Pathfinder - Undefeatable 10 - Rogues.pdf

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unde FEAT able
Written By Michael R. Kimmel
NEW FEATS
APPRENTICE MAGICIAN
You have carefully studied and practiced your
magical abilities.
BITE BACK (COMBAT)
When a battle is looking grim, you lash out at the
opponents who injure you.
Prerequisites: Cornered Rat, sneak attack +5d6
Benefit: After any attack reduces your hit points
to one-quarter or fewer of their normal total, or
after any attack damages you while your hit points
are below this level, you may make a melee attack
at your full attack bonus as an immediate action
against the opponent who attacked you ( if they are
in range of your attack ). You may only make one
attack with this ability per round.
Prerequisites: Int 13+, Minor Magic rogue talent
Benefit: You may cast each of your 0-level spells
gained through Minor Magic a number of times
per day equal to 3 plus one-half of your rogue
level, and the save DC for the spells increases by 1
for every 4 levels of rogue you possess.
Normal: You may cast each spell three times
a day, and the save DC is equal to 10 + your
Intelligence modifier.
BREAK AND ENTER
Subtlety is not your style: you use brute force to
disarm locks and traps.
BACK-TO-BACK FIGHTING (COMBAT)
You can fight back-to-back with an ally, occupying
the same space and protecting one another from
attacks.
Prerequisites: Str 13+, 3+ ranks in Disable Device
Benefit: You may use Strength as the key ability
for Disable Device rather than Dexterity. When
you do, if your check succeeds, you break the
device and it cannot be re-locked or reset. You may
not study a trap and bypass it without disarming it.
In addition, as long as you have a weapon, you are
not penalized for lacking thieves’ tools.
Prerequisites: Dex 15+, Dodge, Mobility
Benefit: You may occupy the same space in
combat as a willing ally whose size category is not
more than one larger or smaller than your own.
While occupying the same space, neither character
may be flanked, and each gains a +2 dodge bonus
to AC and CMD. If either character takes a 5-foot
step, the other character may move with them, but
the two may not move together in this way more
than 5 feet per round, and any other movement by
either of the characters causes them to leave the
shared space.
Normal: Dexterity is the key ability for Disable
Device.
CAUTIOUS TRAPFINDER
You study traps very carefully before attempting to
disarm them.
Prerequisites: Trapfinding class feature, 5+ ranks
in Disable Device
Special: If both characters possess this feat, the
bonuses stack, and the characters may move
together up to 10 feet per round.
Benefit: You only accidentally trigger a trap when
you fail your check by 10 or more, and you can
bypass a trap without disarming it when you beat
the trap’s DC by 5 or more.
Normal: You may not occupy the same space as
an ally in combat.
Normal: You trigger a trap when you fail your
check to disarm it by 5 or more, and you can
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3.5 SYSTEM COMPATIBLE
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EXTREME RESILIENCY (COMBAT)
You keep going long after you should be out of the fight.
bypass a trap without disarming it if you beat the trap’s DC
by 10 or more.
Prerequisites: Con 13+, Resiliency rogue talent
CHARLATAN
You are adept at swindling others by lying about the quali-
ties of items.
Benefit: When you gain temporary hit points from the
resiliency rogue talent, you gain twice as many as your
rogue level and they last a number of minutes equal to
your rogue level.
Prerequisites: Cha 13+, 3+ ranks in both Appraise and
Bluff
Normal: You gain a number of temporary hit points equal
to your rogue level and they last for 1 minute.
Benefit: When you lie about the qualities and/or proper-
ties of an item ( magical or otherwise ), you get a +4 bonus
to your Bluff check. In addition, you may use Bluff as a
Profession skill for purposes of earning an income for a
week of dedicated work. However, you may not use Bluff
to earn an income in the same place more than once per six
months.
EYE FOR TREASURE
Your knowledge of treasures allows you to easily distin-
guish the most valuable item in a group and determine the
auras of magical items.
Prerequisites: Int 13+, 5+ ranks in Appraise
CORNERED RAT (COMBAT)
When you are seriously injured in battle, you go for the
throat.
Benefit: When you make an Appraise check to determine
the most valuable item in a treasure hoard, you may do so
as a free action, and you receive a +4 bonus to the check.
