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ROGUE

Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.

 

Alignment: Any
Hit Die: d8

Class Skills: The Rogue's class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Deception (Cha), Disable Device (Dex), Escape Artist (Dex), Influence (Cha), Knowledge (civilization) (Int), Knowledge (dungeoneering) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier

 

Table: The Rogue

Rogue.jpg

CLASS FEATURES

The following are the class features of the rogue

Weapon and Armor Proficiencies:

Rogues are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

Combat Training (Ex):

A rogue is considered a Proficient practitioner, gaining spheres and talents as appropriate, and uses the higher of their Charisma or Intelligence as their practitioner modifier.

Skill Specialty:

A rogue dedicates herself to refining specific sets of skills. A rogue gains one of the following skill specialties at 1st level, 4th level, and every 6 levels thereafter. Each skill specialty grants bonuses equal to 1/2 the rogue’s level (minimum +1) on certain checks. A rogue cannot gain a skill specialty more than once and bonuses from different skill specialties do not stack.

  • Imperceptible: Grants a bonus on Stealth checks. The DC of checks made to find or follow the rogue’s tracks also increase by the same amount. When the rogue has concealment or total concealment, the miss chance of either type of concealment improves by 5%. This increases by 5% at 4th level and every 4 levels thereafter (to a maximum +30% at 20th level).

  • Information Broker: Grants a bonus on Knowledge (civilization) checks and checks made to gather information. When gathering information, the rogue can roll twice and find out both results. If the lesser of the two checks reveals false information, the rogue is aware it is false unless all those she questions believe it to be true.

  • Legerdemain: Grants a bonus on Sleight of Hand checks, on attempts to feint, and on Perception checks made to oppose Sleight of  Hand checks (including noticing hidden weapons). When the rogue makes a successful feint against an enemy, that foe cannot make attacks of  opportunity against the rogue while it is denied its Dexterity bonus to AC against the rogue’s attack. When the rogue succeeds at a Sleight of Hand check to take something from a creature, that creature cannot make attacks of opportunity against the rogue until the start of its next turn.

  • Poisoner: Grants a bonus on Craft (alchemy) checks and on checks to recognize poisons or identify potions. The rogue is trained in the use of  poison, and cannot accidentally poison herself when applying poison to a weapon.
    Pretender: Grants a bonus on Disguise checks and on Influence checks made to deceive someone or to pass secret messages. If the rogue is targeted by detect thoughts or a similar mind-reading effect which reveals surface thoughts, she can make an Influence check opposed by the thought reader’s Sense Motive check. If the Influence check succeeds, the rogue may choose what thoughts are detected. If the Influence check fails, her surface thoughts are revealed as false.

  • Trapfinding: Grants a bonus on Disable Device checks and on Perception checks made to locate traps. The rogue can use Disable Device to disarm magic traps.

Sneak Attack:

If a rogue can catch an opponent when she 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 two rogue levels thereafter. Extra damage from sneak attacks is precision damage. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
 

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. If a rogue chooses to deal nonlethal damage with a weapon that normally deals lethal damage (with the usual –4 penalty to the attack roll) while making a sneak attack, then the sneak attack damage is also nonlethal. 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 concealment.

Tenacity:

A rogue is cunning and resilient, she gains a +1 bonus on her Fortitude and Will saves. These bonuses increase by 1 at 7th level and again at 14th level.

Instinct:

A rogue hones her intuitive senses to utmost sharpness. Her reflexive quickness allows a rogue to act and react seemingly faster than thought. At 2nd level, 4th level, and every four levels thereafter, a rogue chooses and gains one of the following instincts.

  • Ambusher (Ex): A rogue instantly leaps into action. When the rogue acts in the surprise round, she can take a move action, a standard action, and a swift action. During a surprise round, opponents are always considered flat-footed to the rogue, even if they have already acted. Foes with uncanny dodge are immune to the second part of this ability.
    Celerity (Ex): A rogue reacts immediately to danger. Whenever a rogue rolls for initiative, she can roll twice and take either result. At 10th level, she can roll for initiative three times and take any one of the results.

  • Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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, medium armor, or no armor. A helpless rogue does not gain the benefit of evasion.
    Improved Evasion (Ex): This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. A rogue must be at least 8th level and have the evasion instinct before taking this instinct.

  • Improved Uncanny Dodge (Ex): A rogue can no longer be flanked. This instinct 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 defender does. Levels from other classes that grant improved uncanny dodge stack to determine the minimum rogue level required to flank the character. If the attacker has sneak attack from other classes,  these class levels stack with rogue levels to determine the effective rogue level of the attacker. A rogue must be at least 4th level before taking this instinct.

  • Instinctive Awareness (Ex): A rogue intuitively senses impeding threats. She can always act in the surprise round, even if unaware of attackers.

  • Uncanny Dodge (Ex): 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.

Rogue Talents:

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level and every 2 levels thereafter, a rogue gains one rogue talent she meets the prerequisites for. Unless otherwise noted, 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.

All of the available rogue talents can be found HERE.

Avoidance:

A rogue gains intensive expertise in a specific defensive facet of her craft. Starting at 3rd level and every 3 levels thereafter, the rogue either selects a new avoidance or selects one of her existing avoidances and increases her benefits from it by the amount(s) listed in the avoidance. The available avoidances are:

  • 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 Athletics 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.

Finesse Training (Ex):

At 3rd level, a rogue can select any one type of finesse weapon (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.

Debilitating Injury (Ex):

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.

  • Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

  • Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

  • Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

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.

​Rogue’s Edge (Ex):

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.

Shadowstriker:

At 5th level, a rogue gains the Shadow Strike feat as a bonus feat. If the rogue already has this feat, she can instead take any combat feat or rogue talent she meets the prerequisites for.

Advanced Talents:

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

All of the available advanced rogue talents can be found HERE.

Master Strike (Ex):

At 20th level, a 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.

ARCHETYPES

The following archetypes are available to the rogue

ASSASSIN

PHANTOM THIEF

SHADOW WALKER

VEXING DODGER

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