Adventurer

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Adventurer
Rogue talents also include alchemist discoveries and Investigator talents.


 * Each talent/discovery requires skill ranks appropriate for the skill and level requirement (dm discretion).


 * For example “fast stealth” has no level requirement so requires only 2 ranks in stealth (2 because 2nd level is the earliest that talent is available).


 * Alchemist discoveries require at least 2 ranks in craft (alchemy) as well as possibly other skills such as knowledge (nature) or knowledge (arcane) depending on the talent type (dm discretion).

At every odd level (1, 3, 5...) the Rogue can increase their sneak attack die normally or gain a +2 modifier to one class skill.

Alchemist discoveries for bombs can be used to alter the creation of alchemical items, such as alchemist's fire.

For each discovery added to the construction of a bomb the craft DC and cost increase as if the damage die were being increased one step, see new Alchemy. For example if a bomb discovery increases the blast radius of an alchemical weapon then a 3d6 flask of alchemists fire with that increased blast radius would cost 200gp and require a 29 craft DC instead of the unaltered 120 gp cost and 26 craft DC.

New Talents/Discoveries
Mutagen(Su): The Alchemist class ability "Mutagen" can now be taken as a discovery.

Poisoner (Ex): At 2nd level, the rogue can use poison without any chance of poisoning himself.

Poison resistant (Ex): At 2nd level, the Adventurer gains a +2 fortitude save against all poisons, this talent can be taken more than once.

Inspiration: The Investigator class ability Inspiration can be taken as a talent but may only used 1+int mod (minimum 2) times per day. This talent can be taken more than once, each additional selection increases the number of uses per day by 3.