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ローグの技 Rogue Talents


Sneak Attack Talents


Armor Piercer*(変則)/Armor Piercer 出典:Monster Hunter's Handbook 9ページ:A rogue with this talent can cause her sneak attacks to pierce through natural armor. When she hits with an attack that deals sneak attack damage, she can forgo one or more of her sneak attack dice to reduce the target’s natural armor bonus by that amount (minimum natural armor bonus of +0) until the end of her next turn. A creature cannot be affected by this ability again for 1 minute.

Emboldening Strike(変則)/Emboldening Strike 出典:Blood of Shadows 8ページ: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, she gains a +1 circumstance bonus on saving throws for every 2 sneak attack dice rolled (minimum +1) for 1 round.

Extinguishing Strike(変則)/Extinguishing Strike 出典:Blood of Shadows 8ページ:When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, any nonmagical light sources worn or carried by the creature (such as lit torches, lanterns, or sunrods) are automatically extinguished. Once per day, the rogue can use this ability to also attempt a dispel check (as per dispel magic) against any magical sources of light a target carries, using her rogue level as the caster level.

Focusing Attack(変則)/Focusing Attack 出典:Blood of Shadows 8ページ:When a rogue selects this talent, she must choose the confused, shaken, or sickened condition. When the rogue has the selected condition and hits a creature with a melee attack that deals sneak attack damage, the rogue no longer has that condition. A rogue can take this talent up to three times. Each time, she must select a different condition that she is able to remove from herself with a melee attack that deals sneak attack damage. Even if the rogue has taken this talent multiple times, she can remove only a single effect on herself with each melee attack that deals sneak attack damage.

Obscuring Blow(変則)/Obscuring Blow 出典:Blood of Shadows 8ページ:Once per day, the rogue can forgo her potential to deal sneak attack damage to attempt to cloud an opponent’s vision. She must declare the use of obscuring blow before she makes the attack. If the attack hits, it does normal damage but, instead of dealing sneak attack damage (and any effect that triggers when the rogue deals sneak attack damage), the target treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls for a number of rounds equal to half the rogue’s level. A successful Fortitude saving throw reduces this effect to 1 round. The DC of this saving throw is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier.

Sacred Sneak Attack(超常)/Sacred Sneak Attack 出典:Champions of Purity 25ページ:When making a sneak attack against an undead creature or evil outsider, the rogue’s sneak attack damage is considered good-aligned for the purpose of overcoming damage reduction. Normal weapon damage is unaffected for this attack. A rogue must have a good alignment to select this rogue talent.

Sever Alignment*(超常)/Sever Alignment 出典:Distant Realms 13ページ:When making a sneak attack against an opponent with an alignment subtype, a rogue with this talent can forgo her sneak attack damage to scramble the creature’s metaphysical nature. If the attack succeeds, the rogue deals weapon damage as normal, and the target must succeed at a Fortitude save (DC = 10 + half the rogue’s level + the rogue’s Intelligence modifier) or lose all damage reduction overcome by aligned weapons (such as DR 10/good), lose all regeneration overcome by aligned sources (such as regeneration 10 [good]), and lose the ability to cast spells and use spell-like abilities with alignment descriptors for 1 round for every 2d6 points of sneak attack damage the rogue would have dealt (minimum 1 round). The rogue must have the aligned sneak attack talent to select this talent.

Shadow’s Chill(変則)/Shadow’s Chill 出典:Blood of Shadows 8ページ:When a rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, a number of points of the damage dealt equal to the number of sneak attack dice rolled is cold damage. The remainder of the sneak attack damage and the normal weapon damage are unaffected. The rogue must have cold resistance from a racial trait before selecting this talent.

Sneaky Maneuver*(変則)/Sneaky Maneuver 出典:Magical Marketplace 26ページ:Anytime a rogue with this talent could hit an opponent with a melee sneak attack on her turn, she may take a –2 penalty on her attack roll and attempt a dirty trickAPG, disarm, stealAPG, sunder, or trip combat maneuver instead of dealing sneak attack damage. If the attack succeeds, the rogue deals weapon damage as normal and then attempts a combat maneuver check as a swift action (the –2 penalty only applies to the initial attack roll, not the combat maneuver check). This combat maneuver still provokes attacks of opportunity unless the rogue has a feat or ability that allows her to perform it without provoking attacks of opportunity.

Stem the Flow(超常)/Stem the Flow 出典:Champions of Purity 25ページ:When making a successful sneak attack against a creature with the ability to channel energy, the rogue may forgo 3d6 points of sneak attack damage to instead prevent the target from channeling energy for a number of rounds equal to half her rogue level.

Other Talents

Accurate Poisoner(変則)/Accurate Poisoner 出典:Potions and Poisons 13ページ:A rogue with this talent delivers poisons with deadly precision. When the rogue successfully hits an opponent with a poisoned weapon and would deal sneak attack damage, she can forgo the sneak attack damage and increase the poison’s potency. If she does, the poison’s duration increases by 2 (for example, large scorpion venom lasts for 8 rounds instead of 6 rounds, and drow poison lasts for 4 minutes instead of 2 minutes).

Acrobatic Assist(変則)/Acrobatic Assist 出典:Cohorts and Companions 27ページ:You can expend an attack of opportunity to perform an aid another action to assist an adjacent ally’s Acrobatics check, so long as he makes the check as part of movement that passes through your space or an adjacent space. Additionally, whenever you use the aid another action to assist an ally in making an Acrobatics check and you succeed, your ally gains a +1 dodge bonus to AC against attacks of opportunity caused when he moves out of or within a threatened area, until the end of his turn.

Acrobatic Stunt(変則)/Acrobatic Stunt 出典:Inner Sea Combat 16ページ:Once per day, when flanked by at least two opponents, a rogue with this talent can, as an immediate action when any of the threatening opponents attacks her, attempt an Acrobatics check against the highest CMD of the threatening creatures plus 2 per threatening creature beyond the second. If successful, the rogue may take a 5-foot step in any direction, so long as she remains within the reach of the attacker triggering the movement. The rogue’s final position is used to determine whether the attacker benefits from flanking. On a failed check, the rogue falls prone in her original position and the attack resolves as normal (the opponent gains a +4 bonus for attacking a prone target). A rogue may use this ability one additional time per day for every 5 rogue levels she possesses. A rogue must be trained in Acrobatics to select this talent.

Aligned Sneak Attack(超常)/Aligned Sneak Attack 出典:Distant Realms 13ページ:When making a sneak attack against a creature that has damage reduction that can be overcome by weapons of a particular alignment (such as DR 5/good), the rogue’s attack reduces that damage reduction by an amount equal to the number of sneak attack dice rolled until the end of the rogue’s turn.

Ambuscading Grapple(変則)/Ambuscading Grapple 出典:Monster Hunter's Handbook 9ページ:When a rogue with this talent succeeds at a combat maneuver check to grapple an unaware opponent, she can immediately deal her sneak attack damage to the target. This counts as having hit with a sneak attack for the purpose of other abilities and talents.

Bardic Pretender(変則)/Bardic Pretender 出典:Pathfinder #130: City in the Lion's Eye 76ページ:The rogue knows enough about music and performance to survive in a bardic college and can fake what she doesn’t know. The rogue qualifies as having the inspire competence bardic performance class feature for the purpose of meeting prestige class requirements, although this talent doesn’t grant her the bardic performance ability.

Bomber(超常)/Bomber 出典:Ranged Tactics Toolbox 7ページ:A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs (Pathfinder RPG Advanced Player’s Guide 28), except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).

Bomber’s Discovery(超常)/Bomber’s Discovery 出典:Ranged Tactics Toolbox 7ページ:A rogue with this talent gains an alchemist’s discovery that modifies a bomb. A rogue must have the bomber rogue talent to select this talent.

Card Sharp(超常)/Card Sharp 出典:The Harrow Handbook 20ページ:The rogue gains Deadly Dealer (see page 15) as a bonus feat, even if she does not meet the prerequisites. Thrown cards are treated as darts, but the rogue cannot imbue cards with additional power unless she has the Arcane Strike feat. This talent otherwise functions as the Deadly Dealer feat.

Castling(変則)/Castling 出典:Elemental Master's Handbook 9ページ:The rogue treats soft cover granted by creatures of her size or larger as though it were cover instead. Cover the rogue gains from this talent does not allow her to attempt Stealth checks.

Claimed Turf(変則)/Claimed Turf 出典:Inner Sea Intrigue 32ページ:The rogue is well known in a specific community in which she gains the benefits of renown. She gains the renown vigilante social talent (Pathfinder RPG Ultimate Intrigue 12). This community can be an entire settlement or portions of a settlement (such as a particular district or neighborhood), depending on the population as allowed by the renown social talent. Anytime she could select another rogue talent, the rogue can also select from the following list of social talents (from pages 10–13 of Ultimate Intrigue), using her rogue level as her vigilante level for the purpose meeting of prerequisites: celebrity discount, celebrity perks, gossip collector, great renown, incredible renown, loyal aid, and safe house. For the purposes of vigilante social talents, the rogue does not have a vigilante identity and is always considered to be in her social identity.

Climbing Stunt(変則)/Climbing Stunt 出典:Inner Sea Combat 16ページ:A rogue with this talent can take a –10 penalty on a Climb check to move at full speed while climbing. A rogue must be trained in Climb to select this talent.

Cloying Shades(超常)/Cloying Shades 出典:Blood of Shadows 7ページ:When a rogue with this talent uses dimension door as a spell or spell-like ability, including the abundant step or shadow jump class feature, then all creatures adjacent to the rogue at the start and end of her teleportation are entangled by grasping shadows for 1 round (although the creatures are not anchored in place). A successful Reflex saving throw negates this effect. The DC of this saving throw is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence or Charisma modifier (whichever is higher). The rogue must have dimension door as a spell or spell-like ability (including the abundant step or shadow jump class feature) before choosing this talent.

Dampen Presence(超常)/Dampen Presence 出典:Magic Tactics Toolbox 27ページ:A rogue who selects this talent gains Dampen Presence (Pathfinder Player Companion: Dungeoneer’s Handbook 10) as a bonus feat. The rogue does not need to meet the feat’s prerequisites. The rogue is also considered to have the Skill Focus (Stealth) feat for the purpose of satisfying the prerequisites of any feat that lists Dampen Presence as a prerequisite.

Demand Attention(変則)/Demand Attention 出典:Cohorts and Companions 27ページ:The first time each round that you deal sneak attack damage to an opponent, you can forgo sneak attack damage to distract the creature. The target must succeed at a Will save (DC = 10 + the number of sneak attack dice sacrificed + your Charisma modifier) or become distracted until the start of your next turn. Distracted opponents are entirely focused on you, and pay little attention to their surroundings; they are not considered to be observing other characters within 30 feet, allowing them to attempt Stealth checks to hide. A distracted opponent automatically fails Perception checks against creatures more than 30 feet away.

Demon Lantern(擬呪)/Demon Lantern 出典:The Harrow Handbook 20ページ:Once per day when she casts dancing lights, the rogue can conjure a single demon’s lantern instead of the usual four lights. A demon lantern acts in all ways as a hypnotic pattern spell cast by a wizard, except it also casts light as a torch and it fascinates only a single target whose Hit Dice do not exceed the rogue’s class level. The save DC of this effect is equal to 11 + the rogue’s Intelligence modifier. The rogue must have an Intelligence score of at least 11 to select this talent. A rogue must have selected the minor magic rogue talent and selected dancing lights as her spell of choice or otherwise be able to cast dancing lights before choosing this talent.

Developed Poison Immunity(変則)/Developed Poison Immunity 出典:Heroes of the Wild 21ページ:When this talent is taken, select a single animal or plant poison that the rogue has been poisoned with but survived. The rogue automatically succeeds at all Fortitude saves against exposure to the selected poison.

Disabling Stunt(変則)/Disabling Stunt 出典:Inner Sea Combat 16ページ:A rogue with this talent can attempt a Disable Device check against a construct’s CMD as a standard action that does not provoke attacks of opportunity. If the check is successful, the rogue can ignore the construct’s damage reduction when dealing sneak attack damage for 1 minute. The normal penalties apply to this check if the rogue attempts it without using thieves’ tools. A rogue must be trained in Disable Device to select this talent.

Disease Use/Disease Use 出典:Blood of the Moon 19ページ:A rogue with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever (Pathfinder RPG Core Rulebook 557) on its next strike. The rogue does not risk exposure to this disease unless she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.

Eerie Disappearance(変則)/Eerie Disappearance 出典:Heroes of the Streets 26ページ:As a full-round action, the rogue can move up to her speed. If she successfully reaches a location that offers her cover or concealment, any creature observing her must attempt a Perception check opposed by the rogue’s Stealth check. On a failed check, the observer loses track of the rogue and fails to note where she moved to. The rogue does not take a penalty on this Stealth check for moving up to her speed. At the end of her movement, the rogue can attempt an Intimidate check to demoralize all foes within 60 feet who were aware of her at any point during her movement and are unaware of her current location. She rolls the Intimidate check only once and compares her result to the DC for each opponent. The rogue must be at least 6th level to select this talent.

Eldritch Conduit(超常)/Eldritch Conduit 出典:Magic Tactics Toolbox 7ページ:Survival in the Mana Wastes between the nations of Nex and Geb can depend heavily on locating sufficient magical equipment, which sometimes involves stealing power from a wand or scroll to power a more necessary one. As a full-round action, a rogue with this talent can use two potions, two wands, or two scrolls. Each item is expended or loses a charge as if used normally. The rogue chooses to gain the magical effect of one, but calculates its effects using the caster level of the other. The rogue must still succeed at a Use Magic Device check to operate scrolls or wands unless some other ability allows him to do so, but makes only one skill check to operate both items.

