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.
Role: Rogues excel at moving about
unseen and catching foes unaware, and tend to avoid head-to-head
combat. Their varied skills and abilities allow them to be highly
versatile, with great variations in expertise existing between
different rogues. Most, however, excel in overcoming hindrances of all
types, from unlocking doors and disarming traps to outwitting magical
hazards and conning dull-witted opponents.
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp)
Class Skills: The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
Table: Rogue
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
| 1st | +0 | +0 | +2 | +0 | Sneak attack +1d6, trapfinding |
| 2nd | +1 | +0 | +3 | +0 | Evasion, rogue talent |
| 3rd | +2 | +1 | +3 | +1 | Sneak attack +2d6, trap sense +1 |
| 4th | +3 | +1 | +4 | +1 | Rogue talent, uncanny dodge |
| 5th | +3 | +1 | +4 | +1 | Sneak attack +3d6 |
| 6th | +4 | +2 | +5 | +2 | Rogue talent, trap sense +2 |
| 7th | +5 | +2 | +5 | +2 | Sneak attack +4d6 |
| 8th | +6/+1 | +2 | +6 | +2 | Improved uncanny dodge, rogue talent |
| 9th | +6/+1 | +3 | +6 | +3 | Sneak attack +5d6, trap sense +3 |
| 10th | +7/+2 | +3 | +7 | +3 | Advanced talents, rogue talent |
| 11th | +8/+3 | +3 | +7 | +3 | Sneak attack +6d6 |
| 12th | +9/+4 | +4 | +8 | +4 | Rogue talent, trap sense +4 |
| 13th | +9/+4 | +4 | +8 | +4 | Sneak attack +7d6 |
| 14th | +10/+5 | +4 | +9 | +4 | Rogue talent |
| 15th | +11/+6/+1 | +5 | +9 | +5 | Sneak attack +8d6, trap sense +5 |
| 16th | +12/+7/+2 | +5 | +10 | +5 | Rogue talent |
| 17th | +12/+7/+2 | +5 | +10 | +5 | Sneak attack +9d6 |
| 18th | +13/+8/+3 | +6 | +11 | +6 | Rogue talent, trap sense +6 |
| 19th | +14/+9/+4 | +6 | +11 | +6 | Sneak attack +10d6 |
| 20th | +15/+10/+5 | +6 | +12 | +6 | Master strike, rogue talent |
Class Features
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The following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple
weapons, plus the hand crossbow, rapier, sap, shortbow, and short
sword. They are proficient with light armor, but not with shields.
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 two rogue levels
thereafter. Should the rogue score a critical hit
with a sneak attack, this extra damage is not multiplied. Ranged
attacks can 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. 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
concealment.
Clarification: Incorporeal creatures, oozes, swarms, and elementals (air/earth/fire/water) cannot be sneak attacked [source]. It also appears that swarms can not be sneak attacked.
Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
At 2nd level and higher, 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 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.
Bleeding Attack* (Ex):
A rogue with this ability can cause living opponents to bleed by
hitting them with a sneak attack. This attack causes the target to take
1 additional point of damage each round for each die of the rogue's
sneak attack (e.g., 4d6 equals 4 points of bleed).
Bleeding creatures take that amount of damage every round at the start
of each of their turns. The bleeding can be stopped by a DC 15 Heal
check or the application of any effect that heals hit point damage.
Bleeding damage from this ability does not stack with itself. Bleeding
damage bypasses any damage reduction the creature might possess.
Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Feats).
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.
Minor Magic (Sp):
A rogue with this talent gains the ability to cast a 0-level spell from
the sorcerer/wizard spell list. This spell can be cast three times a
day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.
Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points
equal to the rogue's level. Activating this ability is an immediate
action that can only be performed when she is brought to below 0 hit
points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Rogue Crawl (Ex): While prone,
a rogue with this ability can move at half speed. This movement
provokes attacks of opportunity as normal. A rogue with this talent can
take a 5-foot step while crawling.
Slow Reactions* (Ex): Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.
Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.
Trap Sense (Ex)
At 3rd level, 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. These bonuses rise to +2 when the rogue
reaches 6th level, to +3 when she reaches 9th level, to +4 when she
reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex)
Starting 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, even 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 (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher 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 (see above) 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 two levels thereafter, a rogue can choose one
of the following advanced talents in place of a rogue talent.
Crippling Strike* (Ex):
A rogue with this ability can sneak attack opponents with such
precision that her blows weaken and hamper them. An opponent damaged by
one of her sneak attacks also takes 2 points of Strength damage.
Defensive Roll (Ex):
With this advanced talent, the rogue can roll with a potentially lethal
blow to take less damage from it than she otherwise would. Once per
day, when she would be reduced to 0 or fewer hit points by damage in
combat (from a weapon or other blow, not a spell or special ability),
the rogue can attempt to roll with the damage. To use this ability, the
rogue must attempt a Reflex saving throw
(DC = damage dealt). If the save succeeds, she takes only half damage
from the blow; if it fails, she takes full damage. She must be aware of
the attack and able to react to it in order to execute her defensive
roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.
Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic,
targeting the lowest-level spell effect active on the target. The
caster level for this ability is equal to the rogue's level. A rogue
must have the major magic rogue talent before choosing dispelling
attack.
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.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence
modifier. When making a skill check with one of these skills, she may
take 10 even if stress and distractions would normally prevent her from
doing so. A rogue may gain this special ability multiple times,
selecting additional skills for skill mastery to apply to each time.
Slippery Mind (Ex):
This ability represents the rogue's ability to wriggle free from
magical effects that would otherwise control or compel her. If a rogue
with slippery mind is affected by an enchantment spell or effect and
fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.
Master Strike (Ex)
Upon reaching 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 receives 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 Intelligence modifier. Once a creature has been the target of a master strike,
regardless of whether or not the save is made, 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.