Rogue
Pathfinder3_Rogue.jpg

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: Like Martial Artists, Rogues make excellent evasive tanks in combat, exploiting enemy weak spots to get the most damage from even the weakest and lightest weapons. Their best talents shine in their impressive skill pool, however, as they possess skills that allow them to sabotage opponents, disarm traps, and feint their opponents. Outside of combat, they rely primarily on stealth to sneak around obstacles or fool even the sharpest eye of her enemies.

Alignment: Any.

Hitpoints: 8 hit points a level

Class Skills

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

Skill Ranks per Level: 8 + Int modifier.

Level Base Attack Bonus (BAB) Maximum hits Fort Save Ref Save Will Save Special
1st +0 1 +0 +2 +0 Finesse Training, Sneak Attack +1d6, Trapfinding
2nd +1 1 +0 +3 +0 Evasion, Rogue Talent
3rd +2 1 +1 +3 +1 Sneak Attack +2d6, Trap Sense +1
4th +3 1 +1 +4 +1 Debilitating Injury, Rogue Talent, Uncanny Dodge
5th +3 1 +1 +4 +1 Sneak Attack +3d6
6th +4 1 +2 +5 +2 Rogue Talent, Trap Sense +2
7th +5 1 +2 +5 +2 ,Sneak Attack +4d6
8th +6 2 +2 +6 +2 Improved Uncanny Dodge, Rogue Talent
9th +6 2 +3 +6 +3 Sneak Attack +5d6, Trap Sense +3
10th +7 2 +3 +7 +3 Advanced Talents, Rogue Talent
11th +8 2 +3 +7 +3 Sneak Attack +6d6
12th +9 2 +4 +8 +4 Rogue Talent, Trap Sense +4
13th +9 2 +4 +8 +4 Sneak Attack +7d6
14th +10 2 +4 +9 +4 Rogue Talent
15th +11 3 +5 +9 +5 Sneak Attack +8d6, Trap Sense +5
16th +12 3 +5 +10 +5 Rogue Talent
17th +12 3 +5 +10 +5 Sneak Attack +9d6
18th +13 3 +6 +11 +6 Rogue Talent, Trap Sense +6
19th +14 3 +6 +11 +6 Sneak Attack+10d6
20th +15 3 +6 +12 +6 Master Strike, Rogue Talent
21st +15 3 +7 +7 +7 Sneak Attack +11d6 ,Trap Sense +7
22nd +16 4 +7 +13 +7
23rd +17 4 +7 +13 +7 Sneak Attack +12d6
24th +18 4 +8 +14 +8 Rogue Talent Trap Sense +8
25th +18 4 +8 +14 +8 Sneak Attack +13d6
26th +19 4 +8 +15 +8
27th +20 4 +9 +15 +8 Sneak Attack +14d6 Trap Sense +9
28th +21 4 +9 +16 +9 Rogue Talent
29th +21 4 +9 +16 +9 Sneak Attack +15d6
30th +22 4 +10 +17 +10 Trap Sense +10

Weapon and Armor Proficiency

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short bow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack

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.

Trapfinding

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex)

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

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

Debilitating Injury (Ex)

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

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.

A complete listing of advanced rogue talents can be found here: Advanced 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.

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)

At 8th level, a rogue 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 4 more levels in a class that provides sneak attack than the Rogue has Rogue levels.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Master Strike (Ex)

Upon reaching 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
paralyzedfor 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

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