Escaping Stunt(超常)/Escaping Stunt 出典:Inner Sea Combat 16ページ:A rogue with this talent can, as an immediate action, attempt an Escape Artist check in place of a Reflex saving throw against any effect that would impose the entangled condition on her. Additionally, once per day when she is the target of a grapple combat maneuver, a rogue with this talent can attempt an Escape Artist check as an immediate action, using the result of the skill check in place of her CMD against that combat maneuver attempt. A rogue can use this second ability one additional time per day for every 5 rogue levels she possesses. A rogue must be trained in Escape Artist to select this talent.

Expert Cypher(変則)/Expert Cypher 出典:Divine Anthology 7ページ:A rogue with this ability can attempt a Linguistics check to decipher a single page of text as a full-round action instead of taking 1 minute as normal. In addition, when the rogue attempts a Use Magic Device check to cast a spell from a scroll, she is treated as though she had the minimum score in the appropriate ability score to cast that spell. Finally, the rogue can choose to add her Intelligence modifier to her Use Magic Device skill checks instead of her Charisma modifier.

Extra Earthcraft/Extra Earthcraft 出典:Elemental Master's Handbook 9ページ:The rogue gains 2 additional earthcraft points each day. The rogue must have the earthcraft ability to select this talent.

Face in the Crowd(変則)/Face in the Crowd 出典:Blood of the Moon 19ページ:A rogue with this talent can blend into groups easily. Opposed Perception and Sense Motive checks take a –2 penalty when made against the rogue’s Bluff, Disguise, Sleight of Hand, or Stealth checks if she’s within 30 feet of at least two non-hostile characters of her apparent creature type. This penalty increases to –4 if she’s within 30 feet of at least eight such creatures or is currently in a square occupied by a crowd.

False Attacker(変則)/False Attacker 出典:Heroes of the Streets 26ページ:Whenever the rogue strikes a foe from hiding, she can attempt a Bluff check as an immediate action (opposed by the target’s Sense Motive or Perception check, whichever has a higher bonus) before rolling damage to convince the foe that another creature was the attacker. This Bluff check applies the normal modifiers for convincing a creature of a falsehood, but can be accomplished with just physical trickery (a shared language is not required). If the Bluff is successful, and the rogue maintains concealment or cover, the rogue’s stealth does not end.

Favored Terrain(変則)/Favored Terrain 出典:Heroes of the Wild pg. 21ページ:The rogue selects one terrain from the ranger’s favored terrain list; she gains this as a favored terrain, as the ranger class feature. If the rogue also has or later takes the hide in plain sight advanced talent (Pathfinder RPG Ultimate Combat 71), her favored terrain must match a terrain she has selected for that advanced talent. If the rogue has ranger levels, her effective ranger level is equal to her ranger level + 5 for purposes of improving the bonuses from this favored terrain and gaining new favored terrains. A rogue must be at least 5th level to select this talent.

Feint from Shadows(変則)/Feint from Shadows 出典:Blood of Shadows 8ページ:A rogue with this talent can feint in combat using a ranged weapon against a target within 30 feet and cause the opponent to lose his Dexterity modifier against her next melee or ranged attack. The rogue must have concealment (but not full concealment) from the target of the feint.

Flying Stunt(変則)/Flying Stunt 出典:Inner Sea Combat 16ページ:A rogue with this talent can attempt a Fly check against a target’s CMD as a swift action when charging from above that target. Success allows the rogue to add an amount damage equal to her Dexterity modifier to the attack’s damage. This additional damage is precision damage and is not multiplied on a critical hit. A creature immune to sneak attacks is immune to this additional damage. A rogue must be trained in Fly to select this talent.

Fortified Position(変則)/Fortified Position 出典:Elemental Master's Handbook 9ページ: Whenever the rogue gains a bonus on Reflex saves due to cover, she gains an equal bonus on Fortitude saves.

Gloom Magic(擬呪)/Gloom Magic 出典:Blood of Shadows 8ページ:A rogue with this talent gains the ability to cast darkness two times per day as a spell-like ability. The darkness created by this ability does not impair the rogue’s vision. The caster level for this ability is equal to the rogue’s level. A rogue must have an Intelligence score of at least 12 and the minor magic rogue talent before choosing this talent.

Got Your Back(変則)/Got Your Back 出典:Cohorts and Companions 27ページ:Once per round as an immediate action, you may expend an attack of opportunity to attempt an aid another check to improve an ally’s attack. You and your ally must both be flanking the same opponent. This counts as an attack of opportunity.




Greater Gloom Magic(擬呪)/Greater Gloom Magic 出典:Blood of Shadows 8ページ:A rogue with this talent gains the ability to cast deeper darkness once each day as a spell-like ability. The darkness created by this ability does not impair the rogue’s vision. The caster level for this ability is equal to the rogue’s level. A rogue must have an Intelligence score of at least 13 and the gloom magic and minor magic rogue talents before choosing this talent.

Green Tongue(変則)/Green Tongue 出典:Heroes of the Wild 21ページ:The rogue gains Aklo, Aquan, Auran, Giant, Ignan, Sylvan, or Terran as a bonus language. In addition, the rogue can attempt a DC 15 Linguistics check to communicate basic concepts with magical beasts and monstrous humanoids with which she does not share a common language.

Grig Jig(超常)/Grig Jig 出典:The Harrow Handbook 20ページ:Once per day, the rogue can weave a bit of old Varisian magic into her footwork, dancing with an infectious passion that compels another nearby to join in. The rogue can target one humanoid within 30 feet and attempt a Perform (dance) check as a full-round action that does not provoke an attack of opportunity. Her target must succeed at a Will save (DC equal to the rogue’s Perform [dance] check) or it begins to dance uncontrollably. So long as the rogue continues to spend a full-round action dancing each round, the affected target does so as well. If the target is attacked or otherwise in immediate danger while dancing, the effect ends. Each round on its turn, the target can attempt an Acrobatics or Perform (dance) check or a Will save (target’s choice) against the rogue’s Perform (dance) check to end the effect. A target who resists the jig can not be affected by the same rogue’s jig for 24 hours. The grig jig is a mind-affecting effect. The rogue must have an Intelligence score of at least 12 to select this talent. A rogue can use this ability once per day, plus one additional time per day for every 5 rogue levels she possesses.

Heads Up(変則)/Heads Up 出典:Cohorts and Companions 27ページ:When you make a Perception check, as an immediate or swift action you can allow one adjacent ally to act as if they had also made a Perception check with the same result.

Innocent Facade(擬呪)/Innocent Facade 出典:Magic Tactics Toolbox 27ページ:Once per day, a rogue with this talent can use innocenceAPG as a spell-like ability, using her rogue level as the spell’s caster level. A rogue must have the minor magic talent before selecting this talent. An investigator can select the innocent facade rogue talent in place of an investigator talent. She must have the underworld inspirationACG investigator talent before selecting this talent, instead of minor magic.

Innocuous Servant(変則)/Innocuous Servant 出典:Inner Sea Intrigue 32ページ:The rogue is an expert at appearing to be an unimportant servant, be it an attaché, bodyguard, driver, maid, kitchen assistant, or similar staff member. The rogue gains a +2 bonus on Disguise checks to appear to be a servant, but not to impersonate a particular servant. She also gains a +2 bonus on Bluff checks to lie to maintain this guise. While disguised as a servant, she gains a +2 bonus on Diplomacy checks to gather information among servants. Because she is easily overlooked as a servant, she can gather information from those she serves without asking them questions directly or alerting them to her interest. Doing so takes 1d4 days and requires a successful Bluff check instead of a Diplomacy check. At 8th level, the bonuses granted by this talent increase to +4.

Just a Face in the Crowd(超常)/Just a Face in the Crowd 出典:Magic Tactics Toolbox 7ページ:The rabble-rousers of Galt can blend into a crowd and are able to hide and spot others who appear to be hiding. The rogue gains a bonus equal to half his class level on Disguise and Perception checks when 10 or more creatures of his size are within 30 feet of him.

Last Ditch Effort/Last Ditch Effort 出典:People of the Sands 19ページ:Once per day, a rogue with this ability who accidentally activates a trap while attempting to disarm it may immediately attempt another Disable Device check to disarm it, albeit at a –5 penalty. The result of the second check is taken even if the result is lower.

Lingering Poison(変則)/Lingering Poison 出典:Potions and Poisons 13ページ:A rogue with this talent can have a poison remain inert until a later time. When she delivers a contact or injury poison, instead of the poison’s normal onset time, the rogue can delay the poison’s effects until up to 1 day from when it is delivered (minimum 1 round). The delayed poison can be detected as normal by spells such as detect poison and similar abilities.

Maneuvering Dodge(変則)/Maneuvering Dodge 出典:Inner Sea Intrigue 32ページ:Whenever a foe of the rogue’s size or larger misses the rogue with a melee attack, the rogue gains a +2 bonus on any Acrobatics, Climb, Fly, and Swim checks she attempts for 1 round. At 8th level, this bonus increases to +4.

Mien of Despair(超常)/Mien of Despair 出典:Blood of Shadows 8ページ:When a rogue with this talent successfully demoralizes an opponent using the Intimidate skill or performs a successful feint against an opponent, the opponent loses any morale bonuses and cannot benefit from any morale bonuses for 1d4+1 rounds.

Occult Dungeoneer(超常)/Occult Dungeoneer 出典:Magic Tactics Toolbox 7ページ:Street thieves in Absalom expect wares to be securely locked, and sometimes it takes high-quality tools and magic training to ensure there’s a meal at the end of the day. A rogue with this ability can use spell-trigger and spell-completion items as if the following spells were on a spell list to which he has access: detect secret doors, detect traps, knock, locate object, and obscure object. If the spell-trigger device allows a wielder to apply his own caster level (such as with a staff ), the rogue may use his class level as his caster level. The rogue may also use knock as a supernatural ability once per day, using his rogue level as his caster level.

One of Those Faces(擬呪)/One of Those Faces 出典:Spymaster's Handbook 21ページ:Each day, you can use disguise self as a spell-like ability for up to 10 minutes per character level. This duration need not be continuous, but it must be used in 10-minute increments. Additionally, once you have used this ability, whenever you use it for the next 24 hours you must take the same alternate appearance.

Papercraft Tools(変則)/Papercraft Tools 出典:The Harrow Handbook pg. 21ページ:Traditional thieves’ tools might be suspicious, but no guard looks twice at a common deck of cards. So long has the rogue has access to a deck of cards, she can destroy one card to attempt a single Disable Device check as if she had a set of thieves tools. If she uses a harrow card for this purpose, she can treat the card as a set of masterwork thieves’ tools (granting her a +2 circumstance bonus on the Disable Device check), though the card is still destroyed after use.

Philologist/Philologist 出典:People of the Sands 19ページ:A rogue with this talent can reroll any Linguistics skill check made to decipher writing in an unfamiliar language, and never risks drawing a false conclusion from a failed Wisdom check after a failed Linguistics check. A rogue with this talent is allowed only one reroll per inscription, message, or text encountered.

Poison Use(変則)/Poison Use 出典:Blood of Shadows 8ページ:The rogue is trained in the use of poison, and can’t accidentally poison herself when applying poison to a weapon.

Quick Scrounge/Quick Scrounge 出典:Blood of the Moon 19ページ:The rogue can search a creature, object, or area in half as much time as normal. If her Perception check would normally require a full-round action or less, it becomes one step shorter along the following progression: full-round action, standard action, move action, swift action, immediate action. This talent has no effect on Perception checks that are attempted as free actions or Perception checks that don’t require an action.

Rapid Boost(変則)/Rapid Boost 出典:The Harrow Handbook 21ページ:Once per day, the rogue can roll two dice while attempting a Sleight of Hand check and take the better result. She must choose to use this talent before attempting the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she has.


Rapid Perception(超常)/Rapid Perception 出典:Magic Tactics Toolbox 27ページ:A rogue with this talent can attempt a Perception check to intentionally search for a specific item or creature as a swift action instead of a move action. If she is intentionally searching for an invisible creature, the creature’s bonus on its Stealth check from its invisibility is halved. An investigator can select this rogue talent in place of an investigator talent. She must have the expanded inspirationACG investigator talent before selecting this talent.

Riding Stunt(変則)/Riding Stunt 出典:Inner Sea Combat 16ページ:A rogue with this talent takes only a –2 penalty on Ride checks when riding a mount bareback instead of the normal –5 penalty. When using the Ride skill to make a mount leap, a rogue with this talent can use her Ride modifier or her mount’s jump modifier, whichever is higher, instead of using the lower of the two. A rogue with this talent gains a +5 competence bonus when using the Ride skill to soften a fall from her mount or to perform a fast mount or dismount. Finally, a rogue with this talent can attempt a DC 15 Ride check to recover from a position of cover as a free action instead of as a move action. Failing this check results in the recovery requiring a move action as normal. A rogue must be trained in Ride to select this talent.

Sacrifice Self(変則)/Sacrifice Self 出典:Champions of Purity 25ページ:A rogue who makes a successful Reflex save against an area effect can ignore the benefits of her evasion ability to shield an adjacent ally against the effect, essentially halving the damage that ally would normally take. A rogue with improved evasion can attempt a secondary save against her ally’s damage. If the save is successful, neither she nor her ally takes any damage. A rogue must have evasion in order to select this talent, and she must have improved evasion to benefit from the secondary effect.

Scavenger/Scavenger 出典:Blood of the Moon 19ページ:A rogue with this talent can pick up and stow an object as a swift action instead of two separate move actions. She gains a +2 bonus on Sleight of Hand checks to pick the pockets of creatures that are stunned or disabled.