If your check is successful, you determine whether or not
the object is magical, and if it is non-magical, you deter-
mine its value.
Prerequisite: Sneak attack class feature
Benefit: After any attack reduces your hit points to one-
quarter or fewer of their normal total, your opponents are
denied their Dexterity bonus to AC against your melee
attacks for a number of rounds equal to the number of
sneak attack dice you possess. This effect ends if your hit
points rise above one-quarter of their normal total.
In addition, when you are able to determine that an item is
magical, you also determine the strongest magical aura ( or
auras ) that the item possesses.
Normal: Determining the most valuable item in a treasure
hoard takes 1 full-round action and you must make a sepa-
rate check to appraise it. You may not determine magical
auras with the Appraise skill.
DEADLY SURPRISE (COMBAT)
When you take up an unorthodox weapon in combat, you
attack with surprising lethality.
FATAL FLOURISH (COMBAT)
Your swift attacks with a single blade are difficult for your
opponents to follow.
Prerequisites: Catch Off-Guard, sneak attack class feature
Benefit: The first attack you make using each improvised
weapon in a battle denies your opponent of their Dexterity
bonus to AC (whether or not they are armed). In addition,
your sneak attack damage from attacks with improvised
weapons increases by 1d6.
Prerequisites: Single-Blade Style, Weapon Finesse, 5+
ranks in Bluff
Benefit: When you use Bluff to feint in combat while
wielding a light blade in one hand and not wielding a
weapon or shield with your other arm, you get a +2 bonus
on your Bluff check and, if the feint is successful, your
critical threat range is doubled ( e.g., from 19-20 to 17-20 )
for your next attack. This ability does not stack with other
abilities which improve your critical threat range.
DEVIOUS SCAMPERING (COMBAT)
You move through obstacles more quickly than your oppo-
nents expect.
Prerequisites: Dex 15+, Nimble Moves, sneak attack class
feature
Benefit: After moving through difficult terrain, your next
melee attack during the same turn denies your opponent of
their Dexterity bonus to AC. Your opponent is not denied
their Dexterity bonus if you were already adjacent to the
opponent before moving.
FLIRTATIOUS FIBBER
You easily deceive those who are attracted to you.
Prerequisites: Cha 13+, 3+ ranks in Bluff
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Benefit: When you use Bluff to fool a target who is physi-
cally or romantically attracted to you, you get a +4 bonus
to your check, and you reduce the penalties associated with
the believability of the lie by 50% ( e.g., from -5 to -2 or
from -20 to -10 ).
rogue level. The save DC is equal to 12 + your Intelligence
modifier.
MAGE HARROWER (COMBAT)
You are trained to take advantage of spellcasters while they
are distracted by their own spells.
GREATER ARCANE TRICKS
You know a few more potent magical tricks.
Prerequisites: Int 13+, sneak attack class feature
Benefit: When you attack an enemy who is casting or
concentrating on a spell of a level equal to or less than the
number of sneak attack dice you possess, you gain a bonus
to your attack roll equal to the number of sneak attack dice,
to a maximum of +5. ( e.g., 3d6 sneak attack grants +3 to
attack if the spell is 3rd level or lower, while 7d6 sneak
attack grants +5 to attack if the spell is 7th level or lower. )
The attack does not need to be a sneak attack for the bonus
to apply.
Prerequisites: Int 13+, Major Magic and Minor Magic
rogue talents, Lesser Arcane Tricks, rogue level 5th
Benefit: You may cast one 3rd-level spell from the
following list per day: keen edge, major image, secret
page, and shrink item. Your caster level for these spells is
equal to your rogue level. The save DC is equal to 13 +
your Intelligence modifier.
GREATER ROGUE’S MARK (COMBAT)
Foes you mark with your magic suffer even more from the
wounds you inflict.
You gain the same bonus to Stealth checks made to hide
from opponents who are concentrating to maintain spells
( regardless of spell level ).
Prerequisites: Ability to cast arcane mark, sneak attack
+4d6, Rogue’s Mark
MAGIC THUMB
You have a knack for activating magic items even if you
don’t know how they work.
