The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Be sure to coordinate with your party to know you're going to need to invest your skill ranks. Once this choice is made, it cannot be changed. Over time these masteries have been eclipsed by other classes which overcame a lot of the issues which Rogues faces in core. 2.) Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Danger Sense (Ex): A minor improvement over Trap Sense, but the bonus is small and scales very slowly. At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage. Unchained: While much of the unchained rogue will be familiar to those who have played the original rogue, there are a number of new class features that greatly enhance the power and flexibility of the rogue. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. The Unchained Rogue has some shiny new abilities added or reworked from the vanilla Rogue. The unchained rogue can debilitate her enemies to dramatically alter her ability to hit or dodge them, gains a unique edge when using her favorite skills, and enjoys a significant boost to her rogue talents. When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. Remember that you can only apply one penalty to a target at a time, but your successive attacks will each add an additional round to the duration, which gives you some nice padding if you can't hit the target for a round or two for some reason. The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits): Precision-Based Damage (like Sneak Attack). Finesse Training (Ex): One of the most important additions to the Unchained Rogue, Finesse Training give you Weapon Finesse for free at first level, and an effect similar to Slashing Grace at 3rd level. Life is an endless adventure for those who live by their wits. Unchained Rogue's version of Sneak Attack notably allows you to Sneak Attack targets with concealment, though you sitll can't Sneak Attack creatures with total concealment. The rogue is the master of many faces, using her skills and talents to get herself both into and out of trouble with rakish aplomb. | GumshoeSRD | d20 Anime SRD 20): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack.This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Here's a quick list of the new/updated features, but see "Unchained Rogue Class Features" below for more information. They are proficient with light armor, but not with shields. Rogue Talents: Basically Rogue-only feats, Rogue Talents offer a huge number of excellent ways to customize and improve your Rogue. Hello, I'm looking for build advice regarding which items, feats and talents to pursue as a Unchained Knife Master. For talents which weren't updated, see my Rogue Talents Breakdown. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. Thief, sneak, charmer, diplomat, agile warrior—all of these and more describe the rogue. In addition, the target cannot take a 5-foot step. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). At 20th level, the rogue has been a thief, an actor, a merchant, a scout, a confessor, a friend, … Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with. The following themes represent some of the most popular and effective unchained rogue archetypes. 261. The rogue gains a +4 bonus on all of her skills. The Rogue is a staple of DnD-style games, but as Pathfinder has grown, the vanilla Rogue has been left behind in a lot of ways. | Dungeon World SRD Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. | d20HeroSRD Unfortunately, the favored class bonus is terrible. Base Attack Bonus: 2/3 BAB is difficult because many Rogues depend on two-weapon fighting, but flanking and high Dexterity can make up the deficit. Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). She gains an additional unchained rogue talent for every 4 levels of rogue attained after 4th level. Any character with the Signature Skill feat can earn skill unlocks for a single skill, and they are a prime feature of the revised version of the rogue, who uses her rogue’s edge ability to gain skill unlocks for several of her most iconic skills. Dex: In light armor, Dexterity is absolutely crucial. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. As a rogue gains experience, she learns a number of talents that aid her and confound her foes. A rogue cannot sneak attack while striking a creature with total concealment. The following rogue talents can be used without modification. Uncanny Dodge: The ability to never be caught flat-footed is nice, but somewhat situational. When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Debilitating Injury also allow you debuff and enemy's AC, which can go a long way to compensate for your relatively low BAB. A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). Half-Orc: The flexible ability score bonus goes into Dexterity, the bonus to Intimidate is a nice perk, and you get Darkvision. The bonus Charisma helps a bit, though not as much as a bonus to dexterity. In the core rulebook, the Rogue was the unmatched master of stealth, skill, and surprise attacks. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. At 20th level, the rogue has been a thief, an actor, a merchant, a scout, a confessor, a friend, an assassin, and a dozen more things besides. For the vanilla Rogue, see my Rogue Handbook. Recent Changes Debilitating Injury (Ex): A fantastic rider effect which you add to your Sneak Attacks. Evasion can be used only if the rogue is wearing light armor or no armor. At 1st level, a rogue gains Weapon Finesse as a bonus feat. There is one notable exception, however. Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Fortunately, they get all of the ones that they really need to get by. At 4th level, a rogue can react to danger before her senses would normally allow her to do so. | Swords and Wizardry SRD The Unchained Rogue addresses many of Rogue's biggest pain points, and gives the Rogue enough new and unique abilities to make it interesting in the face of all of the other exciting base classes. The rogue can select a second weapon at 11th level and a third at 19th level. 8+ seems like a lot, but it's nowhere near enough. Advanced Rogue Talents: Another day, confounding blades*, deadly cocktail, familiar, fast tumble, frugal trapsmith, getaway master, hide in plain sight, hunter’s surprise, knock-out blow, redirect attack, rumormonger, stealthy sniper, unwitting ally, weapon snatcher. Chief among these is the debilitating injury class feature. 10): When the barbarian succeeds at a saving throw to resist a spell, supernatural ability, or spell-like ability, she gains temporary hit points equal to the spell’s level (in the case of spells or spell-like abilities) or 1/2 the CR of the effect’s creator (in the case of supernatural abilities).). I support a limited subset of Pathfinder's rules content. Summoner: The original summoner has plenty of innovative features, but he also lacks focus and theme. The favored class bonus is garbage. Starting at 2nd level, a rogue gains one rogue talent. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. I support a limited subset of Pathfinder's rules content. At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Finally, the rogue’s edge ability ties into a new system called skill unlocks. Compatible Archetypes: Bandit, Burglar, Sanctified Rogue, Scout, Trapsmith. If a new penalty is applied, the old penalty immediately ends. Skills: 8+ skill ranks and the longest class skill list in the game. Unchained: While much of the unchained rogue will be familiar to those who have played the original rogue, there are a number of new class features that greatly enhance the power and flexibility of the rogue. | Starjammer SRD Poisoner. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. Trapfinding: The bonus to disarming traps is good, but the ability to disarm magical traps is the key component of this feature. She still loses her Dexterity bonus to AC if immobilized. 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