Psycho Yuffie
2014-02-13, 03:13 AM
Double Stab (Ex): All scoundrels fight with a light weapon in each hand. Thus, they attack as if they have the two-weapon fighting feat. They gain an additional attack with their off-hand weapon whenever they gain a new attack with their main hand. Additionally, she may sneak attack with both weapons. This ability only works if both weapons are light. This ability replaces trapfinding.
Riposte (Ex): At 3rd level, a scoundrel learns to deflect attacks with her swords. She gains a +2 shield bonus to her AC as long as she is wielding a weapon in each hand. In addition, whenever an enemy misses an attack, she may automatically attempt to disarm her foe without drawing an attack of opportunity. If she succeeds, she gains a free attack of opportunity against the enemy. This ability replaces all trap sense increases +1 to +5.
Two-Weapon Specialization (Ex): At 4th level, a scoundrel gains an additional +2 to attack and damage rolls while attacking with a weapon in each hand. In addition, she deals an extra 1d6 of damage when attacking with a weapon in each hand while sneak attacking. This ability replaces rogue talent.
Improved Double Stab (Ex): At 9th level, a scoundrel no longer takes any penalties while wielding a weapon in each hand. She also adds her full strength modifier to her off-hand weapon. Additionally, she uses both her main hand and offhand weapons in attacks of opportunities. This ability replaces sneak attack +1d6.
Twist the Knife (Ex): At 12th level, a scoundrel adds her Dexterity modifier to damage rolls whenever she wields a light weapon in her main hand and off-hand. This ability replaces rogue talent.
Quick Stab Flurry (Ex): At 15th level, a scoundrel may execute a full attack even after moving. The scoundrel may only use this ability while wielding a light weapon in each hand. This ability replaces sneak attack +1d6.
Dirty Fighting (Ex): At 18th level, during a sneak attack, a scoundrel utilizes dishonorable tactics to render opponents staggered for 1 round per sneak die you sacrifice. This ability replaces rogue talent.
This first archetype build is in the following spoiler.
This is now a rogue archetype. Hopefully, this is more unique and powerful than the first attempt.
Double Stab (Ex): All scoundrels fight with a light weapon in each hand. Thus, they attack as if they have the two-weapon fighting feat. They gain an additional attack with their off-hand weapon whenever they gain a new attack with their main hand. Additionally, she may sneak attack with both weapons. This ability only works if both weapons are light. This ability replaces trapfinding.
Riposte (Ex): At 3rd level, a scoundrel learns to deflect attacks with her swords. She gains a +2 shield bonus to her AC as long as she is wielding a weapon in each hand. In addition, whenever an enemy misses an attack, she may automatically attempt to disarm her foe without drawing an attack of opportunity. If she succeeds, she gains a free attack of opportunity against the enemy. This ability replaces trap sense +1.
Improved Double Stab (Ex): At 6th level, a scoundrel no longer takes any penalties while wielding a weapon in each hand. She also adds her full strength modifier to her off-hand weapon. Additionally, she uses both her main hand and offhand weapons in attacks of opportunities. This ability replaces trap sense +2.
Two-Weapon Specialization (Ex): At 9th level, a scoundrel gains an additional +2 to attack and damage rolls while attacking with a weapon in each hand. In addition, she deals an extra 1d6 of damage when attacking with a weapon in each hand while sneak attacking. This ability replaces trap sense +3.
Twist the Knife (Ex): At 12th level, a scoundrel adds her Dexterity modifier to damage rolls whenever she wields a light weapon in her main hand and off-hand. This ability replaces trap sense +4.
Quick Stab Flurry (Ex): At 15th level, a scoundrel may execute a full attack even after moving. Additionally, she uses a full attack during attacks of opportunities. This ability replaces trap sense +5.
Invisible Blades (Ex): At 18th level, a scoundrel no longer suffers a -20 penalty to remain hidden after executing a sneak attack with a light weapon in each hand. If her Stealth check succeeds, she deals an additional 1d6 of sneak attack damage on the next round. This ability replaces trap sense +6.