Benefit: In addition to the benefits from Rogue’s Mark,
your critical threat range increases by 1 for every 2 dice in
sneak attack you possess when you attack foes you have
marked ( e.g., it increases from 19-20 to 16-20 with 6d6
sneak attack ). This ability does not stack with other abili-
ties which improve your critical threat range.
Prerequisites: Cha 15+, 3+ ranks in Use Magic Device
Benefit: When you attempt to activate a magic item
blindly with the Use Magic Device skill, you get a +2
bonus on your check and you only suffer a mishap if you
fail by 15 or more. If you have seen the item activated or
used before, you get an additional +4 bonus on the check.
Once you have activated an item yourself, you learn how it
works and no longer need to activate it blindly.
IMPROVED TRAP SENSE
Your ability to avoid dangerous traps also improves your
ability to discover and disarm them.
Prerequisites: Wis 13+, trap sense class feature
Normal: You suffer a mishap if you fail by 10 or more and
you must continue to activate an item blindly even after
having activated it before.
Benefit: You add your trap sense bonus to Perception
checks made to locate traps as well as Disable Device
checks made to disable them.
MASTER MAGICIAN
You have mastered your magical abilities.
Normal: Your trap sense bonus is only added to Reflex
saves made to avoid traps and to AC against attacks made
by traps.
Prerequisites: Int 15+, Major Magic and Minor Magic
rogue talents, Apprentice Magician
LESSER ARCANE TRICKS
You have a few more magical tricks up your sleeve.
Benefit: You may cast each of your 1st-level spells gained
through Major Magic a number of times per day equal to
2 plus one-third of your rogue level, and the save DC for
the spells increases by 1 for every 4 levels of rogue you
possess.
Prerequisites: Int 12+, Minor Magic rogue talent, rogue
level 3rd
Benefit: You may cast one 2nd-level spell from the
following list per day: blur, cat’s grace, knock, and minor
image. Your caster level for these spells is equal to your
Normal: You may cast each spell twice a day, and the save
DC is equal to 11 + your Intelligence modifier.
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unde FEAT able
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MASTER OF INNUENDO
You are an expert at crafting secret messages which are
difficult for unintended recipients to decipher.
Benefit: While wielding two weapons, whenever you
successfully deal sneak attack damage to an opponent,
every following successful attack you make against that
opponent until the beginning of your next turn deals an
additional 1d6 sneak attack damage. This bonus increases
with multiple successful sneak attacks ( e.g., after making
two successful sneak attacks, your next attack deals +2d6
damage ).
Prerequisite: Deceitful
Benefit: When you use Bluff to deliver a secret message,
you get a +5 bonus to your check, and the DC of the Sense
Motive check for unintended recipients to decipher the
message increases by an additional 5.
ROGUE’S HAUNT
You are very familiar with a particular place.
Normal: The DC to decipher secret messages is equal to
your Bluff check.
Prerequisites: Sneak attack class feature, 3+ ranks in both
Perception and Stealth
MERCILESS KILLER (COMBAT)
You are quick to bring death to your helpless enemies.
Benefit: Choose a specific geographical area, such as a
neighborhood or series of caverns, which you know well.
While in this area, you gain a +2 bonus to Perception
and Stealth checks, as well as attack rolls during surprise
rounds. The DC to follow your tracks in this area increases
by 4.
Prerequisite: Sneak attack +5d6
Benefit: You only need to take a standard action to deliver
a coup de grace, and when you do, you deal 1 extra point
of damage per die of sneak attack you possess.
Normal: Delivering a coup de grace takes a full-round
action.
ROGUE’S MARK (COMBAT)
When your attacks catch foes off guard, you place a
magical mark upon them which makes your attacks more
deadly.
NOSE FOR TREACHERY
You are adept at noticing deception and pretending that
you have not caught on.
Prerequisites: Ability to cast arcane mark, sneak attack
+2d6
Prerequisite: Wis 13+, 3+ ranks in Diplomacy
Benefit: When you successfully deal sneak attack damage
to an opponent, that opponent becomes marked by your
arcane mark for a number of rounds equal to the number
of dice you possess in sneak attack. When you attack an
opponent who has been marked in this way, your weapon
bypasses any damage reduction that your opponent
possesses and your critical threat multiplier increases by 1
( e.g., from x2 to x3 ). You may only mark each individual
opponent in this manner once per day, and this use of
arcane mark does count against the number of times you
may cast the spell per day ( if applicable ).
