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Rogue

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Key Attribute

Dexterity or other

At 1st level, your class gives you an attribute boost to Dexterity or an option from rogue’s racket.

Hit Points

8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

During combat encounters…

You move about stealthily so you can catch foes unawares. You’re a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.

During social encounters…

Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.

While exploring…

You sneak to get the drop on foes and scout for danger or traps. You’re a great asset, since you can disable traps, solve puzzles, and anticipate dangers.

In downtime…

You might pick pockets or trade in illegal goods. You can also become part of a thieves’ guild, or even found one of your own.

You might…

  • Hone your skills through intense practice, both on your own and out in the world.
  • Know where to attain illicit goods.
  • Skirt or break the law because you think it’s meaningless or have your own code.

Others probably…

  • Find you charming or fascinating, even if they think they know better than to trust you.
  • Come to you when they need someone who is willing to take risks or use questionable methods.
  • Suspect you’re motivated primarily by greed.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude
Expert in Reflex
Expert in Will

Skills

Trained in Stealth
Trained in one or more skills determined by your rogue’s racket
Trained in a number of additional skills equal to 7 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

Defenses

Trained in light armor
Trained in unarmored defense

Class DC

Trained in rogue class DC

Rogue Advancement
Your Level Class Features
1 Ancestry and background, attribute boosts, initial proficiencies, rogue’s racket, sneak attack 1d6, surprise attack, rogue feat, skill feat
2 Rogue feat, skill feat, skill increase
3 Deny advantage, general feat, skill feat, skill increase
4 Rogue feat, skill feat, skill increase
5 Attribute boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks
6 Rogue feat, skill feat, skill increase
7 Evasive reflexes, general feat, skill feat, skill increase, vigilant senses, weapon specialization
8 Rogue feat, skill feat, skill increase
9 Ancestry feat, debilitating strike, rogue resilience, skill feat, skill increase
10 Attribute boosts, rogue feat, skill feat, skill increase
11 General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6
12 Rogue feat, skill feat, skill increase
13 Ancestry feat, improved rogue reflexes, incredible senses, light armor expertise, master tricks, skill feat, skill increase
14 Rogue feat, skill feat, skill increase
15 Attribute boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase
16 Rogue feat, skill feat, skill increase
17 Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6
18 Rogue feat, skill feat, skill increase
19 General feat, light armor mastery, master strike, skill feat, skill increase
20 Attribute boosts, rogue feat, skill feat, skill increase

 

Class Features

You gain these abilities as a rogue. Abilities gained at higher levels list the level at which you gain them next to the features’ names.

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background. These are described in Chapter 2.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.

Rogue’s Racket

You’ve begun to develop your techniques and approach to a job, while building your reputation in rogues’ circles. Choose a rogue’s racket from the list below.

Mastermind

You rely on your intellect to craft intricate schemes, planning 10 steps ahead where others might plan three. You might be a driven detective, a spymaster in the service of a powerful house, or an aspiring crime lord or information broker.

If you successfully identify a creature using Recall Knowledge, that creature is off-guard against your attacks until the start of your next turn; if you critically succeed, it’s off-guard against your attacks for 1 minute.

You’re trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key attribute.

Ruffian

You prefer the direct approach: strong-arming or intimidation. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family’s power.

You use whatever tools you have to get the job done. You can deal sneak attack damage with any weapon, not just the weapons listed in the sneak attack class feature. This benefit doesn’t apply to a simple weapon with a damage die greater than d8 or a martial or advanced weapon with a damage die greater than d6. (Apply any abilities that alter the damage die size first.) Critical hits you make with these weapons gain the weapon’s critical specialization benefit if the target is off-guard to you.

You’re trained in Intimidation and medium armor. You can choose Strength as your key attribute. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.

Scoundrel

You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, or you might use your skills in certain reputable professions, like a barrister or diplomat.

When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you Feint while wielding an agile or finesse melee weapon, you can step immediately after the Feint as a free action.

You’re trained in Deception and Diplomacy. You can choose Charisma as your key attribute.

Thief

Nothing beats the thrill of taking something that belongs to someone else. You might be a pickpocket working the streets, a cat burglar sneaking through windows, or even a consultant, testing your clients’ vaults for openings.

When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon or finesse melee unarmed attack, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

You are trained in Thievery.

Sneak Attack

When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are off-guard to you.

Rogue Feats

At 1st level and every even-numbered level, you gain a rogue class feat.

