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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.
Hit Dice: d6
Alignment: Any
Armor Proficiencies: Light armor
Weapon Proficiencies: All simple weapons plus the hand crossbow, rapier, sap, shortbow and shortsword
Skill Points/Level: 8 + Int
Class Skills: Acrobatics (Dex), Athletics (Str), Deception (Cha), Diplomacy (Cha), Dungeoneering (Int), Insight (Wis), Intimidate (Cha), Linguistics (Int), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex), Trade (Int)
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Sneak Attack +1d6, Trapfinding, Use Magic Device |
2nd | +1 | +0 | +3 | +0 | Skill Feat, Evasion |
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 | Skill Feat, Trap Sense +2 |
7th | +5 | +2 | +5 | +2 | Sneak Attack +4d6 |
8th | +6/+1 | +2 | +6 | +2 | Rogue Talent, Improved Uncanny Dodge |
9th | +6/+1 | +3 | +6 | +3 | Sneak Attack +5d6, Trap Sense +3 |
10th | +7/+2 | +3 | +7 | +3 | Skill Feat, Improved Evasion |
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 | Skill Feat, Skill Mastery |
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 | Skill Feat, Trap Sense +6 |
19th | +14/+9/+4 | +6 | +11 | +6 | Sneak Attack +10d6 |
20th | +15/+10/+5 | +6 | +12 | +6 | Rogue Talent, Skill Grandmastery |
Class Abilities Sneak Attack (Ex): 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 their 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.
Trapfinding (Ex): A rogue gains the Trapfinding feat
for free at 1st level, even if she does not meet the
prerequisites.
Use Magic Device (Ex): The rogue can attempt to
use scrolls, wands, and other such magic items
as if she were a magic user of the appropriate
type. When using such an item, the rogue rolls
1d20 + her rogue level + her Cha modifier. If the
rogue has levels in another class that grants this
feature, those levels stack with her rogue level for
determining the results of the check.
You must make such a check each time you
activate an item such as a wand. If you are using
the check to emulate an alignment or some other
quality in an ongoing manner, you need to make the
relevant Use Magic Device check once per hour.
You must consciously choose which
requirement to emulate. That is, you must know
what you are trying to emulate when you make
a Use Magic Device check for that purpose. The
DCs for various tasks involving Use Magic Device
checks are summarized on the table below. Task Use Magic Device DC
Activate blindly 25
Use a scroll 20 + caster level
Use a wand or staff 20
Emulate an ability score See text
Emulate a race 25
Emulate an alignment 30
Skill Feat: As rogues gain experience, they find
new and more efficient ways to use their skills. At
2nd level and every four levels thereafter, a rogue
can select a skill feat for which she meets 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.
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.
Rogue Talent: As a rogue gains experience,
she learns a number of talents that aid her and
confound her foes. Starting at 4th level, a rogue
gains one rogue talent. She gains an additional
rogue talent for every 4 levels of rogue attained
after 4th 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. The
available talents are listed below:
Arterial Strike* (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.
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.
Deadly Accuracy (Ex): A rogue with this ability
increases the range at which she can deal
precision-based damage by 30 feet.
Defensive Roll (Ex): With this 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.
Lucky (Ex): A rogue with this talent may reroll
any failed attack roll, skill check, ability check, or
saving throw once per day. The character must
take the result of the reroll, even if it’s worse than
the original roll.
Magic Savvy (Sp): A rogue with this talent gains
the ability to cast a 1st-level spell of her choice from
the sorcerer/wizard spell list 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 11 + the rogue’s Intelligence modifier. In
addition, the rogue gains a +4 bonus on all Use
Magic Device checks. The rogue must have an
Intelligence of at least 11 to select this talent.
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.
Quickness (Ex): A rogue with this talent receives
a +10 ft. bonus to her land speed and a +1 dodge
bonus to her AC.
Roguish Knack: A rogue may gain any feat that
she qualifies for in place of a rogue talent.
