the check.
Crippling Strike* (Ex): A rogue with this ability can sneak attack opponents with such precision that his blows weaken and hamper their limbs. When a rogue with this talent strikes an opponent with a sneak attack, he also inflicts 2 points of Strength damage and prevents him to take 5 foot step until the beginning of the rogue’s next turn. A rogue must be at least 10th level before selecting this talent.
Cunning (Ex): When wearing light or no armor, a rogue with this talent adds up to 1 point of his Intelligence modifier to his Armor Class and CMD for each rogue’s level he has attained. He loses this bonus if flat-footed or otherwise denied his Dexterity modifier. This talent doesn’t stack with the canny defense duelist’s ability.
Death Attack (Ex): If a rogue with this talent studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (rogue's choice). Studying the victim is a standard action. The death attack fails if the target detects the rogue or recognizes the rogue as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save DC 10 + 1/2 the rogue's class level + the rogue's Intelligence modifier against the death effect, it dies. If the saving throw fails against the paralysis effect, it is paralysed for a number of rounds equal to the rogue's level. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the rogue has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. A rogue must be at least 8th level before selecting this talent.
Dirty Fighting (Ex): A rogue with this talent gains Improved Dirty Trick as a bonus feat and counts his rogue level as his base attack bonus to determine dirty tricks combat manoeuver checks.
Dirty Fighting, Improved (Ex): A rogue with this talent can expend 1 point of guile as a swift action to perform a dirty trick maneuver as part of a sneak attack. In addition, he may choose to remove sneak attack bonus damage to improve his combat manoeuver check by 1 for each sneak attack dice removed. A rogue must be at least 6th level and must have the dirty fighting rogue talent before selecting this talent.
Esoteric Scholar (Ex): A rogue with this talent gains all Knowledge and Spellcraft as class skills.
Expert Tumbler (Ex): When a rogue with this talent uses Acrobatics to move at full speed through a threatened area without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.
Explosive bombs (Su): A rogue with this talent can create explosive bombs, as per the alchemist ability. For the purpose of damage, reflex DC and bomb related discoveries, rogue and alchemist’s level stacks. A rogue can also add his Intelligence modifier to the damage of any splash weapon he is using, including bombs, as per the throw anything alchemist’s ability. A rogue may use this talent a number of times per day equal to 1 + his Intelligence modifier.
Eyes of Darkness (Su): A rogue with this talent learns how to improve his sense through his connection to shadows. As a standard action and at the cost of 1 guile point, the rogue gains darkvision out to a range of 60 feet for 10 minutes by rogue’s level. If he already has darkvision, he improves its range by 30 feet. At 10th, whenever the rogue uses this talent, he gains the see in darkness ability, as the universal monster rule. A rogue must have the shadow magic rogue’s talent before selecting this talent.
Fast Finger (Ex): A rogue with this talent can make a Sleight of Hand check in place of combat manoeuver check when attempting to steal an opponent possession. The rogue must have one hand free to use this ability.
Additionally, a rogue with this talent may roll two dice while making Sleight of Hand check and take the best result. A rogue may use this talent a number of times per day equal to 1 + his Dexterity modifier. A rogue can’t use this talent to reroll Sleight of Hand check used to attempt a combat manoeuver.
Fast Stealth (Ex): A rogue with this talent can move at full speed using the Stealth skill without penalty and halves stealth penalties while running.
Finesse Rogue (Ex): A rogue with this talent gains Weapon Finesse and Agile Manoeuver as bonus feats.
Fist Fighting (Ex): A rogue with this talent gains the benefit of Improved Two Weapon Fighting when using unarmed strikes. In addition, his unarmed strikes deal 1d6 point of damage. Finally, a rogue with this talent may count brass knuckles attacks as unarmed for the purpose of rogue talents and feats. A rogue must have the sucker punch rogue talent before selecting this talent.
Fist Fighting, Improved (Ex): When using unarmed strikes as part of a full-attack, a rogue with this talent doesn’t take any two weapon fighting penalties to unarmed attacks. Additionally, his unarmed strikes used as off-hand weapon always add his full strength modifier to damage rolls. A rogue must have the fist fighting rogue talent before selecting this talent.
Hard to Fool (Ex): If a rogue with this talent is affected by an illusion spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC, with a +2 insight bonus. He gets only this one extra chance to succeed on his saving throw.
Additionally, a rogue with this talent may roll two dice while making a Sense Motive check and take the better result. A rogue may use this talent a number of times per day equal to 1 + his Wisdom modifier. He must choose to use this talent before making the check.
Hidden Weapons (Ex): A rogue with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight as a swift action, even while he is being observed. Additionally, a rogue with this talent may draw concealed weapons as a move action instead of a standard action (or as a free action if the rogue has the Quick Draw feat).