Scry Slip(超常)/Scry Slip 出典:Magic Tactics Toolbox pg. 27ページ:Whenever a rogue with this talent is targeted by a scrying effect that allows a Will save, the caster of the divination must succeed at a caster level check (DC = 15 + the rogue’s class level). This talent wards the rogue and any objects she is holding or carrying. An investigator can select this talent in place of an investigator talent.

Scrying Familiarity(変則)/Scrying Familiarity 出典:Spymaster's Handbook 23ページ:You are well acquainted with scrying sensors. You can roll twice and take the better result on saving throws against divination (scrying) spells and effects, on Perception checks to notice scrying sensors, and on caster level checks to overcome spell resistance when you use a scrying spell or effect. If you notice a magical sensor, you can attempt a Stealth check opposed by the caster’s caster level check to avoid being detected by the sensor.

Sczarni Smuggler(変則)/Sczarni Smuggler 出典:Inner Sea Intrigue 32ページ:The rogue has picked up Sczarni tricks for making masterful forgeries and using bribery to evade trade rules. The rogue needs to learn only the approximate appearance of a document that doesn’t require a particular person’s signature to accurately forge the document with Linguistics (gaining a +8 bonus on the check to create the forgery, as if she had seen a similar document before). The rogue needs only a small sample of a person’s handwriting to make a convincing forgery of great length in that person’s handwriting. The rogue can always take 10 on Diplomacy checks to offer bribes. In addition, the rogue automatically gains an extra advantage at the start of a pursuit (Ultimate Intrigue 142) in an urban environment.

Set-Up(変則)/Set-Up 出典:Cohorts and Companions 27ページ:When you successfully hit a target with a sneak attack in melee, you can choose to forgo your additional sneak attack damage to make the target more vulnerable to one of your allies adjacent to it. The first melee attack that ally makes against the target before the beginning of your next turn treats the target as flanked, even if your ally is not flanking the target. This has no effect on creatures you could not flank with that ally, even if the ally was properly positioned.

Shadow Duplicate(擬呪)/Shadow Duplicate 出典:Blood of Shadows 8ページ:Once per day as an immediate action when the rogue is hit, the rogue can create a single shadow duplicate of herself, as per mirror image. The GM randomly determines whether the attack hit the rogue or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the rogue’s level, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell. The caster level for this ability is equal to the rogue’s level. A rogue can use this ability one additional time per day for every 5 rogue levels she has.

Shove Aside(変則)/Shove Aside 出典:Cohorts and Companions 27ページ:When you and an adjacent ally are both in the area of an attack that requires a saving throw, you can take a –4 penalty on your saving throw to grant your ally a +4 bonus on his saving throw. You lose the evasion ability against this attack. If you have improved evasion, it is reduced to evasion for this attack instead. A rogue must have evasion to select this rogue talent.

Signature Poison(変則)/Signature Poison 出典:Potions and Poisons 13ページ:A rogue with this talent chooses one poison (such as bloodroot or oil of taggit) as her signature poison. When she uses the chosen poison, the poison’s saving throw DC increases by +2. A rogue can take this talent multiple times, each time applying it to a new poison.

Sleight of Hand Stunt(変則)/Sleight of Hand Stunt 出典:Inner Sea Combat 16ページ:In place of an attack of opportunity, a rogue with this talent can attempt a Sleight of Hand check against the CMD of an opponent that provokes an attack of opportunity by firing a projectile weapon while threatened. If successful, the rogue plucks the ammunition from the provoking weapon, negating the attack. The rogue may use this ability as many times in a round as she could make attacks of opportunity. At the GM’s discretion, certain projectile weapons may not be susceptible to this ability, such as siege engines or firearms. A rogue must be trained in Sleight of Hand to select this talent.

Sneak Training(変則)/Sneak Training 出典:Pathfinder #130: City in the Lion's Eye 76ページ:The rogue counts as having the sneak attack class feature of a rogue of her level for the purpose of meeting prestige class requirements, although this talent doesn’t improve the rogue’s existing sneak attack ability or grant her the sneak attack class feature if she doesn’t already have it. This talent is most useful for rogues that lack the sneak attack class feature, such as those with the phantom thief archetype.

Spell Storing(超常)/Spell Storing 出典:Magic Tactics Toolbox 7ページ:The rogue can store within himself a single targeted harmless spell of up to 2nd level. The spell must have a casting time of 1 standard action. Anytime a spell that meets these conditions is cast on the rogue, and he does not already have a spell stored, he can choose to store it rather than have it take effect immediately. Anytime afterward, as a standard action, the rogue can have the spell take effect (acting in all ways as if it had just been cast on him). A rogue must have 1 rank of Use Magic Device to select this talent.

Stealth Stunt(変則)/Stealth Stunt 出典:Inner Sea Combat 16ページ:When benefiting from concealment, a rogue with this talent can forgo an attack of opportunity to attempt a Stealth check against the provoking opponent’s CMD. Success allows the rogue to treat her opponent as flat-footed against the rogue’s first melee attack before the end of her next turn. Using this ability does not count against the rogue’s available attacks of opportunity for the round. A rogue must be trained in Stealth to select this talent.

Superior Sniper/Superior Sniper 出典:Magic Tactics Toolbox 7ページ:A rogue who selects this talent gains Expert Sniper (Dirty Tactics Toolbox 10) as a bonus feat. If she already has this feat, she can instead select any feat that lists Expert Sniper as a prerequisite, as long as she meets the feat’s prerequisites.

Suppress Poison(変則)/Suppress Poison 出典:Potions and Poisons 13ページ:A rogue with this talent can stave off the effects of a poison. As an immediate action when she fails a saving throw against a poison, the rogue can attempt the saving throw a second time. If she succeeds at this second saving throw, the poison does not affect her for a number of rounds equal to her Constitution modifier (minimum 1 round), but this time it counts against the poison’s duration. This talent has no effect on poisons with an onset longer than immediate.

Swift Tracker(変則)/Swift Tracker 出典:Heroes of the Wild 21ページ:While following tracks, the rogue can move at her normal speed without penalty while using the Survival skill. In addition, the penalty for moving at up to twice her normal speed while following tracks is reduced to –10.

Swimming Stunt (変則)/Swimming Stunt 出典:Inner Sea Combat 16ページ:Once per round, when making an attack against an opponent underwater that qualifies for sneak attack damage, a rogue with this talent can attempt a Swim check as a free action against her opponent’s CMD. If the attack and Swim check are both successful, and the attack deals sneak attack damage, the rogue can choose to forgo one or more of her sneak attack dice to reduce the number of total rounds her opponent can hold its breath by 1 round per die. A rogue must be trained in Swim to select this talent.

The Whole Time(超常)/The Whole Time 出典:Magic Tactics Toolbox 7ページ:Mercenaries in the employ of the Aspis Consortium often use wands of invisibility to attack protected targets, then blend into the crowd to escape or disguise the source of the next attack. A rogue with this ability is practiced at attacking from magical concealment. He can use spell-trigger and spellcompletion items as if the following spells were on a spell list to which he has access: greater invisibility, invisibility, and vanishAPG.
 Additionally, if the rogue becomes visible as a result of a weapon or spell attack, he can sheathe his weapon as a free action and instantly adopt a neutral posture. With a successful Bluff or Disguise check (opposed by witnesses’ Sense Motive or Perception checks, whichever is higher), there is no obvious sign that the rogue is the source of the attack (though a lack of any other reasonable candidate can still lead observers to draw the correct conclusion).

Thrill of the Chase(変則)/Thrill of the Chase 出典:Inner Sea Intrigue 32ページ:The rogue revels in the thrill and adrenaline rush of a challenging chase. When engaged in a chase (Pathfinder RPG GameMastery Guide 232) or pursuit (Ultimate Intrigue 142), the rogue gains one d20 reroll which she can use at any time after the original roll is made but before the results of the roll are revealed; she must take the second result, even if it is lower. She can use this reroll once per chase or once per day during a pursuit. Additionally, she gains Run as a bonus feat.

Toxic Regurgitation(変則)/Toxic Regurgitation 出典:Potions and Poisons 13ページ:A rogue with this talent can drink a noninhaled poison as a standard action and suspend it within her body. She is not affected by the poison while it is suspended within her, and she doesn’t need to attempt saving throws against it. She can suspend a poison within herself in this way for a number of hours equal to her Constitution modifier (minimum 1), after which she must immediately expel the poison or be affected by it as normal. At any time while the poison is suspended within her, the rogue can spit up the poison as a ranged touch attack at any creature within 10 feet. This does not provoke attacks of opportunity. On a successful hit, the struck creature is exposed to the poison as if it were a contact poison. The rogue can maintain only a single suspended poison at a time. If she suspends a new poison, any older suspended poison immediately affects her as normal.

Umbral Gear(超常)/Umbral Gear 出典:Blood of Shadows 8ページ:As a standard action while in an area of dim light or darkness, a rogue with this talent can coalesce wisps of shadow into a quasi-real, functional item. The rogue must choose whether to make a crowbar, 50 feet of silk rope, a glass cutterUE, a light melee weapon with which she is proficient, a reversible cloakUE, thieves’ tools, or a wire sawUE; the GM may allow other similar items. The rogue can use such items for a number of minutes per day equal to 10 plus her rogue level. This duration does not need to be consecutive, but it must be used in 1-minute increments.
 An item created with this ability remains until the rogue is no longer touching it, or until the rogue runs out of duration for this talent, at which time it dissolves. A rogue can select this talent more than once, gaining an additional 10 minutes of duration each time this talent is selected. If a rogue has selected this talent at least twice, she adds 50 feet of silk rope with a grappling hook, a masterwork light melee weapon with which she is proficient, and masterwork thieves’ tools to the list of things she can create.

Unbalancing Trick(変則)/Unbalancing Trick 出典:Elemental Master's Handbook 9ページ:The rogue gains Improved Trip as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites of Greater Trip (although she must take the feat as normal to gain its benefits).

Underhanded Trick/Underhanded Trick 出典:Blood of Shadows 8ページ:A rogue who selects this talent gains Improved Dirty TrickAPG as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites for Greater Dirty TrickAPG (although she must take the feat as normal). If she succeeds in giving her target the blinded condition, the target cannot remove the condition during the first round of blindness.

Wild Magic(擬呪)/Wild Magic 出典:Heroes of the Wild 21ページ:A rogue with this talent gains the ability to cast a 0-level spell from the druid spell list. This spell can be cast three times per day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 10 + the rogue’s Wisdom modifier. The rogue must have a Wisdom score of at least 10 to select this talent.

Without a Trace(変則)/Without a Trace 出典:Ranged Tactics Toolbox 7ページ:When the rogue successfully uses evasion or improved evasion to avoid taking damage, she can attempt to hide as an immediate action. The rogue attempts a Stealth check with a –20 penalty, but gains a +1 bonus on her check for every die of damage the avoided attack would have dealt. The rogue can attempt this check even while being observed, as long as she has cover or concealment or an ability that allows her to use the Stealth skill while being observed without cover or concealment.

上級の技 Advanced Rogue Talents


Sneak Attack Talents


Hamstring Strike*(変則)/Hamstring Strike 出典:Magical Marketplace 26ページ:Anytime a rogue with this talent successfully hits an opponent with a sneak attack, she may forgo her sneak attack damage to try to hamstring her opponent. If the attack succeeds, the rogue deals weapon damage as normal, but instead of the rogue dealing sneak attack damage, the target is knocked prone and is unable to take move actions during its next turn. A successful Fortitude save (DC = 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier) negates this effect.

Harrow Strike(変則)/Harrow Strike 出典:The Harrow Handbook 21ページ:Once per day while making a sneak attack against a creature, you can draw a random card from a harrow deck you own. If your attack hits, instead of dealing sneak attack damage as normal, you deal a number of points of ability damage equal to your number of sneak attack dice. The ability score damaged is the score affiliated with the suit of the harrow card drawn. You can use this ability an additional time per day at 15th level and 20th level.

Improved Shadow’s Chill(超常)/Improved Shadow’s Chill 出典:Blood of Shadows 9ページ:When a rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, the sneak attack damage is cold damage. Normal weapon damage is unaffected. The rogue must have cold resistance from a racial trait and the shadow’s chill rogue talent before choosing this talent.

Petrifying Strike(超常)/Petrifying Strike 出典:Elemental Master's Handbook 9ページ:Whenever the rogue damages a creature with one of her sneak attacks, she also deals 2 points of Dexterity damage to that creature as its body petrifies.

Resonating Rumbles(超常)/Resonating Rumbles 出典:Elemental Master's Handbook 9ページ:When a rogue with this talent makes a successful sneak attack against a creature with tremorsense, the rogue can subtract 3 dice from her sneak attack damage to prevent the target from using tremorsense for a number of rounds equal to half her rogue level.

Other Talents

Against the Wall(変則)/Against the Wall 出典:Elemental Master's Handbook 9ページ:A rogue with this talent is considered to be flanking any opponent adjacent to a stone wall (whether the stone is worked or unworked).

Aligned Disguise(擬呪)/Aligned Disguise 出典:Blood of Shadows 8ページ:When a rogue with this talent uses the disguise self spell-like ability, she can also alter her alignment aura to deceive spells that discern alignment (such as detect evil) for the duration of the disguise self effect. She can choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. The rogue must have disguise self as a spell-like ability before choosing this talent.

Blinding Strike/Blinding Strike 出典:Blood of Shadows 9ページ:A rogue who selects this talent gains Blinding Critical as a bonus feat, even if she doesn’t meet the prerequisites. The rogue must have the obscuring blow rogue talent and be at least 15th level before choosing this talent.

