Horrifically Overpowered Class Features for Pathfinder 1e - The Unchained Rogue (Patreon)
Content
I am continuing the work to create Horrifically Overpowered core class features, which began with Horrifically Overpowered Fighter Class Features (which covers why I still do Horrifically Overpowered products and articles, and gives the Horrifically Overpowered Class Feature feat to access these class features). Today, we're doing Horrifically Overpowered Unchained Rogue Class Features. (I tackled the Core Rogue separately.)
Paying members of this Patreon also have access to an Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up.
(I am DEFINITELY checking for traps. Art by warmtail.)
Horrifically Overpowered Unchained Rogue Class Features
You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).
Horrifically Overpowered Unchained Rogue Class Skills (Horrifically Overpowered): You gain skill unlocks in all unchained rouge class skill once you have the appropriate number of ranks. A use of a unchained rogue class skill that you have ranks in does not provoke an attack of opportunity on its own. You have 16 skill points per class level.
Horrifically Overpowered Core Rogue Weapon and Armor Proficiency (Horrifically Overpowered): You do not suffer any armor check penalty when wearing light armor. You increase the armor bonus of light armor you wear by +1 at 5th level, and by another +1 every 5 levels, to a maximum total of a +4 increase to your armor bonus at 20th level.
Once per round when you damage a target with a weapon you gained proficiency with through this class without doing sneak attack damage, you can debilitate that target with one of the options from debilitating injury.
Horrifically Overpowered Sneak Attack (Horrifically Overpowered): Your first attack each round can be a sneak attack even if it would not normally qualify to be, including making sneak attacks against targets at any range and against creatures with cover. Your first sneak attack each round does not count a precision damage, and the sneak attack dice apply to any creature type and even objects. Any time your sneak attack is added to a confirmed critical hit, you increase the die size of all your sneak attack dice from that attack by one size (1d6 becomes 1d8, 1d8 becomes 2d6).
Horrifically Overpowered Trapfinding (Horrifically Overpowered): When you are making a Perception check to locate traps or a Disable Device check , you roll 2d20 and take the best result. If you take 10 on these checks, you take 10 for one die, and roll any other d20s you are allowed for this check (normally an additional 1d20).
Horrifically Overpowered Finesse Training (Horrifically Overpowered): You treat all weapons you gained proficiency with through this class as finesse weapons. When using a weapon the rogue class grants you proficiency to, you can add your Strength bonus, Intelligence bonus, or Dexterity bonus to all the weapon's attack and damage rolls. For weapons you select with the finesse training class feature, you can add the bonuses of any two of those ability scores to attack and damage rolls.
Horrifically Overpowered Evasion (Horrifically Overpowered): You retain your evasion even when bound, helpless, or unconscious. You roll twice for all Reflex saves, taking the better of the two results. If you roll a natural 20 on a Reflex save that evasion applies to, you may also take movement up to your move without provoking attacks of opportunity.
Horrifically Overpowered Rogue Talents (Horrifically Overpowered): Each time you gain a rogue talent (including from feats), you gain an additional rogue talent.
Horrifically Overpowered Danger Sense (Horrifically Overpowered): You never fail any saving throw against trap effects, and attacks from traps have a 50% chance to miss you, and never score critical hits against you. You gain the following feats at the indicated levels as bonus feats, without having to meet their prerequisites: 3rd -- Ambush Awareness; 6th -- Ready for Anything; 9th -- Surprising Combatant; 12th -- Lookout. At 15th level you treat all allies as having the Lookout feat for purposes of determining if you qualify for it. A 18th level all allies adjacent to you automatically gain the Lookout feat as long as they are adjacent to you.
Horrifically Overpowered Debilitating Injury (Horrifically Overpowered): When you affect a target with debilitating injury, if if currently has fewer than 2 effects from that class feature hampering it, you can apply2 effects rather than one. Anytime to affect a target with a debilitating injury effect, if it has 1 or 0 rounds of that effect remaining, you inflict the effect for 1d4 rounds.
At 8th, 12th, and 16th level you gain additional options for debilitating injury effects. These act as mesmerist bold stares, with a stare penalty of -2, or -4 if you are 10th level or higher, or -6 if you are 16th level or higher), except they are triggered and have their duration determined using the debilitating injury rules. You may select from the following stairs (once made each selection s final) -- allure, disquiet, distracted, infiltration, lethality, restriction, sabotage, sapped magic, sensed, susceptibility, and unaided.
Horrifically Overpowered Uncanny Dodge (Horrifically Overpowered): Extra dice of precision damage from any source, including sneak attack, studied strike, and painful stare (when it is measured in dice) always does minimum damage to you.
Horrifically Overpowered Rogue's Edge (Horrifically Overpowered): When determining what skill unlocks you receive, treat your skill as having 5 more ranks in it.
Horrifically Overpowered Improved Uncanny Dodge (Horrifically Overpowered): Attacks that are critical hits or have precision damage added from any source have a 75% chance to become normal attacks, that do not deal additional critical or precision damage.
Horrifically Overpowered Advanced Rogue Talents (Horrifically Overpowered): Each time you gain an advanced rogue talent (including from feats), you gain either an additional advanced rogue talent or two additional normal rogue talents.
You must have Horrifically Overpowered Rogue Talents to take Horrifically Overpowered Advanced Rogue Talents.
Horrifically Overpowered Master Strike (Horrifically Overpowered): You can apply all three effects to each master strike, and each requires a separate save DC. Creatures immune to sneak attack damage are not immune to your master strike. Creatures do not become immune to your master strike for 24 hours when you hit them with it, instead just gaining a cumulative +1 bonus for each time you have used master strike on them in the past day.
This Post Sponsored By
David Chart's Ars Magica Patreon, Check it out!
David chart is one of the game designers I have followed the longest (since the 1990s), and he always has fascinating ideas and information that can inspire me to do new things with any feudal setting, even if I'm not playing any edition of Ars Magica at the time.patreon.com/DavidChart