This old class can be found in the spoiler tag.
This is mostly a fighter variant experiment, but it turned out pretty interesting.
Hit Die: d10.
Alignment: Any.
Class Skills
The scoudrel’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (dungeoneering) (Int) Knowledge (local) (Int), Perform (Cha), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Two-weapon fighting
2nd|+2|+3|+3|+0|Oversized two-weapon fighting, evasion
3rd|+3|+3|+3|+1|Riposte 1
4th|+4|+4|+4|+1|Double slice, fast stealth
5th|+5|+4|+4|+1|Two-weapon specialization 1
6th|+6/+1|+5|+5|+2|Improved two-weapon fighting, uncanny dodge
7th|+7/+2|+5|+5|+2|Riposte 2
8th|+8/+3|+6|+6|+2|Improved evasion
9th|+9/+4|+6|+6|+3|Two-weapon specialization 2
10th|+10/+5|+7|+7|+3|Improved uncanny dodge, stand up
11th|+11/+6/+1|+7|+7|+3|Riposte 3
12th|+12/+7/+2|+8|+8|+4|Greater two-weapon fighting
13th|+13/+8/+3|+8|+8|+4|Two-weapon specialization 3
14th|+14/+9/+4|+9|+9|+4|Bonus feat, slippery mind
15th|+15/+10/+5|+9|+9|+5|Riposte 4
16th|+16/+11/+6/+1|+10|+10|+5|Bonus feat
17th|+17/+12/+7/+2|+10|+10|+5|Two-weapon specialization 4
18th|+18/+13/+8/+3|+11|+11|+6|Bonus feat
19th|+19/+14/+9/+4|+11|+11|+6|Riposte mastery
20th|+20/+15/+10/+5|+12|+12|+6|Bonus feat, two-weapon mastery[/table]
Class Features
All of the following are class features of the scoundrel.
Weapon and Armor Proficiency: Scoundrels are proficient with all simple and all one-handed martial weapons. They are also proficient with light armor and no shields.
Bonus Feats: A scoundrel gains bonus feats at 14th level and every other level after that. These bonus feats must be selected from those listed as combat feats. A scoundrel is the same as a fighter for the sake of satisfying feat prerequisites. This is true for feats gained through normal progression as well. For example, at 5th level, a scoundrel may take Weapon Specialization, which requires a 4th level fighter.
Two-Weapon Fighting (Ex): All scoundrels fight with a weapon in each hand. Thus, they gain two-weapon fighting as a bonus feat.
Oversized Two-Weapon Fighting (Ex): Beginning at 2nd level, a scoundrel can wield a normal-sized weapon in each hand as if both their main hand and off-hand weapons were light. Thus, they only take a -2 penalty to each hand.
Evasion (Ex): At 2nd level and higher, a scoundrel can avoid even magical and unusual attacks with great agility. If she makes a successful 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 scoundrel is wearing light armor or no armor. A helpless scoundrel does not gain the benefit of evasion.
Riposte (Ex): At 3rd level, a scoundrel learns to deflect attacks with her swords. She gains a +1 shield bonus to her AC as long as she is wielding a weapon in each hand. Due to the dexterous nature of mastering the riposte, a scoundrel’s armor check penalty with light armor is also reduced by 1 (to a minimum of 0) and her Dexterity bonus increases by 1.These bonuses increase by 1 every four levels thereafter (7th, 11th, and 15th).
Double Slice (Ex): At 4th level, a scoundrel gains double slice as a bonus feat. Due to this, she may now add her full Strength bonus to her off-hand damage rolls.
Fast Stealth (Ex): Also at 4th level, a scoundrel can move at full speed using the Stealth skill without penalty.
Two-Weapon Specialization (Ex): Beginning at 5th level, a scoundrel becomes increasingly familiar with two-weapon combat; she can wield them with higher precision than most. As such, her attack and damage rolls while using a weapon in each hand increases by 2. Every four levels thereafter, this bonus increases by 1.
Additionally, the critical threat range of the scoundrel’s weapon doubles. For example, a longsword’s critical threat range is 19-20. After gaining Two-Weapon Specialization, it changes to 17-20. This new critical range is only active when the scoundrel is wielding a weapon in her main hand and off-hand. This ability does not increase beyond 5th level, unlike the attack and damage rolls.
Improved Two-Weapon Fighting (Ex): At 6th level, a scoundrel gains improved two-weapon fighting as a bonus feat. This gives a second attack to a scoundrel’s off-hand weapon.
Uncanny Dodge (Ex): Starting at 6th level, a scoundrel can react to danger before her senses would normally allow her to do so. She cannot be caught f lat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a scoundrel already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Evasion (Ex): Beginning at 8th level, a scoundrel gains improved evasion. This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless scoundrel does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): At 10th level, a scoundrel can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target’s scoundrel levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to f lank the character.
Stand Up (Ex): Also at 10th level, a scoundrel gains the ability to stand up from a prone position as a free action. This still provokes an attack of opportunity for standing up while threatened by a foe.
Greater Two-Weapon Fighting (Ex): At 12th level, a scoundrel gains Greater Two-Weapon Fighting as a bonus feat. This gives a third attack to a scoundrel’s off-hand weapon.
Slippery Mind (Ex): At 14th level, a scoundrel’s mind becomes as agile and difficult to strike as her body. If a scoundrel with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Riposte Mastery (Ex): Starting at 19th level, when an opponent fails to strike a scoundrel with a melee attack, she gets a free disarm attempt that does not provoke an attack of opportunity. If she succeeds, she receives an attack of opportunity on the opponent. You may use both your main hand weapon and off-hand weapon with this attack of opportunity. You only gain these abilities when you have a weapon in your main hand and off-hand.
Two-Weapon Mastery (Ex): At 20th level, a scoundrel cannot be disarmed while wielding a weapon in both her main hand and off-hand. In addition, her critical multiplier increases by 1 while wielding a weapon in both her main hand and off-hand. She also receives a fourth attack with her off-hand weapon.
Riposte (Ex): At 3rd level, a scoundrel learns to deflect attacks with her swords. She gains a +2 shield bonus to her AC as long as she is wielding a weapon in each hand. In addition, whenever an enemy misses an attack, she may automatically attempt to disarm her foe without drawing an attack of opportunity. If she succeeds, she gains a free attack of opportunity against the enemy. This ability replaces all trap sense increases +1 to +5.
Two-Weapon Specialization (Ex): At 4th level, a scoundrel gains an additional +2 to attack and damage rolls while attacking with a weapon in each hand. In addition, she deals an extra 1d6 of damage when attacking with a weapon in each hand while sneak attacking. This ability replaces rogue talent.
Improved Double Stab (Ex): At 9th level, a scoundrel no longer takes any penalties while wielding a weapon in each hand. She also adds her full strength modifier to her off-hand weapon. Additionally, she uses both her main hand and offhand weapons in attacks of opportunities. This ability replaces sneak attack +1d6.
Twist the Knife (Ex): At 12th level, a scoundrel adds her Dexterity modifier to damage rolls whenever she wields a light weapon in her main hand and off-hand. This ability replaces rogue talent.
Quick Stab Flurry (Ex): At 15th level, a scoundrel may execute a full attack even after moving. The scoundrel may only use this ability while wielding a light weapon in each hand. This ability replaces sneak attack +1d6.
Dirty Fighting (Ex): At 18th level, during a sneak attack, a scoundrel utilizes dishonorable tactics to render opponents staggered for 1 round per sneak die you sacrifice. This ability replaces rogue talent.
This first archetype build is in the following spoiler.
This is now a rogue archetype. Hopefully, this is more unique and powerful than the first attempt.
