Talented Fighter (and rogue): Suggested Fix


Homebrew and House Rules


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The talented fighter is designed to fit seamlessly into the existing fighter framework, by allowing any existing fighter to make use of the abilities via bonus feats, or allowing them to remain the same (due to the assumed use of the talent Feat). It addresses many common complaints with fighters specifically and martial combat in general.

The talented rogue is designed to overhaul weak talents and add a lot of rogue talents to the pool, in order to provide them with a solid skill monkey set of tools.

The working threads are on Dicefreaks, and can be found here.

Both are works in progress, but have grown large enough to merit sharing with the Paizo community. Both were designed with massive input from Coriat, and were inspired by Kirth Gersen. Much thanks to both of them.

Talented Fighter:
Talent (Ex): At first level and every even level after, (1st, 2nd, 4th, etc), the talented fighter can select a talent to improve his prowess. This replaces all of the fighter's bonus combat feats.

A talented fighter can alter a number of combat feats equal to 1+1/2 fighter level every day with 1 hour of weapon practice.

Armor Training, Improved A fighter with this talent gains DR x/- equal to his armor training bonus. This stacks with any other DR x/- the fighter may gain from other sources. A fighter must be 7th level and possess the armor training feature to take this talent.

Brutal Maneuver: Once per round, a fighter who selects this talent can apply the effects of a combat maneuver to a successful melee attack roll if the result of the attack roll also exceeds his opponent's CMD+5. He must have the Improved [maneuver] feat for the maneuver in question. A fighter must be 8th level to select this talent

Combat Assessment The fighter can make a level check modified by Intelligence in place of a Spellcraft check to identify magic arms and armor. This requires one minute of handling the weapon or armor. Because it is non-magical detection, effects such as magic aura do not interfere with the result.

The fighter can make a Sense Motive check as a full round action to determine the base attack bonus and preferred method of combat (melee, ranged, spells, etc) of one creature. If observing the creature in combat, this check can be made as a free action. (Note, in my game, the BaB would be replaced with a descriptor of apprentice, journeyman, master, etc, reflecting their BaB instead of level.)

Courage: A fighter who selects this talent treats any fear effect he suffers as if it were one step less severe (panicked->frightened, frightened->shaken, shaken->none), and adds his Fighter level to the DC to Intimidate him. At 12th level, he treats any fear effect as if it were two steps less severe. At 18th level, he becomes immune to any fear-based effect (including Intimidate). A fighter must possess the Bravery class feature in order to select this talent.

Dextrous A fighter with this talent uses his Dexterity modifier in place of Strength for melee attack rolls. At 4th level, he adds his Dexterity modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Dexterity modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Disrupt Spell A fighter with this talent can ready an action to counterspell, just as a spellcaster. However, he can only disrupt spells that are targeted on him or include him in an area of effect. The fighter makes an attack roll at -20 instead of rolling a dispel check. Making a Spellcraft check to identify the spell (as per counterspell) reduces this to a -10 penalty. Disrupting a spell in this fashion is damaging to a weapon, and if successful, the weapon takes 1d6 points of damage per spell level plus 1 per caster level. A fighter must be 8th level to take this talent.

Feat A talented fighter can take a combat feat for which they qualify in place of a talent. This can be selected more than once.

Fearsome Prowess: Intelligent combatants who have seen you fight for more than two rounds must make a Will save. (DC 10 + 1/2 fighter level + Charisma modifier) Those who fail and possess a CR of your level -3 or less refuse to engage you in melee unless magically compelled. Those who fail and have a CR equal to half of your fighter level or less throw down their arms and join your service, unless doing so would be antithetical to their nature, in which case they are panicked. This is a mind-affecting, fear effect. You must be a 10th level fighter to take this talent.

Fief A fighter with this talent gains a small tower (barracks) and the nearby land. (1 acre per class level) While on this land, or fighting in defense of the land within 1 mile per level, he gains the constant benefit of heroism.

At 10th level, a fighter with this talent upgrades his tower to a keep (fort), and the nearby land expands. (10 acres per class level.) While on this land, or fighting in defense of the land within 2 miles per level, he gains the constant benefits of heroism and haste.

At 14th level, a fighter with this talent upgrades his keep to a castle, and the nearby land expands. (50 acres per class level.) While on this land, or fighting in defense of the land within 3 miles per level, he gains the constant benefits of greater heroism and haste.

At 18th level, a fighter with this talent upgrades his castle to a huge castle, and the nearby land expands. (100 acres per class level.) While on this land, or fighting in defense of the land within 5 miles per level, he gains the constant benefits of greater heroism, haste and divine power. The caster level of these effects is equal to the fighter's level. A fighter must be 6th level to select this talent. *This talent may not be suitable for many campaigns, or may contain implicit obligations. Check with your DM first.

