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.
Base Attack Bonus: +0.75 / level.
Caster Level: +0.50 / level.
Will Save: +0.25 / level.
Fortitude Save: +0.25 / level.
Reflex Save: +0.75 / level.
Hit Die: d6.
|Level||Base Attack Bonus||Caster Level||Will Save||Fort Save||Ref Save||Special|
|1st||+0 (+0.75)||0 (0.5)||+0 (+0.25)||+0 (+0.25)||+0 (+0.75)||Tyro Signature: Sneak Attack I|
|2nd||+1 (+1.50)||1 (1.0)||+0 (+0.50)||+0 (+0.50)||+1 (+1.50)||Canny Observer or Charmer|
|3rd||+2 (+2.25)||1 (1.5)||+0 (+0.75)||+0 (+0.75)||+2 (+2.25)||Uncanny Dodge or Evasion|
|4th||+3 (+3.00)||2 (2.0)||+1 (+1.00)||+1 (+1.00)||+3 (+3.00)||Trapfinding or Surefoot|
|5th||+3 (+3.75)||2 (2.5)||+1 (+1.25)||+1 (+1.25)||+3 (+3.75)||Tyro Tier Choice|
|6th||+4 (+4.50)||3 (3.0)||+1 (+1.50)||+1 (+1.50)||+4 (+4.50)||Adventurer Signature: Sneak Attack II|
|7th||+5 (+5.25)||3 (3.5)||+1 (+1.75)||+1 (+1.75)||+5 (+5.25)||Black Market or Coax Information|
|8th||+6 (+6.00)||4 (4.0)||+2 (+2.00)||+2 (+2.00)||+6 (+6.00)||Improved Uncanny Dodge or Improved Evasion|
|9th||+6 (+6.75)||4 (4.5)||+2 (+2.25)||+2 (+2.25)||+6 (+6.75)||Trap Spotter or Follow Clues|
|10th||+7 (+7.50)||5 (5.0)||+2 (+2.50)||+2 (+2.50)||+7 (+7.50)||Adventurer Tier Choice|
|11th||+8 (+8.25)||5 (5.5)||+2 (+2.75)||+2 (+2.75)||+8 (+8.25)||Hero Signature: Sneak Attack III|
|12th||+9 (+9.00)||6 (6.0)||+3 (+3.00)||+3 (+3.00)||+9 (+9.00)||Hard Mind or Convincing Lie|
|13th||+9 (+9.75)||6 (6.5)||+3 (+3.25)||+3 (+3.25)||+9 (+9.75)||Slippery Mind or Poison Use|
|14th||+10 (+10.5)||7 (7.0)||+3 (+3.50)||+3 (+3.50)||+10 (+10.50)||Mind Like A Trap or Fleetfoot|
|15th||+11 (+11.25)||7 (7.5)||+3 (+3.75)||+3 (+3.75)||+11 (+11.25)||Hero Tier Choice|
|16th||+12 (+12.00)||8 (8.0)||+4 (+4.00)||+4 (+4.00)||+12 (+12.00)||Legend Signature: Sneak Attack IV|
|17th||+12 (+12.75)||8 (8.5)||+4 (+4.25)||+4 (+4.25)||+12 (+12.75)||Master of Disguise or Rumor Monger|
|18th||+13 (+13.50)||9 (9.0)||+4 (+4.50)||+4 (+4.50)||+13 (+13.50)||Defensive Roll or Opportunist|
|19th||+14 (+14.25)||9 (9.5)||+4 (+4.75)||+4 (+4.75)||+14 (+14.25)||Cat Burglar or Tremorsense|
|20th||+15 (+15.00)||10 (10.0)||+5 (+5.00)||+5 (+5.00)||+15 (+15.00)||Legend Tier Choice|
The rogue's proficient skills are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Language (Thieves' Cant) (Int), Perform (Cha), Profession (Wis), Scrivening (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Stealth (Dex), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Ranks per Level: 8 + Int modifier.
Weapon and Armor Proficiencies
You are proficient in simple weapons from these weapon groups: Light Blades, Close, Projectiles, and Thrown (see the rules for weapon groups in Weapons and Armor). You are also proficient in martial weapons in your choice of one of these four groups. You are also proficient with light armor, bucklers, and light shields.
Spells and Spell Casting
Spells: At second level, when your caster level is one, you can cast inherent spells, which are drawn from the inherent spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by 1/2 of a caster level every time you gain a rogue level.
Note that casting inherent spells is different from casting other spells. There are no specific and particular words or gestures required -- instead, you just speak from your heart, or mutter, or curse loudly, if the spell has verbal components. Just clap someone on the back, or scowl, or point, as you would do naturally in conversation, if there are somatic components. As a player, you track spell slots and game mechanics; as a character, you may not even be aware you are casting a spell. Your character might say, "Give me a sec to get over it," before casting a Walk It Off spell to regain hit points, not realizing that pacing in a circle is actually the somatic component of a spell.
