ROGUE
Rogues are swift and precise.
Class Points
- Hit Points per level: 8 + Constitution modifier
- Focus Points per level: 6 + Wisdom modifier
- Skill Points per level: 10 + Intelligence modifier
Class Skills
A character that takes their 1st level in this class begins with all the following as class skills. A character that wants to multiclass into this class must have all these skills as class skills to do so:
- Acrobatics (Dex)
- Appraise (Int)
- Bluff (Cha)
- Climb (Str)
- Craft: Choose one (Int)
- Diplomacy (Cha)
- Disable Device (Dex)
- Disguise (Cha)
- Escape Artist (Dex)
- Intimidate (Cha)
- Knowledge: Dungeoneering (Int)
- Knowledge: Society (Int)
- Perception (Wis)
- Perform: Choose one (Cha)
- Profession: Choose one (Wis)
- Sense Motive (Wis)
- Sleight of Hand(Dex)
- Stealth (Dex)
- Use Magic Device (Cha)
Hunter or Ranger: You get Handle Animal, Knowledge (Nature), Ride, and Survival as class skills instead of Disguise, Knowledge (Society), Sleight of Hand, or Sense Motive.
Starting Feats
A character that takes their 1st level in this class begins with all these starting feats. A character that wants to multiclass into this class must have all these feats to do so:
- Canny Defense or Proficiency: Armor (select one)
- Dodge
- Lightning Reflexes
- Improved Unarmed Strike
- Proficiency: Archery
- Proficiency: Bladed Weapons
- Proficiency: Bludgeoning Weapons
- Proficiency: Throwing Weapons
ROGUE CLASS FEATURES
SNEAK ATTACK
As a standard action (two-action activity), a rogue can make a Sneak Attack. This functions as a normal weapon attack except it has a +1 insight bonus to hit and deals +1 additional precision damage. The damage increases by 1 per 2 rogue levels after 1st (3rd, 5th, 7th, 9th, etc.) and the bonus to hit increases by 1 per 5 rogue levels (5th, 10th, 15th, 20th). They can only use a light weapon, finesse weapon, or ranged weapon that is not a siege weapon to do this and the target must be within 30 feet of the rogue. If the target is flanked, flat-footed, or otherwise denied their Dexterity modifier to AC the damage increases to +1d6 per +1 and inflicts a debilitating injury on the target of the rogue's choice from the list below. This injury lasts 1 round.
- Bewildered: The target becomes bewildered, taking a -2 penalty to AC and Reflex saves. At 10th level they are also flat-footed and the penalty worsens to -4. At 20th level, the penalty worsens to -6.
- Disoriented: The target is dazzled and takes a -2 penalty to attack rolls and Concentration checks and requires a concentration check to cast any spell (DC10 + double spell level). At 10th class level this worsens to blinded and a -4 penalty. At 20th class level the penalty worsens to -6.
- Hamstrung: The target cannot charge, run, or take a 5-foot step. In addition, all their base speeds are reduced by 10 feet per 5 rogue levels to a minimum of 5 feet. If they have an enhancement bonus to speed, this is also penalized by the same amount separately, to a minimum of 0 feet. At 10th level, they are are treated as carrying a medium load while under this effect, suffering max dex and armor check penalties as well as being unable to use abilities that don't work while carrying a medium load. At 20th level this worsens to heavy load.
ROGUE POWERS
You gain a class power at every odd class level after 1st. You can select a Ninja Trick, Rogue Talent, Vigilante Talent, or a power listed below, provided you meet the prerequisites. Use your rogue level as your effective ninja, ranger, and vigilante level. Note that powers always have limited uses (ex. per day, per week, etc.) or cost mana points (arcane points, bardic performance rounds, barbarian rage rounds, grit points, panache points, etc.). Anything that is usable at-will without cost or limit is a Talent instead of a Power unless noted otherwise by those listed here.
Archetype Ability: You can gain an archetype ability that would normally replace any other talent listed here. For example, the Armored Hulk archetype normally replaced Fast Movement with Indomitable Stance. So you could select Indomitable Stance as a barbarian Talent.
Arcane Trickster (Ex): You must be able to cast mage hand to gain this talent. You become able to use mage hand to perform skills that would normally require your hands such as Disable Device checks to unlock doors or Sleight of Hand checks to pick pocket a creature. The items you can lift are still limited by the carrying limit of mage hand.
Potent Eldritch Heritage: (Prerequisites: Cha 15, Eldritch Heritage, ability to cast spells) You learn all the bonus spells listed in your bloodline provided you are a high enough caster level to cast them. These spells must be Charisma-based and they are based on the same tradition as your bloodline.