Friendship Forged in Fire The talented fighter can make an attack roll in place of a Diplomacy check on any creature that the fighter has defeated (but not slain) in combat. For the purpose of this talent, defeated refers to any reduction in hit points that renders a foe unconscious or causes him to surrender. The creature must have been willing to fight the talented fighter prior to his defeat.

Hardy A fighter who selects this talent gains a bonus equal to his Con modifier to Reflex and Will saves. A fighter must be 4th level to select this talent.

Indomitable: A fighter who selects this talent may reroll a failed Will save every round to break free of an ongoing effect. A fighter can do this a total number of rounds equal to his class level per effect.

Indomitable, Greater: A fighter who selects this talent may ignore a failed Will save after the result is revealed. He may use this ability once per day, and one additional time for every four levels above 12th. He is dazed for one round every time he uses this ability. A fighter must be 12th level to select this talent.

Insightful A fighter with this talent uses his Wisdom modifier in place of Strength for melee attack rolls. At 4th level, he adds his Wisdom modifier instead of Strength for melee damage rolls. His damage is not increased from this talent by wielding a weapon with two hands.

Legendary Commander: A fighter who selects this talent adds +1 to the OV, DV, and Morale bonus of any army under his direct command, adds his fighter level to the army’s hit points, and may select any tactic during the tactics phase in battle (other than those requiring specific resources) even if his army is not trained in that tactic. In addition, he learns one additional boon selected from the standard list.

At 5th level and every 5 levels after, the bonus to OV, DV and Morale increases by +1, and the fighter learns an additional boon.

Man-at-Arms A fighter with this talent takes no attack penalties for non-proficiency with manufactured weapons. (Including firearms at DM discretion) In addition, each time he would be able to add a weapon group with weapon training, he adds two weapon groups. (So a 5th level fighter would have two weapon groups at weapon training 1, a 20th level fighter would have eight weapon groups, two at 4, two at 3, and so on.)

Maneuver Master: A fighter who selects this talent does not provoke an attack of opportunity for attempting any combat maneuver.

Mettle A fighter who selects this talent does not suffer any partial effect on a successful Fortitude or Will save.

Panache A fighter with this talent uses his Charisma modifier in place of Strength for melee attack rolls. At 4th level, he adds his Wisdom modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Charisma modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Reasoned A fighter with this talent uses his Intelligence modifier in place of Strength for melee attack rolls. At 4th level, he adds his Intelligence modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Intelligence modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Reflect Spell A fighter with this talent who successfully disrupts a spell reflects it back to its caster, where it targets the caster or the caster's square and takes effect normally. A fighter must be 14th level to take this talent. A fighter must have the disrupt spell talent to take this talent.

Relentless A number of times per day equal to 3+Con modifier, a fighter can use a full round action to convert all lethal hit point damage he has into nonlethal damage.

Risk Taker The talented fighter gains a dodge bonus equal to half of his level (minimum +1) vs attacks of opportunity.

At 8th level, the talented fighter takes half damage from attacks of opportunity.

At 16th level, the talented fighter may make a counter attack of opportunity against a creature who has made an attack of opportunity against him. The fighter must be capable of making an attack, and his counter attack resolves after the initial attack of opportunity, but before the action which provoked it.

Shrug it Off A number of times per day equal to 3+Con mod, a fighter can make a Fortitude save against an effect they have failed their save against, at the same DC. Success allows them to ignore the effects for a number of rounds equal to their fighter level. A fighter must be 10th level to select this talent.

Size Matters Not The talented fighter can use weapons one size smaller and larger than his size category with no penalty.

Skilled Combat A talented fighter can add his fighter level to a combat maneuver check or to his Combat Maneuver Defense when an opponent attempts a maneuver against him as an immediate action. This ability can be used once per minute.

Stamina The fighter adds his fighter level to his Strength score to determine encumbrance. He may sleep in armor without penalty. He may make a level check modified by Constitution as a swift action to accomplish any of the following tasks.

Delay poison (DC as poison) - delays onset of poison by one frequency unit. Subsequent attempts suffer a -1 penalty.
Ignore Caltrop (DC 20) - ignores caltrop penalties to speed.
Ignore Fatigue (DC 20) - ignores fatigue for 1 round plus 1 additional round for every point of success.
Ignore Exhaustion (DC 30) - ignores exhaustion for 1 round plus 1 additional round for every point of success.
Reduce Exhaustion (DC 25) - treats exhaustion as fatigue for 1 round plus 1 additional round for every point of success.
Remain conscious (DC 20 + negative hit points)

A fighter must be at least 4th level to select this fighter talent.

Stamina, Greater The fighter is immune to magical sleep, fatigue and exhaustion. A fighter must have the stamina talent to select this fighter talent. A fighter must be at least 12th level to select this fighter talent.

