Unless you challenge someone to a knife fight, you may never get to use this ability. Beyond that basic concept, however, exists the potential for innumerable interpretations and refinements. Driver's Fortitude (Ex): If you are falling below 0 hit points while driving, maybe you shouldn't be driving. If you don't, trapfinding is better. Skirmisher (Ex): You will need to be tumbling if you're in melee, or you will be using a ranged weapon. Sneak Stab (Ex): The keystone of the archetype, this bumps your sneak attack dice to d8's with your primary weapon. Rake is a great option if your rogue is party's face, or if you want Intimidate to be part of your combat strategy. Traveller SRD If you need other martial weapons, just dip a level into Fighter. | GumshoeSRD Replaced Features: Trapfinding, Rogue Talent (2nd), Trap Sense. To help players interested in creating iconic fantasy characters, the following pages explore new rules, options, and alternate class features for many different classes. A character who takes an alternate class feature does not count as having the class feature that was replaced for the purposes of meeting any requirements or prerequisites. Sneak Attacker Feat 4. You gain a 1st- or 2nd-level rogue feat. Expert Acrobat (Ex) Wizard! Nearly any character can benefit from the many skills and tricks the rogue archetype grants. For example, a fighter could not be both an armor master and a brawler, since both archetypes replace the weapon training 1 class feature with something different. Not all rogues live in the city. the commonly held understanding of what a character of a certain class should be, and is designed to be useful as a foundation to the widest possible array of characters. Of course, why rob someone in combat when you can just kill them and take their stuff later? Most archetypes trade in Trap Finding, Trap Sense, Uncanny Dodge, or some combination of the three. Follow Up (Ex): Why not just have two people gathering information? More comfortable with sneaking and hiding outdoors, the scout is still effective in the city and the dungeon. If you're good at disarming traps (and rogues are by default), this archetype doesn't offer you anything interesting that you couldn't do already. Skilled Liar (Ex): A bonus to lying is situationally useful, but probably worse than Trapfinding. However, it's probably not going to come into play very often. Archetype Wizard Prerequisites Wizard Dedication. You gain the school’s initial school spell. In the core rulebook, the Rogue was the unmatched master of stealth, skill, and surprise attacks. | d20PFSRD For these situations, there are archetypes—prepackaged modifications to abilities that can be easily swapped out of a given class to help customize its focus. While others may call them charlatans and burglars, e… You have to give up using a full attack to use Skirmisher, but this is a reliable way to get sneak attack without relying on flanking or feinting. Unfortunately you need to take the Attack action to get the Sneak Attack, and it only works once per turn, so you can't abuse this by looking for other ways to get additional attacks. Name Replaces Summary; Aquakinetcist: Elemental Focus; Expanded Element; Basic Hydrokinesis; 2nd, 6th-levle Utility Wild Talent; Elemental Defense: While all hydrokineticists have the ability to control water, aquakineticists’ powers are tied to their determination to explore the world beneath the waves. Archetypes allow you to expand the scope of your character’s class. If you plan to use wands you need to have high enough UMD that making checks shouldn't be a problem, so the ability to use your signature wand without a check will stop mattering by around level 10. Divine Purpose (Su): Sacred bonuses are incredibly rare, and boosting your bad saves is pretty nice. The only real reason to take Swashbuckler is for proficiency with a martial weapon, and there are a ton of ways to get proficiency with martial weapons, and you're already proficient with rapiers, which are probably your best option as a rogue. Martial Training (Ex): Worth a really shitty feat, or a class dip into one of a number of fantastic classes. Many rogue archetypes can be combined easily. Rake's Smile (Ex): Morale bonuses to skills are few and far between, so this bonus will stack with a ton of things. Black Dragon Gaming 4,720 views. For example, the flowing monk archetype’s redirection class feature replaces the Stunning Fist feature of the standard monk class. If there are, they probably aren't worth a class feature to offset. 