Spells: Pick one spellcasting tradition and spellcasting modifier: alchemy (Int or Wis), arcane (Int or Cha), divine (Wis or Cha), occult (Int or Cha), primal (Wis or Cha). You gain two 0-level spells within this tradition. The second time you take this you gain one 0-level spell and one 1st-level spell. The third time you take this, you gain two 1st-level spells. The fourth time you gain one 1st-level spell and one 2nd-level spell. Each time you keep taking this, repeat this pattern of gaining two spells of the highest spell slot you already have (max 3) or gaining one spell of your current highest spell level and one spell of the next level higher (max 3 of each spell level). Your class level -3 is your caster level for these spells (minimum 1).
ROGUE TALENTS
You gain a class talent at every even class level (2nd, 4th, 6th, etc.). You can select a Ninja Trick, Rogue Talent, Vigilante Talent, or a power listed below, provided you meet the prerequisites. Use your rogue level as your effective ninja, ranger, and vigilante level. Note that powers always have limited uses (ex. per day, per week, etc.) or cost mana points (arcane points, bardic performance rounds, barbarian rage rounds, grit points, panache points, etc.). Anything that is usable at-will without cost or limit is a Talent instead of a Power unless noted otherwise by those listed here.
Archetype Ability: You can gain an archetype ability that would normally replace any other talent listed here. For example, the Armored Hulk archetype normally replaced Fast Movement with Indomitable Stance. So you could select Indomitable Stance as a barbarian Talent.
Danger Sense (Ex): You gain a +1 insight bonus on AC, Reflex saves, and Perception checks vs. traps and ambushes. This bonus increases by 1 per 5 rogue levels you posses. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense.
Dual Identity (Ex): You hide your true identity, allowing you to move about social circles without carrying the stigma of your ruthless actions. In effect, you have two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, you have two names: your true name and your alter ego's name. Knowledge checks about one do not reveal information about the other, unless your true identity is revealed to the world at large.
You can start each day in either identity, referred to simply as your public identity or alter ego. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve your secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities.
Despite being a single person, your dual nature allows you to have two alignments, one for each identity. When in an identity, you are treated as having that identity’s alignment for all class features, feats, spells, magic items, and abilities that rely on alignment. Your two alignments cannot be more than one step from each other on the alignment axis. For example, a vigilante with a lawful neutral public identity can have an alter ego that is lawful good, lawful neutral, lawful evil, neutral good, neutral evil, or true neutral. If you're the target of an effect that would change your alignment, it changes the alignment of both identities.
Any attempts to scry or otherwise locate you work only if you are currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Any time someone would suspect your two identities of being the same individual or otherwise connected, you have a +20 circumstance bonus to Disguise checks and other checks to specifically deny or resist anyone discovering these two are one and the same.
Fast Movement (Ex): Your base land speed increases by 5 feet. This is not an enhancement bonus but a base increase. This ability is stackable.
Favored Enemy (Ex): Select a creature type or subtype. You cannot select outsider or your own creature type, but you can select a subtype (such as selecting "devil" for an outsider or "goblinoid" for humanoids). You gain a +1 insight bonus to attack rolls, damage rolls, and Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of this selected type. This bonus increases by 1 per 5 rogue levels. The damage bonus is doubled for two-handed weapons. You may make Knowledge skill checks untrained when attempting to identify these creatures and if the selection has a language specific to it (such as "reptilian" humanoids speaking draconic or aberrations speaking deep speech), you add one of these languages to your list of bonus languages. You can select this ability multiple times, making a new selection each time.
Favored Terrain (Ex): Select a terrain type: Cold (ice, glaciers, snow, and tundra), Desert (sand and wastelands), Forest (coniferous and deciduous), Jungle, Mountain (including hills), Plains, Planes (pick one, other than Material Plane), Swamp, Underground (caves and dungeons), Urban (buildings, streets, and sewers), Water (above and below the surface). You gain a +1 insight bonus on initiative checks and Knowledge*, Perception, Stealth, and Survival skill checks while in this terrain. While traveling through favored terrain you have the benefits of the No Trace ability. If you already have that ability, you are treated as being under the effects of a Pass without Trace spell while in your favored terrain, though you can suppress or resume this as an action. The bonus to Knowledge checks only applies to knowledge about creatures, objects, and phenomena that are normally native to the terrain and can apply even while not in your favored terrain. You can select this ability multiple times, making a new selection each time.
Hunter’s Bond (Ex)
You must have the Favored Enemy or Favored Terrain talent to select this one. You can use a move action (1 action) to grant half all your favored enemy and favored terrain bonuses to all allies within 10 feet/rogue level who can see or hear you. This bonus lasts for a number of rounds equal your Wisdom modifier + 1/2 rogue level (minimum 1). This bonus does not stack with any favored enemy or favored terrain bonuses already possessed by your allies.