Sunder Enchantment The talented fighter can force an enchanted ally who has harmed him to snap out of the effect. To do so, he can make an attack roll as a standard action to dispel the effect as per dispel magic. The attack must hit the ally's Armor Class. If successful, the attack deals nonlethal damage to the ally and dispels the effect. If the attack does not successfully dispel the effect, it deals normal lethal damage to the ally. A fighter must be 8th level to select this fighter talent.

Talented: A fighter who selects this talent possesses a martial education, extensive experience, or a natural talent in a certain area. He gains a competence bonus equal to half his fighter level (minimum +1) in one of the following sets of linked skills and treats them as class skills:

-Profession (soldier) and Sense Motive
-Profession (sailor), Survival, and Athletics
-Knowledge (nature) and Survival
-Knowledge (nobility) and Diplomacy
-Knowledge (arcana) and Spellcraft
-Knowledge (religion) and Spellcraft
-Ride, Athletics and Handle Animal
-Knowledge (local) and Intimidate
-Perform (oratory) and Diplomacy
-Knowledge (dungeoneering) and Survival
-Craft (weapon) and Craft (armor)

The Harder They Fall: A fighter who selects this talent may attempt combat maneuvers normally even against foes who would otherwise be immune to his attempts due to their size.

Two Weapon Fighting: A fighter who selects this talent takes a -2 penalty on attacks when using a weapon in each hand instead of the normal penalties for two weapon fighting. The fighter can make iterative attacks with his off hand if his base attack bonus is high enough.
This talent counts as Two Weapon Fighting, Improved Two Weapon Fighting and Greater Two Weapon Fighting for any prerequisites, if the fighter has a high enough BaB to make use of the latter two options.

Versatile Weapon: A fighter who selects this talent may choose to deal bludgeoning, piercing, and/or slashing damage with any weapon with which he possesses Weapon Focus or Weapon Training, and suffers no penalties for dealing lethal damage with a nonlethal weapon or nonlethal damage with a lethal weapon. At 20th level, the fighter gains these benefits with any weapon that he wields, without requiring Weapon Focus or Weapon Training. A fighter must possess either Weapon Focus or the Weapon Training class feature in order to select this talent.

Warlord When in command, the fighter can grant a number of minions equal to his Charisma bonus the use of his weapon training, armor training and bravery bonuses. A minion is an allied creature with less levels or HD than the fighter.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also don armor in half the normal time and move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls and can draw it as a free action.

If the weapon has a reload time, the fighter can reduce that reload time by one step.
If the weapon is a reach weapon, the fighter can attack creatures in adjacent squares.
If the weapon has a range increment, the fighter increases the increment by +10 feet per +1 bonus.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Diehard
Prerequisites: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than double your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying. A character without this feat dies when their negative hit points is equal to or greater than their Constitution score.

Endurance
Benefit: You add your level to all Constitution checks, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation; and to the number of rounds you can hold your breath or run. At 8th level, rounds become minutes. At 16th level, minutes become hours.
Normal This ain't possible

Endurance, Mythic
Benefit: You do not need to breathe or sleep. You are immune to fatigue. You treat extreme cold/heat as normal cold/hot weather.

Toughness
Benefit: You gain gain +1 hit points per Hit Die. (Minimum +3) At 5th level, this increases to +2 hit points per Hit Die. At 10th level, this increases to +3 hit points per Hit Die. At 15th level, this increases to +4 hit points per Hit Die. At 20th level, this increases to +5 hit points per Hit Die.

Inspired by Kirth Gersen, with extensive help from Coriat.

Talented Rogue:
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.

A rogue cannot sneak attack while striking a creature with concealment. This does not apply if the concealment caused by dim lighting conditions.

Revised
Befuddling Strike (Ex): When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds. This penalty increases by -1 every 5 levels the rogue possesses.

Distracting Attack (Ex): A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed until the beginning of her next turn. Creatures with uncanny dodge are immune to distracting attack.

Powerful Sneak (Ex): Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she gains +1 to each sneak attack damage die. At 10th level, she gains +2 to each sneak attack die.

Sacred Sneak Attack (Su): When making a sneak attack against an undead creature or evil outsider, the rogue’s damage is considered good-aligned for the purpose of overcoming damage reduction. A rogue must have a good alignment to select this rogue talent.

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 she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage.

Assault Leader (Ex): When the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action. A rogue can do this 1/day, plus one time for every four rogue levels she possesses.

Camouflage (Ex): A rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.

Esoteric Scholar (Ex) A rogue with this talent may attempt a Knowledge check, even when she is not trained in that Knowledge skill. The rogue adds 1/2 her rogue level (minimum +1) to checks made with untrained Knowledge skills.

Fast Getaway (Ex): After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action or swift action to take the withdraw action. She can move no more than her speed during this movement if she uses a move action, and no more than half her speed if she uses a swift.

