Rowdy

Rogue Archetype

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Fortitude
Low
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Will
Low
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Reflex
High
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Base Attack Bonus
Average
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HP per level
5/ Level
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HP
8

Class Initial Features

Class Skills

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. "

 

Rowdy Information

 

Rowdy Progression

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1  0 0 +2 0 Sneak AttackTrapfindingRogue ProficienciesVital StrikeVital Force
Level 2  +1 0 +3 0 Rogue Talent
Level 3  +2 +1 +3 +1 Danger SenseSneak Attack
Level 4  +3 +1 +4 +1 Delilitating InjuryUncanny DodgeRogue Talent
Level 5  +3 +1 +4 +1 Sneak Attack
Level 6  +4 +2 +5 +2 Danger SenseRogue TalentImproved Vital Strike
Level 7  +5 +2 +5 +2 Sneak Attack
Level 8  +6/+1 +2 +6 +2 Improved Uncanny DodgeRogue Talent
Level 9  +6/+1 +3 +6 +3 Danger SenseSneak Attack
Level 10  +7/+2 +3 +7 +3 Advanced TalentRogue Talent
Level 11  +8/+3 +3 +7 +3 Sneak AttackGreater Vital Strike
Level 12   +9/+4  +4 +8 +4 Rogue TalentDanger 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 AttackDanger 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 TalentDanger Sense
Level 19   +14/+9/+4 +6 +11 +6 Sneak Attack
Level 20  +15/+10/+5 +6 +12 +6 Master StrikeRogue Talent



 

Rowdy Abilities

 

Rogue Proficiencies

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortsword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack

If a character 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 character'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 character flanks her target. This extra damage is I d6 and increases by Id6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

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.

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.

 

 

Trapfinding

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

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. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

Martial Weapons Proficiency (Class Feature)

You become proficient with all Martial Weapons.

Uncanny Dodge

The character 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 character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

 

Improved Vital Strike (Class Feature)

You can make a single attack that deals a large amount of damage. Benefit: As a standard 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. 

Improved Uncanny Dodge (Class Feature)

The character 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.

Greater Vital Strike (Class Feature)

You can make a single attack that deals incredible damage. Benefit: As a standard 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.

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 alent 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 -2 (to a total maximum of -8). Hampered: 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.

 

Advanced Talents

After 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent.

Vital Strike (Class Feature)

You make a single attack that deals significantly more damage than normal. Benefit: As a standard 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 tuice 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.

Vital Force

Rowdy adds 2d6 additional damage per sneak attack die to the damage Of his vital strike. This is precision damage.

 

 

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