Rogue

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Rogue is a class in Pathfinder: Kingmaker.

Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. 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. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.

Gameplay[edit | edit source]

Role: Rogues excel at moving about unseen and catching foes unaware, but are also very skilled in finesse weapons making them formidable agile combatants. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.

The rogue class is based on the Unchained Rogue class from Pathfinder. 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. Chief among these is the debilitating injury class feature. A rogue with this ability can severely hamper her foes, giving her a much-needed boost to her offense or defense, depending on the situation. In addition, with finesse training, the rogue now gains Weapon Finesse for free at 1st level. This ability also lets her add her Dexterity to damage rolls with one weapon starting at 3rd level. Finally, the rogue's edge ability ties into a new system called skill unlocks. With this feature, the unchained rogue can master a small set of chosen skills, outperforming all those characters without access to such talents. (Note: This last feature does not appear to be implemented in Pathfinder: Kingmaker).

Alignment: Any

Hit Die: d8

Skill Ranks per Level: 5 + 1/2 Intelligence modifier

Class Skills: Athletics, Mobility, Stealth, Trickery, Knowledge (World), Perception, Persuasion, Use Magic Device

Base Features[edit | edit source]

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Rogue Proficiencies

Rogues are proficient with all simple weapons, plus the rapier, short sword, and shortbow. They are proficient with light armor, but not with shields.




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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 is flanked by her or her allies and anytime her target is flat-footed or in a similar state in which the target would be denied a Dexterity bonus to AC. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with the total concealment condition.




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Weapon Finesse

At 1st level, a rogue gains Weapon Finesse as a bonus feat. 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). Once this choice is made, it cannot be changed. 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. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.




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Trapfinding

A rogue adds 1/2 her level to Perception checks.




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Evasion

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If a rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless rogue does not gain the benefit of evasion.




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Rogue Talent

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.




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Danger Sense

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. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).




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Advanced Talents

Starting at 10th level, when choosing a new rogue talent, a rogue can choose an advanced rogue talent instead.




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Debilitating Injury

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt:

  • Confusion.png Bewildering Injury: The target becomes confused, taking a -2 penalty to AC. The target takes an additional -2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a total maximum of -8).

  • Heal.png Disorienting Injury: The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a total maximum of -8).

  • MonstorousExtremities.png Hampering Injury: All of the target's speeds are reduced by half (to a minimum of 5 feet).

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.




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Uncanny Dodge

At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.




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Improved Uncanny Dodge

At 8th level, a rogue can no longer be flanked.

This defense denies another rogue the ability to sneak attack the rogue by flanking her, unless the attacker has at least four more rogue levels than the target does.




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Master Strike

Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can slay the target. The target receives a Fortitude save to negate the death effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours.



Selectable Features[edit | edit source]

Rogue Talents[edit | edit source]

At 2nd level and every 2 rogue levels thereafter, a rogue may choose a new rogue talent from the list of rogue talents.

Archetypes[edit | edit source]