Dance of Disorienting Shadows(変則)/Dance of Disorienting Shadows 出典:Blood of Shadows 9ページ:A rogue with this talent can attempt a Perform (dance) check in place of a combat maneuver check when attempting a repositionAPG combat maneuver.

Glib Facade(擬呪)/Glib Facade 出典:Magic Tactics Toolbox pg. 27ページ:Once per day, a rogue with this advanced talent can use glibness as a spelllike ability, using her rogue level as the spell’s caster level. A rogue must have the innocent facade rogue talent before selecting this talent.

Grazing Shot(変則)/Grazing Shot 出典:Agents of Evil 24ページ

Grazing Shot(変則)/Grazing Shot 出典:Agents of Evil 24ページ:The following rogue talent is available to drow rogues. Particularly deft rogues can strike two foes with one well-placed shot. As a standard action, a rogue with this talent can fire a hand crossbow at an enemy who is granted cover by another opponent. Make one ranged attack roll and compare the result to each opponent’s AC. Each hit deals 1 point of damage. Any special weapon properties or precision damage apply to only a single target, but any poison applied to the bolt affects all targets struck. An unchained rogue can select this talent.

Pierce the Darkness(変則)/Pierce the Darkness 出典:Heroes of the Streets 26ページ:The rogue can extend her senses of hearing and smell in darkness or when blinded. She gains blindsense out to a range of 5 feet, but only against creatures concealed by darkness or her own blindness. She still suffers the normal miss chance for attacking creatures with concealment.

Reflexive Shadow Shield(超常)/Reflexive Shadow Shield 出典:Blood of Shadows 9ページ:Once per day as an immediate action, the rogue can gain an amount of cold resistance or electricity resistance equal to half the rogue’s level. This resistance lasts for 1 round. If the rogue has the shadowy resistance racial trait, the cold or electricity resistance stacks with the resistance that trait grants; otherwise, the energy resistance does not stack with any cold or electricity resistance the rogue has. The rogue must have the resiliencyPU rogue talent before choosing this talent.

See in Darkness(超常)/See in Darkness 出典:Blood of Shadows 9ページ:The rogue gains the see in darkness ability (Pathfinder RPG Bestiary 2 301). A rogue must have darkvision before choosing this talent.

Stony Skin(変則)/Stony Skin 出典:Elemental Master's Handbook 9ページ:A rogue with this talent gains DR 2/adamantine. A rogue can select this talent up to three times; each additional time the rogue selects this talent, the DR granted by this talent increases by 1.

Unlock Ki(超常)/Unlock Ki 出典:Magic Tactics Toolbox 27ページ:A rogue with this advanced talent increases the number of points in the ki pool that she gains from the ki poolUC rogue talent to be equal to 1/2 her rogue level + her highest mental ability score modifier (Intelligence, Wisdom, or Charisma). In addition, she can spend 2 points from her ki pool as a swift action to gain the skill unlocks (Pathfinder Unchained 82) for one skill of her choice as appropriate for her number of ranks in that skill. This benefit lasts for 1 minute. The rogue must have a ki pool before selecting this advanced talent.

ローグのアーキタイプ Rogue Archetypes


Bekyar Kidnapper Bekyar Kidnapper

出典 Inner Sea Combat 36ページ
 One of the many ethnicities found in the Mwangi Expanse, the Bekyar people are slavers and demon worshipers. 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.

 Clean Capture(変則)/Clean Capture:At 1st level, a Bekyar kidnapper reduces the penalty to her combat maneuver check to tie up a pinned or otherwise restrained target by an amount equal to 1/2 her rogue level. In addition, she can take the feats Improved Grapple and Greater Grapple as rogue talents. She can ignore the Improved Unarmed Strike requirement when selecting these feats as rogue talents, but must meet all other prerequisites. This ability replaces trapfinding.

 Abductor(変則)/Abductor:At 3rd level, a Bekyar kidnapper gains a +1 bonus on combat maneuver checks to grapple a foe. In addition, the Bekyar kidnapper treats her combat maneuver bonus as 1 higher when a foe tries to grapple her or when a grappled target attempts to break free of her grapple. These bonuses increase by 1 for every 3 levels beyond 3rd. This ability replaces trap sense.

 ローグの技:The following rogue talents complement the Bekyar kidnapper archetype: black market connectionsUC, camouflageAPG, combat trick, rope masterUC, survivalistAPG, and terrain masteryUC.

 上級の技:The following advanced rogue talents complement the Bekyar kidnapper archetype: crippling strike, hide in plain sightUC, knock-out blowAPG, rumormongerUC, and weapon snatcherUC.

Carnivalist Carnivalist

出典 Animal Archive 6ページ
 Carnivalists train their miniature minions to perform acts of larceny and often hide their true talents behind theatrical sideshows.

 クラス技能:A carnivalist gains Handle Animal as a class skill.

 使い魔:At 1st level, a carnivalist gains a familiar as a wizard of equal level. Levels in a class that grants a familiar stack with carnivalist levels for determining the familiar’s abilities.

 Pet Performance(変則)/Pet Performance:A carnivalist gains use of several bardic performances, making Handle Animal checks in place of any Perform checks. At 2nd level, she gains the distraction bardic performance. At 4th level, she gains the fascinate bardic performance. At 6th level, she also gains use of the following performance.

 Trained Legerdemain(変則)/Trained Legerdemain:At 6th level, a carnivalist can command a familiar or pet within 30 feet to make a Disable Device or Sleight of Hand check as if trained in the skill, using its own skill ranks (if any), Dexterity modifier, and equipment, with a competence bonus equal to 1/2 her rogue level. The check requires the normal amount of time to complete and the DC increases by 5. The carnivalist must maintain this pet performance each round her familiar or pet attempts a Disable Device or Sleight of Hand check.

 The pet performance ability otherwise functions identically to bardic performance. Levels in a class with the distraction or fascinate bardic performances stack with carnivalist levels for the purpose of determining bonuses granted by these performances. This ability replaces the rogue talents gained at 2nd, 4th, and 6th level.

 Sneak Attack(変則)/Sneak Attack:A carnivalist gains this ability starting at 2nd level. The sneak attack damage dealt is 1d6 points at 2nd level, and increases by 1d6 points every 4 carnivalist levels thereafter. A carnivalist’s familiar can also deal sneak attack damage as appropriate to foes as long as it is within 30 feet of her (though only Small and larger creatures may flank enemies, as usual).

 Animal Trainer(変則)/Animal Trainer:Starting at 3rd level, a carnivalist receives a bonus equal to 1/2 her rogue level whenever she uses Handle Animal on a Tiny or Small animal. In addition, she can increase the DC by 5 to reduce the time needed to teach an animal a new trick or train an animal for a general purpose to 1 day for every week normally required. She can also train more than one animal at once, although each animal after the first adds 2 to the DC. This ability replaces trap sense.

Construct Saboteur Construct Saboteur

出典 Construct Handbook 12ページ
The construct saboteur harnesses arcane energy to combat the golems and eldritch guardians that prowl the depths of ancient ruins and forgotten tombs.

 クラス技能:A construct saboteur has Knowledge (arcana) and Knowledge (engineering) but does not have Knowledge (dungeoneering) and Knowledge (local) as class skills.

 This alters the rogue’s class skills.

 Arcane Strike(変則)/Arcane Strike:A construct saboteur gains Arcane Strike as a bonus feat, even if she does not meet the prerequisites. She uses her construct saboteur class level in place of her caster level for the purposes of the feat’s effects.

 This replaces trapfinding.

 Arcane Sabotage(超常)/Arcane Sabotage:At 2nd level, a construct saboteur can user her arcane prowess to hinder constructs. Whenever she uses Arcane Strike to attack a construct, she can activate one of the following sabotage abilities that she has gained. She gains one sabotage ability at 2nd level and can thereafter select any sabotage ability in place of a rogue talent. The DC for any sabotage ability that requires a saving throw is 10 + half the construct saboteur’s level + the construct saboteur’s Intelligence modifier.

 Diminish Senses/Diminish Senses:A jolt of energy overwhelms the construct’s senses. The construct is blinded for 1 round. A construct saboteur can forgo dealing sneak attack damage to extend the duration of the blindness by 1 round for every 2d6 points of sneak attack damage forgone in this way. A construct can negate this effect with a successful Will save.

 Magic Vulnerability/Magic Vulnerability:A field of energy enshrouds the construct, disabling its immunity to magic for 1 round. The construct instead gains spell resistance equal to 15 + its CR. A construct saboteur can forgo dealing sneak attack damage to reduce this spell resistance. The construct’s spell resistance is reduced by 1 for every 1d6 points of sneak attack damage forgone in this way. A construct can negate this effect with a successful Will save.

 Overwhelming Jolt/Overwhelming Jolt:A sudden burst of power moves over the surface of the construct, giving it the staggered condition for 1 round. A construct can negate this effect with a successful Will save.

 Slowing Pulse/Slowing Pulse:A surge of slowing energy ripples through the construct, reducing its speed by 5 feet for a number of rounds equal to the construct saboteur’s Intelligence modifier. A construct saboteur can forgo dealing sneak attack damage to reduce the construct’s speed by an additional 5 feet for every 1d6 points of sneak attack damage forgone in this way. This ability cannot lower a construct’s movement speed below 5 feet. A construct can reduce the duration of this effect to 1 round with a successful Reflex save.

 This replaces the rogue talent gained at 2nd level.

 Dismantling Strikes(変則)/Dismantling Strikes:At 3rd level, a construct saboteur ignores the first 2 points of DR or hardness when attacking constructs. This value increases by 2 every 3 levels after 3rd, to a total of 12 points of DR or hardness ignored at level 18.

 This replaces trap sense.

Dark Lurker Dark Lurker

出典 Heroes of the Streets 26ページ
 Dark lurkers use darkness as an ally. They are widely feared in many major metropolises, spoken of as “living shadows” by guards of Magnimar who patrol under the Irespan and called “the hungry night” by citizens of Absalom who mistake them for fetchling assassins.

 Blades from the Shadows/Blades from the Shadows:At 2nd level, a dark lurker gains shadow strikeAPG as a bonus rogue talent. (A character using the unchained rogue class from Pathfinder RPG Pathfinder Unchained instead gains the ability to make attacks of opportunity against foes with cover, though not foes with improved cover or total cover). At 6th level, the dark lurker can deal precision damage to targets with total concealment (though any miss chance applies normally, and may prevent an attack from hitting in the first place).

 This ability replaces evasion; the dark lurker can take evasion as a rogue talent.

 Blind-Fight(変則)/Blind-Fight:At 2nd level, a dark lurker gains Blind-Fight as a bonus feat. This ability replaces the rogue talent gained at 2nd level.

 Improved Blind-Fight(変則)/Improved Blind-Fight:At 8th level, a dark lurker gains Improved Blind-FightAPG as a bonus feat. This ability replaces the rogue talent gained at 8th level.

 Greater Blind-Fight(変則)/Greater Blind-Fight:At 14th level, a dark lurker gains Greater Blind-FightAPG as a bonus feat. This ability replaces the rogue talent gained at 14th level.

 Instinctual Sense(変則)/Instinctual Sense:At 20th level, a dark lurker gains blindsight with a range of 30 feet. This ability replaces the rogue talent gained at 20th level.

 ローグの技:The following rogue talents complement the dark lurker archetype: befuddling strikeAPG, fast getawayAPG, fast stealth, opportunist, sniper’s eyeAPG, and surprise attack.

Discretion Specialist Discretion Specialist

出典 Antihero's Handbook 25ページ
 Often brought in to handle messy situations, discretion specialists deal with bodies, inconvenient witnesses, and other loose ends. Many organizations employ them to cover up activities that might be unpopular—should they become known to the general populace.

 This archetype is appropriate for rogues built using either the Pathfinder RPG Core Rulebook or Pathfinder RPG Pathfinder Unchained.

 Fast Talker(変則)/Fast Talker:A discretion specialist adds half her rogue level (minimum +1) as a bonus on Bluff, Diplomacy, and Intimidate checks.

 This replaces trapfinding.

 Obfuscation(超常)/Obfuscation:A discretion specialist is highly skilled at convincing others not to trust their own senses. At 3rd level as a full-round action, the discretion specialist can convince one living creature within 30 feet that up to 5 minutes of its memories from the past hour are unreliable. If the target fails a Will saving throw (DC = 10 + half the discretion specialist’s rogue level + her Intelligence modifier), the target is convinced that those memories didn’t happen or that it’s confusing the memories with a dream (or is otherwise hazy as to the memories’ reality). Each hour after the discretion specialist uses this ability, the target can attempt a new Will saving throw to realize that its relevant memories have been tampered with, although not necessarily that the discretion specialist was the originator of the tampering.

 The discretion specialist can use this ability once per day, and one additional time per day for every 5 rogue levels she has. At 6th level and every 3 levels thereafter, the discretion specialist can obfuscate memories from an additional hour in the past (to a maximum of 6 hours at 18th level).

 This replaces trap sense (for a core rogue) or danger sense (for an unchained rogue).

 Evidence Disposal(擬呪)/Evidence Disposal:A discretion specialist can cover up a corpse’s cause of a death—or dispose of it entirely. At 4th level, the discretion specialist gains the ability to cast dress corpse (Pathfinder RPG Ultimate Intrigue 212) as a spell-like ability, using her rogue level as her caster level. She can use this ability once per day, plus one additional time per day for every 5 rogue levels she has (to a maximum of five times at 20th level).

