Return to site

Pathfinder Debilitating Injury

broken image


Debilitating Injury. Rogues apply penalties to targets' AC, attack rolls, or movement speed whenever they deal Sneak Attack damage. The AC and attack roll penalties are larger toward the Rogue that caused them than for their allies. Trap Sense is replaced with Danger Sense. 'I was 32 weeks pregnant when we started visiting Pathfinder Chiropractic. My son Rhyett was one week during his first visit.' Swazy had come in with extreme pelvic pain, her ability to get up and walk was becoming to painful and difficult. Rhyett was able to breastfeed on the left side, but not the right side.'

Pathfinder Unchained Rogue Guide

One of my favorite pastimes is Pathfinder 1E.
I hope that you enjoy my builds!
All of my builds are based upon a 20 point buy unless otherwise noted.

Injury

Rogues Edge Pathfinder

Pathfinder

World WalkerDruid 4 / Unchained ScoutRogue 4
N Human (Constant Jaguar Form)
Init +8; Senses low-light vision, scent
AC 23, touch 19, flat-footed 15
HP 55
Fort +6 Ref +13 Will +6
Evasion
Speed 40 ft., Swim 20 ft., Climb 20ft.
Melee 2 claw +15 (1d4+9), bite +15 (1d8 plus grab)
Special Attacks pounce, rake (2 claws +15, 1d4+9), sneak attack (3d6), one on one duelist (1), scout's charge
Str 8, Dex 26, Con 13, Int 10, Wis 12, Cha 10
BAB +6; CMB +6 (+10 grapple); CMD 24
Feats (H) Tool Optimizer, (1) Skill Focus: Stealth, (3) Accomplished Sneak Attacker, (5) Shaping Focus, (7) Voice of Beasts (R) Weapon Finesse
Traits Beast of the Society, One on One Duelist
Rogue Talents Expert Leaper, Fast Stealth
Languages Common, Druidic, Speak with Animals (Constant)
Notable Skills Acrobatics +19, Climb +16, Disable Device +21, Escape Artist +12, Knowledge Nature +10, Perception +12, Sense Motive +8, Stealth +27, Survival +18, Swim +16
Domain Cave Domain
Favored Terrain Forest
Items Bracers of Armor +2, Ring of Protection +1, Belt of Incredible Dexterity +4, Amulet of the Mighty Fists +1, Boots of the Cat, Cloak of Elvenkind, Ring of Sustainence
Special Abilities Wild Empathy, Woodland Stride, Wildshape 3/day 16 hours each, Trapfinding, Finesse Training, Evasion, Danger Sense, Debilitating Injury, Hearth of the Wilderness
Notes Koba was inspired by the World of Warcraft Feral Druid character concept. My goal was to create a character that could function as a pseudo glass-cannon melee rogue while maintaining constant jaguar form. The character evolved a bit over time but is capable of high-end stealth, disable device, and gank-quality DPS. Koba is role-played as a protector of the forest and utilizes a Ring of Sustainence to avoid the need to hunt those he protects.