Getaway Artist (Ex): A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks. She adds 1/2 her rogue level to checks made with these skills when using them to flee.

Hold Breath (Ex): A rogue with this talent adds her rogue level to the number of rounds she can hold her breath. At 8th level, rounds become minutes. At 16th level, minutes become hours.

Honeyed Words (Ex): Once per day, the rogue can roll two dice while making a Charisma or Charisma based skill check, and take the better result. She must choose to use this talent before making the check. A rogue can use this ability one additional time per day for every four rogue levels she possesses.

Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. For every five levels the rogue possesses, she can select another 1st-level spell that can be cast two times per day. A rogue must have the minor magic rogue talent before choosing this talent.

Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent. For every five levels the rogue possesses, she can select another 0-level spell that can be cast three times per day.

Peerless Maneuver (Ex) Once per day, a rogue with this talent can roll two dice while making a Strength or Dex based check, and take the better result. She must choose to use this talent before making the check. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Positioning Attack (Ex) Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). A rogue with this talent can also use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.

Quick Trapsmith (Ex): As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than her rogue level - 3 (Minimum 1). To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion.

Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. If she chooses to roll, she rolls 2d20 and takes the best result. In addition, it takes her half the time to take 20 on a mastered skill. (10x normal time)

A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

Stealthy Sniper (Ex): When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.

Survivalist: A rogue with this talent adds Heal and Survival to her list of class skills. She adds 1/2 her rogue level to checks made with these skills.

Thoughtful Reexamining (Ex): Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Advanced
Deadly Sneak (Ex): This has been rolled into Powerful Sneak.

Dispelling Attack (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, functioning identically to the spell. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.

Another Day (Ex): Once per day, when the rogue would be reduced to 0 or fewer hit points by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The rogue is staggered for 1 round on her next turn. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from any source), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow and this damage is nonlethal; if it fails, she takes full damage, half of which is nonlethal. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

Hunter’s Surprise (Ex): Once per day, a rogue with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

Knock-Out Blow (Ex): A rogue with this talent can attempt to knock out an opponent with a sneak attack. She must declare the use of knock-out blow before she makes the attack. If the attack hits, it does nonlethal damage, and the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier.

Redirect Attack (Ex): Once per day, when a rogue with this talent is hit with a melee attack, she 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 ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

New Standard

Black Market Connections A rogue with this talent gains a network of spies, informants and other ne'erdowells throughout the land.

A rogue selects a number of urban centers equal to one-half her rogue level plus her Charisma modifier. This process takes a week. To select a center, she must have personally visited, or be aware of such a settlement within 10 miles per class level of an urban center she has visited. At 10th level, the range increases to 50 miles per class level. At 15th level, the range increases to 100 miles per class level.

A rogue can drop a center from her list (typically to add another) by spending a week to shift her contacts out to their new place of operations. A DM can determine that a settlement is not appropriate for a rogue to gain access to in this manner, for instance, a CE balor rogue and a city of angels in Heaven may be off limits barring actual roleplay.

An urban center is a settlement at least the size of a small town. A large city counts as a minimum of two settlements. A metropolis counts as a minimum of three settlements. Large cities and metropoli are often broken into smaller districts, each of which can be the size of a small town or larger. If this is the case, each district counts as its own settlement.

When personally within these centers, the rogue also communicate with the other selected centers, making Bluff, Diplomacy, Intimidate, Knowledge and Sense Motive checks at a -2 penalty, and purchases at a 5% markup. Purchased goods from a distant center require 1d4 days for delivery. At 10th level, they require 1d4 hours. At 20th level, they require 1d4 minutes.

When not personally within these centers, the rogue can still communicate with them, making the checks at a -5 penalty, and purchases at a 10% markup.

A rogue with this talent does not suffer capital or business attrition within her selected centers. The rogue is considered "very familiar" with her centers for the purpose of teleport and similar spells. The rogue is considered to have secondhand knowledge of all residents of her centers for the purpose of scrying and similar spells.

The specific nature of this communication and delivery is up to the player and the DM to determine, but can utilize sending, telepathic bonds, teleporting minions, messages sent via birds or secret code, etc, so long as it allows the rogue reasonable access to her centers.

Generally, unless a specific method is being used that is faster or slower, assume that it requires an hour of uninterrupted action to contact a center if outside of civilization. At 10th level, this should be reduced to ten minutes, and at 20th level, a minute. The DM can modify this as needed to account for being off plane, or within a large settlement that is a non-selected center.

Card Sharp (Su) The rogue gains Deadly Dealer as a bonus feat, even if she does not meet the prerequisites. Thrown cards are treated as darts. The rogue also gains the benefit of the Arcane Strike feat, using her rogue level in place of caster level, but only for the purposes of using Deadly Dealer.

Confounding Blades: When flanked, the rogue gains a +1 dodge bonus to AC. This bonus increases by +1 for every four rogue levels possessed.

Darkness My Ally (Ex) A rogue with this talent adds a 5% to any existing miss chance to be struck by an attack. At 5th level and every 5th level after, the rogue adds 5% to the miss chance. The total can never be increased beyond a maximum of 75% miss chance through use of this ability.

Dextrous A rogue with this talent uses his Dexterity modifier in place of Strength for melee attack rolls. At 4th level, he adds his Dexterity modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Dexterity modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Duelist When threatened in melee by only one foe, the rogue gains a +1 dodge bonus to AC against that opponent. This bonus increases by +1 for every four rogue levels possessed.

Heart of the City When within one of her selected urban centers, the rogue gains a +2 bonus on Bluff, Diplomacy, Intimidate, Knowledge, Perception and Sense Motive checks made against residents of the urban center. Likewise, she also gains this bonus on weapon attack and damage rolls made against them. At 5th level, and every five levels after, this bonus increases by +2. A rogue must have black market connections to select this talent.

Infuriating Combatant: Once per day, when missed by a melee attack, a rogue can make a trip or dirty trick attempt against the foe as an attack of opportunity. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Light Armor Training A rogue with this talent learns to be more maneuverable while wearing light armor. Whenever he is wearing light armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At 8th level and every four levels after, these bonuses increase by +1 each time. He can don light armor in half the normal time. A rogue must be 4th level to select this talent.

Panache A rogue with this talent uses her Charisma modifier in place of Strength for melee attack rolls. At 4th level, she adds her Charisma modifier instead of Strength for melee damage rolls. At 8th level, she adds 1.5 times her Charisma modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. Her damage is not increased from this talent by wielding a weapon with two hands.

Poison Use A rogue with this talent never risks poisoning herself when applying poison. She can apply poison to a weapon as a swift action, instead of a standard action. She gains a bonus equal to half her rogue level (minimum +1) on saves against poison. When making a sneak attack with a poisoned weapon, she can sacrifice any number of sneak attack dice to increase the DC of the poison by the same amount.

Reasoned A rogue with this talent uses her Intelligence modifier in place of Strength for melee attack rolls. At 4th level, she adds her Intelligence modifier instead of Strength for melee damage rolls. At 8th level, she adds 1.5 times her Intelligence modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. Her damage is not increased from this talent by wielding a weapon with two hands.

Risk Taker The rogue gains a dodge bonus equal to half of her level (minimum +1) vs attacks of opportunity.

At 8th level, the rogue takes half damage from attacks of opportunity.

At 16th level, the rogue may make a counter attack of opportunity against a creature who has made an attack of opportunity against her. The rogue must be capable of making an attack, and her counter attack resolves after the initial attack of opportunity, but before the action which provoked it.

Rogue Weapon Training A rogue with this talent gains a +1 bonus on attack and damage rolls when making an attack with a simple weapon, hand crossbow, rapier, sap, shortbow, or short sword. At 10th level and every four levels after, the bonus granted increases by +1. The rogue can draw any of these weapons as a free action.

If the weapon has a reload time, the rogue can reduce that reload time by one step.
If the weapon has a range increment, the rogue increases the increment by +10 feet per +1 bonus.

Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if the rogue has weapon training from other classes.

A rogue also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the rogue's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Soul of the City When within one of her selected urban centers, the rogue is not slowed by difficult terrain. In addition, she treats local citizens as allies, for the purposes of flanking, moving through occupied squares and teamwork feats. This does not apply to creatures with a specific attitude of unfriendly towards the rogue or worse. A rogue must have black market connections to select this talent.

Stealthy A rogue with this talent gains a competence bonus equal to half her rogue level (minimum +1) on Stealth checks. At 10th level, her Stealth check functions, albeit at a -10 penalty, against creatures with supernatural senses, such as blindsight, blindsense and tremorsense. At 15th level the penalty is -5. At 20th level, she takes no penalty.

Wall Climber A rogue with this talent gains a climb speed equal to one-half her base land speed. At 10th level this increases to her full base land speed. The rogue can climb a perfectly flat vertical or inverted surface with no handholds with a DC 40 check.

New Advanced
Charming (Su) The rogue can use Diplomacy to charm individuals who are not hostile. The check DC is equal to 20 + the DC to improve the creature's attitude one step. (Attitude DC + Cha mod for normal games, Attitude DC + 1/2 HD + Cha mod for my game) A rogue uses her rogue level in place of caster level to determine effects. A rogue can target a given individual only once per day with this ability.

Crafty Maneuver (Ex) Once per day, a rogue with this talent can add her rogue level to a combat maneuver check or to her Combat Maneuver Defense when an opponent attempts a maneuver against her as an immediate action. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Greater Magic (Sp): A rogue with this talent gains the ability to cast a 3rd-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 13 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 13 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 3nd spell that can be cast two times per day. A rogue must have the improved magic rogue talent before choosing this talent.

Harrow Strike (Ex) Once per day, when making a sneak attack, the rogue can draw a random card from a harrow deck they own. If the attack hits, instead of dealing sneak attack damage, a number of points of ability damage equal to the number of sneak attack damage is dealt instead. The ability score damaged is the score affiliated with the suit of the harrow card drawn. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

High Magic (Sp): A rogue with this talent gains the ability to cast a 4th-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 14 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 14 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 4th spell that can be cast two times per day. A rogue must have the greater magic rogue talent before choosing this talent.

Improved Magic (Sp): A rogue with this talent gains the ability to cast a 2nd-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 12 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 12 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 2nd spell that can be cast two times per day. A rogue must have the major magic rogue talent before choosing this talent.

Old School A rogue with this talent gains 1 XP per 100 gp of treasure they find.

Sneak Attack of Opportunity When making an attack of opportunity, a rogue deals half of his normal sneak attack damage. A rogue cannot apply any talents to this sneak attack, nor do any effects that activate on a sneak attack function.

Steal Spell A rogue with this talent can use Sleight of Hand to steal a random ongoing spell from a target. The rogue makes the check at a -15 penalty and the DC is the same as to dispel the spell. If successful, the rogue transfers the ongoing spell to herself.

Suggestive (Su) A rogue with this talent can use Bluff, Diplomacy or Intimidate to replicate the effects of suggestion, using her rogue level in place of caster level. The DC is 20 higher than using the skill on the individual normally. A rogue can target a given individual only once per day with this ability, regardless of success or failure.


I would like to see Dextrous' x1.5 also apply to two-handed finesse weapons (such as the Elven Curveblade for example)

EDIT: also, 1 acre per class level is way too low, especially in a history-inspired fantasy setting. I'd probably go for 5 acres/2 hectares per class level minimum. (10/4 might be better)


kyrt-ryder wrote:
I would like to see Dextrous' x1.5 also apply to two-handed finesse weapons (such as the Elven Curveblade for example)

Good thought. I'll likely add a clause that a DM can allow it to apply to any appropriate (determined by them) style of fighting.

Quote:
EDIT: also, 1 acre per class level is way too low, especially in a history-inspired fantasy setting. I'd probably go for 5 acres/2 hectares per class level minimum. (10/4 might be better)

You did see that it expands as you level up? Also, totally not the talent I'd expect people to notice. :)


Here are two NPCs in my game rebuilt with these rules.

Tolin Kientai:
Tolin Kientai (CR 11)
Male human ranger 3/fighter (talented) 10
LN Medium Humanoid (human)
Init +6; Senses Perception +18
Languages Common
_____________________________________________________________

AC 27, touch 13, flat-footed 25, combat 32; risk taker (+6)
(+8 armor, +1 deflection, +2 Dex, +1 natural, +5 shield)
hp 191 (13d10 + 78 + 10)
Resist acid 10
Fort +13, Ref +11, Will +9 (+12 vs fear)
_____________________________________________________________

Speed 30 ft.
Melee bastard sword +22/+17/+12 (1d10 + 12 /19-20) and
dragon shield +20/+15/+10 (1d8 + 9 plus 1d6 acid /x2)
Ranged composite longbow +15 (1d8 + 6 /x3)
Space 5 ft.; Reach 5 ft.
Base Atk +13; Combat +19
Atk Options Dazing assault (-5, DC 23), favored enemy +2 (magical beasts), power attack (-4, +8), skilled combat (+13), two weapon rend (1d10 + 9)
Special Actions relentless (5/day)
Combat Gear potion of cure serious wounds, potion of haste
_____________________________________________________________
SQ Armor training 2, bravery +3, favored terrain +2 (urban), weapon training 2 (heavy blades, close), wild empathy +4
Abilities Str 22, Dex 15, Con 17, Int 10, Wis 14, Cha 13
Feats Dazing Assault, Double Slice, Endurance*, Exotic Weapon Prof (bastard sword)*, Improved Initiative, Improved Shield Bash, Power Attack, Toughness, Two Weapon Rend, Weapon Focus (heavy blades), Weapon Specialization (heavy blades)
Talents Hardy, Relentless, Risk Taker, Skilled Combat, Talented Explorer (dungeoneering/survival), Two Weapon Fighting
Skills Acrobatics +18, Handle Animal +7, Knowledge (nature) +10, Knowledge (dungeoneering) +16, Perception +18, Ride +8, Survival +22 (+23 tracking)
Possessions +2 adamantine bastard sword, +2 dragon shield, +1 composite longbow, 40 arrows, +2 breastplate, cloak of resistance +2, amulet of natural armor +1, ring of protection +1, boots of the rainforest, 56 gp

