The Unchained
Rogue
To opine about
what’s better (or worse) about the Unchained
Rogue, you’ll need to know exactly where the changes are. So, at the end of this review is an
explanation as to how the class has been changed. Items struck through in the Core Rogue column are abilities removed from the traditional
class. In the Unchained Rogue column, bold
text indicates a new ability and italics
indicate that a previous ability has been modified (usually one that’s struck
through in the Core column). Everything else is pretty self
explanatory, but you can read it in depth on pp. 20-24 of the book.
What’s New
(c)2015 Paizo Publishing, illustration by Jorge Fares Used with permission under the Community Licensing Policy |
A lot is
new. The Unchained rogue has grown quite a bit from its Core Rulebook predecessor.
That makes sense—the complaint was that the rogue was underpowered
(though I think those people were just not playing in RP-heavy or skills-heavy
campaigns and/or were PFS folks).
The Unchained rogue is a lot
more powerful. All rogues now get
weapon finesse as a bonus feat.
Additionally, at third level, rogues can apply Dexterity to damage (cue
holy grail music) using a single type of weapon. Two more weapons get added in further down the line.
Sneak attacks
have been buffed with the debilitating injury ability and with various rogue
talents. In fact, only one rogue
talent (terrain mastery) gets any sort of nerf, and I think that the decision
to deal with higher bonuses for terrain mastery by creating an advanced terrain
mastery, greater talent makes a lot more sense and provides good balance with
the ranger. Rogue’s edge gives
rogues extra versatility in using skills by opening up a whole subsystem only
to them. With edge, rogues really
do become the masters of skills they are supposed to be. Finally, changing master strike to make
the DC based on the rogue’s dexterity bonus instead of her intelligence bonus
doesn’t seem like a huge change, but it’s a nice nod to the fact that capstone
abilities should make the player feel awesome rather than limited.
Overall, I’m
very excited about these changes.
Dexterity to damage feels appropriate, but balance is maintained by
requiring the rogue to get to third level to access it. 3 levels is a little much for another
class to take a “dip,” (though that might make more sense now if you’re using
fractional bonuses). The rogue’s
skill abilities have been beefed up and sneak attack can do a lot more than it
could before with debilitating injury.
I’d be happy to convert my PFS rogue over to the Unchained version.
Updated Crunch
Level
|
Core
Rogue
|
Unchained
Rogue
|
1
|
Sneak attack
+1d6, trapfinding
|
Finesse Training, sneak attack +1d6,
trapfinding
|
2
|
Evasion,
rogue talent
|
Evasion,
rogue talent
|
3
|
Sneak attack
+2d6,
|
Danger sense +1, finesse training, sneak attack +2d6
|
4
|
Rogue
talent, uncanny dodge
|
Debilitating injury, rogue talent,
uncanny dodge
|
5
|
Sneak attack
+3d6
|
Rogue’s edge, sneak attack +3d6
|
6
|
Rogue
talent,
|
Danger sense +2, rogue talent
|
7
|
Sneak attack
+4d6
|
Sneak attack
+4d6
|
8
|
Improved
uncanny dodge, rogue talent
|
Improved
uncanny dodge, rogue talent
|
9
|
Sneak attack
+5d6,
|
Danger sense +3, sneak attack +5d6
|
10
|
Advanced
talents, rogue talent
|
Advanced
talents, rogue talent, rogue’s edge
|
11
|
Sneak attack
+6d6
|
Finesse training, sneak attack +6d6
|
12
|
Rogue
talent,
|
Danger sense +4, rogue talent
|
13
|
Sneak attack
+7d6
|
Sneak attack
+7d6
|
14
|
Rogue talent
|
Rogue talent
|
15
|
Sneak attack
+8d6,
|
Danger sense +5, Rogue’s edge, sneak attack +8d6
|
16
|
Rogue talent
|
Rogue talent
|
17
|
Sneak attack
+9d6
|
Sneak attack
+9d6
|
18
|
Rogue talent,
|
Danger sense +6, rogue talent
|
19
|
Sneak attack
+10d6
|
Finesse Training, sneak attack +10d6
|
20
|
Master
strike, rogue talent
|
Master strike, rogue talent, rogue’s edge
|
Finesse Training: There’s some awesome
stuff going on here. At first level,
the Unchained Rogue gains Weapon
Finesse as a bonus feat.
