The Scoundrel

Hit Point Rate: 6

Class Skills: Appraise, Acrobatics, Athletics, Bluff, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Insight, Investigation, Gather Information, Intimidate, Knowledge (local), Linguistic, Perception, Profession, Sleight of Hand, Stealth, Use Magic Device

Skill Points: 6 + Int per level

Level BAB Fort Will Ref Class Features
1 0 0 0 +2 Sneak Attack, Cut and Thrust, Trapfinding, Lesser Archetype Power
2 +1 +1 +1 +3 Twisted Shocker, Lesser Racial Power
3 +2 +2 +2 +4 Exit Strategy, Moderate Archetype Power
4 +3 +3 +3 +5 Always on Edge, Moderate Racial Power
5 +4 +4 +4 +6 Improved Sneak Attack
6 +5 +5 +5 +7 A Dash of Rogue, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: The scoundrel is proficient with light armor and bucklers. He is proficient with simple weapons, the rapier, the longsword, the short bow, the short sword, the sap, and the hand crossbow. Counts as a rogue for feat purposes.

Sneak Attack: The scoundrel gets two different kinds of sneak attack. Both have a maximum range of 9m and may not be used versus opponents that are immune to critical hits:

Dirty Fighting: The scoundrel uses dirty fighting automatically when attacking an opponent that suffers from any of the following conditions: Dexterity denied to AC, flanked, unarmed (without improved unarmed strike), prone or versus helpless targets. And when performing attacks of opportunity and readied attacks that are readied before the combat starts. The scoundrel receives 2 attack bonus and 2 + plus his level as bonus precision damage when fighting dirty.

Backstab: The scoundrel may make a single attack as a standard action that gains a huge damage boost but can only used versus opponents who fail to spot the scoundrel or are helpless. To perform a backstab make a normal attack roll. When the attack roll hits normal and critical armor class of the target, the scoundrel scores a critical hit. Regardless of weapon this critical hit has a multiplier of x2. A backstab can only be used with weapons of class or race proficiency.

Cut and Thrust: The scoundrel receives a +2 on attack rolls. When using a light weapon, the scoundrel deals 1d4 points of bonus weapon damage.

In addition, the scoundrel receives a +2 on sleight of hand and bluff checks.

Trapfinding: As the rogue ability.

Twisted Shocker: When the scoundrel starts combat while being prepared and/or undetected, they receive a +4 bonus on the initiative check. Being prepared means you say you prepare yourself before the DM announces that the combat begins, e.g., when hiding in a bush until the opponent comes by, or if you ready any offensive action or draw an weapon unnoticed. If drawing and readying an weapon immediately starts the fight, the scoundrel does not receive the bonus.

When starting a combat being prepared and/or undetected the scoundrel may perform a surprise round regardless of all other combatants.

In addition, the scoundrel receives a +2 on acrobatics and stealth checks.

Exit Strategy: The scoundrel receives Evasion and +2 AC.

The scoundrel receives a +4 bonus on rolled saving throws and skill checks, that otherwise would prevent the scoundrel from doing any further action, such as death through hitpoint damage by falling off a high rope, petrify, paralysis, stun but not slow or sickening.

Always on Edge: A good scoundrel always has advantage. The scoundrels treats dice rolls as exactly one point higher with all consequences. Rolling a natural one on a d20 check becomes a two and is no more a natural one. A 19 becomes a 20 and thus counts as a natural twenty. A 20 is a natural twenty as well. If a scoundrel has a 50% miss chance they can hit when rolling 50 or higher instead of 51 or higher. An ordinary dagger can roll 2-5 points of damage. On the bad side a scoundrel can never benefit from the better lucky than good feat.

Improved Sneak Attack: Whenever the scoundrel uses dirty fighting, they add their intelligence modifier to the damage dealt. If an archetype has a different primary attribute, you may add the primary attribute instead.

Backstab: The scoundrels backstab multiplier becomes x3. If the scoundrel uses improved two weapon fighting, they can make two backstabs with a x2 multiplier each.

A Dash of Rogue: Once per day, the scoundrel may make use of one of the following abilities:

Ghosting: As an immediate action, the scoundrel, becomes invisible as the spell and may make a stealth attempt. This works even in plain sight.

Close Shave: As an immediate action, the scoundrel may negate an attack or ability. Let the scoundrel perform a opposed initiative check with +10, if they survive they gain an free move action that does not provoke attacks of opportunity.

Lethal Blow: This can be activated as part of a critical threat and the Backstab, you gain +5 to attack rolls and unless the opponent succeeds a fortitude save based on your heighest attribute it dies.

Grand Surprise: When the scoundrel gets to act in a surprise round, they may perform a full-round action or a move and a standard action.

