Rogue Archetype: Anaphexia


Homebrew and House Rules

Dark Archive

I've been reading Ustalav: Rule of Fear in preparation for a game that takes place there. I'm really interested by the Anaphexia

Ustalav spoiler:
(the Norgorberian assassin-cultists who pretend to worship Pharasma)

and wanted to make a rogue variant to encompass abilities they might have. My question is whether this is balanced. Any thoughts?

Anaphexia (Rogue Archetype)
An anaphexia gains no rogue talents or advanced talents.
Class Skills: An anaphexia adds knowledge (religion) to his list of class skills. He removes knowledge (dungeoneering).
Blade of the Anaphexia: At 1st level, an anaphexia can create a blade from shadows. This requires a standard action, and the blade lasts for one minute. At 7th level, creating a blade takes a move action. At 13th level, this is a swift action. The blade has the statistics of a masterwork dagger, and any feats the anaphexia has that relate to daggers also relate to this blade. A Blade of the Anaphexia can be thrown; if it misses, it immediately returns to its wielder’s hand, but if it hits, the blade is destroyed. An anaphexia can only have one such blade at a time.
Sign Language: At 1st level, an anaphexia learns a secret sign language system that is known only by other anaphexia. This replaces Trapfinding.
Sneak Attack: An anaphexia can only use sneak attack in conjunction with the Blade of the Anaphexia ability.
Secret Magic: At 2nd level, an anaphexia learns to cast minor spells. He may select one 1st-level spell from the anaphexia spell list. He can cast this spell once per day as a spell-like ability. At 4th level, the anaphexia can choose an additional 1st-level spell, which can be cast once per day. At 6th and 8th levels, he can choose an additional spell, though he now gains access to 2nd-level anaphexia spells. At 10th and 12th levels, he can choose a 3rd-level spell, at 14th and 16th levels, he can choose a 4th-level spell, and at 18th level, he can choose a 5th-level spell. If he so chooses, an anaphexia may choose a spell that he already knows, in order to gain an extra use of that spell-like ability per day. Spell-like abilities gained from this class feature do not require verbal, somatic, or material components, and are not subject to arcane spell failure. The DCs for these abilities are set by the anaphexia’s Charisma modifier, and his effective caster level is equal to his anaphexia level.
Sworn to Secrecy: At 3rd level, an anaphexia allows members of his order to cut out his tongue, so that he can never tell a secret. He receives a +1 bonus to the DC of Diplomacy and Intimidate checks made to interrogate him. At 6th level and every 3 levels thereafter, this bonus increases by +1 (to a maximum of +6 at 18th level). This replaces Trap Sense.
Channel Energy: At 4th level, an anaphexia gains the ability to channel negative energy. He cannot use this ability to heal undead. The amount of energy an anaphexia can channel is equal to 1d6 at 4th level, plus 1d6 for every 4 anaphexia levels beyond 4th (to a maximum of 5d6 at 20th level). This otherwise functions as the cleric ability of the same name.
Advanced Blade: At 5th level and every 5 levels thereafter, an anaphexia’s shadow blade gains a +1 enhancement bonus (to a maximum of +4 at 20th level). At 10th level, these bonuses may be used to grant any of the following weapon properties: allying, cunning, defending, ghost touch, grayflame, keen, or unholy, though the weapon must always have at least a +1 enhancement bonus.

Anaphexia Spell List
1st-level spells: alarm, comprehend languages, detect magic, detect poison, disguise self, erase, hold portal, magic aura, obscuring mist, read magic
2nd-level spells: arcane lock, darkness, fog cloud, locate object, mirror image, misdirection, obscure object, rope trick, see invisibility, undetectable alignment
3rd-level spells: arcane sight, clairaudience/clairvoyance, dispel magic, explosive runes, secret page, shrink item, speak with dead
4th-level spells: detect scrying, dimensional anchor, discern lies, illusory wall, locate creature, shadow conjuration, solid fog
5th-level spells: break enchantment, breath of life, mage’s private sanctum, passwall, secret chestF, shadow evocation

Anaphexia Feats
The following feats are available only to members of the anaphexia archetype.
Advanced Channeling: The anaphexia can channel energy as if he were 4 levels higher (effectively gaining +1d6 to the damage done by his channel energy). This feat can only be selected once.
Extra Spell-Like Ability: The anaphexia may choose one additional spell-like ability for himself. This spell-like ability must be on the anaphexia spell list, and must be of a level he can cast. He can use this additional spell-like ability once per day.
Potent Blade: The anaphexia’s blade receives an extra +1 bonus. The anaphexia may take this feat no more than once per 6 anaphexia levels he has attained.


I really like this! It's like the shadow Assassin from SGG. My recommendation is to make summoning the blade a move action starting out, and make it a free action once they get another attack. A standard action to even be ready to attack is lame. Also, a feat they can take to summon any weapon they are proficient with. Want a falcata? Surely, pay the feat to get professional and to summon it!

Dark Archive

Thank you for the feedback! I'll take your advice on the blade (making it a move action at 1st level, a swift action at 7th, and an immediate action at 13th), and the new feat. :)


I don't think a language (even a unique one) is worth trapfinding. I would just give them the sign language free.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Rogue Archetype: Anaphexia All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules