Pathfinder Unchained rogue archetypes?

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Pathfinder Unchained rogue archetypes?

Pathfinder Unchained rogue archetypes?

Life is surely an endless adventure for those who live by their wits. Rogues rely on their cunning, skill, and charm to sway fate in their favor, as they are always one step ahead of danger. They train to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents, becoming masters of a wide range of skills.

Thieves and gamblers and diplomats, bandits and bounty hunters, explorers and investigators, and many other professions that rely on wits, prowess, or luck could all be classified as rogues. Although many rogues prefer cities and countless opportunities, some prefer to live on the road, traveling far and wide, meeting exotic people, and facing fantastic danger in pursuit of equally unimaginable riches. Finally, anyone who wishes to control their destiny and live life on their terms may be labeled rogue.

Eldritch scoundrels are a rare breed of adventurers who search for lost and valuable arcane writings in the ruins of fallen empires. They are arcane magic, deception, and stealth students.

Role:

Rogues excel at moving around unseen and surprising opponents, and they prefer to avoid direct combat. Their skills and abilities allow them to be very strong, with significant differences in expertise between different rogues. On the other hand, most excel at overcoming various obstacles, such as unlocking doors and disarming traps, outwitting magical hazards, and duping dimwitted opponents.

Tactics Training

At first level, a rogue gains Weapon Finesse as a bonus. Furthermore, beginning at the third level, she has the option of selecting any one type of weapon that she can use with Weapon Finesse (such as swords or daggers).

This decision cannot reverse once made. When she completes a melee attack with the chosen weapon, she adds her Dexterity modifier to the damage roll rather than her Strength modifier. The rogue does not apply her Dexterity modifier if an effect prevents her from using her Strength modifier to the damage roll. The rogue can select a 2nd weapon at the 11th level and a third at the 19th level.

Spellcasting

An eldritch scoundrel casts arcane spells with wizard spells. An eldritch scoundrel’s attacks must plan and prepared ahead of time. She learns, designs, and casts spells similarly to a wizard, including adding new magic to her spell book and gaining two additional spells known (of any level she can cast) with each rogue group achieved with this archetype.

An eldritch scoundrel can only cast a certain number of spells of each level per day. Her spell allotment per day is the same as that of the magus class.

Surreptitious Assault

Starting at 3rd level, a rogue can strike a key spot for extra damage if she can catch an opponent while he is unable to defend himself effectively from her attack.

When the rogue’s target is denied a Dexterity bonus to AC (whether the target has one or not), or when the rogue dodge her target, her attack deals more damage. This additional damage begins at 1d6 and increases by 1d6 every two rogue levels after that. Only ranged attacks within 30 feet of the target are considered sneak attacks. It is precision damage, not multiplied when a critical hit makes it.

A rogue can use a nonlethal weapon to make a sneak attack that deals nonlethal damage instead of lethal damage (such as a sap, unarmed strike, or whip). She cannot use a deadly weapon to deal nonlethal damage in a sneak attack, even with the usual —4 penalty.

The rogue must see the target well to identify a critical spot and reach it. A rogue cannot perform a sneak attack while striking a creature in complete concealment.

Rogue Expertise

As a rogue gains experience, she learns various skills that help her and perplex her enemies. A rogue gains one unchained rogue talent at 4th level. She gains an additional unchained rogue talent for every four rogue levels she gains after the fourth. A rogue can only choose an individual talent once.

Only one of these talents, which add effects to the rogue’s sneak attacks, can be used on a single episode, and the choice must be made before the attack roll is made.

A rogue cannot select a ninja trick with the same name as a rogue talent.

Injuries That Are Disabling (Ex)

At the 4th level, a rogue can cripple the target of her attack, causing it to suffer a 1 round penalty whenever she deals sneak attack damage to a foe (this is in addition to any harm caused by a rogue talent or other unique ability). The rogue can choose to apply any of the penalties listed below when dealing damage.

Baffled 

The target is confused, incurring a –2 penalty to AC. All rogue attacks have an additional –2 AC penalty against the target. The rogue’s AC penalty against attacks increases by –2 (to a maximum of –8) between the 10th and 16th levels.

The target’s speeds are slowed by half (to a minimum of 5 feet). In addition, the target is unable to take a 5-foot step.

These penalties do not stack, but additional sneak attack attacks dealing with sneak attack damage lengthen the duration by one round. A creature cannot be penalized by more than one ability at the same time. The old penalty can immediately terminate when a new sentence can be imposed. Any healing applied to a target suffering from one of these penalties also removes the penalty.

Unusual Instruction

Starting at 4th level, the eldritch scoundrel can gain uncanny dodge instead of a rogue talent. The eldritch scoundrel can replace an advanced skill with improved uncanny dodge starting at 12th level.

The Rogue’s Path (Ex)

A 5th level rogue has mastered a single skill beyond its normal limits, achieving results that others can only dream of. She gains unlock powers for that skill in proportion to her skill rank. She chooses an additional skill and gains unlock abilities for that skill at the tenth, fifteenth, and twentieth levels.

Advanced Skill Sets

At the 12th level and every four levels after that, a rogue can select an unchained rogue advanced talent instead of a rogue talent.

Conclusion:

The rogue is a D&D-style game staple, but as Pathfinder has evolved, the vanilla Rogue has fallen behind in many ways. According to the core rulebook, the rogue was the unrivaled master of stealth, skill, and surprise attacks. Over time, these masteries have been surpassed by other classes that have overcome many of Rogues’ issues in the core.