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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.

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.
Hit Die
Table: Rogue
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Skill specialty, sneak attack +1d6, tenacity +1
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Avoidance, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Rogue talent, skill specialty, uncanny dodge
5th +3 +1 +4 +1 Combat prowess, rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Avoidance, rogue talent
7th +5 +2 +5 +2 Finesse training, powerful sneak, sneak attack +4d6, tenacity +2
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Avoidance, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge, skill specialty
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Avoidance, rogue talent
13th +9/+4 +4 +8 +4 Deadly sneak, sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent, tenacity +3
15th +11/+6/+1 +5 +9 +5 Avoidance, finesse training, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Rogue talent, skill specialty
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Avoidance, rogue talent
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge

Class Skills

The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level
8 + Int modifier

Class Features

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.
Skill Specialty
A rogue dedicates herself to refining specific sets of skills. She gains a skill specialty at 1st level, 4th level, and every 6 levels thereafter. Each skill specialty grants a competence bonus 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. A complete list of skill specialties can be found below.
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 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. The extra damage is of the same type of the attack that deals the damage.
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 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 total concealment.
Tenacity (Ex)
A rogue is cunning and resilient, she gains a +1 bonus on Fortitude and Will saves. These bonuses increase by +1 at 7th level and again at 14th level.
Instincts (Ex)
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, and again at 4th level and every 4 levels beyond that, a rogue chooses and gains an instinct. A complete list of instincts can be found below.
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. Unless indicated, a rogue cannot select an individual talent more than once. Rogue talents can be selected from the list below.
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. A complete list of avoidances can be found below.
Finesse Training (Ex)
At 3rd level, a rogue selects any one light or one-handed finesse weapon (such as rapiers, sabres, or daggers) that she is proficient with and gains Weapon Finesse as a bonus feat with this weapon, even if she does not otherwise meet the prerequisites. She can select an additional weapon and gain Weapon Finesse as a bonus feat with it use at 7th level and every 4 levels thereafter, to a maximum of 5 weapons at 19th level.
Combat Prowess (Ex)
At 5th level, a rogue gains a +1 bonus on her attack rolls with made with light or finesse weapons, hand crossbows and shortbows. This bonus increases by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level.)
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.
Powerful Sneak (Ex)
At 7th level, when a rogue deals sneak attack damage, she treats all 1s on the sneak attack damage dice as 2s.
Improved Uncanny Dodge (Ex)
At 8th level, a rogue gains the improved uncanny dodge universal ability.
Advanced Talents
At 10th level, whenever the rogue can select a new rogue talent, she can choose one of the advanced talents listed below in place of a rogue talent.
Deadly Sneak (Ex)
At 13th level, when a rogue deals sneak attack damage she treats all 1s and 2s on the sneak attack damage dice as 3s.
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 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.


Defensive Agility (Ex)
The rogue gains an additional +1 dodge bonus to AC when fighting defensively or taking the total defense action.
Elusive Moves (Ex)
The 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)
The rogue eludes ranged attacks. She gains a +1 dodge bonus to AC against ranged attacks.
Poison Resistance (Ex)
The rogue becomes inured to toxic substances, gaining a +2 bonus on all saving throws against poison. If the rogue takes this avoidance four times, she becomes completely immune to poison.
Shrewd Countermeasures (Ex)
The 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)
The 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.
Danger Sense (Ex)
The 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. In addition, she gains a +1 insight bonus on Perception checks to avoid being surprised by a foe
Unflinching (Ex)
A rogue steels herself with steadfast determination. She gains a +1 bonus on saving throws against fear and mind-affecting effects.


