Rowdy is a sub-class in Pathfinder: Wrath of the Righteous. Rowdy excel in stealth and provide with trap detection and pickling abilities. They are also agile providing with good evasion and better roll saves.
"Sometimes brute force is as effective as trickery and stealth, and sometimes even more. Rowdies prefer this approach, and are true masters of inflicting lots of pain in a straightforward manner. "
- Base Class: Rogue
- High Save: Reflex
- Low Save: Fortitude
- Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow.
- Alignment Requirement: Any
- Hit Die: +5
- Skill Points per Level: 3
Base Attack Bonus
|Level 1||0||0||+2||0||Sneak Attack, Trapfinding, Rogue Proficiencies, Vital Strike, Vital Force|
|Level 2||+1||0||+3||0||Evasion, Rogue Talent|
|Level 3||+2||+1||+3||+1||Danger Sense, Sneak Attack|
|Level 4||+3||+1||+4||+1||Delilitating Injury, Uncanny Dodge, Rogue Talent|
|Level 5||+3||+1||+4||+1||Sneak Attack|
|Level 6||+4||+2||+5||+2||Danger Sense, Rogue Talent, Improved Vital Strike|
|Level 7||+5||+2||+5||+2||Sneak Attack|
|Level 8||+6/+1||+2||+6||+2||Improved Uncanny Dodge, Rogue Talent|
|Level 9||+6/+1||+3||+6||+3||Danger Sense, Sneak Attack|
|Level 10||+7/+2||+3||+7||+3||Advanced Talent, Rogue Talent|
|Level 11||+8/+3||+3||+7||+3||Sneak Attack, Greater Vital Strike|
|Level 12||+9/+4||+4||+8||+4||Rogue Talent, Danger Sense|
|Level 13||+9/+4||+4||+8||+4||Sneak Attack|
|Level 14||+10/+5||+4||+9||+4||Rogue Talent|
|Level 15||+11/+6/+1||+5||+9||+5||Sneak Attack, Danger Sense|
|Level 16||+12/+7/+2||+5||+10||+5||Rogue Talent|
|Level 17||+12/+7/+2||+5||+10||+5||Sneak Attack|
|Level 18||+13/+8/+3||+6||+11||+6||Rogue Talent, Danger Sense|
|Level 19||+14/+9/+4||+6||+11||+6||Sneak Attack|
|Level 20||+15/+10/+5||+6||+12||+6||Master Strike, Rogue Talent|
At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
You become proficent with all Martial Weapons.
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
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.
- Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
- Skill focus: This ability allows a rogue a free Skill Focus feat.
Danger Sense (Ex)
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). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex)
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.
Bewildered: The target becomes bewildered, 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).
Disoriented: 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 (to a total maximum of 8). Hampered: All of the target speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
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.
Uncanny Dodge (Ex)
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 (see below) instead.
At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
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 would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. 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.
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. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
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 total concealment
Master Strike (Ex)
At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage. 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. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional 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 successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Rowdy adds 2d6 additional damage per sneak attack die to the damage of his vital strike. This is precision damage.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
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