Pathfinder: WotR (Beta) - Rogue Class & Archetypes Mechanics/Overview

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what's going on everybody mortem here this time bringing you a video about the rogue class in pathfinder wrath of the righteous which is currently in beta i normally start these off with a brief description of what the class is however rogue is one of those that i think most everybody knows but to sum it up nonetheless if you want to sneak around deal with a variety of typically finesse based combat as well as get in some sneak attacks then the rogue is for you now to jump into the rest of the video here for class skills the bass rogue is looking at mobility athletics persuasion trickery knowledge world perception stealth and use magic device so for proficiencies we are looking at all simple weapons plus the hand crossbow the rapier the sap short sword and short bow they are proficient with light armor but not with shields additionally rogues will pick up weapon finesse as a feat at first level this will allow them to use light weapons made for a creature of their size category to use their dexterity modifier instead of their strength modifier for attack roles not damage roles attack roles and then they also pick up trap finding at first level which lets them add half their level to perception checks and then of course sneak attack so sneak attack is of course our extra damage from being a rogue and sneaking up on people so the way this actually works in game is simply that anytime a character would be denied its dexterity bonus to ac whether or not it actually has a dexterity bonus you will deal sneak attack damage in addition to your regular damage this extra damage is one di6 increases by one di6 for every extra sneak attack dice you get which a rogue will get every other level so first three five that kind of thing however you must be able to see the target well enough to pick out a vital spot and must be able to reach said spot now in game that doesn't amount to much basically if you're flanking a target or you like attack them from stealth or invisibility you're going to get your sneak attack dice but just some things to keep in mind there for a little flavor there is actually a cap on the number of sneak attack dice you can have it is typically half your level rounded up so level one you'll get this and you know it's always going to be one regardless that's why you get these every other level so at level three it'll round up to two for your sneak attack dice now at level 20 we also get master strike which means any time we deal sneak attack damage at level 20 if the target fails a fortitude save it just flat out dies however if they make the save they're immune to that effect for 24 hours now at second level base class rogues pick up evasion which lets them make successful reflex saving throws reduce damage entirely instead of taking it to half damage at fourth level rogues can pick up a debilitating injury so they can choose to apply one of a couple debilitating injuries when they sneak attack so bewildered will cause the target to take a minus two penalty to its ac from everyone as well as an extra negative two against the rogue itself this will increase at 10th and 16th level by an additional negative two disoriented will let you make the target take a negative two penalty on its attack rules with an additional negative two on attack rolls against the rogue again increasing at 10 and 16 and then hampered hampered will reduce the target's speed by half to a minimum of five feet and that tenth level is when you'll be able to start picking up your advanced rogue talents which we will get into in just a second so rogue talents are extra things a rogue can pick up they can be feats they can be other things specific to the rogue and at 10th level you can choose to take the rogue talents that are marked with the advanced prerequisite so starting at second level and every other level after that so two four six that kind of thing you'll be able to pick up rogue talents now again these can be tons of stuff they can add extra stuff to your sneaking ability extra things to your sneak attack you can choose to use this to just pick up feats you can do a lot of stuff with these rogue talents and it really helps diversify what the rogue is good at now at third level 11th level and 19th level we pick up finesse training this will basically let you select a weapon type that can be used with weapon finesse and when you make a successful melee attack with that kind of weapon you will add your dexterity modifier instead of your strength modifier to the damage roll now any effect that would cause your strength modifier to not affect the roll will actually also prevent the dexterity modifier from working here as well and then the 11th and 19th level selections will just let you choose an extra weapon to be able to do this with now at third level and every three levels after that we can pick up danger sense which will give us an ever increasing bonus on reflex saves against traps as well as a plus one dodge bonus to ac against attacks made by traps which just helps us avoid getting hit by traps then we pick up uncanny dodge so sneak attack is a very strong ability and there are ways to prevent it from happening as often uncanny dodge is one of those so this will cause your character to not be able to be caught flat-footed basically preventing sneak attack damage and lowering their ac you won't lose your dex bonus to ac which is what flat footed means if your attacker is invisible however you will still lose this bonus if you are immobilized or your opponent uses something like a faint action now at eighth level you'll pick up improved uncanny dodge which will actually prevent you from being flanked as well which will take away most of the ways you could be sneak attacked at that point however again you can still be immobilized in sneak attack that way now that brings us