 At 12th level, she can spend two uses of this ability to disintegrate a corpse entirely as a full-round action, leaving behind only a trace of fine dust (a disintegrated creature’s equipment is unaffected). The target cannot be an undead creature. A corpse disintegrated this way cannot be brought back to life except by resurrection or more powerful magic, including miracle or wish.

 This replaces the rogue talents gained at 4th and 12th levels.

 No Loose Ends(変則)/No Loose Ends:At 4th level, the discretion specialist can prevent opponents from escaping. Opponents damaged by the discretion specialist’s sneak attack are unable to take the withdraw action for 1 round, though they can still move as normal.

 At 8th level, a creature damaged by the discretion specialist’s sneak attack is hampered in casting spells of the teleportation subschool (such as dimension door) as well as using methods of magical transport such as shadow walk. A target attempting to cast such a spell before the end of the discretion specialist’s next turn must succeed at a concentration check (in addition to any concentration checks required for casting while threatened or other circumstances) or lose the spell. The DC of this check is equal to 10 + half the discretion specialist’s rogue level + her Intelligence modifier.

 This replaces uncanny dodge and improved uncanny dodge.

 ローグの技:The following rogue talents complement this archetype: camouflageAPG, charmerAPG, convincing lieUC, honeyed wordsAPG, and quick disguiseAPG.

 上級の技:The following advanced talents complement this archetype: hide in plain sightUC and master of disguiseAPG.

Earthshadow Earthshadow

出典 Elemental Master's Handbook 8ページ
 When the dwarves began their Quest for Sky millennia ago to reach the world’s surface, they already had a deep understanding of the earth’s secrets. In the centuries since, the mystic lore the dwarves call earthcraft has been passed down through the generations, and its practitioners are called earthshadows. While many earthshadows are dwarves, their secrets have been shared with a worthy few members of other races over the ages.

 Earthlink(超常)/Earthlink:The earth grants an earthshadow swiftness and hones her senses. When an earthshadow is in direct contact with an expanse of natural earth or unworked stone that is at least as large as she is, she adds half her rogue level (minimum 1) to Acrobatics and Perception checks.

 This replaces trapfinding.

 Earthcraft(超常)/Earthcraft:At 2nd level, an earthshadow can draw upon the power of earth to perform mystical tricks. At the start of each day, an earthshadow gains a pool of earthcraft points equal to half her rogue level plus her Wisdom modifier, and she can spend earthcraft points to use certain spell-like abilities. The caster level of these spell-like abilities is equal to the earthshadow’s rogue level. Earthcraft effects affect only the earthshadow, even if the spell could normally affect others. She can spend 1 earthcraft point to cast blend (Pathfinder RPG Advanced Race Guide 29), even if she is not an elf, but this ability works only in areas of natural earth or unworked stone.

 At 4th level, an earthshadow can spend 2 earthcraft points to cast meld into stone.

 At 8th level, an earthshadow can spend 3 earthcraft points to cast dimension door. She must be able to see her destination (or she must be able to otherwise sense its surface, such as with tremorsense), and her current location must be connected to her destination by continuous natural earth or unworked stone.

 At 12th level, an earthshadow can spend 5 earthcraft points to cast the spell stone tell but can communicate only with unworked stone.

 At 16th level, an earthshadow can spend 6 earthcraft points to cast statue.

 This ability replaces evasion and the rogue talents gained at 4th, 8th, 12th, and 16th levels.

 ローグの技:The following rogue talents complement the earthshadow archetype: extra earthcraft (see below), favored terrainUC, fortified position (see below), major magic, minor magic, resiliency, and trap spotter.

 上級の技:The following advanced rogue talents complement the earthshadow archetype: against the wall (see below), dispelling attack, hide in plain sightUC, slippery mind, and stony skin (see below).

Eldritch Scoundrel Eldritch Scoundrel

出典 Arcane Anthology 23ページ
The eldritch scoundrel is not available for use with the unchained rogue.
 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.

 Armor Proficiencies:An eldritch scoundrel is not proficient with any armor or shields. Armor sometimes interferes with an eldritch scoundrel’s gestures, which can cause her spells with somatic components to fail (Pathfinder RPG Core Rulebook 83). This alters the rogue’s armor proficiencies.

 クラス技能:An eldritch scoundrel gains 4 skill ranks (plus a number of ranks equal to her Intelligence modifier) at each level instead of a normal 8. She gains Knowledge (arcana) and Spellcraft as class skills, but not Diplomacy and Disguise. This alters the rogue’s skills.

 呪文:An eldritch scoundrel casts arcane spells drawn from the wizard spell list. An eldritch scoundrel must choose and prepare her spells ahead of time. She learns, prepares, and casts spells exactly as a wizard does, including adding new spells to her spellbook and gaining two additional spells known (of any level she can cast) each time she gains a rogue level with this archetype.

 An eldritch scoundrel can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as the magus class (Pathfinder RPG Ultimate Magic 10).

 Alarm Sense(超常)/Alarm Sense:At 3rd level, an eldritch scoundrel gains an intuitive sense that warns her when she is near a magic trap. This functions as the trap spotter rogue talent, but applies only if the eldritch scoundrel comes within 10 feet of a magic trap. This ability replaces trap sense.

 Sneak Attack(変則)/Sneak Attack:The eldritch scoundrel doesn’t acquire the sneak attack class feature until 3rd level, when she gains a +1d6 sneak attack. This increases by 1d6 at 7th level, and again at every 4 rogue levels thereafter. This modifies the rogue’s normal sneak attack progression.

 ローグの技:At 4th level and every 4 levels thereafter, the eldritch scoundrel gains a rogue or ninja talent for which she meets the prerequisites (treating her rogue level as her ninja level). If a talent requires her to expend points from her ki pool, she can instead expend a spell slot with a spell level equal to the number of ki points she would normally expend. If a talent functions only if she has ki in her ki pool, it functions as long as she still has a spell of 1st level or higher prepared. At 12th level, she can select an advanced talent in place of a rogue talent. This modifies the normal rogue talent progression and advanced talent.

 Uncanny Training/Uncanny Training:An eldritch scoundrel does not gain uncanny dodge or improved uncanny dodge. Beginning at 4th level, she can take uncanny dodge instead of a rogue talent. Beginning at 12th level, the eldritch scoundrel can choose to take improved uncanny dodge in place of an advanced talent. This modifies uncanny dodge and improved uncanny dodge.

Galtan Agitator Galtan Agitator

出典 Inner Sea Intrigue 39ページ
The Galtan agitator gains the Persuasive feat at 12th level rather than Leadership.
 Galtan agitators fight mightily to cast down the enemies of their ideals within the shambles of the tumultuous nation of Galt. Any rogue (including the rogue from Pathfinder RPG Pathfinder Unchained) can select the Galtan agitator archetype.

 Reputation(変則)/Reputation:This ability functions as the renown vigilante social talent (Pathfinder RPG Ultimate Intrigue 12). In addition to improving attitudes, it also improves the Galtan agitator’s starting influence (Ultimate Intrigue 102) and reputation with contacts (Pathfinder RPG Ultimate Campaign 148) in the area by one level or step. For the purpose of vigilante social talents, the Galtan agitator does not have a vigilante identity and is always considered to be in her social identity, unless she has another identity (such as from the vigilante class). If the Galtan agitator has another identity, she does not gain any benefits from renown while in that identity unless she has the renown social talent or a similar ability.

 This ability replaces trapfinding.

 Ready for Betrayal(変則)/Ready for Betrayal:At 3rd level, a Galtan agitator gains a +1 bonus on Perception checks to recognize disguises and notice hiding creatures and on Sense Motive checks to disbelieve lies. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

 This ability replaces trap sense.

 Enthralling Agitation(超常)/Enthralling Agitation:At 4th level, a Galtan agitator can captivate a crowd once per day, as per the spell enthrall. (DC = 10 + 1/2 the Galtan agitator’s rogue level + her Charisma modifier). During the spell’s effect, the Galtan agitator can attempt a DC 15 Charisma check to increase her individual or organizational influence with the members of the crowd by 1 rank or step. Or, if the crowd members’ attitudes toward the Galtan agitator are indifferent or worse, this check can improve their attitudes by 1 step. The Galtan agitator can never use this ability to increase her individual or organization influence or improve the crowd’s attitude by more than 2 ranks or steps.

 This replaces the rogue talent gained at 4th level.

 Revolutionary’s Cause(超常)/Revolutionary’s Cause:At 8th level, the Galtan agitator can lift an enthralled crowd’s emotions and turn them toward a common purpose. As a standard action after she has used her enthralling agitation— but before the enthrall effect wears off—she can target the affected creatures with a plausible suggestion (DC = 10 + 1/2 her rogue level + her Charisma modifier). that has a duration of up to 1 day.

 This ability replaces the rogue talent gained at 8th level.

 Leadership(変則)/Leadership:At 12th level, a Galtan agitator gains Leadership as a bonus feat. If the Galtan agitator already has the Leadership feat, she doubles her Charisma modifier when calculating her base Leadership score.

 This replaces the rogue talent gained at 12th level.

 ローグの技:The following rogue talents complement the Galtan agitator archetype canny observerAPG, coax informationAPG, follow cluesAPG, hard to foolAPG, and strong impressionAPG.

 上級の技:The following advanced rogue talents complement the Galtan agitator archetype: feat, thoughtful reexaminingAPG, and skill mastery.

Guerrilla Guerrilla

出典 Inner Sea Intrigue 41ページ
 Guerrillas fight against oppressive leadership and governments—often under cover of night—including Chelish colonization in Sargava and the power structures in Cheliax proper, Nidal, and Razmiran. Any rogue (including the rogue from Pathfinder Unchained) can select the guerrilla archetype.

 Skilled Liar(変則)/Skilled Liar:Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps.

 This ability replaces trapfinding.

 Cover of Night(変則)/Cover of Night:At 2nd level, a guerrilla learns to use darkness to her advantage. She gains a +5 bonus on Disguise, Sleight of Hand, and Stealth checks while she is in areas of dim light or darkness, and can create mundane disguises in dim light or darkness with a full-round action (instead of the normal 1d3 × 10 minutes). Additionally, while in dim light or darkness, if a guerrilla would have concealment, she instead has total concealment.

 This ability replaces evasion.

 Secret Messenger(変則)/Secret Messenger:At 3rd level, a guerrilla gains a +1 bonus on Bluff checks to convey secret messages and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

 This ability replaces trap sense.

 Guerrilla Sniping(変則)/Guerrilla Sniping:At 4th level, when a guerrilla is in an area of dim light or darkness, she takes only a –10 penalty on her Stealth check to maintain her obscured location while sniping.

 This ability replaces uncanny dodge.

 Uncanny Dodge(変則)/Uncanny Dodge:At 8th level, a guerrilla gains uncanny dodge.

 This ability replaces improved uncanny dodge.

 ローグの技:The following rogue talents complement the guerrilla archetype camouflageAPG, fast stealth, powerful sneakAPG, rogue crawl, stand up, and surprise attack.

 上級の技:The following advanced rogue talents complement the guerrilla archetype deadly sneakAPG, master of disguiseAPG, stealthy sniperAPG, and opportunist.

Gun Smuggler Gun Smuggler

出典 People of the Wastes 13ページ
A gun smuggler does not gain the benefits of the black market connections talent but instead treats her effective Fame as 1 higher when purchasing firearms
 Alkenstar protects the secrets of gunpowder and controls the sale of firearms, creating lucrative opportunities for those who can sneak the technology beyond the Mana Wastes. Gun smugglers are adept at procuring firearms and concealing their secret weapons.

 Weapon Proficiency:A gun smuggler is proficient with all simple weapons and one-handed firearms, plus the rapier, sap, short sword, and sword cane.

 This replaces the rogue’s weapon proficiencies.

 Hidden Gun(変則)/Hidden Gun:A gun smuggler gains a bonus equal to half her rogue level on Sleight of Hand checks to conceal a one-handed firearm on her body. She increases the DCs of opponents’ Perception checks to realize the true nature of disguised weapons (such as a sword cane) within 5 feet of her by an amount equal to her rogue level (maximum DC 25 plus her rogue level).

 This replaces trapfinding.

 Secret Sidearm(変則)/Secret Sidearm:As an expert in discreet and easily concealable weapons and firearms, a gun smuggler gains a battered gun identical to that gained by a 1st-level gunslinger and Gunsmithing as a bonus feat (including the ability to restore her battered gun as if she were a gunslinger), though she must select a coat pistol, dagger pistol, or sword cane pistol as her battered weapon.

 Selective Targeting(変則)/Selective Targeting:A gun smuggler focuses on concealable firearms for her sneak attacks. When she makes a sneak attack using any weapon other than a coat pistol, dagger pistol, or sword cane pistol (either firing the weapon or making a melee attack), her sneak attack damage dice are d4s instead of d6s.

 This alters sneak attack.

 Stolen Shots(変則)/Stolen Shots:At 3rd level, a gun smuggler can access small quantities of cutting-edge firearm technology through clandestine dealers. She gains the benefits of the black market connections rogue talent, though only for the purpose of securing firearms and related equipment. At the beginning of each day, the gun smuggler gains a number of bullets (with accompanying black powder) or paper cartridges—referred to as shots—in any combination equal to her rogue level, representing ammunition smuggled to her by contacts. Her contacts provide only enough shots to replenish this small supply, so she can’t accumulate ammunition indefinitely, and these shots have a market price of 0 gp.