Double Stab (Ex): All scoundrels fight with a light weapon in each hand. Thus, they attack as if they have the two-weapon fighting feat. They gain an additional attack with their off-hand weapon whenever they gain a new attack with their main hand. Additionally, she may sneak attack with both weapons. This ability only works if both weapons are light. This ability replaces trapfinding.
Riposte (Ex): At 3rd level, a scoundrel learns to deflect attacks with her swords. She gains a +2 shield bonus to her AC as long as she is wielding a weapon in each hand. In addition, whenever an enemy misses an attack, she may automatically attempt to disarm her foe without drawing an attack of opportunity. If she succeeds, she gains a free attack of opportunity against the enemy. This ability replaces trap sense +1.
Improved Double Stab (Ex): At 6th level, a scoundrel no longer takes any penalties while wielding a weapon in each hand. She also adds her full strength modifier to her off-hand weapon. Additionally, she uses both her main hand and offhand weapons in attacks of opportunities. This ability replaces trap sense +2.
Two-Weapon Specialization (Ex): At 9th level, a scoundrel gains an additional +2 to attack and damage rolls while attacking with a weapon in each hand. In addition, she deals an extra 1d6 of damage when attacking with a weapon in each hand while sneak attacking. This ability replaces trap sense +3.
Twist the Knife (Ex): At 12th level, a scoundrel adds her Dexterity modifier to damage rolls whenever she wields a light weapon in her main hand and off-hand. This ability replaces trap sense +4.
Quick Stab Flurry (Ex): At 15th level, a scoundrel may execute a full attack even after moving. Additionally, she uses a full attack during attacks of opportunities. This ability replaces trap sense +5.
Invisible Blades (Ex): At 18th level, a scoundrel no longer suffers a -20 penalty to remain hidden after executing a sneak attack with a light weapon in each hand. If her Stealth check succeeds, she deals an additional 1d6 of sneak attack damage on the next round. This ability replaces trap sense +6.
This old class can be found in the spoiler tag.
This is mostly a fighter variant experiment, but it turned out pretty interesting.
Hit Die: d10.
Alignment: Any.
Class Skills
The scoudrel’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (dungeoneering) (Int) Knowledge (local) (Int), Perform (Cha), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Two-weapon fighting
2nd|+2|+3|+3|+0|Oversized two-weapon fighting, evasion
3rd|+3|+3|+3|+1|Riposte 1
4th|+4|+4|+4|+1|Double slice, fast stealth
5th|+5|+4|+4|+1|Two-weapon specialization 1
6th|+6/+1|+5|+5|+2|Improved two-weapon fighting, uncanny dodge
7th|+7/+2|+5|+5|+2|Riposte 2
8th|+8/+3|+6|+6|+2|Improved evasion
9th|+9/+4|+6|+6|+3|Two-weapon specialization 2
10th|+10/+5|+7|+7|+3|Improved uncanny dodge, stand up
11th|+11/+6/+1|+7|+7|+3|Riposte 3
12th|+12/+7/+2|+8|+8|+4|Greater two-weapon fighting
13th|+13/+8/+3|+8|+8|+4|Two-weapon specialization 3
14th|+14/+9/+4|+9|+9|+4|Bonus feat, slippery mind
15th|+15/+10/+5|+9|+9|+5|Riposte 4
16th|+16/+11/+6/+1|+10|+10|+5|Bonus feat
17th|+17/+12/+7/+2|+10|+10|+5|Two-weapon specialization 4
18th|+18/+13/+8/+3|+11|+11|+6|Bonus feat
19th|+19/+14/+9/+4|+11|+11|+6|Riposte mastery
20th|+20/+15/+10/+5|+12|+12|+6|Bonus feat, two-weapon mastery[/table]
Class Features
All of the following are class features of the scoundrel.
Weapon and Armor Proficiency: Scoundrels are proficient with all simple and all one-handed martial weapons. They are also proficient with light armor and no shields.