Ambusher (Ex)
The rogue instantly leaps into action. When she 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. Opponents with the uncanny dodge ability are immune to the second part of this ability.
Celerity (Ex)
The rogue reacts immediately to danger. Whenever she 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.
Darting Sidestep (Ex)
When attacked by a foe that flanks her, the rogue can use the leap aside instinct and move so that she remains within the reach of the attacker. If she does, her movement does not provoke an attack of opportunity and the rogue’s final position is used to determine whether the attacker benefits from flanking on its attack. When using the leap aside instinct, the rogue can still take a 5-foot step during her next turn, and any movement she makes using this instinct does not subtract any distance from her movement during her next turn. The rogue must have the leap aside instinct before selecting this instinct.
Deflect Arrows (Ex)
The rogue gains Deflect Arrows as a bonus feat. She doesn’t need to meet the prerequisites for this feat. She can use this feat without a free hand, as long as she has one hand wearing a buckler or wielding a light or one-handed weapon. A rogue must be 4th level before taking this instinct.
Evasion (Ex)
The rogue gains the evasion universal ability.
Improved Evasion (Ex)
The rogue gains the improved evasion universal ability. A rogue must be at least 8th level and have the evasion instinct before taking this instinct.
Improved Uncanny Dodge (Ex)
The rogue gains the improved uncanny dodge universal ability. A rogue must be at least 4th level and have the uncanny dodge instinct 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.
Leap Aside (Ex)
A rogue has an uncanny knack for springing out of harm’s way. When a foe attempts an attack against the rogue, including when a non-harmless spell or special ability targets her or when its area or effect includes her space, she can move 5 feet as an immediate action. This movement doesn’t negate the attack, it is still resolved as if the rogue had not moved from the original square. This movement doesn’t count as a 5-foot step; it provokes attacks of opportunity for moving within threatened areas of creatures other than the one who triggered this ability. The rogue must be aware of the attack to use this instinct. During her next turn, the rogue cannot take a 5-foot step and she subtracts 5 foot from her total movement if she takes an action to move.
If the attack is a melee attack, the rogue gains a +2 bonus to AC against it. If it is a ranged attack and the rogue has cover against the ranged attack after moving, then she gains a +4 bonus to AC against the attack from this cover, even if the rogue’s position after moving improved cover or total cover against the attack. If her new position only gives her partial cover against the ranged attack, she gains a +2 bonus to AC against it instead. Rather than moving, the rogue can drop prone instead; if she does, she gains a +4 bonus to AC against the ranged attack.
If the attack is a spell or special ability that targets the rogue, she gains a +1 bonus on Reflex saves against it. If it is an effect affecting the rogue’s space and after she moves, her new position provides cover, improved cover, or total cover against the effect then she gains a +1 bonus on Reflex saves against it. After moving, if the rogue is outside the area of effect then she gains a +1 bonus on saving throws against the effect. (This bonus stacks with the bonus on Reflex saves, if both conditions are met.)
After resolving the triggering action, if this attack or effect prevents the rogue from moving, then the rogue remains in her original space. For example, a rogue using this talent against an entangle spell would not move if she failed her save against the spell. A rogue can only use leap aside while wearing light armor or no armor and carrying no more than a light load.
Uncanny Dodge (Ex)
The rogue gains the uncanny dodge universal ability.

