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New Rogue Racket: Dungeoneer

People aren't your primary concern; you spend your days in dungeons, tombs and ruins, searching for hidden treasure and wealth abandoned by the ages. You might be a grim grave robber, a daring Pathfinder or someone who makes a living exploring famous dungeons such as the Candlestone Caverns of Andoran or the Zolurket Mines of Katapesh.

You're used to fighting in close quarters, ducking and weaving while using cavern walls for cover... Or to pin your foes in deadly situations! If you are adjacent to a creature that has an object or wall on the opposite side of it, that creature is flat-footed to you. If you are adjacent to a wall or object and a creature has you within its melee reach, you gain a +1 circumstance bonus to AC against its melee Strikes.

You are trained in Dungeon Lore thanks to your fundamental understanding of the architecture of dungeons or natural formation of caverns, and one of either Arcana, Nature, Occultism or Religion depending on the type of dungeons you are most accustomed to. You can use Dungeon Lore to Sense Direction while in a dungeon. You gain the Heft Hauler skill feat, even if you do not meet the prerequisites.

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Cramped Combat [reaction]

Feat 2

Rogue

Prerequisites dungeoneer racket

Trigger You are the target of a Strike or effect that would require a reflex save while adjacent to a wall or object that you could use to Take Cover.

Requirements You are benefiting from cover, are adjacent to a wall or large object, or are prone.

You are used to fighting under claustrophobic circumstances. You Take Cover and gain its benefits against the triggering effect. You lose this cover after the effect is resolved.

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Gut Feeling

Feat 8

Exploration Rogue Prediction

Prerequisites dungeoneer racket

As you run your hand over walls, shine torches on imperfections in architecture and keep your eyes peeled for secrets, you often find hidden passages where you might least expect them. Even if you aren’t Searching, you get a check to find secret doors that normally require you to be Searching. You still need to meet any other requirements to find the secret door. Additionally, you can get a gut feeling for whether danger lies beyond a certain doorway. Once per day, you spend 10 minutes pacing, checking out wear marks in doorways, smelling the air for signs of monsters and otherwise identifying common signs of danger or riches. This acts as the augury spell, except you can only ask "what awaits me beyond the doors in this room?", you gain the answers of "danger", "riches", and "both" instead of weal, woe, and  weal and woe respectively. You gain answers for every entrance and exit in the room. If you are legendary in Dungeon Lore, you can get a gut feeling in 1 minute rather than 10.

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Grim Debilitation

Feat 10

Rogue

Prerequisite dungeoneer racket

You've taken on so many strange creatures deep in the depths of the dungeons that you've been forced to get creative with your fighting. Add the following debilitations to the list you can choose from when you use Debilitating Strike.


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