Glory Rogue

New classes, new archetypes, and new class options are constantly being added to Pathfinder, and the merits of different builds are heatedly debated amongst players. One thing is often agreed upon, however: the more options that get added to other classes, the less the rogue has that is both unique and mechanically on-par with other options. While the rogue is still dangerous in the hands of a skilled player and is a class with many parallels in literature and film, the rogue simply cannot offer as much as other class- es, and what she can offer is steadily becoming less and less unique.

The following two abilities are designed to be added to the rogue base class, as a way of giving the rogue a more equal footing with his compatriots without reconstructing the entire class or limiting the options available to other classes. For archetypes presented later in this chapter, you’ll find some options offer alternate exchanges depending on whether or not the rogue in question is using these new class abilities.

The glory rogue is an addition to the rogue class.

Weapon Proficiency

Rogues gain proficiency with the blade boot, sword cane, and switchblade knife, along with all their usual proficiencies.

Guile Pool (Ex)

At 2nd level, a rogue gains a guile pool equal to half her rogue level plus her Charisma modifier (minimum 1).

A rogue may spend one point from her guile pool as part of any skill check to gain a +2 bonus to that skill check. At 10th level, this bonus increases to +4.

A rogue may spend 1 point from her guile pool as a swift action to grant herself a +1 circumstance bonus to her to- hit modifier until the end of her turn. For every four levels beyond 2nd the rogue possesses, this bonus increases by 1, to a maximum of +5 at 18th level.

As long as she has at least 1 point remaining in her guile pool, the rogue is treated as if under the effects of the Improved Feint feat.

Ambush (Ex)

Starting at 3rd level, a rogue may designate one of her attacks during a surprise round as an ambush. If this attack hits and deals sneak attack damage, it deals an amount of extra precision damage equal to the rogue’s class level.

In addition, a target damaged by an ambush must make a Fortitude save against a DC of 10 + half the rogue’s level + the rogue’s Dexterity modifier. If the target fails this save, she becomes sickened for 1d4+1 rounds. As a rogue gains levels, she may change the effect bestowed when the target fails this saving throw. At 8th level, the rogue may choose to make her target staggered. At 13th level, the rogue may make the target nauseated. At 18th level, the rogue may stun the target. All effects last for 1d4+1 rounds.

Section 15: Copyright Notice

Rogue Glory. Copyright 2013, Drop Dead Studios; Author Adam Meyers.

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