Feats: Betrayer, Epic Sneak Attack, Exploit Weakness, Improved Sneak Attack, Underhanded Tactics, Unheard

Archetypes

Butcher

The butcher can accumulate butchery points. At the start of an encounter you have 0 butchery points. At the end of each turn, you receive:

  • One butchery point if the butcher shed blood (successfully deal weapon damage).
  • One butchery point if the butcher dropped one or more opponents using melee weapon attacks.
The maximum number of butchery points is equal to 3 + half the butchers class level. For each butchery point the butcher receives one points of bonus melee weapon damage.

The HPR of the butcher increase to 7.

Lesser Archetype Power: The butcher receives +2 on attack rolls with typical butcher weapons as the grappling hook and all kinds of axes. The butcher receives the power attack and the cleave feat.

Moderate Archetype Power: Whenever the butcher drops a foe unconscious he receive temporary hitpoints equal to his level + strength modifier. These temporary hitpoints last until the end of the encounter.

After dropping an opponent unconscious the butcher gains an move action which may be used immediately.

Greater Archetype Power: For every four butchery points the butcher receives a single additional attack at full-attack bonus, which can be performed once per turn during the butchers action.

Additionally, the bonus damage from the butchery points increases to two per point.

Feats: Blood Rush, Crazed, Dirty Cleave, Double Cleave, Epic Butchery, Improved Butchery, Last Man Standing

Daggerspell Mage

A Daggerspell Mage receives the Knowledge(Arcana) and Concentration skill.

Lesser Archetype Power: A Daggerspell Mage gains the ability to cast a small number of spells from the wizards spell list, as outlined in the table below. Choose four schools of magic, you may learn spells only from those schools.

In all respects, an Daggerspell Mage casts spells just as a wizard would. A Daggerspell Mages primary attribute is intelligence. As long as he got an ordinary dagger in each of his hands he may cast spell silent without special gesture.

Level12
1st1-
2nd2-
3rd3-
4th41
5th42
6th43

Moderate Archetype Power: The Daggerspell mage may convert energy damage from his spells into physical damage using the damage type and armor piercing qualities of one of their daggers.

Furthermore, the Daggerspell mage receives the chopping spell feat and may combine it with the backstab scoundrel ability, leading to a non critical spell effect.

Greater Archetype Power: When Daggerspell Mage performs the full-attack action they may cast a spell as a swift action.

The Dreamkiller gains another use for their capstone ability: They may cast a 3rd level spell as a spell-like ability. The spell must be of their allowed schools and it must be copied to the Dreamkillers spellbook and when preparing spells the Dreamkiller must already set which spell they would like to use.

Feats: None.

Dreamkiller

A Dreamkiller receives the Autohypnosis, Concentration, Knowledge(Planes) and Knowledge(Arcane) skill as a class skill

Bonus Spells:

Lesser Archetype Power: A Dreamkiller gains the ability to cast a small number of spells from the assassin spell list (include wizard spells from pathfinder transmutation), as outlined in the table below. In all aspects the Dreamkiller may cast spells like an assassin. Their primary attribute is intelligence.

Level12
1st1-
2nd2-
3rd3-
4th41
5th42
6th43

Moderate Archetype Power: When the Dreamkiller uses the Conjure Dreamscape spell, they may shape the area as if using the shape stone spell. However, it also works with any unanimated material. When the Dreamscape expires, those changes are made reverted.

A Dreamkiller can choose a Dreamscape to be their Utopian Dream (+1 per three levels moral bonus to saving throws for allies) or the others Nightmare (enemies must do a will save or become shaken).

Greater Archetype Power: When performing a full-round attack action, the Dreamkiller may sacrifice a second level spell to perform an additional attack at full-attack bonus.

When the Dreamkiller deals the killing blow to an opponent, one spell of his choice refreshes instantly.

Feats: None.

Extremist

Your deities weapon becomes a scoundrel weapon for you and knowledge religion a class skill.

Lesser Archetype Power: A extremist gains the ability to cast a small number of spells from any two domains, as outlined in the table below. In all respects, an initiate casts spells just as a cleric. Their primary attribute is wisdom.

Level123
1st1--
2nd1--
3rd21-
4th21-
5th321
6th321

Additionally the extremist gains +4 on saving throws versus mind affecting abilities and a +2 bonus on attack rolls with the weapon of his deity.

Moderate Archetype Power: A extremist gains the channel energy class feature as the cleric and may use it 3+ his wisdom modifier times per day. Furthermore, the extremist can use it to channel dogma:

Channel Dogma: The extremist may spend one use of channel energy as a standard action to impose a -2 penalty on all d20 rolls on one single enemy of his choice. The bonus lasts until the end of the encounter. This is a spell-like effect with a caster level equal to the extremists caster level.