Additionally, at third level, the rogue picks one light weapon and gains
to dex to damage with that type of weapon. The rogue adds another at 11th and 19th
levels.
Rogue Talents:
·
Bleeding
Attack: No change
·
CamouflageAPG:
No longer limited to one use/day.
·
CertaintyNEW: The rogue can make one
reroll/day on a skill check using the skill she selected rogue’s edge in. She gains an extra reroll at 10th,
15th, and 20th levels. Talent can be selected multiple times, but for different
skills each time. Must be 5th
level.
·
Coax
InformationAPG: When using bluff or diplomacy in place of
intimidate to make another act friendly, the target’s attitude returns to its
original state instead of dropping one level.
·
Combat
SwipeAPG: No change
·
Combat
Trick: No change
·
Esoteric
ScholarUC: No change
·
Expert
LeaperAPG: In addition to all initial benefits, a rogue with
this skill adds her rogue level to Acrobatics skills checks to jump. When deliberately falling, in addition
to ignoring first 20 feet fallen, she ignores another 10 feet for every 5 by
which she exceeds the DC 15 check.
·
Fast
Stealth: No change
·
Follow
cluesAPG: No change
·
Hold
BreathUC: Rogue doubles the amount of time she can hold her
breath but this talent can now be taken only once.
·
Lasting
PoisonAPG: When a rogue applies poison to a weapon, it lasts as
many rounds as her Dexterity modifier (min. 2) instead of only 2. Still need swift poison to apply poison
as a standard action instead of a full-round one.
·
Ledge
Walker: In addition to the previous bonuses, a rogue can also move along
uneven or slippery surfaces full speed using the Acrobatics skill. In addition to not being flat-footed, Pathfinder Unchained makes it clear that
she retains her dexterity bonus to AC.
·
Major
Magic: Increases number of uses of first-level spell as a spell-like
ability from 2 to equal to the rogue’s level.
·
Minor
Magic: Increases number of uses of 0th-level spell as a
spell-like ability from 3/day to unlimited castings.
·
MultitalentedNEW: Rogue can use a rogue
talent normally usable only once per day another time. Gains another extra use at 10th
and 18th levels and extra uses can be on different once per day
talents. Does not work with
advanced rogue talents.
·
Nimble
Climber: Instead of making a climb check with a DC of surface base DC + 10,
the rogue makes a Reflex save at the same DC as the original Climb check to
avoid falling.
·
Powerful
Sneak: Still take the -2 to attack rolls, but reroll 1s on sneak attack
damage rather than just treating them as 2s. Can reroll all sneak attack dice that come up as 1, but get
only one reroll.
·
Quick
Disable: In addition to complex locks taking only half the time, disable
device checks that normally require a full-round action can be performed with a
standard action.
·
Resiliency:
Doubles temporary hit points gained to twice the rogue’s level.
·
Rogue
Crawl: In addition to all previous benefits, the rogue also reduces attack
rolls and AC penalties for being prone by 2 (normally to -2).
·
Slow
Reactions: No change
·
Stand Up:
Rogue can still stand up as a free action that provokes attacks of opportunity,
but can also choose to stand up as a swift action that does not provoke.
·
Surprise
Attack: In addition to treating all opponents as flat-footed during the surprise
round, the rogue adds ½ her rogue level to sneak attack damage during the
surprise round.
·
Terrain
MasteryUC: When the rogue takes second, third, etc. favored
terrains, she no longer gains a +2 bonus for her previously selected favored
terrains. (Only nerf I’ve found
yet!)
·
Trap
Spotter: No changes.
·
Weapon
TrainingUC: No changes.
