Rogue Door (Elite) and PRD Updates!

I was going to wait a few days before unleashing Elite Rogue Door, but something happened that folks should know about before they enjoy any downtime to get into Pathfinder mode:

The PRD has been thoroughly updated!

Not only has the Feat Index gotten a HUGE facelift, Pathfinder Unchained is on there as well (which is perfect – you’ll see why below), AND Occult Adventures is on Paizo’s site now too!

Before I get back to toiling, I leave you with ELITE ROGUE DOOR – the retrained Unchained Rogue juggernaut of deception (and, of course, Professor Ratwicket).

elite rogue door

When something needs to be professionally hidden, there’s no name in the halls of thievery more trusted than

ROGUE DOOR (ELITE) CR 9
Form-trapped mimic unchained rogue 10
CG Medium aberration (shapechanger)
Init +5; Senses darkvision 60 ft.; Perception +8

DEFENSE
AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 68 (10d8+20)
Fort +6, Ref +11, Will +7
Defensive Abilities danger sense +3, evasion, improved uncanny dodge, uncanny dodge; Immune acid

OFFENSE
Speed 10 ft.
Melee slam +12/+7 (1d8+6 plus adhesive) or mwk dagger +9/+4 (1d4+1, Crit 19-20/x2)
Ranged mwk hand crossbow +13 (1d4, Crit 19-20/x2, Range 20 ft.) or mwk dagger +13/+7 (1d4+1, Crit 19-20/x2, Range 10 ft.)
Special Attacks sneak attack +5d6
Spell-Like Abilities Known (CL 10th; concentration +12)
     1st (2/day)—vanish, ventriloquism
     0th (3/day)—detect magic

TACTICS
Before Combat ROGUE DOOR hides professionally.
During Combat ROGUE DOOR opens a portal to pain for his opponents with sneak attack slams, attempting to only fight in places with many doors.
Morale ROGUE DOOR strikes swiftly but doesn’t often stay for a prolonged combat.

STATISTICS
Str 13, Dex 20, Con 12, Int 14, Wis 10, Cha 15
Base Atk +7; CMB +9; CMD 24 (19 vs. steal)
Feats AlertnessB, Deceitful, Eschew MaterialsB, Extra Rogue Talent, Evolved Familiar, Point-Blank Shot, Precise Shot, Weapon FinesseB
Skills Acrobatics +18, Climb +14, Bluff +19, Disable Device +20, Disguise +15 (+35 as an object), Perception +17, Sense Motive +17, Sleight of Hand +18, Stealth +18, Survival +8, Use Magic Device +10; Racial Modifiers +20 Disguise when mimicking objects
Languages Common, Halfling, Undercommon
SQ finesse training (natural), rogue’s edge (Disguise, Stealth), rogue talent (familiar, fast stealth, minor magic, major magic [2]), trapfinding +5
Combat Gear potion of cure light wounds (6), potion of expeditious retreat (10), potion of magic fang (3), potion of stone fist (2), potion of touch of the sea (2), acid flask (5), alchemist’s fire (3); Other Gear +1 glamered chain shirt, amulet of mighty ghost touch fists +1, bag of holding type II, minor stone cloak, monkey belt, tan bag of tricks, mwk daggers (6), mwk hand crossbow (30 bolts), grappling hook, rope (200 ft. silk), sacks (3), 342 gold

SPECIAL ABILITIES
Adhesive (Ex) Rogue Door automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while Rogue Door is alive without removing the adhesive first. A weapon that strikes Rogue Door is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but Rogue Door can still grapple normally. Rogue Door can dissolve its adhesive at will, and the substance breaks down 5 rounds after it dies. The save DC is Strength-based.
Pinned Items (Su) Fewer slots, still restricted by location on “body”, easier to steal (-5 CMD).
Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
      Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
      Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
      Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Disguise Skill Unlock: You can create a disguise in 1d3 rounds. If you take the full normal amount of time to create your disguise, you take no penalty for disguising your gender, race, or age category.

Stealth Skill Unlock: Reduce the Stealth penalty from sniping by 10. Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

STONE CLOAK, MINOR Price 10,000 gp; Aura faint abjuration; CL 5th; Weight 1 lb.
This mottled gray cloak looks like granite or some other light gray stone. The wearer can pull a minor stone cloak tight around herself and freeze in place as a move action, which causes the cloak to harden like the stone it resembles. When she does this, the wearer can take no actions other than free actions and is denied her Dexterity bonus to AC but gains DR 5/adamantine. She also gains a +5 circumstance bonus to Stealth checks while protected in this manner. This effect can be dismissed as a free action.

MONKEY BELT           Price 9,400 gp; Aura moderate transmutation; CL 8th; Weight 1 lb.
This furry brown belt resembles the tail of a monkey. The belt grants the wearer a +2 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not lose his Dexterity bonus to AC while climbing, and does not take a –5 penalty on Climb checks when climbing at half his speed. As a swift action the wearer can command the belt to animate, transforming it into a prehensile tail under the wearer’s control. The tail does not grant the wearer any additional attacks or actions per round, nor can it wield weapons, but it can make unarmed attacks and hold or manipulate objects about as well as the wearer’s normal limbs (though any activity requiring fingers is beyond the tail’s capabilities). The belt can function as a tail for 5 minutes per day. These minutes do not need to be consecutive.

professor ratwicketPROFESSOR RATWICKET
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 34 (5d8; ½ master’s hp)
Fort +3 Ref +9, Will +4
Defensive Abilities improved evasion

OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Bluff +4, Climb +10, Perform (entrance) -4, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ empathic link, evolution (skilled: Bluff), share spells
Gear top hat, monocle, and cane mimic-adhesive stuck to head, around eye, and in “hand”

ROGUE DOOR

I imagine that somewhere somebody has asked the question, “what does Mike play when he gets to sit down in a role other than GM?”

