If your campaign does not feature many traps, or any traps at all, this skill becomes much less important. 1: Races of Nature Unleashed (PF1) Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG) Book of Beasts: Witch Codex (PF 1e) Aegis of Empires 4: Legend of the Burning Star (PF1) Lands of Theia But since you asked: I'm a big fan of Reactionary for a combat trait for rogues. Taronodors guide was really good for my spell choices, and P.A really helped me learn how to actually play and understand the wizard. Perception (for finding both enemies and traps), Stealth (to make sure that lowly guard’s natural 20 Perception check doesn’t ruin your caper), and. Your ally loses a spell slot of the corresponding spell level, and you gain the ability to cast the prepared spell once that day. Though there aren’t any rogue talents or archetypes dedicated to it, Use Magic Device is one of the best skills any character can have access to. You'll have a high Initiative anyway, but going first is really great, as it gives you another chance to catch your enemies without their DEX bonus. Orange: OK options, or useful options that only apply in rare circumstances 3. Honeyed words lets you roll twice for a Bluff check and choose the best result. Even I myself find the idea of ranger spells and paladin spells less itrusive than rogue spellcasting, for simple reasons of tradition in the current and previous editions of D&D and because there is some 'in-game' justification for it ('holy warrior' who gets spells from god, or 'nature's warrior' who gets spells from nature). Important spells like Mage Armor scale with spell level, allowing them to stay relevant long after you learned them. You need a high Dexterity to make sure you can take the Two-Weapon Fighting feats. Because he’s not the sort for combing the desert floor for traps, he takes trap spotter, so he can catch them most of the time without slowing his group down. your a 3rd level rogue. The rest of her feats are pretty open, though, and can be used for any number of things. Starting in Third Edition D&D and continuing through Pathfinder, rogues became the premier users of the new skill system, having the largest list of class skills and the most skill points to work with. The save DC for this spell is 11 + the rogue's Intelligence modifier. New Pages | Recent Changes | Privacy Policy. If you’re nigh invisible with your mastery of Stealth, it’s safe for you to scout ahead instead of making the wizard spend slots on divinations to find out about the enemy camp. The roof runner archetype from Ultimate Combat lets you use your Acrobatics to fall greater distances than normal, so long as you have structures to bound off of as you descend, though. I like Reactionary. Be sure to look through the other rogue talents to find ones that work for you. At 1st level, a spellthief can filch arcane spells of 1st–level, and the next higher level of spells every three levels thereafter to a maximum of 6th–level at 16th level.The spellthief may attempt to filch an arcane spell from a spellcaster in the midst of casting by making an opposing Spellcraft check (DC 15 + the spell’s level) against the spellcaster’s Concentration check. The rake archetype (Advanced Player’s Guide) has great synergy with the Shatter Defenses feat, as it allows you to make free Intimidate checks by trading out 1d6 of sneak attack damage. This ability replaces sneak attack 4d6. Spellcraft. Spells. Out-of-Combat Play: One reason why you would play a rogue is to have access to a large amount of skill points. Because you’re not decked out in heavy armor, and your hit points are probably not on the same level as the fighter’s, you don’t want to attempt to soak up these blows with your Armor Class. The rake archetype loses trapfinding, but does gain a scaling bonus to Bluff checks in place of trap sense. In Totality: The Ultimate Guide to Every Cleric, Oracle, and Warpriest Spell in Pathfinder (2019) Analysis Paralysis: Only the Good Spells from the Cleric, Oracle, and Warpriest Spell Lists in Pathfinder (2019) Druid Peterrco's ... A Guide to the Pathfinder Rogue (2014) GM_Soulspiral's PAP Rogue Guide (2013) "You're Such a Sap!" The caster level for this ability is equal to the rogue's level. Trying to attack with 1/2 bab is a lesson in futility. Bloodline: At 2nd level, a spellthief gains the sorcerer bloodline class ability and may choose from any of the bloodlines listed in the Core Rulebook, Advance Players Guide, PRG:UM, or any other Pathfinder source. Two archetypes from the Advanced Player’s Guide are noteworthy. As with skill mastery, most rogues that want to be effective in combat should be looking to take the crippling strike advanced talent. This is a 16 th level human Pathfinder optimized rogue build multi-classed with 8 levels of Fighter named Miss Hitton McGyver (aka, Lady MyGyver Hit&Miss) , the assassin. Follow clues allow you to track as though you were using Survival, and trap spotter has already been mentioned above under Disable Device. Although they sometimes acquire their magical abilities through the studious path of wizar… Also note that many colored items are also links to the Paizo SRD. Since wizards don't use a Spell Repertoire, you only need to learn a spell once, then you can prepare it at any level that you can cast. Advanced Talents. Many of the ones covered here