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Adler Crane – Abilities & Gear

Giant Dodger Trait Debilitating Injury: Bewildered -2/-4 (Ex) Class Ability (Rogue (Unchained))
In your youth, you were chased by giants for trespassing—or for At 4th level, whenever a rogue deals sneak attack damage to a
sport—and you have learned to evade the reach of your opponents. foe, she can also debilitate the target of her attack, causing it to
You gain a +3 bonus on Acrobatics checks to avoid provoking an take a penalty for 1 round (this is in addition to any penalty caused
attack of opportunity when moving out of a threatened space. by a rogue talent or other special ability).

Likely Regions : Katapesh, Osirion, Qadira, Rahadoum, Thuvia. These penalties do not stack with themselves, but additional attacks
that deal sneak attack damage extend the duration by 1 round. A
Appears In : Giant Hunter's Handbook creature cannot suffer from more than one penalty from this ability
at a time. If a new penalty is applied, the old penalty immediately
Vexing Defender Trait ends. Any form of healing applied to a target suffering from one of
You're trained in fighting opponents that are larger than you, and these penalties also removes the penalty.
you are skilled at keeping them on their toes, pestering them from
all directions. You gain a +1 trait bonus on Acrobatics checks, and Bewildered: The target becomes bewildered, taking a –2 penalty to
Acrobatics becomes a class skill for you. In addition, you gain a +4 AC. The target takes an additional –2 penalty to AC against all
trait bonus on Acrobatics checks to move through an enemy's space attacks made by the rogue. At 10th level and 16th level, the
without provoking an attack of opportunity, provided that enemy is penalty to AC against attacks made by the rogue increases by –2
larger than you. (to a total maximum of –8).

Appears In : Giant Hunter's Handbook, Giantslayer Debilitating Injury: Disoriented -2/-4 (Ex) Class Ability (Rogue (Unchained))
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
Underfoot Dodger Unknown take a penalty for 1 round (this is in addition to any penalty caused
City-dwelling halflings do not treat crowd squares as difficult terrain by a rogue talent or other special ability).
and they gain a +5 bonus on Acrobatics checks to move through
the spaces of larger foes. This racial trait replaces fearless and These penalties do not stack with themselves, but additional attacks
weapon familiarity. that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability
Appears In : Heroes of the Streets 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.
Bleeding Attack +3 (Ex) Class Ability (Rogue,Rogue (Unchained),Slayer,Vivisectionist)
Disoriented: The target takes a –2 penalty on attack rolls. In
A rogue with this ability can cause living opponents to bleed by addition, the target takes an additional –2 penalty on all attack rolls
hitting them with a sneak attack. This attack causes the target to it makes against the rogue. At 10th level and 16th level, the penalty
take 1 additional point of damage each round for each die of the on attack rolls made against the rogue increases by –2 (to a total
rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding maximum of –8).
creatures take that amount of damage every round at the start of
each of their turns. The bleeding can be stopped by a successful Debilitating Injury: Hampered (Ex) Class Ability (Rogue (Unchained))
DC 15 Heal check or the application of any effect that heals hit
point damage. Bleed damage from this ability does not stack with At 4th level, whenever a rogue deals sneak attack damage to a
itself. Bleed damage bypasses any damage reduction the creature foe, she can also debilitate the target of her attack, causing it to
might possess. take a penalty for 1 round (this is in addition to any penalty caused
by a rogue talent or other special ability).
Special : This talent adds an effect to the rogue's sneak attack.
Only one such talent can be applied to an individual attack and the These penalties do not stack with themselves, but additional attacks
decision must be made before the attack is rolled. that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability
Class Ability (Rogue (Unchained)) at a time. If a new penalty is applied, the old penalty immediately
Danger Sense +2 (Ex) ends. Any form of healing applied to a target suffering from one of
At 3rd level, this class gains a +1 bonus on Reflex saves to avoid these penalties also removes the penalty.
traps and a +1 dodge bonus to AC against attacks by traps. In
addition, she gains a +1 bonus on Perception checks to avoid being Hampered: All of the target’s speeds are reduced by half (to a
surprised by a foe. These bonuses increase by 1 every 3 levels minimum of 5 feet). In addition, the target cannot take a 5-foot
thereafter (to a maximum of +6 at 18th level). This ability counts as step.
trap sense for any feat or class prerequisite, and can be replaced
by any archetype class feature that replaces trap sense. The Class Ability (Rogue (Unchained))
bonuses gained from this ability stack with those gained from trap
Evasion (Ex)
sense (if the character has trap sense from another class). If exposed to any effect that normally allows you to attempt a
Reflex saving throw for half damage, you take no damage with a
successful saving throw.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Adler Crane – Abilities & Gear

Sneak Attack (Unchained) +3d6 Class Ability (Rogue (Unchained))


If a rogue can catch an opponent when he is unable to defend
himself effectively from her attack, she can strike a vital spot for
extra damage.

The rogue’s attack deals extra damage anytime her target would be
denied a Dexterity bonus to AC (whether the target actually has a
Dexterity bonus or not), or when the rogue flanks her target. This
extra damage is 1d6 at 1st level, and increases by 1d6 every 2
rogue levels thereafter. Ranged attacks can count as sneak attacks
only if the target is within 30 feet. This additional damage is
precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap,


unarmed strike, or whip), a rogue can make a sneak attack that
deals nonlethal damage instead of lethal damage. She cannot use
a weapon that deals lethal damage to deal nonlethal damage in a
sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a
vital spot and must be able to reach such a spot. A rogue cannot
sneak attack while striking a creature with total concealment.

Uncanny Dodge (Ex) Class Ability (Rogue (Unchained))


You gain the ability to react to danger before her senses would
normally allow you to do so. You cannot be caught flat-footed, nor
do you lose your Dex bonus to AC if the attacker is invisible. You
still lose your Dexterity bonus to AC if immobilized. You can still
lose your Dexterity bonus to AC if an opponent successfully uses
the feint action against you.

Wall Climber (Su) Class Ability (Ninja,Wall Climber)


A ninja with this ability gains a climb speed of 20 feet, but only on
vertical surfaces. This ability cannot be used to scale perfectly
smooth surfaces or to climb on the underside of horizontal surfaces.

Appears In : Ultimate Combat

Wall Scramble (Ex) Class Ability (Investigator,Rogue,Rogue (Unchained),Vaultbreaker)


A rogue with this talent rolls twice when making Climb checks and
takes the better of the two rolls. If she already rolls twice while
making a Climb check because of another ability or effect, she
gains a +2 insight bonus on both of those rolls instead. If the rogue
is under the effect of a spell or ability that forces her to roll two
dice and take the worse result, she only needs to roll 1d20 while
making Climb checks.

Appears In : Ultimate Combat

Robe of infinite twine Wondrous Item (Body)


This coarse hempen robe seems made from a single strand of
twine. The wearer can draw up to 30 feet of twine or up to 10 feet
of hemp rope per round from the robe without harming it. As an
immediate action, the wearer can draw up to 150 feet of twine or
50 feet of rope from the robe, but this gives the robe the broken
condition and suppresses its powers until it is repaired. Twine or
rope drawn from the robe remains connected until cut or torn, but
is treated as common material rather than part of a magic item.
Pieces removed become normal twine or rope.

Construction
Requirements Craft Wondrous Item, minor creation ; Cost 500 gp.

Appears In : Ultimate Equipment

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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