Benefit: You get a +4 bonus to Perception checks made
to notice disguises and Sense Motive checks made to
discern lies and secret messages. When you determine that
someone is attempting to deceive you, you get a +5 bonus
to any Bluff check you make to pretend that you have not
seen through their deception.
ONE EYE OPEN
You sleep with one eye open.
Prerequisites: Wis 13+, Alertness
Benefit: You may make Perception checks while sleeping
without penalty.
RUTHLESS OPPORTUNIST (COMBAT)
You are quick to take advantage of opponents who have
been injured in melee, surprising them with your ruthless
attacks.
Normal: The DC for Perception checks made while asleep
increases by 10.
Prerequisite: Opportunist advanced rogue talent
RAIN OF DEADLY STRIKES (COMBAT)
You can deliver a devastating flurry of attacks against
unwary opponents when wielding two weapons.
Benefit: When you use the Opportunist talent to make an
attack of opportunity, your target is denied its dexterity
bonus to AC against the attack.
Prerequisites: Dex 15+, sneak attack class feature, Two-
Weapon Fighting
SINGLE-BLADE STYLE (COMBAT)
You are skilled at fighting with a single one-handed blade.
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Prerequisite: Weapon Finesse
Normal: Attempting to escape from restraints requires 1
minute of work, and performing Sleight of Hand checks as
move actions incurs a -20 penalty.
Benefit: While wielding a light blade ( such as a rapier or
dagger ) in one hand and not wielding a weapon or shield
with your other arm, you gain a +1 bonus to melee attack
rolls, damage rolls, and AC.
TOXIN ADAPTATION
Your body quickly adapts to toxins, especially if you will-
ingly expose yourself to them.
SPELL-SHATTERING STRIKE (COMBAT)
You strike at the exact right moment to interrupt your
opponent’s spell, causing it to backfire and disrupt nearby
spellcasting.
Prerequisites: Great Fortitude, 5+ ranks in Craft ( alchemy )
Benefit: When you make a Fortitude save to resist poison,
you become immune to future doses of that poison for
24 hours. Additionally, if you voluntarily expose your-
self to a poison which you craft yourself, you get a +2
bonus on your Fortitude saves to resist the dose, and you
become immune to that type of poison for a number of
days equal to your ranks in Craft ( alchemy ). In either case,
you become immune to future doses whether your saving
throws succeed or fail.
Prerequisites: Int 15+, Mage Harrower, sneak attack +4d6
Benefit: When you successfully interrupt an opponent’s
spell with a physical attack ( not a spell or continuous
damage ), the spell backfires, causing a small burst of
energy which affects all creatures within five feet of the
caster ( including the caster ). Any creature caught within
the burst who is concentrating on a spell must make a
concentration check ( DC 10 + the spell’s level + the
number of sneak attack dice you possess ) to maintain the
spell. In addition, any creature caught within the burst who
attempts to cast a spell within the next round must make a
concentration check ( same DC as above ) or lose the spell.
STRIKE FROM THE SHADOWS (COMBAT)
You use the cover of darkness to great advantage in
combat.
Prerequisites: 3+ ranks in Stealth, sneak attack class
feature
Benefit: When you make a sneak attack in an area of dim
light against characters without darkvision or the ability
to see in darkness, you gain a +1 bonus to your attack roll
and your sneak attack damage increases by 1d6. In areas
of total darkness, this bonus increases to +2 to attack and
2d6 extra damage. With 10 or more ranks in Stealth, these
bonuses double. You must still be able to see your oppo-
nents in order to sneak attack them, either by attacking
from a dark area into a lit area, or through the ability to see
in darkness.
SWIFT LEGERDEMAIN
You are able to speedily escape from bonds and perform
sleight of hand.
Prerequisites: Dex 15+, 3+ ranks in both Escape Artist
and Sleight of Hand
Benefit: Making an Escape Artist check to escape from
rope bindings, manacles, or other restraints ( except a grap-
pler ) requires only 1 full-round action. Additionally, you
may perform Sleight of Hand checks as move actions with
no penalty.
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