| Cheapy |
This was an archetype I threw together to give as an option to a rogue in my party. He is a crossbow user, and we recently had an archer fighter join the group. Since it's hard to challenge the archer without making this rogue useless, I asked if he would like to try out this archetype.
It is a mixture of the rogue, and the Grenadier archetype from Pathfinder Society Field Guide.
It is quite strong, and I wouldn't even begin to call this balanced. But he's a new player, and this is a high-powered campaign.
I'm mostly posting this in the hopes it inspires someone to do something. I am fond of Social Engineering though. This guy is a grifter type, so it fits well.
Rogue Alchemist
Trapfinding (Ex): At first level, a rogue alchemist adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A rogue alchemist can use Disable Device to disarm magic traps. When determining the ability of a rogue alchemist to deal with locks or traps, treat his alchemist levels as rogue levels. This ability replaces the Brew Potion bonus feat.
Social Engineering (Ex): A rogue alchemist uses his Intelligence modifier instead of his Charisma modifier for Diplomacy, Bluff, and Intimidate. In addition, they add those skills to their list of class skills.
Alchemical Weapon (Su): At 2nd level, a rogue alchemist can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a rogue alchemist can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.
Precise Bombs (Ex): At 2nd level, a rogue alchemist gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.
Rogue Trick: At 2nd level, the Rogue Alchemist can choose a rogue talent in place of a Discovery. In addition, at 2nd level they may choose one rogue talent. At 6th level and every 4 levels thereafter, they may choose one additional rogue talent. After 10th level, they may choose an advanced rogue talent. This ability replaces Mutagen and Persistent Mutagen.
Directed Blast (Su): At 6th level, a rogue alchemist can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.
Cunning Strike (Ex): At 6th level, the rogue alchemist adds his Intelligence modifier to damage rolls for crossbows. In addition, he adds half his Intelligence modifier to attack rolls with crossbows. This ability replaces the discovery gained at 6th level.
Staggering Blast (Su): At 10th level, a rogue alchemist’s bombs become particularly overwhelming when they explode.Whenever a rogue alchemist scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Ref lex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration. This ability replaces poison immunity.
Thomas LeBlanc
RPG Superstar 2012 Top 32
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This was an archetype I threw together to give as an option to a rogue in my party...
I did something, but having the rogue gaining bombs instead. Has little emphasis for a siege style campaign. Includes new bomb discoveries and rogue talents. UC came out after I did this and I haven't gone over UC with a fine tooth comb yet to check for similarities.
Sapper (Rogue archetype)| Mortuum |
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Here's what I've got. I went the sneak attack rout rather than the bombs route, but it's very easy to swap between the two. I'd certainly allow bombs and grenadier abilities too. This take on the concept IS designed to be balanced against the alchemist, but not against the rogue. It's intended to be much less like an alchemist and more like a rogue, and tries to represent extracts as a clever trick the trickster can do because he's just that resourceful and versatile.
Right now, it gains 3 class skills and a minor skill-related ability over the standard alchemist. Does there need to be a trade-off for that? If so, what should it be?
The Trickster Alchemist
Skills: A trickster removes Heal, Knowledge (Arcana), Knowledge (Nature) and Survival from his class list and replaces them with Escape Artist, Linguistics and Stealth.
Extracts (Su): A trickster has extracts like any other alchemist, but he gains none of the other benefits of the Alchemy class feature.
This replaces Alchemy.
Sneak Attack (Ex): A trickster can use the sneak attack class feature as a rogue of his level. If he also has the sneak attack feature from another class, add the levels of all his classes that grant sneak attack together to determine his effective rogue level.
Rogue’s Arsenal: A trickster is proficient with the hand crossbow, rapier, sap, shortbow and short sword.
This replaces Brew Potion.
Anatomical Precision (Ex): A trickster gains Weapon Finesse as a bonus feat. In addition, whenever a trickster deals sneak attack damage with an attack using weapon finesse, he may add his Intelligence modifier to the damage in place of his Strength modifier.
This replaces Throw Anything.
Infused Extracts: A tricksters extracts are always treated as though they were prepared using the Infusion alchemist discovery.
This replaces Mutagen.
Modus Operandi: A trickster is as comfortable in certain dangerous situations as most people are in their beds. A trickster gains several benefits relating to the method of operating with which he is most familiar.
A streetwise trickster gains the Cutpurse’s Measure the Mark feature (APG p133).
Courtier: A courtier trickster adds Bluff, Diplomacy, Sense Motive and Knowledge (Nobility) to his list of class skills. He can add one point of Intelligence modifier per trickster level to his Bluff and Diplomacy skill checks in place of his Charisma modifier, whichever is higher.
A courtier gains the Spy’s Skilled Liar feature (APG p135).
Dungeon: A dungeon trickster adds Acrobatics, Knowledge (Dungeoneering), Climb and Swim to his list of class skills. He can add one point of dexterity modifier per trickster level to his climb and swim skill checks in place of his Strength modifier, whichever is higher.
