Pathfinder rogue archetypes guide

Toggle Theme. Archetypes Archetypes Source Core Rulebook pg. Click here for the full rules on Archetypes. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord. A sect of elves who venerated the goddess Yuelral first developed the techniques of the crystal keeper, but this tradition has since been long forgotten by most of the world. Halcyon Speaker Source Character Guide pg. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring.

Hellknight Source Character Guide pg.

pathfinder rogue archetypes guide

Hellknight Armiger Source World Guide pg. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks.

pathfinder rogue archetypes guide

Hellknight Signifer Source Character Guide pg. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts. Knight Reclaimant Source Character Guide pg. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival.

Knight Vigilant Source Character Guide pg. Lastwall Sentry Source World Guide pg.


Lion Blade Source World Guide pg. Living Monolith Source World Guide pg. Magaambyan Attendant Source Character Guide pg. Magic Warrior Source World Guide pg. Pathfinder Agent Source World Guide pg. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity. Runescarred Source World Guide pg. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon.Ok, I'm looking through the various rogue Archetypes and noticed a very disturbing pattern: almost every other archtype that is somewhat useful replaces Trapfinding.

This includes those that ideally would be only affecting just combat and not trapfinding, but their abilities get replaced by some poorly thought out ability that would really only be used by an NPC. Is this just me? Because if not, the Archetypes for the rogue class, and probably several others, needs to be rethought out as. Also, because I'm tired of looking at these bland trap-finding replacing abilties, is there an Archetype that can help a combat rogue out with out replacing the trapfinding ability?

To get trapfinding as a bard you must give up your best performance. The replacements are either far weaker or far more limited or both. To get trapfinding as a Ranger, well, someone forgot to make the Urban Ranger completely pathetic, though losing favored terrain hurts.

Favored community is pathetic in comparison considering that urban is a valid terrain. Trapper is forced to trade his wonderful spell list for something much weaker. From the other direction a Rogue who gives up trapfinding gets ki and access to a whole extra list of rogue talents. It's like they design classes for balance in tomb of horrors while building adventures that -- aren't.

To reiterate what Cheapy said Bandit my favorite because Ambush is lots of fun! It's just that the ones that look cool Knifefighter being a big example gives up Trapfinding and their better for Besides assassins and the like, who is going to be using a light blade?

It just seems too circumstantial for giving up something that most rogues will need to use. Maybe your games are vastly different, but it seems that most people run into one or two traps over the span of their entire characters. A level 0 spell finds any magical traps, though you need dispel to disable them. Anyone can find nonmagical traps, and a wis-based class with Perception as a class skill like Druid or Monk can probably do it better than you. I think most archetypes for every class is crap for this reason.

Most of them takes away good features. Got to say, really like how the Quintessential books did it. Here you go, have this, but this and that gets taken or diminished. Ah the great outlaw. Even better with ninja, but he doesn't get trapfinding in the first place. And that is just one more reason to never swap the old ninja class for the new. Actually, I've found the bonuses to Perception to find traps and Disable Device that trapfinding provides to be pretty sweet for certain skillmonkey builds.

All of them covering lockpicking and other stuff as well. Anybody can try to find traps. But a character with the Trapfinding ability will be much better at it. Is it essential? But it's a nicer ability than it's often given credit for, IMHO. Saronianforgive me if I missed this, but is there a reason why the core rogue, sans archetypes, is not an option? I ask because the thing about playing a combat rogue and adding archetypes is that, if you refuse to give up trapfinding, this means you're giving up uncanny dodge.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. Role : Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat.

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.

Unchained : While much of the unchained rogue will be familiar to those who have played the original roguethere 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 trainingthe 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. With this feature, the unchained rogue can master a small set of chosen skills, outperforming all those characters without access to such talents. In addition, each character begins play with an outfit worth 10 gp or less. Rogues are proficient with all simple weaponsplus the hand crossbowrapiersapshort swordand shortbow.

They are proficient with light armorbut not with shields. The following creature types or subtypes have immunity to critical hits that is, they do not take any additional damage from critical hits :. The following creature types or subtypes do not take additional damage from precision-based attacks such as sneak attack :. Opponents do not gain any special flanking bonuses against the following creature types or subtypes :. 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.

This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter.

