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About ZiggitZiggit
Devil Fruit User Roll 1d100(49), you are assigned a skill set of powers based on what you roll. However, all devil fruit users must make DC 30 fortitude saves every round if they are swimming in the sea or are covered with sea water. Otherwise they are exhausted and staggered for as long as they are covered in sea water and for 1d4 rounds after exiting such a situation. You cannot use any of your devil fruit powers if you fail this check. Since the world you will be traversing in is very similar to the world of One Piece, caution is advised if you are considering taking this trait.
Shortbow
Wand of Monkeyfish (10 Charges)
Oil of Bless Weapon x2 Rogue's Kit 1650g
1st Level Spells Prepared
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Ancestral Arms Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait. Keen Senses Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light. Elf Blood Half-elves count as both elves and humans for any effect related to race. Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Evasion (Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she 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. Danger Sense (Ex) At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). Spellcasting An eldritch scoundrel casts arcane spells drawn from the wizard spell list. An eldritch scoundrel must choose and prepare her spells ahead of time. She learns, prepares, and casts spells exactly as a wizard does, including adding new spells to her spellbook and gaining two additional spells known (of any level she can cast) each time she gains a rogue level with this archetype. An eldritch scoundrel can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as the magus class. Alarm Sense (Su) At 3rd level, an eldritch scoundrel gains an intuitive sense that warns her when she is near a magic trap. This functions as the trap spotter rogue talent, but applies only if the eldritch scoundrel comes within 10 feet of a magic trap. This ability replaces trap sense. Sneak Attack (Ex) The eldritch scoundrel doesn’t acquire the sneak attack class feature until 3rd level, when she gains a +1d6 sneak attack. This increases by 1d6 at 7th level, and again at every 4 rogue levels thereafter. This modifies the rogue’s normal sneak attack progression. Rogue Talents At 4th level and every 4 levels thereafter, the eldritch scoundrel gains a rogue or ninja talent for which she meets the prerequisites (treating her rogue level as her ninja level). If a talent requires her to expend points from her ki pool, she can instead expend a spell slot with a spell level equal to the number of ki points she would normally expend. If a talent functions only if she has ki in her ki pool, it functions as long as she still has a spell of 1st level or higher prepared. At 12th level, she can select an advanced talent in place of a rogue talent. This modifies the normal rogue talent progression and advanced talent. |