UrbanBarbarian 2 / Martial ArtistMonk 2 / SpellbreakerInquisitor 3 / Druman BlackjacketFighter 2 / KensaiMagus 1
N Drow
Init +10; Senses Superior Darkvision 120 ft, lightblindness
AC 25, touch 23, flat-footed NA
HP 64
Fort +18 Ref +15 Will +19
SR 16
Immune to sleep effects, Evasion, +1 vs evocation, +1 vs compulsion, +2 vs mind-affecting effects, roll twice and take higher vs mind-affecting effects, Uncanny Dodge
Speed 30 ft.
Melee +1 Agile Tactically Adapted (nonlethal) Tonfu +15/+10 (1d6+7 nonlethal)
Special Attacks Flurry of Blows +1 Agile Tactically Adapted (nonlethal) Tonfu +14/+14/+9 (1d6+7 nonlethal), controlled rage, arcane pool, judgment, Stunning Fist 4/day DC 19
Spell-Like Abilities (CL 10)
Constant – detect magic
At will – dancing lights, detect alignment, faerie fire, feather fall
levitate, deeper darkness
Spells Prepared (Inquisitor CL 3)
1st Disguise Self x2, Keep Watch x2
Str 8, Dex 23, Con 10, Int 12, Wis 18, Cha 13
BAB +7; CMB +13; CMD +29
Feats (1) Weapon Finesse, (3) Step Up, (M) Improved Unarmed Strike, (M) Stunning Fist, (M) Combat Reflexes, (M) Dodge, (5) Drow Nobility, (I) Disruptive, (7) Improved Drow Nobility, (F) Following Step, (9) Greater Drow Nobility, (F) Iron Will, (M) Weapon Focus: Tonfu
Traits Lessons of Chaldira, Sound of Mind
Languages Common, Elven, Undercommon, Drumani
Notable Skills Acrobatics +10, Escape Artist +10, Perception +19, Sense Motive +18, Stealth +19, Survival +17
Inquisition Spellkiller
Items +2 Bracers of Armor, +1 Ring of Protection, Belt of Incredible Dexterity +4, Headband of Inspired Wisdom +2, Cloak of Resistance +5, MW Manacles with Superior Lock, Gag of Silence, Skeleton Key, Iron Holy Symbol
Notes Ildar was conceived as a Mage-Hunter. Having escaped the Darklands as a child during a coup which killed his noble family, Ildar made his way to the surface world after years of working with drow slavers, capturing those from above. Facing hatred and prejudice, he donned a hood and covered his face, playing himself off as an elven bounty hunter. While even he may not know for sure whether it was due to circumstance or the potential to get revenge against those who overthrew his family line, he found himself honing his skills at capturing magic users alive.
Nmrdraw.

Pathfinder

Rogues Edge Pathfinder

World WalkerDruid 4 / Unchained ScoutRogue 4
N Human (Constant Jaguar Form)
Init +8; Senses low-light vision, scent
AC 23, touch 19, flat-footed 15
HP 55
Fort +6 Ref +13 Will +6
Evasion
Speed 40 ft., Swim 20 ft., Climb 20ft.
Melee 2 claw +15 (1d4+9), bite +15 (1d8 plus grab)
Special Attacks pounce, rake (2 claws +15, 1d4+9), sneak attack (3d6), one on one duelist (1), scout's charge
Str 8, Dex 26, Con 13, Int 10, Wis 12, Cha 10
BAB +6; CMB +6 (+10 grapple); CMD 24
Feats (H) Tool Optimizer, (1) Skill Focus: Stealth, (3) Accomplished Sneak Attacker, (5) Shaping Focus, (7) Voice of Beasts (R) Weapon Finesse
Traits Beast of the Society, One on One Duelist
Rogue Talents Expert Leaper, Fast Stealth
Languages Common, Druidic, Speak with Animals (Constant)
Notable Skills Acrobatics +19, Climb +16, Disable Device +21, Escape Artist +12, Knowledge Nature +10, Perception +12, Sense Motive +8, Stealth +27, Survival +18, Swim +16
Domain Cave Domain
Favored Terrain Forest
Items Bracers of Armor +2, Ring of Protection +1, Belt of Incredible Dexterity +4, Amulet of the Mighty Fists +1, Boots of the Cat, Cloak of Elvenkind, Ring of Sustainence
Special Abilities Wild Empathy, Woodland Stride, Wildshape 3/day 16 hours each, Trapfinding, Finesse Training, Evasion, Danger Sense, Debilitating Injury, Hearth of the Wilderness
Notes Koba was inspired by the World of Warcraft Feral Druid character concept. My goal was to create a character that could function as a pseudo glass-cannon melee rogue while maintaining constant jaguar form. The character evolved a bit over time but is capable of high-end stealth, disable device, and gank-quality DPS. Koba is role-played as a protector of the forest and utilizes a Ring of Sustainence to avoid the need to hunt those he protects.

