Critical Hit Rogue (Archetype)


Homebrew and House Rules


Working on a rogue where critical attacks and sneak attack work together better. Let me know what you think.

Devastating Striker:

A devastating striker rogue is always looking to make the most out of her attack as possible, even if she doesn’t have the advantage of surprise.

Critical Training (Ex)
At 1st level, a lucky strike rogue uses her rogue level in place of her base attack bonus when confirming critical hits and for meeting the prerequisites of the critical focus feat, the improved critical feat and all critical feats. A lucky strike rogue may choose one of these feats instead of a rogue talent if they meet the prerequisites of the feat. Base attack bonuses granted from other classes are unaffected and are added normally.

In addition, at 14th level, a lucky strike rogue can ignore the fighter level requirement for the critical master feat. All other prerequisites must be met to take this feat.

This ability replaces trapfinding.

Deadly Critical (Ex)
At 2nd level, a lucky strike rogue adds 1/2 her level to damage rolls whenever she rolls a critical hit. If the critical hit was also a sneak attack, this bonus is equal to her full rogue level. These bonuses are multiplied.

This ability replaces trap sense.

After Shock (Ex)
At 3rd level, when a lucky strike rogue scores a critical hit, the target is shaken by the pain for 1 round. If the hit was also a sneak attack, the shaken effect lasts for a number of rounds equal to the number of sneak attack bonus dice that the rogue has. Unlike normal, additional fear effects or uses of this ability does not increase the level of the shaken condition.

This ability replaces the 2nd-level rogue talent.


I like it. You seem to switch up the name between Devastating Striker and Lucky Striker though. Minor nitpick, definitely a nifty archetype.


whoops. Yeah, Lucky Strike Rogue was the archetype name until last minute, I thought Devastating Striker sounded better.

Liberty's Edge

And here I thought I'd have a really good excuse to take up smoking!

Deadly critical seems a bit much to replace traps ense, though I get the feeling you're in the camp that believe Rogues get no respect.

After Shock would probably do better as a Talent than just automatically replacing a Talent.

And since I've already thought it was a good idea, you may want to consider an ability that allows you to add sneak attack dice on a critical hit.


I agree deadly critical is too much. How about this:

Deadly Critical: When you confirm a critical hit you gain bonus damage equal to the number of dice you add for a sneak attack. This damage is not multiplied, unless the hit is also a sneak attack then the damage is multiplied.

But worded better.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Critical Hit Rogue (Archetype) All Messageboards

Want to post a reply? Sign in.