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Rogue Avoidances

In many ways, the avoidance class feature really means the ‘ability to avoid harm’. They are small specific defensive abilities or bonuses which can scale with level. Avoidances are modeled off the trap sense ability and provide alternatives of similar power. A rogue can choose a different avoidance each time she gains one or she can increase an existing avoidance, so a rogue with three avoidances could have three different avoidances all giving a small bonus (usually +1) or chose the same avoidance three times (usually giving a +3 bonus). Some avoidances are thematically appropriate for certain skill specialties: trapfinding and trap sense, poisoner and poison resistance, but this doesn’t mean that a rogue has to choose one to gain the other. Typically, avoidances are bonuses to a character’s defenses, such as saving throws or CMD, they usually aren’t bonuses to skills, as these are better as skill specialties. Certain archetypes also gain access to specialized avoidances which are listed in those archetypes.  

Avoidances

Defensive Agility (Ex)
She gains a +1 dodge bonus to AC when fighting defensively or taking the total defense action.  
Elusive Moves (Ex)
A rogue nimbly darts out of a foe’s clutches. She gains a +1 dodge bonus to AC against attacks of opportunity and a +1 dodge bonus to her CMD to resist grapples.  
Missile Avoidance (Ex)
A rogue eludes ranged attacks. She gains a +1 dodge bonus to AC against ranged attacks.  
Poison Resistance (Ex)
A rogue becomes inured to toxic substances, gaining a +2 bonus on all saving throws against poison. The fourth time a rogue selects this avoidance, she becomes completely immune to poison.  
Shrewd Countermeasures (Ex)
A rogue knows how to thwart devious tricks and underhanded tactics. She gains a +1 dodge bonus to her CMD against dirty tricks, disarms, and steal combat maneuvers, and she adds 1 to the DC of feints and Sleight of Hand checks made against her.  
Stable Balance (Ex)
A rogue maintains her equilibrium and steady poise. She gains a +1 bonus on Reflex saves against falls or effects that would knock her prone, a +1 bonus on Climb checks to catch herself when falling, and +1 dodge bonus to her CMD to resist trips.  
Trap Sense (Ex)
A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.  
Unflinching (Ex)
A rogue steels herself with steadfast determination. She gains a +1 bonus on saving throws against fear and mind-affecting effects.  

Section 15: Copyright Notice

Legendary Rogues. 2015, Legendary Games; Authors Matt Goodall and Jason Nelson.

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