are must-haves, while others are great additions to a strong foundational skillset. The spellthief is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. The spellthief adds the following rogue abilities to, the list of advanced talents she may select: evasion, uncanny dodge, and improved uncanny dodge. New Pages 57 Price 50 gp; Weight 37 lbs. She can cast any spell she knows or filches without preparing it ahead of time, with a caster level equal to her spell thief level. If this check fails, the spell takes affect as normal. | d20 Anime SRD Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it’s generally poor at affecting the spirit or the soul. Enchantment is chosen as bards have amazing selection of those spells. | Fudge SRD Rogue. Three archetypes from the Advanced Player’s Guide may be of interest to a Bluff specialist. To cast a spell, a spellthief must have a Charisma score equal to at least 10 + the spell level. Normally, I don’t suggest using a lot of rogue talents for combat purposes, but ranged types may need to use them to help them get their sneak attack dice. Teleport to a bigger city and go shopping. | Here Be Monsters At 6th level she adds invisibility. Trying to attack with 1/2 bab is a lesson in futility. If this check fails, the spell takes affect as normal. At 13th level, the spellthief can choose advanced rogue talents whenever she could choose a rogue talent, or when she selects the extra rogue talent feat. Spell Sage: Focused Spells will get you a free ray with Scorching Ray, which is nice, but Spell Study uses spell slots too quickly for the Arcane Trickster. The spellthief may attempt to filch an arcane spell from a spellcaster in the midst of casting by making an opposing, against the spellcaster’s Concentration check. If, instead, you’re using a crossbow or firearm, you’ll want Rapid Reload instead, and rogues focused on throwing weapons will need to take Quick Draw. The spy archetype gives you a bonus of half your level to Bluff checks to deceive someone, but you again give up trapfinding for it. Pathfinder doesn't really encourage multiclassing, TBH; in the case of a Sorc/Rogue multiclass, you're losing spell levels with your Rogue levels and sneak attack levels with your Sorc levels. Boots of Stone – Once per long rest, as an action, turn into stone for up to 24 hours. His other talents and feats are fairly open, allowing him to have a wide variety of talents or to focus even more greatly on damage-dealing. Once this baseline is established, the next section will discuss common ways to be an effective rogue in combat, including appropriate feats, rogue talents, and archetypes of note. | Design Finder 2018 Taken together, these skills take up seven of your eight available skill ranks per level, assuming you have an Intelligence of 10. A 0–level spell counts as 1/2 a spell level for this calculation. Ninja's vanishing trick with touch spells means it's super easy to hit (flatfooted + touch) which is good because you'll have no BaB. Non-combat uses of over 300 spells are planned, including those that can affect the shape of the kingdom. Can I make a suggestion? They just don't suit my playstyle. She is proficient with light armor. By studying arcane manuscripts, or through quick and careful observation of spells being cast, the spellthief may recreate these energies, or unleash. Blue: Fantastic options, often essential to the function of your character. You can use the extra skill(s) to further customize your rogue, specializing in Diplomacy, Sleight of Hand, or whatever else suits your character. I'm think the ones that keep you alive rock if taken in moderation and the ones that don't (positioning attack) are a waste. I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assum… A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Your ability to disable magical traps is unique to the rogue, except for a few archetypes that grant the ability. This carries some heavy attack penalties, though, so only go this route if you have some really good ability scores. Furious Focus helps those attacks you make when moving into combat hit (since you might not be able to flank), so it’s a solid choice. At 15th level she adds mislead. At 7th level she adds her second bloodline spell. The custom content shown here is a result of a collaboration between many enthusiastic Pathfinder lovers on the Multiclass Archetypes thread on Paizo forums. Not every ranged rogue will focus on bows, since they need to be at close range, anyway, but for those that do, there’s no reason to skip Manyshot. A spellthief can know only those spells gained from her, bloodline or her stealthy arcanum class features, at the indicated levels, as shown on Table: Spellthief. https://www.thegamer.com/pathfinder-2e-10-deadliest-classes-ranked 299 2.0 Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. In Pathfinder, rogues gained access to unique talents, in addition to their skills and feats, increasing the extent to which you can customize your character. In the case of the improved evasion talent, the spellthief must have evasion to select it. For rogue talents, once he has vanishing trick for those tough-to-get sneak attacks, he takes terrain mastery so that he can pick up hide in plain sight as an advanced talent at higher levels, though he wants to get skill mastery first (since he hasn’t focused