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!
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).
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
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
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
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.
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 ), 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
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.
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3
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
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
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”