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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.

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 Points: 8 per level

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The rogue receives 1 rank in the following; Acrobatics, Artisan, Awareness, Bluff, Diplomacy, Endurance, Feats of Strength, Intimidate, Knowledge (Dungeoneering and Local), Linguistics, Stealth, and Use Magic Device.

Rogues in technological areas receive 1 rank in Use Computers as well as the listed above.

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, rogue specialization
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1, skill technique
4th +3 +1 +4 +1 Rogue talent, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6, skill technique
6th +4 +2 +5 +2 Rogue talent, trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6, skill technique
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3, skill technique
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 Sneak attack +6d6, skill technique
12th +9/+4 +4 +8 +4 Rogue talent, trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6, skill technique
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5, skill technique
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6, skill technique
18th +13/+8/+3 +6 +11 +6 Rogue talent, trap sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6, skill technique
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, masterful talent

Class Features

The following are class features of the rogue.

Weapon and Armor Proficiency

Rogues receive proficiency with two of the following weapon groups (Swords, Axes, Bows, or Pistols) in addition to Simple weapons, and receive proficiency with light armor.

Sneak Attack

Precision Damage & Critical Hits

Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.

Some may balk at this but it can easily be imagined or explained as the rogue having found a weak point in the undead’s “body” (such as a zombie’s head) or even finding a crack or flaw in a construct’s “body.”

There is some degree of confusion as to what should separate a “critical hit” from a “precision-based attack” but in any event, in some cases they are treated differently.

Critical Hits

The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):

  • Aeon (subtype): “Immunity to cold, poison, and critical hits.
  • Elemental (subtype): Elementals are “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Incorporeal (subtype): “An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)
  • Ooze (Type): <Oozes are…> “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)
  • Protean (subtype): (50% chance to ignore, see below*)
  • Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits.

Precision-Based Damage (like Sneak Attack)

The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):

  • Elemental (subtype): “<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)
  • Incorporeal (subtype): “An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.
  • Ooze (Type): “<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)
  • Protean (subtype): (50% chance to ignore, see below*)

Creatures Immune to Flanking

Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):

  • Ooze (Type): “<An ooze is…> not subject to … flanking.
  • Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking.
  • Elemental (subtype): “<Elementals are…> not subject to flanking.

*Special: Proteans have a special ability called “Amorphous Anatomy” which might protect them: “<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,”

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.

See Precision Damage & Critical Hits FAQ for more information.

Trapfinding

A rogue adds 1/2 her level as a bonus to skill checks relating to traps.

Rogue Specializations

Rogues can choose one of the following specializations at first level;

  • Finesse Training: Rogues gain Weapon Finesse as a bonus feat at first level.
  • Charmer: Rogues add half their level (minimum +1) as a bonus to Bluff, Diplomacy, and Intimidate.
  • Knowledgeable: Rogues add half their level (minimum +1) as a bonus to all Knowledge checks.
  • Sniper: Rogues gain Point Blank Shot as a bonus feat at first level.
  • Duelist: Rogues gain Two-Weapon Fighting as a bonus feat at first level.
  • Thug: Rogues gain Power Attack as a bonus feat at first level.

Bonus feats gained through Rogue Specialization do not require the Rogue to meet the prerequisites.

Evasion (Ex)

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.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

  • A complete listing of rogue talents can be found here: Rogue Talents

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.

Skill Techniques

At 3rd level and every odd level thereafter the Rogue gains a Skill Technique, a technique which allows them to expand their usages with skills.

Olympic Savant (Acrobatics) (Ex)

The Rogue gains a 20 foot Climb or Swim speed (Rogue’s choice).

Speedy Crafter (Artisan) (Ex)

For the Rogue it takes half the time to craft items, perform, or work a job.

Always Alert (Awareness) (Ex)

Rogues take no penalties from sleep when making Awareness checks.

Deceiving Mind (Bluff) (Su)

The Rogue is able to make Bluff checks against their mind being read (such as through Detect Thoughts). This Bluff check is against the Will Save as opposed to making the Will Save. On a successful check, they can alter the thoughts the individual is allowed to see.

Diplomatic Relations (Diplomacy) (Ex)

So long as the Rogue chooses not to physically attack an individual, the attitude of others cannot be reduced lower than Indifferent.

Resurgence (Endurance) (Ex)

Once per day the Rogue can recover a number of HP equal to 1/4 of their total HP, so long as they are under half HP.