A dungeon trickster gains the rogue’s Trapfinding feature.
Road: A road trickster adds Heal, Ride, Knowledge (Geography) and Survival to his list of class skills. He can add one point of intelligence modifier per trickster level to his heal and survival skill checks in place of his Wisdom modifier, whichever is higher.
A road trickster gains the Survivalist’s Hardy feature (UC p73).
Investigator: An investigator adds Sense Motive, Knowledge (Local), Intimidate and Diplomacy to his list of class skills. He can add one point of intelligence modifier per trickster level to his Perception and Sense Motive skill checks and Diplomacy checks made to gather information in place of his other ability modifier, whichever is higher.
An investigator gains the investigator’s Follow Up feature (APG p133).
Lab: A lab trickster adds Heal, Knowledge (Arcana), Knowledge (Architecture and Engineering) and Knowledge (Nature) to his list of class skills. He can add one point of Intelligence modifier per trickster level to his Profession (architect, engineer, librarian, or scribe) and Use Magic Device skill checks in place of his other ability modifier, whichever is higher.
A lab trickster gains the full version of the Alchemist’s Alchemy feature. This does not include bombs or mutagens.
Stage: A stage trickster adds all Perform skills to his list of class skills. He can add one point of Intelligence modifier per trickster level to his Perform (oratory) checks and Perform checks made to play instruments and one point of Intelligence modifier per trickster level to his Perform (Dance) checks in place of his Charisma modifier, whichever is higher.
A stage trickster gains a bonus on perform checks equal to ½ his level (minimum +1).
Master Thief: A master thief adds Acrobatics, Climb, Knowledge (Local) and Disguise to his list of class skills. He can add one point of dexterity modifier per trickster level to his Climb skill checks in place of his Strength modifier, whichever is higher and one point of Intelligence modifier per trickster level to his Disguise checks in place of his Charisma modifier, whichever is higher.
A master thief gains the rogue’s Trapfinding feature.
Tricky Talents: At 2nd level and every 2 levels thereafter a trickster gains a rogue talent. Treat his rogue level as equal to his trickster level for the purpose of qualifying for rogue talents and determining their effects.
A trickster can take the Combine Extract, Concentrate Poison, Sticky Poison, Alchemical Simulacrum, Doppelganger Simulacrum or Poison Conversion alchemist discoveries in place of a rogue talent. At 10th level the trickster can take advanced rogue talents. He may take a familiar as a wizard of his trickster level in place of an advanced rogue talent. A trickster’s familiar never learns the Scry on familiar or Deliver touch spells abilities.
This replaces discoveries.
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
This replaces poison resistance.
Uncanny Dodge (Ex): at 6th level, a trickster gains uncanny dodge as the rogue ability.
This replaces Swift Poisoning.
Improved Uncanny Dodge (Ex): A trickster of 14th level or higher can no longer be flanked.
Master Strike (Ex): Upon reaching 20th level, a trickster gains Master Strike as the Rogue ability.
This replaces Grand Discovery.
| Mortuum |
Ok, so I managed to screw that up a little. Sneak attack replaces bombs, modus operandi replaces brew potion. Also ignore the stuff about the archetype getting extra skills. I consider them paid for.
Damn. Just spotted another error. Master Thief is NOT a class feature! It's a modus operandi option! This is what I get for rushing. Aaaaaannnnnnnnd *drumroll* another! Improved Uncanny Dodge is meant to be the same as the rogue ability of the same name, if you hadn't guessed.
| Drejk |
@ Cheapy, does Social Engineering replacy any class feature or is it a free bonus? Also, I would reword it so it allows Rogue Alchemist to use Int modifier in place of Cha modifier when making Bluff, Diplomacy and Intimidate so he could decide which to use, depending upon circumstances.
EDIT: added missing Alchemist.
| Cheapy |
@drejk: It was meant to replace Charisma, but certainly allowing a choice is a good idea.
Mortuum: First read through, and it seems fine.
I'd be a little wary of Mutagen, but you can't get Feral Mutagen, so it's not terrible.
I'd consider handpicking a few Discoveries to allow to be chosen. Cognatogen fits wonderfully, IMO.
This guy still has all the issues of the rogue, namely requiring a buddy to do decent amounts of damage.
| Mortuum |
Thinking about it, there are a few other things I would do:
The trickster should get proficiency with the sap.
There should be a swashbuckler modus operandi with acrobatics, climb, swim and bluff which grants a martial weapon proficiency and dex on climb and swim.
The trickster's sneak attack should add d8s on unarmed attacks and attacks with light weapons, d6s on attacks with ranged weapons and d4s on everything else.
EDIT: Cheapy, the trickster cannot get a mutagen at the moment. There are some discoveries available under the tricky talents feature. I am still considering adding mutagen and cognatogen to the list.
He does not have ALL the issues of the rogue, not by a long shot, but he certainly does require a buddy, yes. Everything else in the archetype works without sneak attack and anatomical precision, so it would not be hard to give him back bombs and throw anything and even take the grenadier archetype.