Rogue Talents


Skill Specialties

Athletic Agility (Ex)
Grants a bonus on Athletics checks and on Acrobatics checks made to traverse narrow or uneven surfaces. When the rogue takes damage while climbing or using Acrobatics to traverse a treacherous surface which triggers a check to avoid falling, if the rogue fails this check by 4 or less then instead of falling she may reduce her total movement this turn by 10 feet. If it is currently not the rogue’s turn or she lacks sufficient remaining movement this turn, the rogue reduces her total movement for her next turn and must take a move or full-round action to move at the start of her next turn. If the rogue fails a horizontal jump by 2 or less then, instead of missing the jump, she can choose to land prone on the other side. The rogue can make a jump that exceeds her remaining movement for the round but she subtracts the excess distance from her total movement during her next turn and must take a move or full-round action to move at the start of her next turn. Additionally, the rogue doesn’t land prone when she fails a vertical jump check by 5 or more unless she takes damage from the fall.
Imperceptible (Ex)
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 (Ex)
Grants a bonus on Knowledge (local) checks and Diplomacy 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.
Interrogation (Ex)
Grants a bonus on Intimidate and Sense Motive checks. When the rogue successfully intimidates a creature, she can make a Sense Motive check against the same DC as the Intimidate check. If this succeeds, the rogue can add her Wisdom modifier (minimum +1) to the next Intimidate check she makes against that creature within the next hour.
Investigation (Ex)
Grants a bonus on Sense Motive checks and on Perception checks against disguises, illusions, and on Search checks when searching for secret doors or hidden objects (but not traps). The rogue always receives a Perception check to notice a disguise, even if the disguised creature is not drawing attention to itself. Also, when she interacts with an individual whose behavior is being influenced by an enchantment effect, the rogue gains an automatic Sense Motive check to sense the enchantment.
When studying an illusion or interacting with it, the rogue can attempt a Perception check against DC equal to 10 + the caster level of the illusion. If this check succeeds, she gains a +4 bonus on her saving throw to disbelieve that illusion, as if an ally had disbelieved the illusion and communicated this to her.
Legerdemain (Ex)
Grants a bonus on Sleight of Hand checks, on Bluff checks made 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.
Lithe Gymnast (Ex)
Grants a bonus on Acrobatics checks. Before attempting an Acrobatics checks to move through a creature’s threatened area without provoking an attack of opportunity, the rogue can require that the creature secretly decide whether it will take an attack of opportunity if the rogue fails the check. If the creature decides to take the attack of opportunity and the Acrobatics check fails, then the creature must make the attack of opportunity if able. However, if the creature decides to take the attack of opportunity and the Acrobatics check succeeds by 5 or more, then the creature uses up an attack of opportunity attempt but does not actually take the attack of opportunity. When squeezing through a narrow space that is at least half as wide as her normal space, the rogue halves the penalties on her attack rolls and to her AC for squeezing, and if she succeeds at a DC 20 Acrobatics check then her movement speed this round isn’t reduced for squeezing. If the rogue makes an Acrobatics check to escape a grapple or pin and the roll is a natural 20 (the d20 comes up 20) then the check automatically succeeds.
No Trace (Ex)
Grants a bonus on Disguise checks and on opposed Stealth checks whenever the rogue is stationary and does not take any action for at least 1 round. In addition, the DC of checks made to find or follow the rogue’s tracks also increase by the same amount.
Persuasion (Ex)
Grants a bonus on Intimidate checks and on Diplomacy checks to make requests of a creature or to change a creature’s attitude. When making requests of a creature using Diplomacy, the rogue halves the increase to the check’s DC for making additional requests after the first. If the rogue successfully uses Intimidate to change a creature’s attitude and succeeds by 10 or more, then when the intimidation expires the creature treats the rogue as indifferent (instead of unfriendly) and is unlikely to report her behavior to authorities.
Poisoner (Ex)
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 (Ex)
Grants a bonus on Disguise checks and on Bluff 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 a Bluff check opposed by the thought reader’s Sense Motive check. If the Bluff check succeeds, the rogue may choose what thoughts are detected. If the Bluff check fails, her surface thoughts are revealed as false.
Smooth-talk (Ex)
Grants a bonus on Diplomacy checks and on Bluff checks made to deceive someone or pass secret messages. When using Diplomacy to shift a creature’s attitude, the rogue can shift up to three steps up rather than just two. If the rogue fails a Bluff check made to deceive someone, any further checks made to deceive them (assuming that this is even possible) have the penalty reduced by 5.
Trapfinding (Ex)
Grants a bonus on Disable Device checks and on Search checks made to locate traps. The rogue can use Disable Device to disarm magic traps.
Vigilance (Ex)
Grants a bonus on initiative checks and on Perception checks made to notice hidden creatures or when determining awareness during a surprise round. At 20th level, the rogue treats her initiative roll as a natural 20.