Zani Oldavin:
Zani Oldavin (CR 11)
Female elven rogue 13
N Medium Humanoid (elf)
Init +9; Senses Low-light, Perception +17
Languages Common, Elven, Orc
_____________________________________________________________

AC 20, touch 15, flat-footed 20, combat 25 (29 disarm); risk taker +6
(+5 armor, +5 Dex)
hp 135 (13d8 + 39 + 13)
Immune sleep
Defenses blade sense +4
Fort +9, Ref +15, Will +7 (+9 vs enchantment); evasion
_____________________________________________________________

Speed 40 ft.
Melee 2 elven daggers +16/+11 (1d4 + 7 /15-20)
Ranged Throwing dagger +17/+12 (1d4 + 3 /15-20) or
shortbow +15/+10 (1d6 + 1 /x3)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Combat +14
Atk Options Sneak attack +7d8 (7 bleeding)
Special Actions scout's charge, skirmish
Combat Gear daredevil boots, quick runner's shirt
_____________________________________________________________
Rogue Talents
Constant – bleeding attack, dexterous, risk taker, rogue weapon training 2, sneak attack of opportunity, stealthy, two weapon fighting
4/day - crafty maneuver (+6), defensive roll
_____________________________________________________________

Abilities Str 12, Dex 21, Con 16, Int 14, Wis 12, Cha 14
SQ hidden blade +6, silent hunter
Feats Combat Reflexes, Extra Rogue Talent x3, Improved Critical (dagger), Improved Initiative, Skill Focus (Stealth)
Skills Acrobatics +31, Bluff +18, Diplomacy +16, Disable Device +18, Escape Artist +21, (Knowledge (nobility) +11, Perception +17, Perform (sing) +14, Sleight of Hand +21 (+27 concealing), Stealth +44 (+34 vs special), Use Magic Device +18
Possessions 2 +2 elven daggers, 10 masterwork elven throwing daggers, masterwork shortbow, 30 arrows, +2 studded leather, 2 masterwork bandoleers, Alcindar's agile attire (daredevil boots of elvenkind, greater cloak of elvenkind +2, quick runner's shirt), backpack, sleeping roll, 75 gp

House Rules that might come under question:
Elven dagger is an 18-20/x2 dagger, exotic or racial weapon prof required, otherwise its just a dagger.
greater cloak/boots of elvenkind = +10 bonus.
+2 cloak of elvenkind means a resistance bonus is also on said cloak
CR = level - 1 per 5 levels.
Dragon shield = +3 base shield bonus, provides energy resistance, damage, and adds enhancement bonus to attack and damage.
Humans get two favored class bonuses
Humans get either 1 martial weapon prof or treat 1 exotic weapon as martial.


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Kain Darkwind wrote:

The talented fighter is designed to fit seamlessly into the existing fighter framework, by allowing any existing fighter to make use of the abilities via bonus feats, or allowing them to remain the same (due to the assumed use of the talent Feat). It addresses many common complaints with fighters specifically and martial combat in general.

The talented rogue is designed to overhaul weak talents and add a lot of rogue talents to the pool, in order to provide them with a solid skill monkey set of tools.

The working threads are on Dicefreaks, and can be found here.

Both are works in progress, but have grown large enough to merit sharing with the Paizo community. Both were designed with massive input from Coriat, and were inspired by Kirth Gersen. Much thanks to both of them.

** spoiler omitted **...

Are these different approaches to Fighters and Rogues but with the same name as Rogue Genius Games' Talented Fighter and Talented Rogue? If so, a name change is in high order to avoid confusion.


Yeah, I'm pretty confused. I'm familiar with RGG Talented fighter and this looks like a similar but lower scale solution.


Pathfinder Rulebook Subscriber

That had me a bit confused as well. Made me have to look at the date of the OP to see if this was a necro'd thread or not.


I'm actually not familiar with the other product in any capacity. I chose the term talent to separate it out from fighter feats.

I'm not really sure that my homebrew needs a name change to avoid confusion with a third party product, certainly less so than paizo's swashbuckler class needs a name change to avoid confusion with the swashbuckler archetype.

Glad to hear a 3pp has dedicated fans though.


Kain Darkwind wrote:
Glad to hear a 3pp has dedicated fans though.

I know several people (myself included) who are more interested in certain 3pp than Paizo. (* Genius Games [there's a Rogue Genius Games now comprised of part of the staff of Super Genius Games, not sure if both are functioning entities or if SGG bit the dust], mentioned in this thread, is one of them. Dreamscarred Press is another.)