Light Steps (Ex): You move while barely touching the surface underneath. As a full-round action (3-action activity), you can move twice your speed, ignoring difficult terrain. While moving in this way, any surface will support you, no matter how much you weigh. This allows you to move across water, lava, or even the thinnest tree branches. You must end you move on a surface that can support you normally or fall. You cannot move across air in this way, nor walk up walls or other vertical surfaces. When moving in this way, you do not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, you ignore any mechanical traps that use a location-based trigger.
No Trace (Ex): You can cover your tracks, remain hidden, and conceal your presence. The DC to track you using the Survival skill increases by half your rogue level (minimum +1). In addition, whenever you are stationary without taking any actions (other than free actions that would not break Stealth) for your turn, you gain an insight bonus equal to half your class level on Disguise skill checks and on opposed Stealth checks. This bonus lasts until you take an non-free action or an action that would break Stealth.
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Seamless Guise (Ex): You have a competence bonus on Disguise checks equal to half your Rogue level. You also gain this bonus on Bluff and other social checks made specifically to lie about your identity, impersonate someone else, or keep up such a ruse.
Swift Tracker (Ex): You must have the Track talent to select this talent. You can move at normal speed while using Survival to follow tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Terrain Stride (Ex): You must have at least one Favored Terrain to select this ability. You ignore naturally occurring difficult terrain native to any of your favored terrains such as underbrush in woodlands, rocky terrain in mountains, or trash and rubble in urban streets.
Track (Ex): You add half your class level (minimum 1) to Perception and Survival skill checks made to spot and follow tracks.
Uncanny Dodge (Ex): You gain the ability to react to danger before your senses would normally allow you to do so. You are not flat-footed and don't lose your Dexterity bonus to AC against attackers as a result of them being hidden. This also denies them the normal attack bonuses for such effects. This doesn't prevent you from losing your Dexterity bonus to AC if an opponent successfully uses the feint action against you or if the opponent is completely undetected.
Undetectable (Su): You must be able to cast vanish, invisibility, or greater invisibility and have the No Trace talent. While invisible, you also gain the benefits of the lesser nondetection spell using your rogue level as your caster level (DC11 + rogue level). If you take this a second time, it improves to function as nondetection and the DC increases to 15 + rogue level. You can suppress and resume this effect as an action.
Wild Empathy (Ex): You can improve the attitude of animals by interacting with them. This functions the same way a Diplomacy check does with those you communicate with but you use a Handle Animal check instead and no actual words are required. You can make a Handle Animal check as a standard action to attempt to get a hostile animal to cease hostilities long enough for you to interact with it. Any attack or hostility from your or your allies perceived by the animal, automatically negates this attempt. Retries are not possible within the same encounter.
ADVANCED ROGUE TALENTS
At 10th level in the class you add the following to the list of talents you can select.
Camouflage (Ex)
A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex)
While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
Improved Damage Reduction (Ex): Requires: Damage Reduction. Your DR/magic increases to equal your full class level and DR/- increases to equal one-half your class level instead of one-third.
Improved Evasion (Ex)
At 16th level, a ranger’s evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Improved Quarry (Ex)
At 19th level, the ranger’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Improved Undetectability (Su): You must be able to cast vanish, invisibility, or greater invisibility and have the No Trace and Undetectable talents. While invisible, the range of all senses that detect invisible targets or detect by means other than sight (ex. blindsense, blindsight, detect evil, scent, see invisiblity, tremorsense, true seeing, etc.) are treated as 5 feet shorter per rogue level for the purposes of detecting you, to a minimum of 5 feet. If the range is normally unlimited, it becomes limited to 120 feet against you. Creatures that are 4 levels higher or 2 mythic ranks/tiers higher can make a Perception check against your Stealth check when you enter their initial range of detection. If they fail, they are affected normally. If they succeed, this has no effect on them for 24 hours. You do not apply the Stealth bonus from invisibility to this check.
Improved Uncanny Dodge (Ex):You can no longer be flanked. This defense denies enemies the ability to sneak attack you by flanking you, unless the attacker has at least 4 more levels in a class that provides sneak attack than you have in classes that have this ability as a class talent.
ROGUE CAPSTONE ABILITY
At 20th level you can take a rogue capstone ability or ninja capstone ability of your choice provided you meet the prerequisites (if any): Hidden Master, Ki Sage, Master Hunter, Master Strike, Masterful Talent, Perfect Body Flawless Mind, Slicing Wind, The Boss, The Right Spot, With this Sword, or Won’t Stay Dead.
Hidden Master: You gain undetectable II and improved undetectability. If you already have these talents, you gain two rogue talents and one advanced rogue talent of your choice to replace them.