UrbanBarbarian 2 / Martial ArtistMonk 2 / SpellbreakerInquisitor 3 / Druman BlackjacketFighter 2 / KensaiMagus 1
N Drow
Init +10; Senses Superior Darkvision 120 ft, lightblindness
AC 25, touch 23, flat-footed NA
HP 64
Fort +18 Ref +15 Will +19
SR 16
Immune to sleep effects, Evasion, +1 vs evocation, +1 vs compulsion, +2 vs mind-affecting effects, roll twice and take higher vs mind-affecting effects, Uncanny Dodge
Speed 30 ft.
Melee +1 Agile Tactically Adapted (nonlethal) Tonfu +15/+10 (1d6+7 nonlethal)
Special Attacks Flurry of Blows +1 Agile Tactically Adapted (nonlethal) Tonfu +14/+14/+9 (1d6+7 nonlethal), controlled rage, arcane pool, judgment, Stunning Fist 4/day DC 19
Spell-Like Abilities (CL 10)
Constant – detect magic
At will – dancing lights, detect alignment, faerie fire, feather fall
levitate, deeper darkness
Spells Prepared (Inquisitor CL 3)
1st Disguise Self x2, Keep Watch x2
Str 8, Dex 23, Con 10, Int 12, Wis 18, Cha 13
BAB +7; CMB +13; CMD +29
Feats (1) Weapon Finesse, (3) Step Up, (M) Improved Unarmed Strike, (M) Stunning Fist, (M) Combat Reflexes, (M) Dodge, (5) Drow Nobility, (I) Disruptive, (7) Improved Drow Nobility, (F) Following Step, (9) Greater Drow Nobility, (F) Iron Will, (M) Weapon Focus: Tonfu
Traits Lessons of Chaldira, Sound of Mind
Languages Common, Elven, Undercommon, Drumani
Notable Skills Acrobatics +10, Escape Artist +10, Perception +19, Sense Motive +18, Stealth +19, Survival +17
Inquisition Spellkiller
Items +2 Bracers of Armor, +1 Ring of Protection, Belt of Incredible Dexterity +4, Headband of Inspired Wisdom +2, Cloak of Resistance +5, MW Manacles with Superior Lock, Gag of Silence, Skeleton Key, Iron Holy Symbol
Notes Ildar was conceived as a Mage-Hunter. Having escaped the Darklands as a child during a coup which killed his noble family, Ildar made his way to the surface world after years of working with drow slavers, capturing those from above. Facing hatred and prejudice, he donned a hood and covered his face, playing himself off as an elven bounty hunter. While even he may not know for sure whether it was due to circumstance or the potential to get revenge against those who overthrew his family line, he found himself honing his skills at capturing magic users alive.
Nmrdraw.

FilcherUnchained Rogue 10
CN Human
Init +9
AC 26, touch 19, flat-footed 18
HP 73
Fort +4 Ref +15 Will +3
Speed 30 ft.
Melee +1 Unarmed Strike +17/+12 (1d4 + 9)
Special Attacks Sneak Attack 5d6
Str 8, Dex 26, Con 12, Int 13, Wis 10, Cha 10
BAB +7; CMB +6 (+30 disarm, +32 steal); CMD +24
Feats (1) Racial Heritage: Halfling, (H) Skill Focus: Sleight of Hand, (R) Weapon Finesse: Unarmed Strike, (3) Improved Unarmed Strike, (F) Improved Steal, (R) Combat Expertise, (5) Improved Disarm, (R) Weapon Focus: Unarmed Strike, (7) Combat Reflexes, (F) Greater Steal, (H) Skill Focus: Perception, (9) Wrist Grab
Traits Pillager, Narrows Survivor
Alternate Racial Trait Focused Study, One of the Multitude
Rogue Talents Scavenger, Combat Trick: Combat Expertise, Weapon Training: Unarmed Strike, Face in the Crowd, Weapon Snatcher
Languages Common, Halfling
Notable Skills Acrobatics +10, Appraise +14, Disable Device +21, Escape Artist +21, Perception +19, Sense Motive +14, Sleight of Hand +27, Stealth +21
Items +1 Amulet of Mighty Fists, Belt of Incredible Dexterity +4, Celestial Armor, +1 Amulet of Natural Armor, +1 Ring of Protection, Muleback Cords, Bag of Concealment Type II
Special Abilities Trapfinding, Debilitating Injury, Rogue's Edge
Notes Aladdin utilizes the Filcher ability 'Filch' and the Rogue Talent 'Weapon Snatch' to get Sleight of Hand as a replacement for Steal and Disarm CMB checks. The Rogue Talent 'Scavenger' allows him to pick up and stow items as a swift action instead of move actions. A Bag of Concealment creates a pocket dimension similar to a Bag of Holding, but only accessible and viewable by the bag's owner. This combination, as well as feats like Wrist Grab (which allows him to disarm as an immediate action when missed by 5 or more), allows him to effectively take weapons, spell components, holy symbols, etc. during combat and stow them such that opponents cannot regain access by any means other than his death. The bag is also convenient for convincing hasty guards that he didn't steal that apple!