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Looking at what you're doing I'd save effort and just get the third party product. Essentially the fighter gets 'talents' instead of class features which consists of repurposed archetype class features, fighter bonus feats and freshly made talents. The rogue is the same only it gets a few more powerful 'edges' that amount to the same thing only more scaling. Both can be repurposed as fighter only feats or rogue talents.

The Talented series is pretty well loved and Monk and Cavalier and Barbarian get similar treatments. If you want to add new homebrew talents that's fine but you can save a lot of work just buying the Rogue Genius products, and the end result does exactly what you're trying to do; Talented martial classes are way better at doing what you want them to do and come off as more synergistic and powerful.


Malwing wrote:

Looking at what you're doing I'd save effort and just get the third party product. Essentially the fighter gets 'talents' instead of class features which consists of repurposed archetype class features, fighter bonus feats and freshly made talents. The rogue is the same only it gets a few more powerful 'edges' that amount to the same thing only more scaling. Both can be repurposed as fighter only feats or rogue talents.

The Talented series is pretty well loved and Monk and Cavalier and Barbarian get similar treatments. If you want to add new homebrew talents that's fine but you can save a lot of work just buying the Rogue Genius products, and the end result does exactly what you're trying to do; Talented martial classes are way better at doing what you want them to do and come off as more synergistic and powerful.

Than what? Than my version? Than the base martial classes? Than Kirthfinder?

It sounds like they went towards the same goal from the opposite approach, if they sacked class features instead of bonus feats. My goal was to make a class that could functionally replace the fighter and not require any adjustment for published fighter stats, unless one wanted to.

Feel free to critique my efforts more specifically from your 3pp's perspective. Balance is balance, in my mind, whether it is measured against the Core rules or something else.

kyrt-ryder wrote:
Kain Darkwind wrote:
Glad to hear a 3pp has dedicated fans though.
I know several people (myself included) who are more interested in certain 3pp than Paizo. (* Genius Games [there's a Rogue Genius Games now comprised of part of the staff of Super Genius Games, not sure if both are functioning entities or if SGG bit the dust], mentioned in this thread, is one of them. Dreamscarred Press is another.)

Yeah, don't take that as me coming down on 3pp, it is 100% sincere. I love Green Ronin and Frog God, and back in the heyday of 3.0, collected Mongoose Publishing, AEG and Malhavok Press's stuff too. Never heard of Rogue Genius before, but I guess I'll have to check their stuff out once I've got some extra cash.


Rogue Genius Games is Owen K C Stephens company. He is also now the Pathfinder Module Developer for Paizo and the Pathfinder developer for Green Ronin.

He was part of Super Genius Games, but was bought out and formed Rogue Genius Games and pulled a significant chunk of the SGG back stock with him. In addition, RGG I think is also comprised of Stan! (Brown) and Christina Stiles.

SGG is just composed of Hyrum Savage as far as I know, but he has been pretty silent for the last 6 or 8 months.

Rogue Genius has some great stuff, at least as far as I am concerned, YMMV. The Talented Class line, with Witch due out later this year in addition to the ones mentioned above. There are also lines that support the APG and the Ultimate Guides, in addition to some really interesting classes. Lots of folks really like the Time Thief and Time Warden and the Godling class. The other one I really like is his take on Spellpoint casters. Currently there is a back catalog of over 200 options, some as low as a dollar.

Ok, time to get off my fan boy soapbox. :)


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I meant better than their paizo counterparts.

The talented fighter gets rid of ALL class features including bonus feats. They instead get a talent each level. One of those talents is a bonus combat feat. Some of the talents are made of class features from archetypes. Some are core class features. Some are new talents. Its quite possible to run a character with 20 bonus feats or no bonus feats.


Kain Darkwind wrote:
Malwing wrote:
Talented martial classes are way better at doing what you want them to do and come off as more synergistic and powerful.
Than what? Than my version? Than the base martial classes? Than Kirthfinder?

I think what he's saying is that Genius already did near-exactly what you're trying to do, and did it better.


Orthos wrote:
Kain Darkwind wrote:
Malwing wrote:
Talented martial classes are way better at doing what you want them to do and come off as more synergistic and powerful.
Than what? Than my version? Than the base martial classes? Than Kirthfinder?
I think what he's saying is that Genius already did near-exactly what you're trying to do, and did it better.

I wasn't saying better than what he was doing, but it is near identical and by virtue of being a complete product and giving the ability to replace more than the bonus feats I will NOW say that it is better.


Regardless of a qualitative "better/worse" perhaps Kain's method is more easy to slot into straight Pathfinder/Core Rules. Much like Ssalarn's Bravery tweak in the Compatible Products subforum - yes, you could overhaul the Fighter, but that isn't Ssalarn's design path, and perhaps RGG's approach won't work for Kain.

Though if they are similar, there really is a point at which you want to differentiate, and definitely think about changing the name. Just because Paizo has double ups doesn't make it a good thing.

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