Unchained Rogue

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 sapunarmed strikeor whipa 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. A rogue can use Disable Device to disarm magic traps.

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.

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.I support a limited subset of Pathfinder's rules content. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance. I will use the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.

The Rogue is a staple of DnD-style games, but as Pathfinder has grown, the vanilla Rogue has been left behind in a lot of ways. In the core rulebook, the Rogue was the unmatched master of stealth, skill, and surprise attacks. Over time these masteries have been eclipsed by other classes which overcame a lot of the issues which Rogues faces in core. The Unchained Rogue addresses many of Rogue's biggest pain points, and gives the Rogue enough new and unique abilities to make it interesting in the face of all of the other exciting base classes.

This guide is for the Unchained Rogue. For the vanilla Rogue, see my Rogue Handbook. The Unchained Rogue has some shiny new abilities added or reworked from the vanilla Rogue. Hit Points : At d8 hit points, the Rogue is fairly squishy. Because many Rogues work best in melee, hit points are a serious concern and Rogues need to be sure to keep their AC high.

Debilitating Injury also allow you debuff and enemy's AC, which can go a long way to compensate for your relatively low BAB. Saves : Good Reflex saves, high Dexterity, and Evasion make the Rogue exceptionally good at Reflex saves, but they often have issues with Fortitude and Will saves.

Proficiencies : Limited to simple weapons, hand crossbows, and a handful of martial weapons, Rogues have very few options. Fortunately, they get all of the ones that they really need to get by. Be sure to coordinate with your party to know you're going to need to invest your skill ranks.

Sneak Attack : A pile of d6's to drop on your foes. Sneak Attack is the Rogue's primary source of damage, but because it can be hard to bring into play, Rogues occasionally find themselves useless in combat. Unchained Rogue's version of Sneak Attack notably allows you to Sneak Attack targets with concealment, though you sitll can't Sneak Attack creatures with total concealment.

Trapfinding : The bonus to disarming traps is good, but the ability to disarm magical traps is the key component of this feature. Finesse Training Ex : One of the most important additions to the Unchained Rogue, Finesse Training give you Weapon Finesse for free at first level, and an effect similar to Slashing Grace at 3rd level.

Ranged Rogues will mostly only see this as a fun backup ability when they're force into melee, but melee Rogues will save themselves a required feat, and the 3rd-level ability nets them a massive boost to damage.

Evasion Ex : With your high reflex saves, Evasion will save you from a lot of damage. Rogue Talents : Basically Rogue-only feats, Rogue Talents offer a huge number of excellent ways to customize and improve your Rogue. For help picking talents, see my Unchained Rogue Talents Breakdown.

Pathfinder Rogue Class Guide

Danger Sense Ex : A minor improvement over Trap Sense, but the bonus is small and scales very slowly. Remember that you can only apply one penalty to a target at a time, but your successive attacks will each add an additional round to the duration, which gives you some nice padding if you can't hit the target for a round or two for some reason. Uncanny Dodge : The ability to never be caught flat-footed is nice, but somewhat situational.I love to play rogues.

As much as I liked playing rogues and thieves I also liked theorycrafting the class to the absolute extremes. We just got a few more options from the Sword Coast Adventures Guide, so it gave me a lot to work with. Rogues were always finding secret doors, disarming traps, picking pockets and locks, all that fun stuff, leaving things like combat to the Fighters and Rangers.

By 3rd edition, the rogue had gotten a combat upgrade. In the 5th edition, rogues are slightly more rebalanced into their role as versatile finesse characters. They are still fantastic in combat and can be built to emphasize either a suite of skills or social interactions or some combination of both.

Still, there is a unique charm to the Arcane Trickster, and its ability to use Mage Hand as an extension of its thievery skills is surprisingly useful. Of course, every character is pretty badass at 17th level and the fact that this ability tops out at level 4 spells is somewhat of a hindrance. One of the two new options from the Sword Coast guide, Mastermind is my personal favorite, but still only 3. Masterminds add a lot of utility to the rogue class with a focus on social interaction and manipulation.

Still, if your game tends to be more combat based, then all that is out the window. Complicating matters, the Mastermind shares its social interaction focus with other characters like Bards and some Wizards, which can leave you competing to be the one who does the talking but leaving the party deficient on more traditional thievery skills.