Additionally, when using backstab, the extremist may cast channel dogma at the backstabs victim.

Greater Archetype Power: If the extremist uses his deities weapon he gains bonuses as the spell weapon of the deity would give, its bonuses stack with enchantments the weapon may already have. Elemental enchantments improve to the elemental burst variant.

Feats: None.

Hustler

Lesser Archetype Power: The hustler gains the ability to use some special Maneuvers from the Street school. These tricks use the Hustlers intelligence to determine their DC. The number of tricks the Hustler knows is indicated in the table below. The Hustler does not learn any stances but he can learn passive Maneuvers. These are always active.

LevelTricks knownMaximum level of Tricks Known
1st21
2nd31
3rd42
4th52
5th63
6th73
In addition the Hustler gets half his intelligence modifier as bonus to initiative and counts as having full BaB for the purpose of taking Combat Maneuver feats for Combat Maneuvers that have an intelligence based DC.

Moderate Archetype Power:

The hustler may do a special knowledge check with a bonus equal to his class level +3 + his Intelligence modifier to see whether he knows some relevant information about local notable people, possible heists, guard patrols, or noteworthy places. (If the hustler has 5 or more ranks in;Knowledge;(local), he gains a +2 bonus on this check.) A hustler may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DCType of Knowledge 10Common, known by at least a substantial minority of the local population and more then one week old. 20Uncommon but available, known by only a few people and some days old. 25Secret, known by few, hard to come by or something that just happened. 30Extremely obscure, known by very few, possibly known only by those who don't understand the significance of the knowledge.

In addition when a hustler has higher initiative then all opponents, he gains a +2 bonus on all rolls.

Greater Archetype Power:

Once per day as a free immediate action the hustler can choose to get his intelligence modifier as bonus to all d20 rolls until one whole turn has passed.

Feats: Streetsmart, Swift And Eloquent

Incarnate

You add concentration, knowledge (planes) and knowledge (arcana) to your class skills.

Your primary attribute is wisdom

Bonus Spells:

  • 1: Incarnium Surge
  • 2: Choose a 2nd level incarnium spell from your class list.
  • 2: Choose a 3rd level incarnium spell from your class list.
  • Capstone SLA: Choose a 4th level incarnium spell from your class list.

Lesser Archetype Power: You receive meldshaping abilities as a meldshaper of your class level. You may only select Incarnate soulmelds, even with feats. Your primary meldshaping ability is wisdom. At the second level you can bind your chakra to your crown, at the fourth level you may bind your chakra to your feet and hands and at your sixth level you may bind your chakra additionally to either the arms, brows or shoulders.

LevelSoulmeldsEssentiaChakra Binds
1st120
2nd231
3rd341
4th462
5th572
6th683

An Incarnate receives bonus essentia equal to half his wisdom score.

Moderate Archetype Power: Your essentia capacity increases by one.

Greater Archetype Power: You add Incarnum Radiance to your capstone abilities:

Incarnum Radiance: As a free action you can activate this ability. After being activated Incarnum Radiance provides the bonus for 1 minute. At the start of every single of your turns you and all allies within 4.5m receive a number of temporary hitpoints equal to your level plus your constitution modifier. If you are using the Incarnate Avatar soulmeld, you and only you receive all of its bonuses (independent of your alignment).

Feats: None.

Phantom

The dead ones voices guide the Phantom. The Phantom may choose each day one single action after resting the Phantom is affected by aid another for this one ability. Skills become class skills while they are supported and the Phantom may invest ranks into them even if its normally forbidden. When the Phantom chooses a new action the old benefits disappear.

Charisma is the Phantoms primary attribute

The Phantom has a +4 on saving throws versus death and necromantic effects.

Lesser Archetype Power: Whenever within 9m of the Phantom a living creature is dropped at or below 0 hitpoints and is unconscious or dead the Phantom may choose to let this creature die and let another creature feel the pain of death as an attack of opportunity:

Agony: Choose one creature within 9m of the Phantom, the creature takes 1d6 per level points of negative energy damage + their charisma modifier and becomes shaken. A will saving throw halves. This effect is a spell-like ability. Agony cannot trigger Agony and Agony cannot be use to inflict greater fear than shaken.

Moderate Archetype Power: You may cast the spell Speak with Soul at will as an SLA.

You can use speak with soul to swap your temporary aided action or to make an attack agonizing. An agonizing attack uses the Phantoms charisma modifier for attack rolls with a +4 bonus and triggers Agony if it hits. The agonizing attack can be combined with any other attack.

Greater Archetype Power: As a swift action you can use ghost-form. You can exit the ghost-form as a swift action.