Rogue Feats by Name
Feat Level
Analyze Weakness 6
Anticipate Ambush 6
Blank Slate 16
Blind-Fight 8
Bloody Debilitation 12
Brutal Beating 2
Bullseye 8
Clever Gambit 2
Cloud Step 16
Cognitive Loophole 16
Critical Debilitation 12
Defensive Roll 14
Delay Trap 8
Dispelling Slice 16
Distracting Feint 2
Dread Striker 4
Fantastic Leap 12
Far Throw 6
Felling Shot 12
Gang Up 6
Head Stomp 4
Hidden Paragon 20
Implausible Infiltration 18
Implausible Purchase 18
Impossible Striker 20
Improved Poison Weapon 8
Inspired Stratagem 8
Instant Opening 14
Leave An Opening 14
Light Step 6
Methodical Debilitations 10
Mobility 2
Mug 4
Nimble Dodge 1
Nimble Roll 8
Nimble Strike 10
Opportune Backstab 8
Overextending Feint 1
Perfect Distraction 16
Plant Evidence 1
Poison Weapon 4
Powerful Sneak 18
Precise Debilitations 10
Predictable! 4
Predictive Purchase 8
Preparation 12
Quick Draw 2
Reactive Distraction 20
Reactive Interference 12
Reactive Pursuit 4
Reconstruct The Scene 16
Ricochet Feint 12
Ricochet Stance 8
Sabotage 4
Scoundrel’s Surprise 4
Scout’s Warning 4
Sense the Unseen 14
Shove Down 6
Sidestep 8
Skirmish Strike 6
Sly Disarm 6
Sly Striker 8
Sneak Adept 10
Spring from the Shadows 12
Stay Down! 14
Strong Arm 2
Swift Elusion 16
Swipe Souvenir 8
Tactical Debilitations 10
Tactical Entry 8
The Harder They Fall 4
Trap Finder 1
Tumble Behind 1
Twin Distraction 4
Twin Feint 1
Twist The Knife 6
Unbalancing Blow 2
Underhanded Assault 2
Vicious Debilitations 10
Watch Your Back 6
You’re Next 1

Skill Feats

You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 4 and have the skill trait.

Skill Increases     2nd

You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in or become an expert in one skill in which you’re already trained.

At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.

Deny Advantage     3rd

As someone who takes advantage of openings, you are careful not to leave such gaps yourself. You aren’t off-guard to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

General Feats     3rd

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Ancestry Feats     5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Weapon Tricks     5th

You gain expert proficiency in simple weapons, martial weapons, and unarmed attacks. When you critically succeed at an attack roll against an off-guard creature while using an agile or finesse weapon or an agile or finesse unarmed attack, you apply the critical specialization effect for that weapon or unarmed attack.

Evasive Reflexes     7th

You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Perception Mastery     7th

You’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Weapon Specialization     7th

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you’re an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Debilitating Strike     9th

When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.

Debilitating Strike [free-action]
Rogue

Trigger Your Strike hits an off-guard creature and deals damage.

You apply one of the following debilitations, which lasts until the end of your next turn.

  • Debilitation The target takes a –10-foot status penalty to its Speeds.
  • Debilitation The target becomes enfeebled 1.

Rogue Resilience     9th

Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert. When you roll a success on a Fortitude save, you get a critical success instead.

Rogue Expertise     11th

Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.

Greater Rogue Reflexes     13th

You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.

Perception Legend     13th

You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.

Light Armor Expertise     13th

You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

Master Tricks     13th

You’ve mastered a rogue’s fighting moves. Your proficiency ranks increase to master for all simple weapons, martial weapons, and unarmed attacks.

Double Debilitation     15th

Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.

Greater Weapon Specialization     15th

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Agile Mind     17th

You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Light Armor Mastery     19th

Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.

Master Strike     19th

You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.

Master Strike [free-action]
Incapacitation, Rogue

Trigger Your Strike hits an off-guard creature and deals damage.

The target attempts a Fortitude save against your class DC. It then becomes temporarily immune to your Master Strike for 1 day.

Critical Success The target is unaffected.

Success The target is enfeebled 2 until the end of your next turn.

Failure The target is paralyzed for 4 rounds.

Critical Failure The target is paralyzed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice).

Rogue Feats

At every level that you gain a rogue feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

1st Level

2nd Level

 

4th Level

 

6th Level

 

8th Level

 

10th Level

 

12th Level

 

14th Level

 

16th Level

 

18th Level

 

20th Level

 

Sample Rogue