Incredible Heft (Feats of Strength) (Ex)

You can lift an object that weighs (30 x Strength modifier) lbs. once per day.

Pet Buddy (Handle Animal) (Ex)

The Rogue gains an Animal Companion as if they were a Druid two levels lower than their Rogue level (minimum of 1st level).

Heightened Aggression (Intimidate) (Ex)

As a standard action the Rogue can focus attention on them or a single ally. All enemies within a 20 ft. radius of must make a Will Save (DC is 10 + Rogue’s ranks in Intimidate + Charisma modifier) and on a failed save they must attack the target the Rogue chose to focus attention on.

Spell Absorption (Knowledge (Arcana)) (Su)

Once per day the Rogue can absorb a spell cast upon them by an ally. They can “cast” the spell as if they were the caster, using the allies’ modifiers for the sake of the spell’s effects. This spell remains “absorbed” for a number of hours equal to the Rogue’s intelligence modifier.

Spelunking Master (Knowledge (Dungeoneering)) (Ex)

Difficult terrain from rocky surfaces, caves, and mountainous terrain does not affect the Rogue.

Evade Construct (Knowledge (Engineering)) (Ex)

Once per day the Rogue can count themselves as being invisible against all constructs at the start of combat for 1 round.

Pinpoint Location (Knowledge (Geography)) (Ex)

The Rogue is always able to remember general locations without the need of a map (such as whether a country is north or south of them). In addition they always are able to find true north.

Repeating History (Knowledge (History)) (Ex)

Once per day the Rogue can reroll a single d20 roll. They must take the second result, even if it’s worse.

Like a Native (Knowledge (Local)) (Ex)

Rogues are able to spend 10 minutes to become accustomed to a new society, organization, or location and once they are done they are able to act as if they are a local and accurately represent the culture they’re attempting to imitate.

Terrain Expertise (Knowledge (Nature)) (Ex)

Rogues can choose one terrain from the Ranger’s Favored Terrain list, and they are not afflicted by Difficult Terrain from that type of terrain.

Brown Nosing (Knowledge (Nobility)) (Ex)

The Rogue receives a +5 bonus on checks when dealing with nobility.

Planar Looks (Knowledge (Planes)) (Ex)

Rogues take no penalty to Bluff checks made to disguise as an Outsider. Disguising as an Outsider (Native) grants a +10 bonus to the Bluff check.

Power of Faith (Knowledge (Religion)) (Su)

Once per day the Rogue can use the Paladin’s Lay on Hands ability on themselves, treating themselves as a Paladin of equal level.

Polyglot (Linguistics) (Ex)

The Rogue can understand (but not speak/read/write) all languages as if Comprehend Languages is always affecting them.

Giddy Up (Ride) (Ex)

When riding animals, Rogues treat the animal they’re riding as having +10 ft. to their land speed.

Imitation Casting (Spellcraft) (Su)

The Rogue cast four 0th level spells, and two 1st level arcane spells. They treat themselves as a Wizard of equal level for the purpose of Caster Level and other effects. They use their Intelligence modifier as their casting stat.

Stay Down (Stealth) (Ex)

Allies within 10 feet of the Rogue can use the Rogue’s Stealth result in place of their own.

Polyglot (Survival) (Ex)

The Rogue can last days without food or water through rationing. They add their Intelligence as a bonus to the amount of time they could normally last.

Studied Activation (Use Magic Device) (Su)

The Rogue adds their Intelligence as a bonus to Use Magic Device checks.

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, nor does she lose her Dex 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 (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.

Improved Evasion (Ex)

At 10th level, a rogue’s evasion improves. This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Master Strike (Ex)

Upon reaching 20th level, rogue can choose to apply a single effect when dealing sneak attack damage.

  • Target is paralyzed for 2d6 rounds.
  • Target is knocked unconscious for 1d4 hours.
  • Target is slain. (Doesn’t affect enemies whose CR is higher than the Rogue’s level).
To resist the additional effect, the target must make a Fortitude save to negate the effect. The DC is equal to 10 + 1/2 Rogue level + Dexterity modifier + Intelligence modifier. Regardless of if the save succeeds or fails, the creature cannot be the target of Master Strike again for 24 hours.

Masterful Talent (Ex)

At 20th level, the rogue has been a thief, an actor, a merchant, a scout, a confessor, a friend, an assassin, and a dozen more things besides. The rogue gains a +4 bonus on all of her skills.