Bonus Feats: A scoundrel gains bonus feats at 14th level and every other level after that. These bonus feats must be selected from those listed as combat feats. A scoundrel is the same as a fighter for the sake of satisfying feat prerequisites. This is true for feats gained through normal progression as well. For example, at 5th level, a scoundrel may take Weapon Specialization, which requires a 4th level fighter.
Two-Weapon Fighting (Ex): All scoundrels fight with a weapon in each hand. Thus, they gain two-weapon fighting as a bonus feat.
Oversized Two-Weapon Fighting (Ex): Beginning at 2nd level, a scoundrel can wield a normal-sized weapon in each hand as if both their main hand and off-hand weapons were light. Thus, they only take a -2 penalty to each hand.
Evasion (Ex): At 2nd level and higher, a scoundrel can avoid even magical and unusual attacks with great agility. If she makes a successful 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 scoundrel is wearing light armor or no armor. A helpless scoundrel does not gain the benefit of evasion.
Riposte (Ex): At 3rd level, a scoundrel learns to deflect attacks with her swords. She gains a +1 shield bonus to her AC as long as she is wielding a weapon in each hand. Due to the dexterous nature of mastering the riposte, a scoundrel’s armor check penalty with light armor is also reduced by 1 (to a minimum of 0) and her Dexterity bonus increases by 1.These bonuses increase by 1 every four levels thereafter (7th, 11th, and 15th).
Double Slice (Ex): At 4th level, a scoundrel gains double slice as a bonus feat. Due to this, she may now add her full Strength bonus to her off-hand damage rolls.
Fast Stealth (Ex): Also at 4th level, a scoundrel can move at full speed using the Stealth skill without penalty.
Two-Weapon Specialization (Ex): Beginning at 5th level, a scoundrel becomes increasingly familiar with two-weapon combat; she can wield them with higher precision than most. As such, her attack and damage rolls while using a weapon in each hand increases by 2. Every four levels thereafter, this bonus increases by 1.
Additionally, the critical threat range of the scoundrel’s weapon doubles. For example, a longsword’s critical threat range is 19-20. After gaining Two-Weapon Specialization, it changes to 17-20. This new critical range is only active when the scoundrel is wielding a weapon in her main hand and off-hand. This ability does not increase beyond 5th level, unlike the attack and damage rolls.
Improved Two-Weapon Fighting (Ex): At 6th level, a scoundrel gains improved two-weapon fighting as a bonus feat. This gives a second attack to a scoundrel’s off-hand weapon.
Uncanny Dodge (Ex): Starting at 6th level, a scoundrel can react to danger before her senses would normally allow her to do so. She cannot be caught f lat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a scoundrel already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Evasion (Ex): Beginning at 8th level, a scoundrel gains improved evasion. This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless scoundrel does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): At 10th level, a scoundrel can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target’s scoundrel levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to f lank the character.
Stand Up (Ex): Also at 10th level, a scoundrel gains the ability to stand up from a prone position as a free action. This still provokes an attack of opportunity for standing up while threatened by a foe.
Greater Two-Weapon Fighting (Ex): At 12th level, a scoundrel gains Greater Two-Weapon Fighting as a bonus feat. This gives a third attack to a scoundrel’s off-hand weapon.
Slippery Mind (Ex): At 14th level, a scoundrel’s mind becomes as agile and difficult to strike as her body. If a scoundrel with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Riposte Mastery (Ex): Starting at 19th level, when an opponent fails to strike a scoundrel with a melee attack, she gets a free disarm attempt that does not provoke an attack of opportunity. If she succeeds, she receives an attack of opportunity on the opponent. You may use both your main hand weapon and off-hand weapon with this attack of opportunity. You only gain these abilities when you have a weapon in your main hand and off-hand.
Two-Weapon Mastery (Ex): At 20th level, a scoundrel cannot be disarmed while wielding a weapon in both her main hand and off-hand. In addition, her critical multiplier increases by 1 while wielding a weapon in both her main hand and off-hand. She also receives a fourth attack with her off-hand weapon.