Keen Intellect (Ex): Some rogues are trained to use their wits and cunning to defend themself against mental and sensorial attacks. A rogue with this talent may use his Intelligence modifier instead of his Wisdom modifier on Will saving throws against mind-affecting effects and against spells and effect of the enchantment and illusion schools.
Lucky One (Ex): A rogue with this talent can, as a swift action and at the cost of one guile point, gain a +2 luck bonus to attack rolls, AC, saves or skill checks until the beginning of his next round.
Manoeuver training (Ex): A rogue with this talent may select Improved Disarm, Improved Trip, Improved Reposition, Improved Steal, Passing Trick or Two Weapon Feint. He must meet most the prerequisite for these feats, except for Combat Expertise, Dodge or Mobility feats.
Maneuver Training, Greater (Ex): A rogue with this talent may select of one the following feat as a bonus feat: Greater Dirty Trick, Greater Disarm, Greater Feint, Greater Reposition, Greater Steal, or Greater Trip. In order to select one of these feats, the rogue must have the equivalent improved maneuver feat. A rogue must be at least 6th level before selecting this talent.
Master of Deception (Su and Ex): Some rogue learns how to detect and deceive divination magic, either by projecting false toughs in their own mind or webbing lies into illusion like effects. A rogue with this talent is aware of divination effects landed upon him and may try to fool the information provided by such means. When targeted by divination spells and effects that affect him or any object in his possession, the rogue may roll a Bluff check opposed to the diviner Sense Motive check, as using Bluff to deceive someone, to alter what the caster perceives. Success means that the diviner perceives the false information’s provided by the rogue.
Additionally, a rogue with this talent may roll two dice while making a Bluff check and take the best result. A rogue may use this talent a number of times per day equal to 1 + his Charisma modifier. He must choose to use this talent before making the check.
Nut Kick (Ex): A rogue with this talent can cause a flat-footed opponent he hit with an unarmed strike to be nauseated for 1 round. This ability doesn’t work against creature immune to critical hit. This is a pain effect. A rogue must have the sucker punch rogue talent and be at least 8th level before selecting this talent.
Offensive Defense* (Ex): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, he gains a +1 dodge bonus to his Armor Class for each sneak attack dice rolled for one round. This talent doesn’t stack with himself.
Opportunist (Ex): Once per round, a rogue with this talent can make an attack of opportunity against an opponent who has just been struck in melee by one of his ally. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round. A rogue must be at least 10th level before selecting this talent.
Poison Bomb (Ex): A rogue may infuse a smoke bomb with a dose of any inhaled poison he possesses. This poison affects any creatures that start their round in the smoke and last as long as the smoke. A poison bomb doesn’t cause splash damage. The rogue must have the smoke bomb rogue talent before selecting this talent.
Poison Resistance (Ex): A rogue with this talent gains a +2 bonus on saving throws made against poison. At 4th level, this bonus increases to +4. At 6th level, this bonus increases to +6. At 8th level, this bonus increases to +8. At 10th level, the rogue becomes immune to the effects of poison.
Quick Footwork (Ex): As a swift action, the rogue may spend 1 point of guile to take a 5-foot step, even if he has already moved or taken a 5-foot step this turn. Using this ability does not prevent the rogue from taking a move action later in the turn. Otherwise, this movement follows all the normal rules for a 5-foot step.
Quiet Death (Ex): Whenever a rogue with this talent kills a creature using his death attack during a surprise round, he can also make a Stealth check as a swift action, opposed by Perception checks of those in the vicinity, to prevent them from identifying him as the assailant. If successful, those nearby don’t even notice that the target is dead until the end of the rogue’s next round, allowing the rogue to avoid detection. A rogue must have selected the Death Attack talent and be at least 10th level before selecting this talent.
Range Dupery (Ex): A rogue with this talent may use the feint action at a range of 30 feet. In addition, if using daggers or throwing darts, he may add his Charisma modifier to ranged attack rolls against the opponent he has feinted in addition to his Dexterity modifier.
Redirect Attack (Ex): When a rogue with this talent is hit with a melee attack, he can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the rogue, and the creature that made the attack against the rogue must make a new attack roll against the new target. A rogue can use this talent a number of times per day equal to 1 + his Wisdom modifier.
Redirect Attack, Improved (Ex): When a rogue with this talent uses his redirect attack talent, he can add his sneak attack dice to the damage his enemy deals. A rogue must have selected the Redirect talent and be at least 6th level before selecting this talent
.
Rogue Crawl (Ex): A rogue with this talent can move at half speed while prone and reduces the armor class penalties for being prone to -2 against melee attackers.
Secretive (Su): A rogue with this talent has gained magical assistance in protecting himself from divinations, perhaps through a self-taught ritual or a pact with otherworldly beings. He gains spell resistance 10 + his rogue’s level against any spells or effects of the divination school. This applies whenever a divination effect would provide information about him, even if the spell is not normally subject to spell resistance (such as the divination spell or contact other plane). Additionally, the DC of all Diplomacy checks made to gather information about this rogue and the DC of all Survival checks to track him increase by his rogue level.