 At 6th level, the gun smuggler can elect to gain one or more pieces of magic ammunition, though each one replaces a number of her daily shots equal to the ammunition’s enhancement bonus (maximum enhancement bonus of +2 for any one piece of ammunition). She can choose to add any of the following weapon special abilities to the shot, though the shot must have at least a +1 enhancement bonus, and these special abilities use an amount of bonus equal to the ability’s normal price: distance, flaming, flaming burst, merciful, seeking, or thundering. At 9th level and every 3 rogue levels thereafter, the maximum enhancement bonus of a gun smuggler’s shots increases by 1 (to a maximum of +6 at 18th level).

 This replaces trap sense and the rogue talent gained at 6th level.

 Uncanny Aim(変則)/Uncanny Aim:At 4th level, a gun smuggler increases the range increment of any coat pistol, dagger pistol, or sword cane pistol she wields by 10 feet. At 8th level, the base damage of bullets fired by these weapons increases by one die step.

 This replaces uncanny dodge and improved uncanny dodge.

Kintargo Rebel Kintargo Rebel

出典 Inner Sea Combat 40ページ
 With few natural barriers, a thriving international port, and many miles separating it from Egorian, Kintargo is geographically suited for rebellion against the rigid laws that reign in Cheliax. This rebellion is hardly malicious in intent; business is simply easier without the imposing bureaucracy. Whenever the Chelish navy sails into the port, these rebels are quick to appear agreeably subservient in order to conceal their noncompliance and avoid retribution.

 Sophisticated Stealth(変則)/Sophisticated Stealth:At 3rd level, a Kintargo rebel gains a +1 bonus on Knowledge (nobility) checks. In addition, she gains a +1 bonus on Bluff checks to convey a secret message and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter. This ability replaces trap sense.

 Misdirection(擬呪)/Misdirection:At 4th level, a Kintargo rebel gains the ability to cast misdirection on herself once per day, though instead of choosing an object for the second target, she must choose a creature in range. The caster level for this ability is equal to her class level, and the save DC for this spell is 12 + the Kintargo rebel’s Intelligence modifier. The save DC of this ability increases by 1 if the secondary target is lawful or evil. This ability replaces uncanny dodge.

 ローグの技:The following rogue talents complement the Kintargo rebel archetype: canny observerAPG, charmerAPG, false friendARG, fast getawayAPG, honeyed wordsAPG, obfuscate storyARG, and quick disguiseARG.

 上級の技:The following advanced rogue talents complement the Kintargo rebel archetype: hard to foolUC, master of disguiseAPG, skill mastery, slippery mind, and thoughtful reexaminingAPG.

Makeshift Scrapper Makeshift Scrapper

出典 Melee Tactics Toolbox 15ページ
 Some combatants specialize in the study of certain weapons, but those without formal training often learn to survive a fight by making brilliant use of whatever is lying around.

 Weapon Proficiency:The makeshift scrapper is proficient with only simple weapons.

 Improvised Weapons(変則)/Improvised Weapons:At 1st level, a makeshift scrapper gains Catch Off-Guard and Throw Anything as bonus feats. This ability replaces trapfinding.

 Supernatural Improvisation(超常)/Supernatural Improvisation:At 3rd level, a makeshift scrapper gains the ability to enhance an item, making it a more effective weapon or changing the way it can be used. As a swift action, she can alter a single improvised weapon to either grant it a +1 enhancement bonus on attack rolls and damage rolls or use it to gain a +1 shield bonus to her AC. The makeshift scrapper can use this ability for a number of rounds per day equal to her rogue level. These rounds need not be consecutive, and the makeshift scrapper can change the enhancement each time she activates the ability. The bonus increases by 1 every 4 levels thereafter, up to a maximum bonus of +5 at 19th level. This ability replaces trap sense.

 Improvised Weapon Mastery(変則)/Improvised Weapon Mastery:At 12th level, the makeshift scrapper gains Improvised Weapon Mastery as a bonus feat. This ability replaces the rogue talent gained at 12th level.

 Rogue Talents/Ninja Tricks/Rogue Talents/Ninja Tricks:The following rogue talents and ninja tricks complement the makeshift scrapper archetype: acrobatic masterUC, expert leaperAPG, fast getawayAPG, ki poolUC, offensive defenseAPG, peerless maneuverAPG, and surprise attack.

 上級の技:The following advanced rogue talents complement the makeshift scrapper archetype: another dayAPG, defensive roll, fast getawayAPG, and opportunist.

Nameless Shadow Nameless Shadow

出典 Merchant's Manifest 30ページ
 Where bandits and tyrants prey on merchants and caravans, the nameless shadow preys on bandits and tyrants. Posing as mundane merchants or other harmless travelers, these assassins can hide both within darkness and in the anonymity of a seemingly unimportant crowd. This archetype is appropriate for rogues built using the rules from the Pathfinder RPG Core Rulebook as well as for unchained rogues.

 Harmless Guise(変則)/Harmless Guise:A nameless shadow gains the dual identity and seamless guise vigilante class features, with the following restrictions. Her social identity must be that of a mundane and nonthreatening member of society, such as a farmer or a merchant. At 6th level, the nameless shadow gains the many guises vigilante social talent. At 8th level, the nameless shadow gains the quick change vigilante social talent. At 14th level, the nameless shadow gains the everyman vigilante social talent. At 18th level, the nameless shadow gains the any guise vigilante social talent.

 Additionally, when a nameless shadow attacks a foe while in a social or mundane identity, her target takes a –2 penalty to AC for the purpose of resolving that attack. This use of harmless guise forces the nameless shadow into her vigilante identity after the attack is completed, and the target (if it survives) then becomes aware of the nameless shadow’s secret. This ability cannot be used on targets that are aware of the nameless shadow’s dual identity.

 This replaces trapfinding and the rogue talents gained at 2nd, 6th, 10th, 14th, and 18th levels.

 Face in the Crowd(変則)/Face in the Crowd:At 4th level, so long as there are at least 10 other nonhostile creatures within 30 feet of her, a nameless shadow can use Bluff or Disguise in place of Stealth to hide or for sniping. At 8th level, she can use this ability to hide within a crowd even if she is being observed.

 This replaces the rogue talents gained at 4th and 8th levels.

Needler Needler

出典 Potions and Poisons 12ページ
 While some assassins and killers prefer to be up front with their poison use, others favor a covert approach. Needlers use subtlety and misdirection to deliver deadly poisons to unsuspecting victims in creative and unorthodox ways. This archetype is appropriate for rogues built using the rules from the Pathfinder RPG Core Rulebook as well as for unchained rogues.

 Adroit Poisoner(変則)/Adroit Poisoner:At 2nd level, a needler gains a +2 bonus on Sleight of Hand checks. This bonus increases to +4 when the needler uses Sleight of Hand to draw a hidden weapon that is coated in poison. At 8th level, these bonuses increase to +4 and +6, respectively.

 This replaces evasion.

 Subtle Poisoning(変則)/Subtle Poisoning:At 4th level, a needler can apply a contact or ingested poison to her weapon and deliver it as if it were an injury poison. The poison must be delivered within 1 minute of this application, or it is wasted. The DC of the saving throw to resist the poison decreases by 1 when the needler uses this ability to deliver a contact or ingested poison via injury.

 This replaces uncanny dodge.

 Needle Poisoner(変則)/Needle Poisoner:At 6th level, a needler can apply a dose of poison to a weapon as a swift action. This ability counts as swift poisoning for the purpose of meeting prerequisites.

 This replaces the rogue talent gained at 6th level.

 Concealed Delivery(変則)/Concealed Delivery:At 8th level, a needler learns how to deliver all types of poisons with subtlety. As a standard action, she can deliver an ingested or inhaled poison to a creature within reach by placing a dose of poison on the target’s lips, on the target’s neck, or through other similar contact with the target’s skin as if the poison were a contact poison. Delivering poison in this way requires a successful Sleight of Hand check opposed by the target’s Perception check. The poison is not lost on a failed check, but it must be successfully delivered within 1 minute of the first attempt, or it is wasted.

 This replaces improved uncanny dodge.

Okeno Liberator Okeno Liberator

出典 Inner Sea Combat 41ページ
 The sight of yellow sails on the Inner Sea signals the approach of a ship from Okeno, home port of the most ruthless and feared of all slaving operations. Most who see these sails flee in terror, but some freedom fighters actually endeavor to be captured, knowing that being taken to Stonespine Island in manacles is the easiest way to infiltrate the city, liberate other slaves, and lead them to freedom.

 Bond Breaker(変則)/Bond Breaker:An Okeno liberator adds 1/2 her class level to Escape Artist checks, and never takes a penalty on Disable Device checks when using improvised tools to open locks. This ability replaces trapfinding.

 Covert Commander(変則)/Covert Commander:An Okeno liberator grants all allies within 30 feet who are in her line of sight (but not herself ) a +1 competence bonus on Disguise and Stealth checks. This bonus increases by 1 for every 3 levels beyond 3rd. This ability replaces trap sense.

 Catch Off-Guard(変則)/Catch Off-Guard:At 4th level, the Okeno liberator is adept at improvising weapons. She gains Catch Off-Guard as a bonus feat. This ability replaces uncanny dodge.

 ローグの技:The following rogue talents complement the Okeno liberator archetype: deft palmUC, fast picksAPG, fast stealth, quick disguiseAPG, slow reactions, underhandedUC.

 上級の技:The following advanced rogue talents complement the Okeno liberator archetype: defensive roll, fast tumble, knock-out blowAPG, skill mastery, weapon snatcherUC.

Planar Sneak Planar Sneak

出典 Planes of Power 8ページ
 A planar sneak finds creative ways to defy conventional limitations when trying to overcome extraplanar obstacles.

 Planar Sense(変則)/Planar Sense:At 3rd level, a planar sneak gains a +1 bonus on saving throws against all effects with the air, chaos, earth, evil, fire, good, law, or water descriptors. This bonus increases by 1 for every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

 This ability replaces trap sense.

 Elemental Execution(超常)/Elemental Execution:At 4th level, a planar sneak treats creatures with the elemental subtype as though they were vulnerable to her sneak attack, but she deals only half as much sneak attack damage as she normally would. She can confirm critical hits against such creatures, though 50% of the time, the critical hit is automatically negated and damage is instead rolled normally. At 8th level, this ability also applies to all outsiders otherwise immune to critical hits and sneak attack damage.

 This ability replaces uncanny dodge and improved uncanny dodge.

 ローグの技:The following rogue talents complement the planar sneak archetype: guileful polyglotAPG, strong stroke, terrain masteryUC.

 上級の技:The following advanced rogue talents complement this archetype: defensive roll, hide in plain sightUC, and skill mastery.

Relic Raider Relic Raider

出典 Black Markets 27ページ
 Relic raiders are rogues who specialize in recovering treasures from ruins and tombs, some in a quest for knowledge, others out of a desire for riches. In addition to natural dangers and mundane traps, these locations are often protected by ancient curses or the psychic imprints of former occupants. Though not versed in magic, relic raiders learn to unweave these maledictions as easily as they unlock ancient vaults.

 Curse Sense(変則)/Curse Sense:At 4th level, a relic raider adds 1/2 her rogue level on Perception checks to notice haunts and on Spellcraft checks to identify cursed items (using detect magic or similar effects).

 In addition, the relic raider gains a +1 bonus on saving throws against curses and haunts and a +1 dodge bonus to AC against attacks by haunts. These bonuses increase by 1 at 6th level and every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability replaces uncanny dodge.

 Disable Curse(超常)/Disable Curse:At 8th level, a relic raider can attempt to disable a curse as she would a magical trap. This ability acts as remove curse, except instead of a caster level check, the relic raider attempts a Disable Device check (DC = 15 + the DC of the curse). Disabling a curse takes 2d4 rounds, and the relic raider cannot take 10 or 20 on this check. A relic raider can use this ability once per day at 8th level. At 12th level and every 4 rogue levels thereafter, a relic raider can use disable curse one additional time per day. This ability replaces improved uncanny dodge.

 上級の技:A relic raider can select the following advanced talents. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before making the attack roll.

 Cursed Strike*(超常)/Cursed Strike:Once per day, when the relic raider would normally deal sneak attack damage, she can instead forgo all bonus damage to attempt to curse her target (as per the spell bestow curse). The save is DC equal to 10 + 1/2 the relic raider’s rogue level + her Intelligence modifier. A relic raider must have the major magic rogue talent before choosing cursed strike. The relic raider can use this ability an additional time per day at 15th level and 20th level.

 Etheric Strike*(超常)/Etheric Strike:With a successful sneak attack against haunts or undead, the relic raider can deal her sneak attack damage as positive energy damage rather than physical damage. The additional damage affects undead that are normally immune to sneak attacks because of their lack of a discernible anatomy (such as ghosts). A relic raider can make an etheric strike a number of times per day equal to 3 + her Charisma modifier.

Rotdrinker Rotdrinker

出典 Potions and Poisons 12ページ
 Poisons are common tools in a rogue’s trade, and some poison-using rogues are so frequently exposed to these toxins that they have developed resistances to particular poisons. Known as rotdrinkers, these rogues purposefully consume poisons to augment their minds and bodies, though they do so at the expense of traditional roguish nimbleness. This archetype is appropriate for rogues built using the Core Rulebook as well for unchained rogues.

 Poison Resistance(変則)/Poison Resistance:At 2nd level, a rotdrinker gains a +2 bonus on saving throws against all poisons. This bonus increases to +4 at 8th level.

 This replaces evasion.

 Unnatural Ingestion(変則)/Unnatural Ingestion:At 4th level, a rotdrinker gains immunity to all ingested poisons, including poisons that are converted to or considered ingested poisons (such as a poison converted to an ingested poison using the alchemist’s poison conversion discovery).