It’s a good question and in answering it, I may have something worth adding to your game!

Every week or so I’ll be posting one of my characters—Farrak the naked half orc sorcerer devotee to a dead god, Befev the sheep rider, Olllld Man, etc.—and we’re going to start off with ROGUE DOOR and his erstwhile companion, PROFESSOR RATWICKET (following up with ELITE ROGUE DOOR next time for you high level rollers out there).

Enjoy!

WARNING: As per usual, there’s a level of levity and whimsy to this character. Use with caution! Rogue Door is ultimately a support PC meant to increase the effectiveness (usually via stealthiness) of more seasoned adventurers and if you put him into the front line of combat, he is very likely to die.

 

Rogue Door

When something needs to be professionally hidden, there’s no name in the halls of thievery more trusted (or distrusted) than ROGUE DOOR.

ROGUE DOOR
Form-trapped mimic unchained rogue 3/sorcerer 1
CG Medium aberration (shapechanger)
Init +3; Senses darkvision 60 ft.; Perception +8

DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 28 (3d8+1d6+8)
Fort +4, Ref +6, Will +4
Defensive Abilities danger sense +1, evasion; Immune acid

OFFENSE
Speed 10 ft.
Melee slam +5 (1d8+4 plus adhesive) or mwk dagger +6 (1d4+4, Crit 19-20/x2)
Ranged hand crossbow +5 (1d4, Crit 19-20/x2, Range 20 ft.) or mwk dagger +6 (1d4+2, Crit 19-20/x2, Range 10 ft.)
Special Attacks sneak attack +2d6
Sorcerer Spells Known (CL 1st; concentration +3)
     1st (5/day)—magic missile (1d4+1), ventriloquism
     0th—acid splash, detect magic, mage hand, message

TACTICS
Before Combat ROGUE DOOR hides professionally.
During Combat ROGUE DOOR opens a portal to pain for his opponents with sneak attack slams, attempting to only fight in places with many doors.
Morale ROGUE DOOR strikes swiftly but doesn’t often stay for a prolonged combat.

STATISTICS
Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 14
Base Atk +2; CMB +3; CMD 16 (11 vs. steal)
Feats AlertnessB, Deceitful, Eschew MaterialsB, Extra Rogue Talent, Weapon FinesseB
Skills Acrobatics +10, Bluff +11, Disable Device +7, Disguise +11 (+31 to disguise as a door), Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (history) +5, Knowledge (local) +5, Linguistics +5, Perception +8, Perform (entrance, ventriloquism) +7, Sense Motive +7, Sleight of Hand +7, Stealth +10, Swim +5, Use Magic Device +6; Racial Modifiers +20 disguise when mimicking objects
Languages Common, Halfling, Undercommon
SQ bloodline power (arcane bond: familiar [Professor Ratwicket]), cantrips, finesse training (natural), rogue talent (camouflage, fast stealth), trapfinding +1
Combat Gear potion of cure light wounds (6), potion of expeditious retreat (10) potion of magic fang (3), potion of stone fist (2), potion of touch of the sea (2), acid flask (5), alchemist’s fire (3); Other Gear +1 glamered chain shirt, mwk dagger, mwk hand crossbow (30 bolts), grappling hook, rope (200 ft. silk), sacks (3), 342 gold

SPECIAL ABILITIES
Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 13 Reflex save. A successful DC 13 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Pinned Items (Su) Fewer slots, still restricted by location on “body”, easier to steal (-5 CMD).

 

PROFESSOR RATWICKET
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 14 (4d8; ½ master’s hp)
Fort +2, Ref +5, Will +4
Defensive Abilities improved evasion

OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Perform (entrance) -4, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ empathic link, share spells
Gear tophat, monocle, and cane mimic-adhesive stuck to head, around eye, and in “hand”

 

Hyperworking!

It’s been over a month since my last post! Eek!

I have been working extremely hard on Hypercorps 2099 and am proud to inform the world that barring three backer reward contributions, 202 of the 204 pages of the Pathfinder book’s copy are DONE and ready for layout! 😀
Nathanael’s artwork is still trickling in and delighting me with an increasingly regular frequency, and my dream is that we can publish this version before 2015 ends.

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This would be the cover by Claudio Pozas, featuring (among others) the fellow in the video for the Kickstarter (which you can watch here). LANrefn1 is up there behind him and also has an entry in the book).

The rest of my week (and probably a good deal of next week) is going almost exclusively to 5th Edition Hypercorps 2099! Fortunately about 20% of that is ready to go as-is, but I expect the rest to come along nicely without too much trouble fixing this or that aspect of the system to match the different rule set.

If you’re keen to some 5E D&D cyberpunk goodness right now, however, you can become a Patron of EN5ider to get my Reskinning for Genre article!