Sixth Sense (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. In addition, the rogue may ad his Wisdom modifier as an insight bonus on Initiative checks.
Finally, a rogue with this talent may reroll while making an Initiative check and take the better result. A rogue may use this talent a number of times per day equal to 1 + his Wisdom modifier.
Smoke Bomb (Ex): This ability allows a rogue to throw a special bomb that creates a cloud of smoke with a 15-foot radius in addition to the normal explosion. This acts like the smoke from a smokestick. The rogue can choose to supress the explosion effect at the time he throws the bomb. The rogue must have the explosive bombs rogue talent before selecting this talent.
Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. He may make an Acrobatics check to avoid the attack of opportunity this provokes with a bonus to the roll equal to 1/2 his rogue level. The DC of this check is equal to his opponent's CMD.
Stealthy Sniper (Ex): A rogue with this talent reduces the stealth penalty to sniping by 10 and increases his sneak attack maximum range by 10 feet.
Sucker Punch (Ex): A rogue with this talent gains Improved Unarmed Strike as a bonus feat. Once per encounter, if he uses unarmed strike against an opponent, the target is caught flat-footed against this attack.
Toxicologist (Ex): A rogue with this talent may add his Intelligence modifier to the save DC of any poison he creates. However, he must add this number to the DC needed to create this poison. The rogue must be at least 8th level before selecting this talent.
Trapfinding (Ex): This functions as the rogue class ability of the same name. Selecting this talent allows rogues with an archetype that trades it out access to this rogue ability.
Underhanded* (Ex): A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if he makes a sneak attack during the surprise round using a concealed weapon that his opponent didn’t know about, he doesn't have to roll sneak attack damage, and the sneak attack deals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to 1 + his Charisma modifier.
Unseen’s Master (Su): Whenever a rogue with this talent uses his shadow magic talent, he is treated as if he were under the effects of greater invisibility. The rogue must have the shadow magic talent and be at least 10th level before selecting this talent.
Shadow Magic (Su): A rogue with this talent has started to learn the mysterious rogue art of shadow magic. As a swift action, a rogue with this talent can disappear for 1 round per level. This ability functions as invisibility. Using this ability cost 1 point of guile.
Venom Blade (Ex): A rogue with this talent can apply poison to a weapon as a move action, instead of a standard action. In addition, any poison the rogue creates is sticky – when the rogue applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the rogue’s Intelligence modifier (minimum 2). The rogue must be at least 6th level before selecting this talent.
Vicious Ambush (Ex): The rogue has learned to attack from surprise with astonishing speed, catching his targets unawares. A rogue with this talent can take full-round actions during surprise round.
In addition, when performing a full attack action against a target that would be denied its Dexterity bonus against the rogue's first attack, the target is denied its Dexterity bonus to AC against one additional attack. Activating this ability is a swift action that costs 1 point of guile. A rogue must be at least 10th level before selecting this talent.
Volley of Needles (Ex): A rogue with this talent can expend 1 point of guile as a standard action to launch a volley of throwing darts in a 20 feet cone. He must roll an attack independently for any target within this area. Targets takes damage as if hit by a dart thrown normally. Volley of needles ignores targets concealment or miss chances provided by spells such mirror image. A rogue can’t add sneak attack damages against flat-footed opponents when using this talent, but he still can add sneak attack damages on a successful critical hit. Critical fumble on an attack roll doesn’t prevent the rest of the darts to hit their targets. This ability is considered a ranged attack with a thrown weapon for the purpose of feat and attack of opportunity.
Volley of Needles, Improved (Ex): A rogue with this talent can launch additional darts when using volley of needles. The rogue may launch two darts by target at his full attack bonus instead of one. Additionally, the rogue’s critical modifier for throwing dart becomes 19-20/x2. The rogue must be at least 8th level and must have the volley of needles rogue talent before selecting this talent.
Volley of Needles, Accurate (Ex): A rogue with this talent increases the range of volley of needle to 30 feet and can avoid a number of allies equal to his Intelligence modifier. The rogue must be at least 6th level and must have the volley of needles rogue talent before selecting this talent.
Volley of Needles, Greater (Ex): A rogue with this talent can launch three darts by target when using the volley of needle rogue talent. In addition, if a target is hit by at least 2 darts, he is staggered for 1 round. This is a pain effect. A rogue must be at least 10th level and must have the improved volley of needles rogue talent before selecting this talent.
Volley of Needles, Targeted (Ex): A rogue with this talent can concentrate his volley of needle against a specific opponent. Doing so, he can reduce the number of dart thrown at all other targets within the cone (minimum 1) and add this total to the dart thrown at his designated opponent. A rogue must have the improved volley of needles rogue talent and be at least 10th level before selecting this talent.
Weapon Snatcher (Ex): A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent. A rogue must have one hand free to use this talent.