Characters who cast in this way (Fighters and Rogues) are called marrowmancers by those who study magic deeply. As an marrowmancer, constitution is your spell casting ability score.
Learning new spells: When you gain a caster level, you have the option to learn two spells from the inherent spell list. Divide your newest rogue class level by two -- that's the highest spell level you can add to your known list (minimum 1). For example, at rogue class level 2, you can add two first level inherent spells to your list; at rogue class level 8, you can add fourth level inherent spells.
Level 1 Rogue Tyro Tier Signature Ability: Sneak Attack I (Ex): If you can catch an opponent unable to defend effectively from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage any time your target is denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target. This extra damage is 2d6. Should you 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), you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You 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.
Level 2 Rogue Tyro Tier Interaction Ability (pick one):
- Canny Observer (Ex): You gain a +4 insight bonus on Sense Motive checks to counter bluffs, on Spot checks to see through disguises and to notice pickpocket attempts, and on Search checks to eavesdrop.
- Charmer (Ex): You gain a +4 insight bonus on Diplomacy checks to alter attitudes and on Bluff checks to tell lies.
Level 3 Rogue Tyro Tier Combat Ability (pick one):
- Uncanny Dodge (Ex): You gain a dodge bonus to AC of +1. Also, you can react to danger before your senses would normally allow. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you. This ability works only while wearing light or no armor.
- Evasion (Ex): You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. This ability works only while wearing light or no armor.
Level 4 Rogue Tyro Tier Exploration Ability (pick one):
- Trapfinding (Ex): You can use Disable Device to disarm magic traps. You add half your rogue level to Search skill checks made to locate traps, on Spot checks using the Trap Spotter ability (see below), and to Disable Device skill checks. You gain this same bonus on Reflex saves to avoid traps and to AC against attacks made by traps.
- Surefoot (Ex): You can move at full speed using the Climb and Tumble skills without penalty. When using these skills, you are not flat-footed and do not lose your Dex bonus to AC. .
Level 5 Rogue Tyro Tier Choice: Select a rogue Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a gallimaufry feat from among those for which you qualify.
Level 6 Rogue Adventurer Tier Signature Ability: Sneak Attack II (Ex): When you succeed with a sneak attack, the extra damage is +4d6, not +2d6. Also, if an ally is in melee with a foe, and the foe blocks your line of sight to your ally. then your ranged attacks gain sneak attack damage as well. Finally, the range of your sneak attacks increases by 5 ft per 5 character levels, increasing at character levels 5, 10, 15, and 20. Requires Sneak Attack I.
Level 7 Rogue Adventurer Tier Interaction Ability (pick one):
- Black Market (Ex): You have connections to those who are willing to engage in trade under the table. You gain a bonus equal to half your rogue level on checks to source magic or unusual items, as well as to find someone willing to buy items you may not be able to sell otherwise. You gain the same bonus to find suppliers for poison or more unusual trap components.
- Coax Information (Ex): You can use Bluff in place of Intimidate to force a creature to act friendly toward you, and afterwards the opponent is not hostile. You can use Scrivening in place of Diplomacy to change attitude and make requests, if the conversation is conducted through the written word.
Level 8 Rogue Adventurer Tier Combat Ability (pick one):
- Improved Uncanny Dodge (Ex): You cannot be flanked and your dodge bonus to AC increases to +2 while wearing light or no armor. Requires Uncanny Dodge.
- Improved Evasion (Ex): Your evasion ability improves. You still take no damage on a successful Reflex saving throw against attacks while wearing light or no armor, and you take only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. Requires Evasion.
Level 9 Rogue Adventurer Tier Exploration Ability (pick one):
- Trap Spotter (Ex): When you come within 10 feet of a trap, you receive a Spot skill check to notice the trap. This check should be made in secret by the GM.
- Follow Clues (Ex): You can use Search instead of Survival with the Track feat to follow tracks. When you come within 10 feet of tracks or other signs of passage, you receive a Spot skill check to notice them. This check should be made in secret by the GM.
Level 10 Rogue Adventurer Tier Choice: Select a rogue Adventurer or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a gallimaufry feat from among those for which you qualify.
Level 11 Rogue Hero Tier Signature Ability: Sneak Attack III (Ex): When you succeed with a sneak attack, the extra damage is +6d6, not +4d6. Also, thrice per day, in addition to your usual sneak attack damage, you make the target queasy for a number of rounds equal to your character level. There is no saving throw. This ability does stack with itself and with other effects that create the queasy and sickened conditions (from queasy to sickened to nauseated), and the longest duration applies to the stacked effect. Requires Sneak Attack II.