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.
Staggering Strike* (Ex): A rogue with this ability
can severely hinder foes by hitting them with a
sneak attack. A foe that is struck by the rogue’s
sneak attack is staggered for 1 round. A target can
resist this effect by making a successful Fortitude
save (DC = damage dealt).
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 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.
Improved Evasion (Ex): At 10th level, a rogue’s
evasion ability improves. She still takes no damage
on a successful Reflex saving throw against attacks, but henceforth she takes only half damage
on a failed save. A helpless rogue does not gain
the benefit of improved evasion.
Skill Mastery (Ex): The rogue becomes so confident
in the use of certain skills that she can use them
reliably even under adverse conditions. At 14th
level, the rogue selects a number of skills equal to
2 + her Intelligence modifier (minimum 1). 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.
Skill Grandmastery (Ex): The rogue achieves a
level of unparalleled expertise with her already
mastered skills. At 20th level, when making a
check with a skill that she has chosen through her
skill mastery feature she may roll a d20 and take
either the die result or 15, whichever is higher.
Variant: Scout
While rogues generally thrive in urban
environments, the scout specializes in navigating
through all manner of natural terrain. Scouts
also utilize a unique combat style, harrying their
opponents with a combination of movement and
deadly attacks.
The scout has all the standard rogue class
features, except as noted below.
Weapon Proficiencies: All simple weapons plus
the hand crossbow, handaxe, sap, shortbow and
shortsword
Class Skills: Acrobatics (Dex), Athletics (Str),
Diplomacy (Cha), Dungeoneering (Int), Insight
(Wis), Linguistics (Int), Nature (Wis), Perception
(Wis), Stealth (Dex), Survival (Wis), Thievery (Dex),
Trade (Int)
Class Abilities
Skirmish (Ex): A scout relies on her mobility to deal
extra damage with her attacks. She deals an extra
1d6 points of damage on all attacks she makes
during any round in which she moves at least 10
feet. The extra damage applies only to attacks
taken during the scout’s turn. This extra damage
increases by 1d6 for every two levels gained above 1st (2d6 at 3rd, 3d6 at 5th, 4d6 at 7th, etc.).
The extra damage only applies against living
creatures that have a discernible anatomy.
Undead, constructs, oozes, plants, incorporeal
creatures, and creatures immune to extra damage
from critical hits are not vulnerable to this additional
damage. The scout must be able to see the target
well enough to pick out a vital spot and must be
able to reach such a spot. Scouts can apply this
extra damage to ranged attacks made while
skirmishing, but only if the target is within 30 feet.
A scout loses this ability when wearing medium
or heavy armor or when carrying a medium or
heavy load. If she gains the skirmish ability from
another class, the bonuses stack.
Replaces: Sneak Attack
Track: Scouts are skilled at finding and following
tracks. A scout gains the Track feat at 1st level,
even if she does not meet the prerequisites.
Replaces: Use Magic Device
Fast Movement (Ex): Scouts are extremely quick on
their feet. At 3rd level, the scout gains a +10 foot
enhancement bonus to her base land speed. This
bonus increases to +20 feet at 9th level, and +30
feet at 15th level.
Replaces: Trap Sense
Flawless Stride (Ex): Starting at 4th level, a scout
can move through any sort of terrain that slows
movement (Such as undergrowth, rubble, and
similar terrain) at her normal speed and without
taking damage or suffering any other sort of
impairment.
This ability does not allow her to move more
quickly through terrain that requires an Athletics
check to navigate, nor can she move more quickly
through terrain or undergrowth that has been
magically manipulated to impede motion.
A scout loses this benefit when wearing a
medium or heavy armor or when carrying a
medium or heavy load.
Replaces: Rogue Talent (4th)
Camouflage (Ex): A scout of 8th level or higher can
use the Stealth skill to hide in any sort of natural
terrain, even if the terrain doesn’t grant cover or
concealment.