Ghost-form: This effect is a minor version of the incorporeal supernatural ability. You become translucent and become immune to all non-magical attacks. Magical attacks, such as an attack by a magic weapon, has a 50% chance to fail working against you. You cannot use your normal attack form but your special abilities and spell-like abilities still work. In addition, you may use the agony ability as a standard action and on a failed will saves your foe is cowering for two turns. You can move through objects, but if ghost-form ends and you are still within a solid object you are instantly moved to the next free position and take 20d6 points of damage (fortitude DC 20 halves).

Feats: Epic Agony, Ghostwalk

Renegade

Renegades always have survival as a class skill, 8 HPR and good fortitude saves and their primary attribute is constitution.

Lesser Archetype Power: You gain a +2 bonus to saves, initiative, 3m movement speed and half your primary attribute modifier as DR.

Renegades may stand up, retreat and use the demoralize combat maneuver as a swift action.

Moderate Archetype Power: You do not provoke attacks of opportunity, are not caught flat-footed, always retain your dexterity to AC and flanking does not help against you either.

While above 50% of your hitpoints, you receive half your level as moral bonus to d20 rolls.

Greater Archetype Power: You receive half your constitution modifier as bonus heavy damage.

Additionally add the following ability to your capstone powers:

Ruuuun!: You can use that ability even when you have become unconscious, staggered, stunned or paralyzed. You may stand up and act unhindered from the listed conditions and all conditions freedom of movement helps against for a number of turns equal to your constitution modifier. While you are doing nothing but running the duration of this feature does not tick down.

Feats: Renegades Legwork, Ultimate Coward

Rogue

Lesser Archetype Power: A rogue never gets his dexterity bonus to AC denied when he is conscious and able to move.

A rogue gains the following weapon styles:

Two weapons: The rogue does not receive a penalty on his attack roll fighting with two weapons, receive the two weapon fighting feat and the improved two weapon feat at level 3.

Fencing: If having no weapon in the offhand the rogue may focus on a single adjacent enemy once per turn as a free action, this opponent counts as being flanked by the rogue and all allies of the rogue.

Ranged: Ranged bonuses on attack and damage are extended to 36m, furthermore you may use dirty fighting when attacking a foe that is engaged in melee.

Moderate Archetype Power: A rogue does not grant an opponent benefit for flanking or charging the rogue.

A rogue receives one rogue talent.

A rogue receives another swift action each turn.

Greater Archetype Power: Once per day the rogue may make a reflex saving throw instead of any other saving throw, if he succeeds he there is no effect.

Once per turn as an immediate action a rogue may make an attack of opportunity versus a foe, which was just dealt damage from another character.

Feats: None.

Spellthief

For a Spellthief stealing things isn't the ultimate goal, stealing his enemies powers is. He uses a bit of arcane magic of his own but much rather would use yours.

The spellthief gains Knowledge (arcana) and Concentration as class skills.

Spellcasting: The Spellthief gets a few numbers of Spells from the Spellthief List (Complete Adventurer) His primary attribute is Charisma.

Spells per day Spells known
Level012 012
1st0-- 2--
2nd0-- 2--
3rd10- 31-
4th10- 32-
5th110 421
6th110 432

Lesser Archetype Power: He gains the Steal Spell ability of an spell thief of his class level with following alterations:

He may choose which spell he wants to steal, the attempt fails if the caster does not have that one spell. Using the ability this way prohibits the caster to cast this one spell for 3 turns.

The spell thief does not have to reduce his sneak attack damage.

The spell thief may only steal one spell per turn

The spell thief may recharge his spells instead of being able to cast a spell directly. He recharges one slot of a lower or equal level of the stolen spell.

Steal spell works on SLAs as well.

The caster level at which the spell is cast may not exceed the spell thieves class level + his charisma modifier. If it does it is cast as the spellthiefs class level plus his Charisma modifier.

The maximal spell level he may steal is equal to his class level, albeit he may only cast spells with half that level+1.

Moderate Archetype Power: The Spellthief gets following ability and may use it any time while sneak attacking:

Steal Energy Resistance: The spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to steal energy resistance instead of stealing a spell. When doing so he temporarily transfers a maximum of 5*his class level of energy resistance to an energy type to which his target is resistant to. If the target is willing, a spellthief can steal energy resistance with a touch as a standard action. Steal energy resistance does not stack with itself or any other type of energy resistance.

Greater Archetype Power: The spellthief gains following ability:

Steal Spell Effect: The spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to steal an active spell effect instead of using his Steal spell ability. The maximal spell level must be lower or equal to half the spell thiefs charisma modifier. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action. The spellthief may choose which spell to steal or steal a random one. The spell now affects the spellthief for the remainder of the spells duration after 24h the spell returns to the caster if the 24h did not exceed the duration.

Feats: Nimble Spellthief, Spellburglar