too much on his skills otherwise) and then hunter’s surprise. If the, check succeeds, the spellthief can absorb the spell effect without harm and immediately recast that spell (using the original caster’s level and save DC) or any other. This guide will, on the whole, be divided into three sections: skills, combat, and builds. I support a limited subset of Pathfinder's rules content. stealth, finesse rogue, guileful polygot*, major magic, minor magic, ninja trick†, offensive defense*, quick disable, rogue crawl, and snap shot*. The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. Perception works along with the following rogue talents: Canny observer grants a +4 on Perception checks made to make out the details of a conversation or to find concealed items (included traps!). A handful of rogue talents take advantage of Perception, but there aren’t any archetypes that interact with it (more than the core rogue does, anyway). Outside of combat, she can track down more enemies to slay with the follow clues rogue talent. cast directly from the scroll or spellbook, regardless of her success. If this check succeeds, the spellthief steals the spell, while the opposing spellcaster loses the spell as if it had been cast without taking effect. Most two-handed fighting rogues will want a wider variety of weapon choice, so look for races with weapon familiarity (such as the orc) and archetypes (like the swashbuckler) that give you additional weapon proficiencies. | FateCoreSRD Kevin C Morris (author) from SOUTH BEND on April 28, 2012: This article is great! Point Blank Shot is more useful for you than it is for other ranged combatants, since you’re going to spend much more time within 30 feet of your enemies to deal sneak attack damage. In combat, he stays away from front-and-center as well, focusing on archery. Introduction. I happen to be making a rogue (Rake) myself for a game, two-weapon fighting style human, and I have been wracking my head for which traits to pick. It is their signature power however, that evokes the most dread and admiration–stealing spells from their initial source, whatever it may be. If you have the Intelligence score to allow you to choose extra skills, stick to ones that your character will use often or that you really want to excel at. 6th level she adds invisibility. | PF2 SRD. It removes your armor check penalties from light armor on Acrobatics and a few other skills, and gives you a limited reroll ability for Acrobatics checks in place of trap sense. This site may earn affiliate commissions from the links on this page. You might consider a secondary focus on that skill. Even if there is, this skill is useful for opening locks and jamming other mechanical devices, so it’s still useful in most campaigns. It allows greater mobility out of combat, whereas in combat, it provides you with the crucial ability to avoid attacks of opportunity provoked by movement. Weapon Focus helps to somewhat mitigate the Two-Weapon Fighting penalties. Latest Pathfinder products in the Open Gaming Store. Like most two-handed builds, Power Attack is all you need, but you should probably think about Weapon Focus, too, since you’re attack bonuses are only moderate. You don't need to do so to be effective, though. The burglar archetype lets you use Bluff to create a distraction if you’re ever spotted while using the Stealth skill. Trapsmiths can also bypass any trap they succeed in disarming at level 8, which can be useful if you’re trying to leave no signs of your tampering. Also note that many colored items are also links to the Paizo SRD. Red: Bad, useless options, or options which are extremely situational. There are three major ways to build a rogue that does this. As a result, it isn’t abundantly clear to the first-timer that some of these skills are much more useful than others. With a high dex rogues should have anyway you can get by without improved initiative to use that feat somewhere else. | 13th Age SRD Especially for rogues who specialize in melee combat, maneuvering to a flanking position is key to maintaining a respectable amount of damage, which means moving through a lot of threatened areas over the course of the game. The chameleon archetype gains “stealth points” equal to her ranks in Bluff that let her gain bonuses to Stealth checks, but once again, it requires the loss of trapsense. Rogue - Precise Shot : 4: On a personal level, I don't normally take 1/day abilities, but they can still be useful. Rakes do give up trapfinding (which feels like a refrain for this guide at this point), so keep that in mind. Whenever a spellthief attempts to filch a spell from a spellbook or scroll, that spell immediately disappears from the page upon which it was written as if was cast directly from the scroll or spellbook, regardless of her success.In either case, a spellthief adds the filched spell to her list of known spells until the next time she rests to regain her daily spell slots, and gains an extra spell slot of that spell level which she may use to cast the same spell, or cast a bloodline or stealthy arcanum spell of the same level or lower. | The Modern Path SRD qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability she’s chosen. This allows him to drop his Intelligence score in favor of Charisma to help out Intimidate. In Totality: The Ultimate Guide to Every