to our first archetype the eldritch scoundrel so these guys are pretty interesting they actually lose some of their talents as well as their sneak attack however they pick up a lot of stuff and the trade-off so for starters they'll get the scribe scrolls crafting feet at level one they will also be able to detect magic at level one they will lose their light armor proficiency so they will no longer be proficient with armor they'll have to wear robes or things like that also they will lose their uncanny dodge abilities however what they gain in return is spell casting ability so they will become arcane casters this is why they lose their armor proficiency because arcane casters have a chance to fail their spells when wearing armor they will get spells just straight from the wizard list basically the same way a wizard does which means intellect will be their casting stat now the trade-off here is a of course obviously you're not going to be doing as much sneak attack damage you're losing a lot of your defensive abilities and moreover if you still want to use a weapon you're essentially going to be forced to either forego a bonus on your melee weapons or try to split it between say dexterity and intelligence which is going to be a rough time so just something to keep in mind as you do it now you might be wondering can you get sneak attack damage with your spells because that would be a bit of a game changer the answer is yes you can however as far as i'm aware in order to be a sneak attack the spell actually has to require a ranged attack roll which isn't that uncommon otherwise it's not considered an attack in the traditional sense so you wouldn't get your sneak attack damage on spells that don't require a ranged attack roll that's my understanding of it but with that out of the way moving on that sums up the eldritch scoundrel so let's talk knife master so we're gonna trade out trap finding for sneak stab this is gonna give us one die eights that we roll our sneak attack damage with instead of one die sixes but only when we're using a dagger kukri a punching dagger a star knife or a sai any weapon that is not one of those will use one die fours instead of one dice sixes which means you're forced into using some kind of dagger if you want your extra damage otherwise you're taking a penalty in addition to this danger sense gets traded out with blade sense so the knife master will get extra dodge bonus to their ac against attacks made to them by light blades this increases by plus one every three levels up to a maximum of plus six at eighteen so that brings us to the sylvan trickster the sylvan trickster is a little interesting so they lose their dodge ability however they do gain a damage reduction to everything that isn't cold iron much like the fae and they also pick up the ability to use hexes with their rogue talents so rogue talents for a sylvan trickster are called fey tricks which allows them to a pick up hexes for rogue talons but it's also important to note that the trade-off for this is that you can't actually pick a lot of the rogue talents you normally would be able to pick it trades a lot of them out for the hexes you can still pick some of them like the weapon feats and things like that however just know that that list changes dramatically from phaetrix to regular rogue and that brings us to the thug so the thug replaces trap sense with frightening whenever they use persuasion to demoralize a creature the duration of that shaken condition is increased by one round and if a target is shaken for four or more rounds the thug makes the target frightened for one round they also pick up brutal beating at level three which will let them forego their sneak attack damage to instead make the target sickened for a number of rounds equal to half the rogue level however it does not stack with itself it only refreshes itself and that brings us to our last archetype the underground chemist so the underground chemist will forego some of their rogue talents for some very specific things related to alchemy for starters they're going to pick up brew potions at level 1 which is a crafting feat and then at second level they're going to pick up chemical weapons this will let them retrieve alchemical items as if drawing a weapon it will also allow them to add their intelligence modifier to any damage dealt with splash weapons which is you know like alchemy bombs and stuff including the splash damage from those weapons and you also gain throw anything as a feat and then at level four they pick up precise splash weapons which lets them deal their sneak attack damage with splash weapons and then at level 10 they can pick up discovery so this will allow them to trade an advanced rogue talent or just a regular rogue talent really for one of the following alchemist discoveries that the alchemist would normally get so you'll use your rogue level to determine the alchemy level for this as well as your ability to select that discovery that guys is a look at the rogue in pathfinder wrath of the righteous again currently in beta not everything's in there for instance most classes should actually have six archetypes by the end of this so you know we'll see what we get but with that out of the way truly just thank you guys so much for watching i really do appreciate it the channel is just exploding lately i almost don't know what to do with myself so honestly just thank you for watching may you wander in wisdom and have an amazing day [Music]
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Channel: Mortismal Gaming
Views: 17,498
Rating: undefined out of 5
Keywords: Mortym, Mortismal Gaming, Pathfinder, Wotr, wrath of the righteous, rogue, sneak attack, stealth, talents, advanced talents, class, archetypes, guides, builds
Id: HC-2bb9mbO8
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Length: 10min 53sec (653 seconds)
Published: Thu Mar 11 2021
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