Danger Sense (replacing Trap Sense)
In addition to
+1 on Reflex saves to avoid traps and +1 dodge bonus to AC, the rogue also
gains +1 bonus on Perception checks to avoid being surprised. Rises by another +1 every 3
levels. Counts as trap sense for
qualifying for archetypes. If
another class grants trap sense bonuses, these stack with those.
Debilitating Injury: In addition to a
penalty attached to a rogue talent, the rogue can cause negative conditions to
affect targets of her successful sneak attacks for 1 round. Three possible conditions including -2
to AC (bewildered), -2 to attack rolls against the rogue only, reduces target’s
movement by half and target cannot take a 5 ft. step. Penalties don’t stack, but can be extended with more
successful sneak attacks. Creature
cannot suffer from more than one penalty form this attack at a time. FAQ
Note: Unclear if this means the creature cannot suffer from more than one of these
effects at a time or if the creature cannot suffer from more than one of these
effects from each rogue dealing them at a time. I’d rule the latter. Healing the creature also ends the effect.
Rogue’s Edge: This new ability is very
cool. It basically incorporates
another sub-system allowing PCs to specialize in skills as a rogue class
ability. Each skill gets special
uses unlocked at 5, 10, 15, and 20 skill ranks. Rogue gets this ability at 5th, 10th,
15th, and 20th levels. Other characters have to use a feat to get skill
unlocks. I’ll cover those in more
depth in a later post, but this a great ability!
Advanced Rogue Talents
·
Crippling
Strike: No changes
·
Cutting
EdgeNEW: Immediately
select two more skills for her rogue’s edge ability. Option to select this multiple times.
·
Deadly
Sneak: Instead of traditional ability counting all 1s and 2s on sneak
attacks as 3s, rogue now rerolls 1s and 2s. But, gets only one reroll. Editorial: I’m
50/50 as to whether this is better than the traditional ability. The Unchained
powerful sneak attack is clearly better, but this one is less clear cut.
·
Defensive
Roll: No changes
·
Dispelling
Attack: No chanages
·
Double
DebilitationNEW: When
inflicting penalties using her debilitating injury effect, the rogue can impose
two types of penalties instead of just one.
·
Feat:
No changes
·
Improved
Evasion: No changes
·
Light
WalkerNEW: Rogue can
move at full speed through difficult terrain and take 5 ft. steps into
difficult terrain. Ledge walker is
a prerequisite talent.
·
Master of
DisguiseAPG: Use still limited to once per day, but it’s now
just a standard action to make the disguise and retain the +10 bonus to the
disguise check.
·
Multitalented,
GreaterNEW: Allows
selecting the multitalented rogue talent again to gain even more uses of once
per day talents. FAQ Note: The text on this ability is really
vague. I think that’s what
they mean here, but would to hear other thoughts!
·
Opportunist:
Removes the restriction on using Combat Reflexes feat to use this rogue talent
to gain more than one attack of opportunity against a struck opponent per
round.
·
Quick ShotNEW: Whenever a rogue is
holding a readied range weapon and makes an initiative check, she gets a bonus
attack as part of the initiative rolling process. Note: This talent is out
of order in the book, appearing between Slippery Mind and Terrain Mastery,
Greater.
·
Skill
Mastery: Limits skills selected for mastery to only three, but adds all
skills for which the rogue has taken rogue’s edge to be counted as well. (i.e.,
since this talent isn’t usable until 10th level, selecting it at 10th
level means a minimum of 4 skills: two from rogue’s edge and two chosen by the
PC).
·
Slippery
Mind: No changes
·
Terrain
Mastery, GreaterNEW:
Bonuses in a favored terrain selected through normal rogue talent increases to
+4, and then to +6 at 13th level and +8 at 18th level.
Master Strike: Save DC against a master
strike is now 10 + ½ rogue’s level + Dexterity modifier instead of Intelligence
modifier.
My reading of Greater Multitalented is that it lets you use Multitalented with the ADVANCED rogue talents, where the normal one only lets you use it with the non-advanced talents.
ReplyDeleteThanks! That interpretation makes more sense.
ReplyDelete