Cleric, Oracle, and Warpriest Spell in Pathfinder (2019) Analysis Paralysis: Only the Good Spells from the Cleric, Oracle, and Warpriest Spell Lists in Pathfinder (2019) Druid Peterrco's ... A Guide to the Pathfinder Rogue (2014) GM_Soulspiral's PAP Rogue Guide (2013) "You're Such a Sap!" Other feat choices you make are largely up to you—two-handed fighting rogues have a lot more freedom to take feats centered around mobility and skills than others do. Acrobatics (for avoiding attacks of opportunity). Armor sometimes interferes with an eldritch scoundrel’s gestures, which can cause her spells with somatic components to fail. she knows or filches without preparing it ahead of time, with a caster level equal to her spell thief level. This skill is recommended for most rogues, though there aren’t any rogue talents or archetypes that interact with it. 1. This ability otherwise functions as the magus’s spellstrike ability. Spells are manifestations of magic in Pathfinder: Kingmaker, not necessarily of the offensive type. There are two from Ultimate Combat that are also worth a look. The scout will undoubtedly pick up Manyshot and Weapon Focus later on. She receives 1 slot per level of spell per day that she knows, up to 6th–level, but does not receive bonus spells per day if she has a high Charisma score. LoL, just realized why you had Gambits ex-girlfriend on here. Sneakstrike (Su): At 5th level, whenever a spellthief casts a spell with q range of “touch”, she can deliver the spell as part of her sneak attack with a melee weapon. What are in your opinion the most useful lvl 0 and lvl 1 spells a rogue can pick with rogue talent? The spellthief does not gain her bloodline powers. The last, thoughtful reexamining allows you to reroll a Perception check (or one of a few other skills) once per day to gain new or improved information from the check. These are the standard archery feats, all of which you want to grab. At 3rd level she adds vanish. At 12th level she adds healing thief†. Strength is your primary score, to keep your attack rolls and damage steady. A spellthief also adds any filched spell to her list of spells known until the next time she rests to regain her daily spell slots. Because you’re likely to have only moderate Strength and you have an average base attack bonus, Escape Artist gives you a solid way to escape grapples, which your Combat Maneuver Bonus won’t provide. A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells received from other classes. ... a normal person. The caster level for this ability is equal to the rogue's level. 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1), Sneak attack +1d6, spellfilching, stealthy arcanum (cantrips). The acrobat archetype gives up trapfinding, so it doesn’t come highly recommended, but in a party where your skills in that department aren’t needed, you might give it a look. Hunter’s surprise is of special note to ranged rogues, since they’re always on the lookout for ways to get those extra damage dice and it gives them another way to do that. Stealthy Arcanum: At 1st level, a spellthief adds detect magic, mage hand, and read magic (cantrips) to her list of known spells. Other than that, though, rogues don't get much benefit from the other traits, as the most common benefit is receiving a new class skill, and rogues already a pretty big list. 2. This ability replaces evasion, uncanny dodge, and improved uncanny dodge. The swashbuckler archetype also replaces trapfinding (and is again not recommended). Wisdom is also often a lower score for rogues, so it’s important to make sure your ranks make up for this. until the next time she rests to regain her daily spell slots. This is exactly like the rogue ability of the same name, except that the spell thief gains this ability at 12th level. You don't apply your STR modifier as a bonus to SA damage. Master Spellfilching (Su): At 20th level, a spellthief who saves against a spell that targets only her (not including area spells) may attempt a caster level check (DC 10 + the spell’s original caster level) as an immediate action and expend a number of spell slots the sum of whose levels equals the level of the spell in question. Spells: Shield and reduce person from alchemist. This archetype is useful all-around, and I’ve written further about it here. Most one-handed weapons can also be used two-handed, so even the elf’s weapon familiarity can be useful since it gives you access to the longsword. At 15th level she adds her fourth bloodline spell. The first section will lay out essential and other useful skills, as well as talents and archetypes that complement them. The following rogue talents generally work well with your Disable Device skill and trapfinding: Fast picks lets you pick a lock as a standard action; quick disable cuts the time required to disarm a trap by half; and trap spotter gives you an automatic Perception check to spot anytime you come within 10 feet of a trap. At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. She receives 1 slot per level of spell per day that she knows, up to 6th–level, but does not receive bonus, A spellthief’s selection of spells is also extremely limited, more so than other spontaneous spellcasters. Stealth (along with Perception) also allows you to act most often during surprise rounds, which helps you deal your coveted sneak attack damage.