I still play a Mastermind though, and love every minute of it. Speaking of thievery skills, the prototypical rogue archetype is Theif, and what it lacks in personalization or flair, it makes up for in surprising versatility.

Hide, rogue, hide! Still, these rank and file rogues have been holding up this class from day one and will be for a long time coming. They really lean into combat with abilities at 3rd level to avoid opportunity attacks, go earlier in the initiative order, and apply sneak attack in single combat.

Swashbucklers are also highly capable fighting with two weapons, which really increases their damage output in the early levels. They gain all this without much of a loss to their thievery skills, only passing up what they might have gained going with another archetype. The added combat skills and survivability really make this a fantastic way to build your Rogue… but then again it might not have the flavor you are looking for.

In the end,these class options are really about how you imagine your character. If that rogue in your head is more sneaky, go Thief. If you disagree with this list or have interesting character builds to share, great! Thanks to Amy Vorpahl for donating the images for this piece. You might have seen her on a couple of the Twitch streams lately or on her other show Saving Throw. What classes do you do a little too much thinking about?

Your Anime Vocabulary Starter Guide 5. Instagram has returned invalid data. Follow Us. Your Anime Vocabulary Starter Guide. Reply Retweet Favorite. Follow Us On Twitter.Toggle Theme. Seeker Eschew Materials, 3rd-level Bloodline Power, 15th-level Bloodline Power The seeker is obsessed with learning about their heritage and history, researching ancient texts and obscure ruins for clues.

Sorcerer of Sleep Bloodline Arcana; Eschew Materials; 1st-level Bloodline Power Some sorcerers have trouble accessing their innate gifts and must find another way to unlock them. For a sorcerer of sleep, the mind-altering drug pesh is the key. Stone Warder Eschew Materials; 3rd-level Bloodline Spell; 7th-level Bloodline Feat Stone warders have an innate ability to create runes that allow them to ward areas with magic traps built from their spells.

These sorcerers are most common among dwarves, but have been known to appear among other races who have strong ties to earth, rock, stone, mountains, and the Darklands. Tattooed Sorcerer 1st-level Bloodline Power; Eschew Materials; 7th-level Bloodline Feat; 9th-level Bloodline Power The tattooed sorcerer has embraced the ancient traditions of Varisian spellcasting, and uses colorful and intricate tattoos to enhance her magical powers.

Umbral Scion Bloodline Shadow Only ; Spellcasting; Shadowstrike Bloodline Power; 7th and 13th-level Bloodline Feats Umbral scions are sorcerers who are able to expertly control their especially potent shadow heritage.

The majority of umbral sorcerers hail from the Darklands. Wishcrafter Bloodline Arcana; Bloodline Bonus Spells; 7th, 13th, 19th-level Bloodline Bonus Feats Ifrit Only Wishcrafters are born with a talent for manipulating reality inherited from their efreeti ancestors.

pathfinder rogue archetypes guide

Eldritch Scrapper. Mongrel Mage. Nine-Tailed Heir. Razmiran Priest. The seeker is obsessed with learning about their heritage and history, researching ancient texts and obscure ruins for clues. Some sorcerers have trouble accessing their innate gifts and must find another way to unlock them. Stone Warder. Stone warders have an innate ability to create runes that allow them to ward areas with magic traps built from their spells.

Tattooed Sorcerer. The tattooed sorcerer has embraced the ancient traditions of Varisian spellcasting, and uses colorful and intricate tattoos to enhance her magical powers. Umbral Scion. Umbral scions are sorcerers who are able to expertly control their especially potent shadow heritage. Ifrit Only Wishcrafters are born with a talent for manipulating reality inherited from their efreeti ancestors.Toggle Theme.

Bekyar Kidnapper Trapfinding; Trap Sense A Bekyar kidnapper is not only adept at hiding herself in thick jungles and quickly subduing her prey, but also at spreading rumors of hidden ruins, buried treasure, and other such valuables that might lure an unwary foreigner into her traps.

Bellflower Irrigator Trapfinding; 4th-level Rogue Talent; Uncanny Dodge; Improved Uncanny Dodge Rather than focusing on saving slaves, Bellflower irrigators seek to defeat slavery by aiming to eliminate the source. Burglar Uncanny Dodge; Improved Uncanny Dodge Adept at infiltration, trap removal, and lock picking, burglars prey on the homes of the wealthy and forgotten tombs alike. Carnivalist 2nd, 4th, 6th-level Rogue Talents; Sneak Attack; Trap Sense Carnivalists train their miniature minions to perform acts of larceny and often hide their true talents behind theatrical sideshows.