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1). When selecting your Archetype, be sure to also consider what Domains you plan to use, and what roles you need to fill in your party. Divine Epiphany (Su): This could keep you out of trouble. Rogue Talents: The following rogue talents complement the songfilch multiclass archetype: black market connections†, charmer*, coax information*, convincing lie†, fast stealth, finesse rogue, guileful polygot*, honeyed words*, quick disguise*, trap spotter, and underhanded†. 231 2.0 Archetype Wizard Prerequisites Wizard Dedication. Replaced Features: Trapfinding, Rogue Talent (4th). Rogue Talents: The following new rogue talents can be taken by any rogue who meets the prerequisites. Climb will almost never be important, especially when flying becomes a thing. You might get to use this once in an entire campaign if you're extremely lucky and your DM likes traps. This ability does not stack with itself—only the most recent duration applies. Be better at repeatedly bluffing the same target, and spread rumors. 802. Cute if you're in a sea-faring campaign. Created Mar 21, 2012. I support a limited subset of Pathfinder's rules content. | d20 Anime SRD Whether they are daring thieves, infiltrating assassins, or intrepid spies, proper training in acrobatics is a valuable boon for rogues. While GMs might want to make concessions for players who didn’t have these alternate class features available to them when creating their characters, PCs should still be one of the most constant elements of a campaign. Rogue 5E Archetypes Rankings. Second Chance (Ex): Rerolling acrobatics might save you an attack of opportunity, which is nice once in a while. You need a +19 to UMD to guarantee that you can always use a wand, and this will help you hit that point much earlier than most characters could. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance. Very exciting if you're in high school. New Pages The ability to draw alchemical items as a weapon means that you can draw them as a move action using the "Draw Weapon" action instead of as using the "Retrieve a Stored Item", which means that you can use them with Quickdraw. I think you can use alchemical weapons with Quickdraw without this ability, but this allows you to quickdraw things like Antitoxin. When an archetype includes multiple alternate class features, a character must take them all—often blocking the character from ever gaining certain standard class features, but replacing them with other options. Moving is rarely the rogue's best option for doing damage. When not skulking in the shadows, disarming traps, and stealing from the unaware, rogues may rub shoulders with powerful nobles or plot capers with fellow crooks. Downloads If surprise rounds are important for your build, Bandit can be a big help. Wand Adept (Ex): Nearly every Rogue will have higher Dexterity than Charisma, so this should be a significant boost to your UMD checks. Expert Acrobat (Ex): The absolute worst armor check penalty from light armor is -2 on non-masterwork chain shirt. Plus, if you trade in Trap Sense with another archetype, you lose half of this feature. A situational bonus to bluff, and worse poisoning abilities the the Poisoner rogue. Long-range sniping is not a good option for rogues. Your damage without sneak attack is pitiful. UMD is widely considered one of the most powerful skills in the game due to its fantastic versatility. Fearsome Strike (Ex): Rogues and critical hits do not mix. If you really like to use UMD to use wands and scrolls, this archetype is the way to do it. Agility and daring are both excellent rogue traits, and their confluence can create spectacular feats of acrobatics. Deadly Range (Ex): This is the only thing that makes this archetype even slightly interesting. Fighter! Multiclass Archetypes are meant to make the painful downsides of multiclassing less painful, allowing you to fit a character to a concept without making that character inherently weak. Pick up a flash of Acid, and go surprise someone. You’ve learned to sneak, steal, and disable traps. At high levels the Underground Chemist gets access to some Alchemist Discoveries which make the Underground Chemist very good with poisons. Extra actions before other people act can define the outcome of the fight. Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Grand Hoax (Ex): You get the Rumormonger advanced talent. The rogue can serve as a face, a scout, and a striker. Bravado's Blade (Ex): Dropping 1d6 of sneak attack damage is basically nothing after very low levels. Unless your campaign spends a huge amount of time using the vehicle rules, this archetype is totally useless. 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