Phosphate
2012-04-14, 06:30 AM
Duelist Rogue
A duelist rogue variant loses the special abilities she would normally gain at levels 10, 13, 16 and 19, and instead gains Finishers at levels 6, 9, 12, 16 and 19 and a Combo Pool at level 6.
Combo Pool (Ex): You receive special combo points for landing flawless strikes on your foes. Every time you land a non-finisher attack that deals lethal damage with a melee weapon to an opponent without killing him, you gain 1 combo point. You may not attack yourself for this purpose. Your combo point cap is equal to 2+your dexterity modifier (minimum 1).
If you attempt an attack roll and miss, or spend 60 seconds without dealing lethal damage with a melee weapon, you lose all combo points you currently have.
If you attack an opponent in such a way that the damage bonus from sneak attack is also applied, you gain 2 combo points instead of 1.
Finishers (Ex): At levels 6, 9, 12, 16 and 19 you may learn one finisher from the list below. Unless otherwise noted, all finishers are extraordinary abilities that require a standard action.
Combo requirement shows the minimum amount of combo points you must have to use a finisher. It is, however, not a cost; whenever a finisher is used you instantly lose all combo points you have.
To learn a finisher with a certain requirement, you need to know at least one finisher of every lower requirement.
Slice and Dice
Combo Requirement: 1
Effect: Strike an opponent in melee combat. You deal 1d6 more damage for every combo point consumed.
Cripple
Combo Requirement: 1
Effect: Strike an opponent in melee combat. He is given a Will save against a DC of 10+class level/2+your dex/str mod (whichever is higher). If he fails, all his movement speeds are reduced by 5 feet and his flight maneuverability is reduced by 1 step if it wasn't perfect, for 5 minutes. Increase the DC by 1 and the penalty by 5 feet for every combo point consumed. Doesn't stack, and the target can still make 5 foot steps regardless of how crippled he is.
Mutilate
Combo Requirement: 2
Effect: Strike an opponent in melee combat. Apart from the normal damage you also deal 1d6 dexterity damage. If 3 or more combo points are consumed, you may choose to deal strength, constitution, or charisma damage instead.
Close Weak Spots
Combo Requirement: 2
Effect: Strike an opponent in melee combat. If it hits, you gain an insight bonus to AC equal to 20 against that opponent only for one round, and a dodge bonus to AC equal to the number of combo points consumed for 3 rounds.
Precise Strike
Combo Requirement: 3
Effect: Strike an opponent in melee combat. You ignore DR and hardness, and if the opponent has regeneration or immunity to the damage type of your weapon, you still deal half the lethal damage of your attack.
Recovery Strike
Combo Requirement: 3
Effect: Strike an opponent in melee combat. If you hit and deal damage, you may use an additional swift action this round. If you consume 5 or more combo points, you may choose between an additional swift or move action.
Eye Poke
Combo Requirement: 4
Effect: Strike an opponent in melee combat. He must make two Fort saves against a DC of 10+class level/2+dex mod. If he fails the first one, he becomes permanently blinded. If he fails the second one, he will continue to take 1 point of damage per round until someone performs a DC 30 Heal check on him or he is healed naturally. Even if he succeeds both saves, he receives 1d4 damage per combo point consumed.
Disrupt
Combo Requirement: 4
Effect: Strike an opponent in melee combat. He must make a Fort or Will save (his choice) against a DC of 10+class level/2+dex mod. If he fails, he is denied his dex to AC and is treated as flat-footed for the entire encounter. If 6 or more points are consumed, you choose what save he makes.
Combat Momentum
Combo Requirement: 5
Effect: You may make a full attack as a standard action. For this purpose, treat the BaB you gain from your rogue levels as equal to your class level.
Masterful Coup
Combo Requirement: 5
Effect: You may coup the grace any opponent that you can sneak attack, even if he is not helpless. Unlike other finishers, this one requires a full round action.
A duelist rogue variant loses the special abilities she would normally gain at levels 10, 13, 16 and 19, and instead gains Finishers at levels 6, 9, 12, 16 and 19 and a Combo Pool at level 6.
Combo Pool (Ex): You receive special combo points for landing flawless strikes on your foes. Every time you land a non-finisher attack that deals lethal damage with a melee weapon to an opponent without killing him, you gain 1 combo point. You may not attack yourself for this purpose. Your combo point cap is equal to 2+your dexterity modifier (minimum 1).
If you attempt an attack roll and miss, or spend 60 seconds without dealing lethal damage with a melee weapon, you lose all combo points you currently have.
If you attack an opponent in such a way that the damage bonus from sneak attack is also applied, you gain 2 combo points instead of 1.
Finishers (Ex): At levels 6, 9, 12, 16 and 19 you may learn one finisher from the list below. Unless otherwise noted, all finishers are extraordinary abilities that require a standard action.
Combo requirement shows the minimum amount of combo points you must have to use a finisher. It is, however, not a cost; whenever a finisher is used you instantly lose all combo points you have.
To learn a finisher with a certain requirement, you need to know at least one finisher of every lower requirement.
Slice and Dice
Combo Requirement: 1
Effect: Strike an opponent in melee combat. You deal 1d6 more damage for every combo point consumed.
Cripple
Combo Requirement: 1
Effect: Strike an opponent in melee combat. He is given a Will save against a DC of 10+class level/2+your dex/str mod (whichever is higher). If he fails, all his movement speeds are reduced by 5 feet and his flight maneuverability is reduced by 1 step if it wasn't perfect, for 5 minutes. Increase the DC by 1 and the penalty by 5 feet for every combo point consumed. Doesn't stack, and the target can still make 5 foot steps regardless of how crippled he is.
Mutilate
Combo Requirement: 2
Effect: Strike an opponent in melee combat. Apart from the normal damage you also deal 1d6 dexterity damage. If 3 or more combo points are consumed, you may choose to deal strength, constitution, or charisma damage instead.
Close Weak Spots
Combo Requirement: 2
Effect: Strike an opponent in melee combat. If it hits, you gain an insight bonus to AC equal to 20 against that opponent only for one round, and a dodge bonus to AC equal to the number of combo points consumed for 3 rounds.
Precise Strike
Combo Requirement: 3
Effect: Strike an opponent in melee combat. You ignore DR and hardness, and if the opponent has regeneration or immunity to the damage type of your weapon, you still deal half the lethal damage of your attack.
Recovery Strike
Combo Requirement: 3
Effect: Strike an opponent in melee combat. If you hit and deal damage, you may use an additional swift action this round. If you consume 5 or more combo points, you may choose between an additional swift or move action.
Eye Poke
Combo Requirement: 4
Effect: Strike an opponent in melee combat. He must make two Fort saves against a DC of 10+class level/2+dex mod. If he fails the first one, he becomes permanently blinded. If he fails the second one, he will continue to take 1 point of damage per round until someone performs a DC 30 Heal check on him or he is healed naturally. Even if he succeeds both saves, he receives 1d4 damage per combo point consumed.
Disrupt
Combo Requirement: 4
Effect: Strike an opponent in melee combat. He must make a Fort or Will save (his choice) against a DC of 10+class level/2+dex mod. If he fails, he is denied his dex to AC and is treated as flat-footed for the entire encounter. If 6 or more points are consumed, you choose what save he makes.
Combat Momentum
Combo Requirement: 5
Effect: You may make a full attack as a standard action. For this purpose, treat the BaB you gain from your rogue levels as equal to your class level.
Masterful Coup
Combo Requirement: 5
Effect: You may coup the grace any opponent that you can sneak attack, even if he is not helpless. Unlike other finishers, this one requires a full round action.