We saw the fighter last week; today it's the turn of the rogue! Paizo's Stephen Radney-MacFarland gives the inside scoop on rogue features, and feats.
Rogue by Wayne Reynolds
What do we know from this latest blog entry? Here's some class features:
Rogue by Wayne Reynolds
What do we know from this latest blog entry? Here's some class features:
- Sneak Attack (1st level) -- Rogues get Sneak Attack as their first class feature. Extra d6s of damage vs. flat-footed foes (such as flanked enemies, or those who fall victim to the Surprise Attack feature).
- Surprise Attack (1st level) -- "during the first round of combat, the rogue treats any creature that has not taken its turn yet as if it were flat-footed."
- Debilitating Strike (9th level) -- entangle or enfeeble targets in addition to damage. Higher levels add more conditions.
- Master Strike (19th level) -- ... culminating in Master Strike, which is an insta-kill at 19th level.
- More skill ranks, proficiencies, and skill feats than any other class. One skill feat per level rather than every other level.
- Nimble Dodge -- +2 AC at a whim.
- Mobility (2nd level) -- move half speed and ignore reactions like attacks of opportunity.
- Reactive Pursuit (4th level) -- a sticky ability which allows the rogue to chase after foes who try to disengage.
- Dead Striker (4th level) -- treat frightened creatures as flat-footed.
- Gang Up (6th level) -- treat enemies within melee range of of your an ally as flat-footed.
- Twist the Knife (6th level) -- if you do sneak attack damage, do ongoing bleeding damage equal to half your sneak attack dice.
- Instant Opening (14th level) -- make a creature within 30' flat-footed until the end of your next turn.
- Cognitive Loophole -- ignore a mental effect for a round before it takes hold.
- Blank Slate (16th level) -- immune to detection, revelation, and scrying effects.
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