Level 12 Rogue Hero Tier Interaction Ability (pick one):
- Hard Mind (Ex): You are hard to fool with illusions. You automatically receive a save to disbelieve any figment you can see each round at the start of your turn, even if you haven't disbelieved or interacted with it. If you fail a saving throw against a pattern or phantasm effect, you can attempt to save again one round later at the same DC. You only receive one extra chance to succeed at this saving throw.
- Convincing Lie (Ex): You gain a +2 bonus when using Bluff to lie. Also, when you tell a lie, you create fabrications so convincing that others treat them as truth. When you successfully use the Bluff skill to convince a person that what you are saying is true, if that person is questioned later about the statement or story, the person uses your Bluff skill modifier (or their own if higher), +2, to resist other explanations, convince the questioner, and spread the lie, even if confronted with the truth.
Level 13 Rogue Hero Tier Combat Ability (pick one):
- Slippery Mind (Ex): You can wriggle free from mental attacks. If you are affected by an enchantment or mind-affecting spell or effect and fail your saving throw, you can attempt it again one round later at the same DC. You get only this one extra chance to succeed on your saving throw.
- Poison Use (Ex): You are trained in the use of poison and cannot accidentally poison yourself when crafting poison, harvesting poison from a venomous creature, or applying poison to a weapon. You can apply poison to a weapon as a move action, instead of a standard action. Finally, you gain a bonus on saves against poison equal to half your rogue level.
Level 14 Rogue Hero Tier Exploration Ability (pick one):
- Mind Like A Trap (Ex): It takes you half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When confronted with a puzzle or riddle, you gain a +4 insight bonus on rolls to solve it, or if it does not require rolls, the game master will give you personally a hint to help solve the conundrum.
- Fleetfoot (Ex): You move at full speed using the Stealth skill without penalty. After successfully making a sneak attack or Sleight of Hand check, you can spend a move action to take the withdraw action; you can move no more than your speed during this movement. Finally, you can move at full speed through difficult terrain and take 5-foot steps into difficult terrain.
Level 15 Rogue Hero Tier Choice: Select a rogue Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a gallimaufry feat from among those for which you qualify.
Level 16 Rogue Legend Tier Signature Ability: Sneak Attack IV (Ex): When you succeed with a sneak attack, the extra damage is +8d6, not +6d6. Also, once per day, you can forgo your sneak attack damage to attempt to knock out an opponent. After a sneak attack hits, it does normal damage, but instead of dealing sneak attack damage (and instead of any effect that triggers when the you deal sneak attack damage), you can declare that this is a knock-out, making the target fall unconscious for 2d4 rounds. A successful Fortitude save reduces this effect to staggered for 1d2 rounds. The DC of this save is equal to 9 + half your character level + your even (column B) Dex modifier. Requires Sneak Attack III.
Level 17 Rogue Legend Tier Interaction Ability (pick one):
- Master of Disguise (Ex): You can use the items at hand and seemingly innocuous material hidden on your person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill to 1d3 minutes. Also, once per day, you gain a +10 bonus on a single Disguise check.
- Rumor Monger (Ex): You can spread a rumor though a community by making a Bluff check. You can do so a number of times per week equal to your odd (column A) Charisma modifier (minimum 1). The DC is based on the size of the settlement, and it takes a week for the rumor to propagate through the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor's subject to take hold. The DCs for this ability are: village, DC15; town, DC20; city, DC26; metropolis, DC33. Requires Convincing Lie.
Level 18 Rogue Legend Tier Combat Ability (pick one):
- Defensive Roll (Ex): When you would be reduced to 0 or fewer hit points, you can attempt to roll with the damage. To use this ability, attempt a Reflex saving throw (DC = damage dealt). If you succeed, you take only half damage from the blow; if you fail, you take full damage. You must be aware of the attack and able to react to it in order to execute a defensive roll; if you are denied your Dexterity bonus to AC, you can't use this ability. Since such damage would not normally allow a character to attempt a Reflex save for half damage, the evasion ability does not apply to a defensive roll.
- Opportunist (Ex): Once per round, you 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 if you have the Combat Reflexes feat, you can't use the opportunist ability more than once per round.
Level 19 Rogue Legend Tier Exploration Ability (pick one):
- Cat Burglar (Ex): You gain a climb speed equal to your land speed.
- Tremorsense (Su): You gain tremorsense 30 ft. If you have sneak attacks, you can make them based on tremorsense alone.
Level 20 Rogue Legend Tier Choice: Select a rogue Legend, Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a gallimaufry feat from among those for which you qualify.