Unchained Rogue (Makeshift Scrapper)

Hit Die
8
Skills Ranks
8
Level Base Attack Bonus Fort Save Ref Save Will Save Features
1 +0 +0 +2 +0

Sneak Attack +1d6, Improvised Weapon, Finesse Training, Weapon Proficiency

2 +1 +0 +3 +0

Evasion, Rogue Talents

3 +2 +1 +3 +1

Sneak Attack +2d6, Finesse Training, Supernatural Improvisation

4 +3 +1 +4 +1

Rogue Talents, Debilitating Injury, Uncanny Dodge, Improved Uncanny Dodge

5 +3 +1 +4 +1

Sneak Attack +3d6, Rogue's Edge

6 +4 +2 +5 +2

Rogue Talents

7 +5 +2 +5 +2

Sneak Attack +4d6

8 +6 +2 +6 +2

Rogue Talents, Improved Uncanny Dodge

9 +6 +3 +6 +3

Sneak Attack +5d6

10 +7 +3 +7 +3

Rogue Talents, Rogue's Edge, Advanced Talents

11 +8 +3 +7 +3

Sneak Attack +6d6, Finesse Training

12 +9 +4 +8 +4

Rogue Talents, Improvised Weapon Mastery

13 +9 +4 +8 +4

Sneak Attack +7d6

14 +10 +4 +9 +4

Rogue Talents

15 +11 +5 +9 +5

Sneak Attack +8d6, Rogue's Edge

16 +12 +5 +10 +5

Rogue Talents

17 +12 +5 +10 +5

Sneak Attack +9d6

18 +13 +6 +11 +6

Rogue Talents

19 +14 +6 +11 +6

Sneak Attack +10d6, Finesse Training

20 +15 +6 +12 +6

Rogue Talents, Rogue's Edge, Master Strike

Sneak Attack

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.

Improvised Weapon

At 1st level, a makeshift scrapper gains Catch Off-Guard and Throw Anything as bonus feats.

Finesse Training

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Weapon Proficiency

The makeshift scrapper is proficient with only simple weapons.

Evasion

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. A rogue cannot choose a ninja trick with the same name as a rogue talent.

This feature has been altered by the Improvised Weapon Mastery feature of the Makeshift Scrapper archetype.

Improvised Weapon Mastery

At 12th level, the makeshift scrapper gains Improvised Weapon Mastery as a bonus feat.

This ability replaces the rogue talent gained at 12th level.

Supernatural Improvisation

At 3rd level, a makeshift scrapper gains the ability to enhance an item, making it a more effective weapon or changing the way it can be used. As a swift action, she can alter a single improvised weapon to either grant it a +1 enhancement bonus on attack rolls and damage rolls or use it to gain a +1 shield bonus to her AC. The makeshift scrapper can use this ability for a number of rounds per day equal to her rogue level. These rounds need not be consecutive, and the makeshift scrapper can change the enhancement each time she activates the ability. The bonus increases by 1 every 4 levels thereafter, up to a maximum bonus of +5 at 19th level.

Debilitating Injury

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. 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.

Uncanny Dodge

At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue's Edge

At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Improved Uncanny Dodge

At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents

At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Master Strike

At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.