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Rogue



Rogues use skill, stealth, and misdirection to track and hunt foes.

Subclasses: Arcane Archer, Arcane Trickster, Assassin, Champion, Duelist, Gunslinger, Horizon Walker, Hunter, Investigator, Master Spy, Ninja, Ranger, Shadowdancer, Slayer, Swashbuckler, Trickster, Unchained Rogue, Vampire Hunter, Vigilante


Class Points
Class Skills
A character that takes their 1st level in this class begins with all the class skills. A character that wants to multiclass into this class must have all these class skills in order to do so:
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:


ROGUE CLASS FEATURES

  1. Sneak Attack, class skills, starting feats
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  21. Mythic class feat
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SNEAK ATTACK

Rogues begin with the Sneak Attack feat, even if they do not meet the prerequisites. Their tier in this feat automatically goes up by 1 every 2 rogue levels thereafter (3rd, 5th, 7th, etc.).



ROGUE FEATS

You gain a class power at every odd class level after 1st. You can select a Rogue Talent or Ninja Trick that alters how Sneak Attack works, or a power listed below, provided you meet the prerequisites.

Bleeding Attack (Ex): When you deal damage to a living creature with a Sneak Attack you can cause them to take 1 point of bleed damage per two rogue levels you have (minimum 1) each round for a number of rounds equal to your rogue level. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a Medicine (Heal) check DC10 + your rogue level + your Intelligence or Wisdom modifier (whichever is greater). The application of any effect that heals hit point damage grants advantage on this check. Bleed damage from this ability does not stack with itself but does bypasses DR.

Deadly Range (Ex): The range of your Sneak Attack increases by 30 feet. This ability is stackable and can be taken up to a number of times equal to 1 + 1/5th your rogue level.

Ninja Tricks that Alter Sneak Attack:  (bleeding strike, deadly range, ki block, pressure points, slow reactions)

Debilitating Strike (Ex): When you damage a target with precision damage from Sneak Attack, you also afflict them with a -2 penalty to one of the following of your choice until the start of your next turn: attack rolls, defenses, saving throws and skill checks, movement speeds and any skill checks associated with movement (such as Acrobatics, Climb, Fly, Ride, Stealth, or Swim checks).

Impromptu Sneak Attack (Ex): You can spend 1 MP/level when you activate Sneak Attack to treat a target as flat-footed against your next attack, even if they wouldn't normally be.

Improved Quarry (Ex): You must have Quarry to select this power. You gain Improved Quarry as a ranger using your rogue level as your ranger level.

Magical Powers: 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). Once selected, this cannot be changed. You gain two 0-tier 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-tier spells. The fourth time you gain one 1st-tier spell and one 2nd-tier 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 tier and one spell of the next tier higher (max 3 of each spell level). Your class level -3 is your caster level for these spells (minimum 1) unless you're proficient with the school of magic (then it's your full level).

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.

Quarry (Ex): You gain Quarry as a ranger using your rogue level as your ranger level.




ROGUE TALENTS

You gain a class talent at every even class level. You can select a Rogue Talent or Ninja Trick that does NOT alter how Sneak Attack works, or a talent listed below, provided you meet the prerequisites.

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.

Damage Reduction/speed (Ex): When you move, you gain DR/- up to 1/5th the distance you moved in feet or half your level (whichever is less) until the start of your next turn. Attackers with a greater base speed than you, greater Dexterity modifier than you, affected by the Haste, Time Stop, or similar powers or using Speed weapons ignore this DR. You lose this benefit while flat-footed or slowed.

Danger Sense (Ex): You gain an Insight bonus all Defenses, Reflex saves, and Perception checks vs. traps and ambushes equal to 3 + 1/3 your class level. 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.

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): You gain a favored enemy as a ranger using your rogue level as your ranger level. This ability is stackable to a maximum number of enemies equal to 1 + 1/5th your level.

Favored Terrain (Ex): You gain a favored terrain as a ranger using your rogue level as your ranger level. This ability is stackable to a maximum number of terrains equal to 1 + 1/5th your level. While in a favored terrain, you can ignore difficult terrain created by natural hazards but not artificial or magical ones just as Woodland Stride.


Light Steps (Su): You move quickly while barely touching the surface underneath. As 3 actions, you can move up to 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 movement on a surface that can support you normally. 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 do you 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.

Many Faces (Ex/Sp): You get an insight bonus on Disguise skill checks equal to half your rogue level (minimum +1). In addition, you gain Disguise Self as a spell-like ability.