 Further, when the rotdrinker ingests an ingested poison, she gains a number of temporary hit points equal to half her rogue level. These temporary hit points stack with temporary hit points from other effects, and they last until they are lost or for a number of rounds equal to the rotdrinker’s rogue level, whichever comes first.

 Additionally, the rotdrinker gains benefits from the ingested poisons that she ingests depending on the poison’s details, as explained below. A rotdrinker can gain hit points and additional benefits from only one ingested poison at a time. If she ingests another poison while she has temporary hit points and additional benefits from another poison, the previous temporary hit points and benefits are lost. At 8th level, the temporary hit points and additional benefits last for a number of minutes equal to the rotdrinker’s rogue level.

 Ingested poisons provide an alchemical bonus equal to the number of consecutive saving throws required to cure the poison (for example, lich dust provides a +2 bonus). An ingested poison that affects Strength, Dexterity, or Constitution grants this bonus on the rotdrinker’s damage rolls and Fortitude saving throws. An ingested poison that affects Intelligence, Wisdom, or Charisma instead grants this bonus on the rotdrinker’s attack rolls and Will saving throws. An ingested poison that does not affect any ability scores (such as oil of taggit) grants this bonus to the rotdrinker’s AC. If an ingested poison falls into more than one of these categories, the rotdrinker chooses which benefit she receives at the time of ingestion.

 This replaces improved uncanny dodge and uncanny dodge.

Sapper Sapper

出典 Dungeoneer's Handbook 21ページ
 The sapper is a trained siege engineer and can deal with traps and other obstacles given plenty of time.

 Destructive Dismantle(変則)/Destructive Dismantle:A sapper is able to quickly breach obstacles. Using a combination of engineering, explosives, alchemical reagents, and sheer bloodymindedness, she can deal up to 10 points of damage per sapper level upon an object once per day, ignoring the object’s hardness. She might crack open a stone wall with an explosive charge, or collapse a ceiling by tunneling through its supports. This ability requires 1d4+1 hours of preparation, so it can be used only on immobile and unresisting objects. This ability replaces trapfinding.

 Sapping(変則)/Sapping:At 2nd level, a sapper gains a +4 bonus on Perception or Disable Device checks to find or disable traps. She also grants a +4 bonus when using the aid another action to assist with Strength checks to lift gates, bend bars, or force open doors. However, the sapper is focused, so it takes her a full-round action to complete any aid another action. This ability replaces her 2nd-level rogue talent.

 Fence(変則)/Fence:At 4th level, a sapper loots a dungeon or other adventuring complex of its mundane goods and sells them to her various contacts. These mundane goods include things like brass fittings, stewpots, scrap metal, and so on. The sapper automatically loots this junk while in the dungeon, and must spend 24 uninterrupted hours selling the objects in town. She shares a portion of the proceeds with the adventurers; the amount typically equals 1d10 gp per sapper level per dungeon. This ability replaces her 4thlevel rogue talent.

Scroll Scoundrel Scroll Scoundrel

出典 Pathfinder Society Field Guide 27ページ
 The scroll scoundrel is a rogue archetype that relies on cunning and quick wits to stay alive. He excels in exploiting overconfidence and predictability, using knowledge he’s gained from his extensive research and field experience combined with hearsay and recent observations to react to problems as soon as they arise with swift but unnaturally accurate guesswork. A scroll scoundrel is often called upon by the Pathfinders to undertake missions where killing a foe isn’t nearly as important as humiliating them in public duels or similar conf licts. A scroll scoundrel has the following class features.

 Fast Talker(変則)/Fast Talker:At 2nd level, a scroll scoundrel’s penalty on Bluff checks that are unlikely, farfetched, or impossible to achieve is reduced by 5. When he makes a Diplomacy check to adjust a creature’s starting attitude, he gains a +3 competence bonus on the skill check. This ability replaces the rogue’s 2nd-level rogue talent.

 Adaptive Learning(変則)/Adaptive Learning:At 3rd level, a scroll scoundrel gains a +1 bonus on saving throws against abilities and spells he has already successfully saved against within the past minute (even if the spells or abilities in question were used by different creatures). This bonus increases by +1 when the scroll scoundrel reaches 6th level, and by an additional +1 for every three levels thereafter, to a maximum of +6 at 18th level. This ability replaces trap sense.

 Pay it Back(変則)/Pay it Back:At 4th level, a scroll scoundrel receives a +1 bonus on attack rolls and weapon damage rolls against foes who made melee attacks against him in the previous round. This bonus increases to +2 at 10th level. This ability replaces uncanny dodge.

 Elusive Gambit(変則)/Elusive Gambit:At 6th level, a scroll scoundrel’s movement can leave a foe off-balance. If a scroll scoundrel provokes an attack of opportunity by moving past an opponent and that opponent then misses with the attack, that foe is considered to be f lat-footed against the scroll scoundrel’s next melee attack, provided that melee attack comes within 1 round of the missed attack of opportunity. This ability replaces improved uncanny dodge.

 Spot Weakness(変則)/Spot Weakness:At 10th level, a scroll scoundrel can discover a weakness in his enemy’s defenses as a swift action. His next successful hit in the same round ignores 5 points of the foe’s damage reduction or hardness. At 15th level, he ignores the first 10 points, and at 20th level, the first 15 points. If the attack deals any sneak attack damage, he ignores all of the foe’s damage reduction or hardness for that attack. He cannot use this ability on foes that are immune to critical hits. This ability replaces the scroll scoundrel’s 10th-level rogue talent.

Sczarni Swindler Sczarni Swindler

出典 The Harrow Handbook 13ページ
If life is a game, the Sczarni play to win. When skill and luck aren’t enough, cheating is often the best option.

 Let Fate Decide(変則)/Let Fate Decide:At 1st level, the Sczarni swindler can declare two different actions that rely on different types of rolls or checks, such as attacking a creature (an attack roll) or sneaking past the same creature (a Stealth check). As a standard action, the swindler then uses a random method to choose one of the declared activities, such as flipping a coin, rolling a die, or drawing a harrow card. The specific method doesn’t matter as long as there is an equal chance of either activity being chosen. If the swindler then performs the chosen activity within the next round, she gains a luck bonus on the roll type required for that activity—attack rolls with a specific weapon, a specific skill check, a specific ability check, or a specific saving throw—equal to half her rogue level (minimum +1) for 1 minute. If the swindler performs any other action (whether declared or not) in the round after using this ability, she becomes shaken for 1 minute instead. The swindler can use this ability a number of times per day equal to 3 + her Charisma modifier. This ability replaces trapfinding.

 Quicker Than the Eye(変則)/Quicker Than the Eye:At 2nd level, when the Sczarni swindler uses Sleight of Hand, creatures take a penalty on their Perception checks equal to half the swindler’s class level to notice the attempt. The swindler also reduces the normal –20 penalty by an amount equal to her class level when attempting a Sleight of Hand check as a move action instead of as a standard action. Lastly, the swindler can draw hidden weapons or objects from her person as a move action instead of the usual standard action. This ability replaces evasion.

 Poker Face(変則)/Poker Face:At 3rd level, the Sczarni swindler gains a +1 bonus on Bluff, Profession (gambler), and Sense Motive checks. This bonus increases by 1 for every 3 levels beyond 3rd. The Sczarni swindler can also attempt to feint against non-humanoid targets without penalty, though she still takes a –8 penalty on feint attempts against creatures with animal intelligence and she cannot feint against mindless creatures. This ability replaces trap sense.

 No Fool(変則)/No Fool:At 4th level, the Sczarni swindler gains a +1 bonus on Will saving throws. This bonus increases by 1 for every 4 levels beyond 4th (to a maximum of +5 at 20th level). This ability replaces uncanny dodge.

 Cheat Fate(変則)/Cheat Fate:At 8th level, once per day, the Sczarni swindler can reroll any one d20 roll she has just made before the GM has revealed the result. She must take the result of the second roll, even if it is worse. The swindler can use this ability twice per day at 14th level, and three times per day at 20th. This ability replaces improved uncanny dodge.

 ローグの技:The following rogue talents complement the Sczarni swindler archetype: canny observerAPG, fast fingersAPG, hard to foolAPG, honeyed wordsAPG, major magic, and minor magic.

 上級の技:The following advanced rogue talents complement the Sczarni swindler archetype: master of disguiseAPG, skill mastery, and slippery mind.

Seeker of the Lost Seeker of the Lost

出典 Blood of the Sea 5ページ
legal for play for any PC whose race grants them a natural swim speed (e.g. naiad or undine).
 Aquatic elven adventurers descending into the ruins of sunken Azlant developed techniques to ease their explorations, and they now share these techniques among a loose group of acquaintances calling themselves the seekers of the lost. These aquatic elves eagerly explore trap-laden ruins of all types, using their skills to bypass traps and dispatch animated guardians put in place long ago by the lost cities’ original founders. These seekers rarely travel far inland, though they may journey to larger landlocked bodies of water, such as Lake Encarthan, to explore submerged ruins there.

 Arcana Breaker(超常)/Arcana Breaker:Typically, only magical traps survive for long periods underwater, so a seeker of the lost specializes in noticing and disarming such traps. At 3rd level, a seeker of the lost gains a +1 competence bonus on Perception checks to notice magical traps and on Disable Device checks to disarm magical traps. This bonus increases by an additional +1 every 3 levels beyond 3rd (to a maximum of +6 at 18th level).

 This ability replaces the 2nd-level rogue talent.

 Underwater Striker(変則)/Underwater Striker:At 4th level, a seeker of the lost gains the ability to strike precisely underwater. When a seeker of the lost makes a sneak attack with a melee weapon, the damage is not halved for being made underwater, as is usually the case for attacks that deal slashing or bludgeoning damage or, if the rogue is offbalance, attacks that deal piercing damage (see Pathfinder Campaign Setting: Aquatic Adventures for more information about being off-balance). In addition, when a seeker of the lost makes a sneak attack with a melee weapon against a construct, she ignores any hardness the construct has.

 This ability replaces uncanny dodge.

 Wary Disarm(変則)/Wary Disarm:At 8th level, whenever a seeker of the lost attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by an amount equal to her rogue level or more. If she does set off a trap she was attempting to disarm, she doubles her trap sense bonus to avoid the trap.

 This ability replaces improved uncanny dodge.

 ローグの技:The following rogue talents complement the seeker of the lost archetype: canny observerAPG, strong strokeUC, terrain masteryUC (water), and trap spotter.

 上級の技:The following advanced rogue talents complement the seeker of the lost archetype: defensive roll, dispelling attack, and hide in plain sightUC (water).

Shadow Scion Shadow Scion

出典 Legacy of the First World 15ページ
 Count Ranalc’s worshipers congregate in the places between dark and light, searching for secrets that might one day free their patron from his mysterious exile. Shadow scions have learned some of these secrets and draw power from the shadows themselves. Many shadow scions are dedicated fetchling (Pathfinder RPG Bestiary 2 123) or wayang (Pathfinder RPG Bestiary 4 274) devotees of Count Ranalc.

 Shadow Dweller(変則)/Shadow Dweller:A shadow scion gains darkvision with a range of 30 feet and a +1 competence bonus on Stealth checks in dim light and darkness. If she already has darkvision, the range of her darkvision increases by 10 feet. At 3rd level, and every 2 levels thereafter, the range of her darkvision increases by 10 feet and her bonus on Stealth checks increases by 1.

 This ability replaces trapfinding.

 Shadow Strike/Shadow Strike:At 2nd level, a shadow scion gains Shadow StrikeAPG as a bonus feat. A character using the unchained rogue class from Pathfinder RPG Pathfinder Unchained instead gains Blind-Fight as a bonus feat.

 This ability replaces the rogue talent gained at 2nd level.

 Shadow Step(擬呪)/Shadow Step:At 8th level, a shadow scion can walk through the Shadow Plane and reappear elsewhere on the Material Plane as a standard action. The shadow scion can travel up to 30 feet per rogue level per day in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in increments of at least 5 feet and does not provoke attacks of opportunity. Travel through the Shadow Plane is imprecise; when the shadow scion arrives back on the Material Plane, she reenters 1 square off target, as per the rules for thrown splash weapons. If this would place her in an occupied square, she instead arrives in the nearest safe location. When the shadow scion arrives on the Material Plane, she is cloaked in shadow and gains concealment as per the blur spell for 1 round.

 This ability replaces the rogue talent gained at 8th level.

 Shadow Speaker(擬呪)/Shadow Speaker:At 14th level, a shadow scion can spend 1 minute meditating within a patch of dim light or darkness; at the end of the time, she can draw information from the shadows. This functions as commune with nature, except that it functions in any terrain to a radius of 100 feet per rogue level, and it cannot reveal information about any object or subject that is not currently in dim light or darkness. The shadow scion can use this ability once per day at 14th level and twice per day at 19th level.

 This ability replaces the rogue talent gained at 14th level.

 Shadow Master(超常)/Shadow Master:At 20th level, whenever a shadow scion is in an area of dim light, she gains DR 10/cold iron and a +2 luck bonus on all saving throws. In addition, whenever she confirms a critical hit against a foe that is in an area of dim light, that foe is blinded for 1d6 rounds.

 This ability replaces master strike.

 ローグの技:The following rogue talents complement the shadow scion archetype: false friendARG, fast stealth, slow reactions, surprise attack, and underhandedUC.

 上級の技:The following advanced rogue talents complement the shadow walker archetype: hide in plain sightUC, improved evasion, slippery mind, and unwitting allyUC.

Shadow Walker Shadow Walker

出典 Blood of Shadows 9ページ
 Shadow walkers are comfortable in light, darkness, and the shadows in between. Fetchling rogues naturally gravitate toward becoming shadow walkers, but shadow walkers exist among other creatures both above and below the surface.

