A Pathfinder supplement expanding the Rogue's options by adding skills and archetypes to help make the Rogue great again.
We at Drop Dead Studios are a group of gaming enthusiasts that have played D&D for years and more recently we've switched to Pathfinder. We love Pathfinder and what it's done for roleplaying, and we'd like the chance to help make it better. Specifically, we want to provide something we think the game has needed for a while now: an improved situation for the Rogue.
Paizo keeps coming out with new classes, archetypes, and options for players to use, but the more that new things are added to the game, the more the Rogue gets left behind. He just hasn't been keeping pace with the other classes, and we'd like the chance to fix that.
"Rogue Glory" is our first product, and combines new rules, options and talents to help bring the Rogue back to life and make him a fun, viable option on par with the rest of the typical adventurer party.
About the Supplement
"Rogue Glory" will be available as a PDF download or paperback from wherever websites RPG products can be sold through, and from our soon-to-be website, www.dropdeadstudios.com. Features in the book so far include:
A new base-class variant for the Rogue.
6 new archetypes, including Street Magician, Medic, Urban Ninja, Weapons Expert, Chemist, and Imperial Flanker.
New talents that make the bow-using Rogue a viable option again.
New rules for sneak attacks, stealth, and sniping.
Rogue equipment, magic items, and professional aids.
Organizations, NPCs, and encounters for use in your game.
Like any good publishing company, we've got all sorts of projects in the works. Not all of them are large projects, but each of them we're hoping to have out in the next few months. So, in an effort to secure more funding and give you more awesome swag, we're offering them here to our backers. Simply increase your pledge, then when the drive is over and we contact you by email indicate which extra product you wanted. Both products are PDFs for $5 each, or $10 for both.
"Master Craftsman." What started out as a Rogue archetype soon became a new base class for the player who loves building all sorts of magic items and other cool toys to help solve their problems.
"The Rusalka of Ironwood Hollow." Ironwood Hollow had it bad enough when the Lich moved in next door, but now mindless undead have surrounded the town, and a woman rises from the river every night to take a man back to his death. The Lich insists this isn't his doing and has sent two of his best agents to investigate. Not wanting to trust this matter to a Lich, the local Lord has sent you. An adventure module for four to five players, 8th level each. "The Rusalka of Ironwood Hollow" takes place in our upcoming campaign setting "Seraphuul," but can easily be adapted to any game world.
Also, all those who donate at least $5 will gain access to the 'donors-only' section of our website, where you can download the latest version of the supplement as well as discuss your own experiences with the new rules and tell us what you want to see in the final version of "Rogue Glory."
We're a brand new RPG supplementary company that's stationed out of Provo, Utah. We've been playing and DMing Pathfinder and D&D for years and love the game enough to want to try and make it better; and we have got a bunch of ideas of how to do that. In the future we plan to bring you a supplement for new uses for skills (especially the ever-problematic profession and craft skills) in a line of books outlining how to hold campaigns in actual historical settings. Currently we are also building an adventure module for 8th level characters (The Rusalka of Ironwood Hollow we mentioned above.)
If you're ever in the Provo, Utah area, most of us game at Dragon's Keep on Saturday evenings.
3rd Party Publishing
The best part of the D20 system (D&D 3.5 and Pathfinder) is that they are part of the Open Game License. Instead of greedily guarding their products, the Open Game License lets 3rd party publishers add their own unique input to these games, making the games richer for players and GMs alike. By supporting 3rd party products, you make the whole community stronger and add to the depth available in our favorite games. Please, help us add our own voice to the gaming conversation and give something back to the games that have made our evenings so enjoyable.
Sure. In an effort to re-balance the Rogue with other mid-BAB classes, we will be propose adding the following two abilities to the Rogue class:
Guile pool: At 2nd level, a Rogue gains a Guile pool equal to half her rogue level plus her charisma modifier.
A Rogue may spend one Guile point as part of any skill check to gain a +2 bonus to that skill check.
A rogue may expend 1 point from her guile pool as a swift action to grant herself a +1 circumstantial 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, she is treated as if under the effects of the Improved Feint feat.
Ambush: At third level, whenever a rogue attacks a flat-footed opponent during a surprise round, he may designate one attack that round as an Ambush, dealing an amount of extra damage equal to his Rogue level if the attack is successful.
In addition, the target of a successful 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, he becomes sickened for 1d4+1 rounds. As a rogue gains levels, he may change the effect bestowed when the target fails this saving throw. At 8th level, the rogue may choose to make his 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.
Sure, here's a new archetype for you to look over, complete with flavor text:
Polish, polish, polish.
Alister remembered a time when his life was more than marching, military drills, and polishing his armor. A time when he had spend his time with his students, teaching them the finer points of walking unseen. Now all he did was march with an army that couldn’t sneak it’s way past a blind and deaf ogre in a tornado.
March, polish his armor, and listen to the Captain complain.
“Burn that wizard! Burn him and burn the ashes!”
“Sir,” the Lieutenant said, “we could still try a frontal assault. With enough of our own wizards shielding us–”
“That’s exactly what he wants, don’t you see?” the Captain sputtered, wringing his own hair. “We’ll spend all our resources on the approach and have nothing left to throw at him when we arrive!”
Poor Captain. He’d dragged an army halfway across the country to hunt a rogue wizard, only to find the wizard had cleared the terrain around his fortress for over a mile in every direction. Their target was known for raining fire on his enemies, and thus the warning was clear: approach and be destroyed. The army had wizards of its own of course, each armed with scrolls and wands to counteract all sorts of magical attacks, but not enough to protect the men from aerial bombardment for a mile-long march.
“Can’t the magic users do anything?” the Captain demanded, crouching over a diagram of the fortress they’d drawn in the dirt, “Is there a way to speed up our march or alter the terrain in our favor?”
Alister set his breastplate down.
“Sir,” he called, “It’s a lot easier than you think.”
The Captain turned. “Who is this?” he asked his Lieutenant.
“Alister Greywar,” the Lieutenant said with disdain in his voice. “He’s a thief caught a few months ago who’s here paying off his debt to the crown.”
The Captain eyed Alister. “A thief?”
“Yes,” Alister said with a salute, “ and I retired from thievery and wanted my bounty removed. I wasn’t caught.”
“Regardless,” the Captain said, waving the matter away, “what are you saying, soldier?”
“His defences are designed for an army,” Alister said, stepping over and gesturing to the diagram. “We’ll never get everyone across, but we don’t really need to. A small team, say four or five, could sneak inside with nothing but a few invisibility spells.”
The Captain paused for a moment. “It wouldn’t work,” he said, more to himself than to Alister, “I’m sure he has defences to detect an invisible approach.”
“I’ve robbed my fair share of wizards in the past, sir, and they’re much more easily fooled than you would think. Even if the team is discovered on the approach, you’d be surprised how easy it is to dodge fireballs when you don’t have an unruly army getting in your way.”
The Captain sat silently, contemplating.
“Sir,” the Lieutenant said, “You’re not seriously considering the proposal of a thief?”
The Captain cut him off with a gesture. “And if you did get inside, soldier, what then?” he asked. “How would such a small unit defeat such a powerful wizard?”
Alister smiled. “Sir, if all goes according to plan, that wizard won’t know we’re inside until I’ve already slit his throat.”
A Rogue's skills aren’t only for forest scouts and underhanded criminals. Militaries have need of such abilities as well, and many small combat units, commando teams and offensive squadrons contain those who specialize in precision strikes and flanking tactics.
Whether he is a thief drafted into military service or a soldier receiving specialized training, the Imperial Flanker is one who mixes roguish ability and military training to great effect. While many Imperial Flankers may also be their unit’s horse thief, scout and saboteur, it is usually on the battlefield where an Imperial Flanker feels most at home.
An Imperial Flanker is proficient with medium armor, shields, and all martial weapons.
An Imperial Flanker adds ride and handle animal to his list of class skills, and gains 2 fewer skill points per level.
Tactical Awareness (Ex): At 1st level, an Imperial Flanker can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, an Imperial Flanker gains a bonus on initiative rolls equal to 1/2 his Rogue level. At 20th level, an Imperial Flanker’s initiative roll is automatically a natural 20.
(This replaces the Ambush class ability.)
When an Imperial Flanker gains evasion, he keeps the benefits of evasion even when wearing medium armor. At 7th level, an Imperial Flanker may move in medium armor without a detriment to his speed, and keeps the benefits of evasion when wearing any kind of armor. At 13th level, he may move in any kind of armor without a detriment to his speed.
(This modifies the Evasion class feature.)
Fighter Training (Ex): An Imperial Flanker counts 1/2 his total Rogue level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
(This replaces Trapfinding.)
An Imperial Flanker may select the combat trick rogue talent up to 3 times.
(This replaces Trapsense.)
Rogue Talents that complement this archetype: Armor Training, Assault Leader, Combat Trick, Resiliency, Weapon Training.
Advanced Rogue Talents that complement this archetype: Opportunist, Defensive Roll, Crippling Strike, Improved Evasion, Unwitting Ally.
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