No Trace (Ex): You learn to 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, you get an insight bonus equal to half your rogue level on opposed Stealth checks whenever stationary and does not taking any actions except free actions that are not attack actions.

Ranged Legerdemain (Su): Whenever using mage hand, telekinesis, or similar effects to move things from afar, you can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5. Any object to be manipulated must be light enough for you to lift with your telekinetic powers.

Track(Ex): You gain Survival as a class skill and a bonus to Survival checks made to track equal to half your rogue level. If you already have this as a class skill, choose another skill of your choice to become a class skill from the following list: handle animal, knowledge (nature), ride.

Uncanny Dodge (Ex): You gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed and you don't lose your Dexterity bonus to AC if immobilized. This doesn't prevent you from losing your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Wild Empathy (Ex): You gain Handle Animal as a class skill and a bonus to Handle Animal checks made to calm or command animals equal to half your rogue level. If you already have this as a class skill, choose another skill of your choice to become a class skill from the following list: knowledge (nature), ride, survival.

Hide in Plain Sight (Su)
A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex)
At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision (Ex)
At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.

Shadowjump (Su): You must have Darkvision to gain this ability. You gain Phase Step as an innate supernatural ability but can only use it to affect yourself and whatever you carry and only to move to and from locations in dim light or total darkness.

Improved Shadowjump (Su): You must have Darkvision and Shadowjump to gain this ability. You gain Dimension Door as an innate supernatural ability, though you can only use it to move to and from areas of dim lighting or total darkness.





ADVANCED ROGUE TALENTS

At 10th level in the class you add the following to the list of talents you can select.

Improved Damage Reduction (Ex): Requires: Damage Reduction. Double your damage reduction.

Improved Resistance (Ex): Requires: Resistance. All of your resistances from this class increase to your full level instead of half.

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.

Greater Shadowjump (Su): You must have Darkvision, Shadowjump, and Improved Shadowjump to gain this ability. You gain Teleport as an innate supernatural ability, though you can only use it to move to and from areas of dim lighting or total darkness.

Superior Shadowjump (Su): You must have Darkvision, Shadowjump, and Improved Shadowjump to gain this ability.  You gain Greater Teleport as an innate supernatural ability, though you can only use it to move to and from areas of dim lighting or total darkness.

Shadow Master (Su): You must have Damage Reduction Speed and Low-light vision to select this ability. You always gain the benefits of your DR/speed in an area of dim light or total darkness, even when you don't move. You also gain a +2 luck bonus on all saving throws in such conditions. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light or total darkness, that foe is blinded for 1d6 rounds (Fort negates DC10 + rogue level + your Dex mod). You apply your DR against creatures that cannot see you, even if they'd normally overcome your DR/speed as a result of a higher dex mod, higher speed, etc.


Slicing Wind (Su): You must have Light Steps to select this ability. When using light steps, you can move up to four times your speed and make a single attack at her highest base attack bonus at any point during the movement.

Surprise Spells (Su): You can apply your Sneak Attack benefits to spells and other powers you use as long as they deal damage and target only a single target at a time. The precision damage is changed to that of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.



CAPSTONE ABILITY

At 20th level you can increase your Sneak Attack insight bonus to attack rolls increases by 2 or gain one capstone ability of your choice from the following list:
Hidden Master (Su): While invisible, any magical effect that attempts to detect you or remove or see through your invisibility (such as invisibility purge, see invisibility, and true seeing), must attempt a caster check every time (max once per round) it would affect you against DC10 + your rogue level. If this check fails, the effect does not detect you or remove or see through your invisibility. If the effect was a divination effect that explicitly targeted you (such as scrying), failing this check means all further attempts automatically fail for the next 24 hours or until you cease being invisible, whichever occurs first. In addition, while you are Invisible and actively using the Stealth skill, you also gain the benefits of the Cover Scent and Hidden Presence spells using your rogue level as the caster level.

Master Hunter (Ex): You must have Quarry, Improved Quarry, Track, Swift Tracker, and Favored Enemy as a ranger to select this capstone. You become a master hunter can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger’s level + the ranger’s Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Seen It Before (Ex): You must have at least one Favored Enemy and Favored Terrain to select this capstone. You are wise to all the tricks of your prey adding your favored enemy bonus as an insight bonus on saves against spells and abilities used by favored enemies. You also add this bonus to saves against natural hazards and dangers native to your Favored Terrains.