Cat Burglar Uncanny Dodge; Improved Uncanny Dodge Catfolk Only Cat burglars are masters of breaking and entering, using their feline grace to make it seem as though no crime was ever committed in the first place. Chameleon Trapfinding; Trap Sense An absolute master of disguise, a chameleon effortlessly blends into any environment. Charlatan Trapfinding; Trap Sense A charlatan is a master of lies and deception. Consigliere Class Skills; Trapfinding; Evasion; Uncanny Dodge; Improved Uncanny Dodge; Trap Sense; 10th-level Rogue Talent Consiglieres act as trusted mediators and administrators for crime families and various criminal organizations, and many serve as the right hand to the leaders of such groups.

Construct Saboteur Class Skills; Trapfinding; 2nd-level Rogue Talent; Trap Sense The construct saboteur harnesses arcane energy to combat the golems and eldritch guardians that prowl the depths of ancient ruins and forgotten tombs.

Counterfeit Mage Trapfinding; 4th-level Rogue Talent Charlatans and stage magicians use slight of hand to fake magic. A counterfeit mage goes a step further, parroting the motions and activation phrases used by arcane casters to activate wands or other magical accoutrements.

Some find themselves taking up the mantle of adventurer, and their talents are generally appreciated in this role, but the cutpurse is still the first person her companions look to when an item goes missing.

Dark Lurker Evasion; 2nd, 8th, 14th, and 20th-level Rogue Talents Dark lurkers use darkness as an ally. This metaphysical crystal grants a dreamthief supernatural powers, which she supplements with skill and grace. Driver Trapfinding; Trap Sense A driver makes her living driving vehicles in the service of those who can pay for her considerable talents. Earthshadow Trapfinding; Evasion; 4th, 8th, 12th, 16th-level Rogue Talents In the centuries since the Quest for the Sky, the mystic lore the dwarves call earthcraft has been passed down through the generations, and its practitioners are called earthshadows.

Eldritch Scoundrel Armor Proficiency; Skills; Trap Sense; Sneak Attack; Rogue Talents; Uncanny Dodge; Improved Uncanny Dodge Students of arcane magic, legerdemain, and stealth, eldritch scoundrels are a rare breed of adventurer most commonly found seeking lost and valuable arcane writings in the ruins of fallen empires, such as Thassilon or the Jistka Imperium.

Escapologist Trapfinding; Uncanny Dodge; Improved Uncanny Dodge The escapologist excels at escaping any confinement, whether physical, magical, or mental.

Few restraints can hold an escapologist for long. False Medium Trapfinding; 2nd-level Rogue Talent; Trap Sense The false medium is a master of pretending to have occult powers in order to manipulate the emotions and atmosphere of the people and places around him, often reaping a healthy reward from the bereaved, who find solace in his comforting lies. Fey Prankster Trapfinding; 2nd, 6th, 8th, and 12th-level Rogue Talents; Uncanny Dodge; Improved Uncanny Dodge Gathlain Fey pranksters specialize in tricking others to teach a lesson or for their own entertainment.

Filcher Evasion; Trap Sense ; Uncanny Dodge; Improved Uncanny Dodge Halfling Only Whether cutting purses in the midst of combat or replacing prized items with fakes under the noses of their owners, the filcher is the master of the quick and quiet steal. Galtan Agitator Trapfinding; Trap Sense; 4th, 8th, 12th-level Rogue Talent Galtan agitators fight mightily to cast down the enemies of their ideals within the shambles of the tumultuous nation of Galt.

Gun Smuggler Weapon Proficiencies; Trapfinding; Sneak Attack; Trap Finding; 6th-level Rogue Talent; Uncanny Dodge; Improved Uncanny Dodge Gun smugglers are adept at procuring firearms and concealing their secret weapons Heister 2nd, 4th, 8th-level Rogue Talent; Uncanny Dodge; Improved Uncanny Dodge Notorious for their stealth, imagination, and elaborately planned thefts and capers, heisters specialize in breaking into secure locations, stealing items of value, and escaping undetected.


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