 Expanded Sight(超常)/Expanded Sight:At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.

 This ability replaces trapfinding.

 Illumination Control(擬呪)/Illumination Control:At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will. She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn (see page 28). These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight.

 This ability replaces the rogue talent gained at 2nd level and trap sense.

 Favored Illumination(超常)/Favored Illumination:At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level. When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level). Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1.

 This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.

 ローグの技:The following rogue talents complement the shadow walker archetype: deft palmUC, gloom magic, greater gloom magic, obscuring blow, surprise attack, umbral gear.

 上級の技:The following advanced rogue talents complement the shadow walker archetype: hide in plain sightUC, see in darkness, slippery mind, unwitting allyUC, and weapon snatcherUC.

Smuggler Smuggler

出典 Pirates of the Inner Sea 23ページ
 Smugglers specialize in moving contraband from one area to another while avoiding detection by authorities. Sometimes a smuggler’s cargo is illegal goods, such as drugs or slaves. Other times, a smuggler hides legal goods to avoid paying duties or taxes, and some may even use their abilities to help smuggle escaped slaves to freedom. Smugglers may work on a ship that does nothing but smuggle goods from one port to another, or they may freelance, working on ships that require a smuggler’s services for a short time.

 Bribery/Bribery:An experienced smuggler knows how to smooth over interactions with customs officials. At 3rd level, when dealing with officials working at a checkpoint, conducting an inspection, or performing another such activity, a smuggler can make a Diplomacy check opposed by the presiding official’s Sense Motive check to ensure her contraband makes it through. She gains a +1 bonus on this Diplomacy check. On a successful check, the smuggler pays a small bribe (5d4 gp) to guarantee her cargo remains undisturbed. This bonus rises to +2 when the smuggler reaches 6th level, +3 at 9th level, +4 at 12th level, +5 at 15th level, and +6 at 18th level. This ability replaces trap sense.

 Conceal Item/Conceal Item:A smuggler adds 1/2 her level on Sleight of Hand checks (minimum +1). A smuggler can use Sleight of Hand to conceal a small item in a container or room, such as the false bottom of a chest or beneath floorboards. Anyone attempting to find an item concealed by a smuggler makes a Perception check opposed by the Sleight of Hand check made by the smuggler when she concealed the object. This ability replaces trapfinding.

 Distraction/Distraction:A smuggler uses patter and body language to deflect searchers from hidden items. At 2nd level, a smuggler may make a Bluff check opposed by a searcher’s Perception check when a searcher looks for items the smuggler has concealed. If the smuggler’s Bluff check succeeds, the searcher must make a second Perception check and take the lower of the two rolls. This ability replaces Evasion.

Snare Setter Snare Setter

出典 Kobolds of Golarion 23ページ
 Deep in darkness, the snare setter constructs his deadly traps and brutal mechanisms to confound and destroy any who try to invade his domain.

 Trapper(変則)/Trapper:At 1st level, a snare setter gains Learn Ranger Trap (see page 24) as a bonus feat. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he’s considered a ranger of his snare setter level, and uses his Intelligence in place of Wisdom to determine uses per day and the DC of his ranger traps. Whenever the snare setter could learn a new rogue trick, he may instead learn a new ranger trap.

 This ability replaces sneak attack (but see below).

 Trapsmithing(変則)/Trapsmithing:A snare setter gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his snare setter level. He can use Craft (traps) in place of Disable Device to disarm traps, including magical traps.

 This ability replaces trapfinding.

 Deadly Traps(変則)/Deadly Traps:At 3rd level, the snare setter’s traps deal an additional 1d6 points of damage on the first round they’re activated. This damage is of the same type the trap normally deals. Traps that don’t deal damage are unaffected by this ability. This additional damage increases by 1d6 points every 4 levels beyond 3rd (7th, 11th, 15th, and 19th).

 Sneak Attack(超常)/Sneak Attack:At 5th level, the snare setter gains sneak attack +1d6. This functions as the rogue ability of the same name, but the damage increases by 1d6 every 4 levels after 5th (9th, 13th, and 17th).

 Master Snare Setter(変則)/Master Snare Setter:At 20th level, the snare setter can attach one of a rogue’s master strike effects to a trap he creates. When the trap is triggered, the subject makes an additional Fortitude save at the same DC as the trap to avoid this effect. A snare setter can have only one trap affected by this ability active at any time. He may remove this ability from a trap at any range as a free action.

 This ability replaces master strike.

 ローグの技:The following rogue talents complement the snare setter archetype: camouflage, cunning trigger, fast stealth, sniper’s eye.

Swamp Poisoner Swamp Poisoner

出典 Potions and Poisons 4ページ
 Swamp poisoners use their own toxins to defend their homes and level the playing field. The swamp poisoner is an archetype available to grippli characters, and it is appropriate for rogues built using the rules from the Pathfinder RPG Core Rulebook as well as for unchained rogues.

 前提条件:A swamp poisoner must have selected the toxic skin grippli alternate racial trait.

 Mucous Membrane(変則)/Mucous MembraneA swamp poisoner gains a bonus equal to half his class level on Escape Artist checks and to his CMD when resisting grapple attempts (minimum 1).

 This replaces trapfinding.

 Mark the Vein(変則)/Mark the Vein:At 2nd level, when the swamp poisoner attacks a target that is currently affected by his grippli racial poison, that target is denied its Dexterity bonus to AC. The target must be actively poisoned, not just suffering the effects of poison, such as lingering ability damage.

 This replaces the rogue talent gained at 2nd level.

 Poison the Well(変則)/Poison the Well:At 3rd level as a standard action, a swamp poisoner can smear the poison generated through the use of his toxic skin alternate racial trait onto the ground in a 5-foot area, instead of onto a weapon or his own body. The first creature other than the swamp poisoner to enter the area is exposed to the poison. The poison loses its potency after 1 hour. This area is considered a trap, and the DCs of Perception checks to notice it and Disable Device checks to disable it are equal to 10 + half the swamp poisoner’s level + the swamp poisoner’s Constitution modifier.

 The swamp poisoner also gains an extra use per day of his toxic skin alternate racial trait, plus one additional use per day for every 3 levels beyond 3rd.

 This replaces trap sense. An unchained rogue replaces danger sense instead.

Tidal Trickster Tidal Trickster

出典 Aquatic Adventures 55ページ
 Tidal tricksters roam the seas, using their skillful mastery of the currents to move across aquatic battlefields and throw their enemies off-balance.

 Wisdom of the Waves(変則)/Wisdom of the Waves:A tidal trickster gains a swim speed equal to her unmodified base land speed (or increases her swim speed by 10 feet, if she has a racial swim speed). Instead of the +8 bonus granted by a swim speed, she gains a racial bonus on Swim checks equal to 4 + half her rogue level (if she has a racial swim speed, she uses the better bonus). She gains a bonus on Bluff checks equal to half her rogue level. At 3rd level, she gains a +1 bonus on Will saves whenever she is underwater; this bonus increases by 1 at 6th level and every 3 levels thereafter.

 This ability replaces trapfinding and trap sense.

 Liquid Disruption(変則)/Liquid Disruption:At 4th level, a tidal trickster can use her knowledge of the cohesion of liquids to disrupt certain foes. She can deal sneak attack damage to oozes and creatures with the water subtype that are normally immune to precision damage (such as water elementals), and she ignores a hydrokineticist’s chance to negate precision damage from elemental overflow.

 This ability alters sneak attack and replaces uncanny dodge and the 4th-level rogue talent.

 Tidal Distortion(変則)/Tidal Distortion:At 8th level, while making a full attack underwater, a tidal trickster can give up one attack to create a tidal distortion. When she creates a tidal distortion, the tidal trickster moves up to 10 feet. If any part of her movement includes a square adjacent to one or more foes, she can choose one of those foes and attempt a Bluff check with a DC of 11 + either the enemy’s Sense Motive or Swim modifier, whichever is higher. Her Bluff check is subject to any penalties the attack roll she sacrificed would have taken, and if she trades an iterative attack gained from having a high base attack bonus, she also takes a penalty based on that attack’s lower base attack bonus (a –5 penalty for the second iterative attack, a –10 penalty for the third iterative attack, and a –15 penalty for the fourth iterative attack, if she manages to gain one). If she succeeds at the Bluff check, the movement doesn’t provoke an attack of opportunity from that foe and the foe becomes off-balance (see page 45) until its next turn. A tidal trickster can give up any number of her attacks in a given full attack to create tidal distortions, but she can’t give up two consecutive attacks.

 This ability replaces improved uncanny dodge and the 8th-level rogue talent.

忌々しい回避屋 Vexing Dodger

出典 Giant Hunter's Handbook 21ページ
 忌々しい回避屋は、その小さなサイズを利用して、巨人などの大きな敵を打ち負かす。忌々しい回避屋は以下のクラス特徴を持つ。

 四肢登り(変則)/Limb-Climber:自分よりも大きいサイズの実体のあるクリーチャーに隣接しているかそのマスにいるとき、そのクリーチャーのCMDに等しい〈登攀〉判定に成功すると、そのクリーチャーの身体に登ることができる。忌々しい回避屋はそのクリーチャーにしがみついているが、このアクションは組みつきではない;そのクリーチャーから機会攻撃を誘発せず、忌々しい回避屋も登られている敵も組みつき状態にならない。忌々しい回避屋が登っているクリーチャーは忌々しい回避屋に対する攻撃のロールに、急所攻撃のダイス数に等しいペナルティを受ける。この能力は罠探しと置き換える。

 《裏技強化》(変則)/Improved Dirty Trick:2レベルの時点で、忌々しい回避屋は前提条件を満たしていなくともボーナス特技として《裏技強化》APGを得る。この能力は2レベルで得られるローグの技と置き換える。

 足下の機敏さ(変則)/Underfoot Agility:3レベルの時点で、忌々しい回避屋は自分より大きいクリーチャーへの〈軽業〉〈登攀〉〈脱出術〉に+1士気ボーナスを得る。このボーナスは3レベル以降3レベル毎に1ずつ増加する。この能力は罠感知と置き換える。

 足下のトリックスター(変則)/Underfoot Trickster:4レベルの時点で、忌々しい回避屋は〈軽業〉判定を試みる必要なく、サイズが自身より2段階大きい敵のマスを通過することができる。機械攻撃を誘発せずに機会攻撃の間合い内から離れるためには依然として〈軽業〉判定の成功を必要とする;この能力は移動するための能力のみをカバーする。加えて、忌々しい回避屋はサイズが1段階以上大きい敵に近接急所攻撃を命中させたとき、即行アクションとして急所攻撃のダメージ・ボーナスを諦め、代わりに裏技の戦技を試みることができる。この能力は直感回避と置き換える。

 惑わしの登攀(変則)/Distracting Climber:8レベルの時点で、忌々しい回避屋が登っているクリーチャーに対して裏技の戦技を試みるとき、急所攻撃のダイス数に等しい戦技判定へのボーナスを得る。裏技の戦技で目標に不調状態を与えることを選択肢、戦技判定に成功した場合、目標は頑健セーヴィング・スローに成功するか(DC = 10+忌々しい回避屋レベルの半分+【知力】修正値)、1ラウンドの間吐き気がする状態とならなければならない。この能力は直感回避強化と置き換える。

 ローグの技(変則):忌々しい回避屋は4レベルの時点で開始するローグの技として直感回避を選択でき、上級の技として直感回避強化を選択できる。以下の技は忌々しい回避屋のアーキタイプを補完する:困惑化攻撃APG、幻惑の刃UC、比類なき身のこなしAPG、変位攻撃APG、鈍らせ、壁登りUC

要撃手 Waylayer

出典 Dirty Tactics Toolbox 13ページ
 賢いローグは、勝つための最も簡単な戦い方は、敵が戦いが始まったことを知る前に戦いが終わっていることを知っている。 であるので、一部のローグは、敵を不意を突くために待ち伏せすることを専門としている。

 よろめき知らずの反応(変則)/Staggering Reflexes:1レベルの時点で、要撃手は不意討ちラウンドで行動した場合、イニシアチブ判定にレベルの半分に等しいボーナスを得(最小+1)、戦闘開始時に立ちすくみ状態となることはない(不意討ちラウンドの間の行動に失敗した場合でも)。この能力は罠探しと置き換える。

 待ち伏せの急所攻撃(変則)/Ambuscading Sneak Attack:4レベルの時点で、要撃手は気が付いていない敵を攻撃するのに特に熟達する。不意討ちラウンド中に急所攻撃を行うとき、d6の代わりにd8を使用して急所攻撃のダメージをロールする。この能力は直感回避と置き換える。

 危険意識(変則)/Danger Awareness:8レベルの時点で、要撃手は気が付いていない戦闘要員とみなされず、常に不意討ちラウンドで行動することができる。これは直感回避強化と置き換える。

 例外的な反応(変則)/Exceptional Reflexes:12レベルの時点で、要撃手は不意討ちラウンドでアクションを行う前に移動速度まで移動できる。これは12レベルで得られるローグの技と置き換える。

 絶対的な反応(変則)/Masterful Reflexes:20レベルの時点で、要撃手のイニシアチブ判定は自動的に出目20となる。これは20レベルの時点で得られるローグの技と置き換える。

 ローグの技:以下のローグの技は要撃手のアーキタイプを補完する:木の葉隠れAPG、巧みな引き金APG、迅速なる罠師APG、鈍らせ、不意討ち攻撃、隠し玉UC

 上級の技:以下の上級の技は要撃手のアーキタイプを補完する:束縛の刃APG、影隠れUC、打ち倒す一撃APG、武器強奪UC

最終更新:2021年01月12日 22:29