Invulnerable RagerBarbarian 11
CE Half Elf
Init +0; Senses low-light vision
AC 10, touch 10, flat-footed 10
HP 93 (+33 when raging)
Fort +7 Ref +3 Will +3
DR 5/- ; 10/lethal
+7 saves when raging, reroll one failed will save per rage, fire resistance 2
Speed 40 ft.
Melee +1 Adamantine Falchion +21/+16/+11 (2d4 +16/15-20 x2) or +1 Mithral Kukri +21/+16/+11 (1d4 +11/18-20 x2); Power Attack + 1 Adamanitine Falchion +18/+13/+8 (2d4 +28/15-20 x2) or Power Attack +1 Mithral Kukri +18/+13/+8 (1d4+17/18-20 x2)
Rage +3 Attack and +4 Damage Falchion or +3 Attack and +3 Damage Kukri
Special Attacks Lamashtu's Carving +1 Adamantine Falchion +21 (2d4 + 10 bleed/15-20 x 2 DC 20 Heal) or +1 Mithral Kukri +21 (1d4 + 10 bleed/18-20 x2 DC 20 Heal)
Rage +3 Attack and +3 bleed
Str 30, Dex 10, Con 10, Int 10, Wis 10, Cha 20
BAB +11; CMB +21; CMD +31
Feats (1) Lamashtu's Carving, (3) Skill Focus: Survival, (5) Eldritch Heritage: Orc, (7) Power Attack, (9) Improved Critical, (11) Improved Eldritch Heritage: Orc
Traits Deep Wounding, Trustworthy
Alternate Racial Trait Kindred-raised, One of the Multitude
Rage Powers Raging Leaper, Guarded Life, Bestial Leaper, Superstition, Clearminded
Languages Common, Elven
Notable Skills Climb +14, Diplomacy +20, Intimidate +19, Perception +14, Survival +16, Swim +14
Items Belt of Giant Strength +6, Headband of Alluring Charisma +4 and Inspired Wisdom +2, Greater Talismans of Beneficial Winds, Freedom, and Pentacle
Special Abilities Extreme Endurance, Rage (24 rounds), Touch of Rage, Strength of the Beast
Notes Jarret was born and raised in a Garundi sect of the Cult of Lamashtu. He lived a comfortable life as a brainwashed youth until his 16th birthday, when in the ultimate sacrifice to the Mother of Monsters, his own mother attempted to slay him in her name. He managed to survive, but was hunted for years, eventually making his way via raft offshore to the island of Mediogalti. Sensing his potential, he was taken in by the locals and trained as a Red Mantis assassin. Since that time, he has grown confident in his abilities, combining the brutality of Lamashtu with the efficiency of Achaekek. However, it became clear to him during a mission where he failed to slay a particularly fickle fey named Flit, that the sprite had something he did not: freedom. He now wanders Golarion accepting missions as an adventurer, while trying to stay clear of the Red Mantis assassins.





broken image