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.
Table: The Rogue (Hit Dice: D8)
|Level||BAB||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+0||+2||+0||Sneak attack +1d6, trapfinding|
|2nd||+1||+0||+3||+0||Evasion, rogue talent|
|3rd||+2||+1||+3||+1||Sneak attack +2d6, trap sense +1|
|4th||+3||+1||+4||+1||Rogue talent, uncanny dodge|
|5th||+3||+1||+4||+1||Sneak attack +3d6|
|6th||+4||+2||+5||+2||Rogue talent, trap sense +2|
|7th||+5||+2||+5||+2||Sneak attack +4d6|
|8th||+6/+1||+2||+6||+2||Improved uncanny dodge, rogue talent|
|9th||+6/+1||+3||+6||+3||Sneak attack +5d6, trap sense +3|
|11th||+8/+3||+3||+7||+3||Sneak attack +6d6|
|12th||+9/+4||+4||+8||+4||Advanced talent, trap sense +4|
|13th||+9/+4||+4||+8||+4||Sneak attack +7d6|
|15th||+11/+6/+1||+5||+9||+5||Sneak attack +8d6, trap sense +5|
|17th||+12/+7/+2||+5||+10||+5||Sneak attack +9d6|
|18th||+13/+8/+3||+6||+11||+6||Advanced talent, trap sense +6|
|19th||+14/+9/+4||+6||+11||+6||Sneak attack +10d6|
|20th||+15/+10/+5||+6||+12||+6||Master strike, advanced talent|
Class Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), and Streetwise (Cha).
Skill Ranks per Level: 8 + Int modifier.
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.
Sneak Attack: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. The attack deals extra damage anytime your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank the target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should you 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), you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trapfinding: You add half your rogue level to skill checks made to locate and disarm traps (minimum +1).
Evasion (Ex): At 2nd level and higher, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As you gain experience, you learn a number of talents that aid you and confound your foes. Starting at 2nd level, you gain one rogue talent. You gain an additional rogue talent for every 2 levels of rogue attained after 2nd level. Unless otherwise noted, you cannot select an individual talent more than once.
Talents marked with an asterisk ( * ) add effects to your 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.
Acrobatic Charge (Ex): You gain the ability to charge in situations where others cannot. You may charge over difficult terrain that normally slows movement. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Feats).
Fast Stealth (Ex): This ability allows you to move at full speed using the Stealth skill without penalty.
Façade (Ex): Your disguises resist divination spells and abilities. If a divination spell is cast on you while in disguise, the caster must make a Perception check opposed by your Perform (acting) check to detect the truth. Otherwise, the divination spell or effect learns information that is consistent with your disguise.
Face in the Crowd (Ex): You may make a Stealth check while being observed as long as you are in a “crowd,” defined as 10 or more creatures of at least half your size within a 10 ft. radius of you.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Go to Ground (Ex): When you choose to “lay low,” you become all but impossible to find without magical means. All attempts to find you with urban tracking (see Streetwise skill) simply fail outright. (Source: Cityscape web enhancement.)
Knockout Blow* (Ex): On a sneak attack that would do nonlethal damage, you may instead attempt a Knockout Blow. It the attack succeeds, the opponent takes no damage, but is stunned for 1d3 rounds (Fort Neg., DC 15 + number of sneak attack dice).
Ledge Walker (Ex): This ability allows you to move at full speed using the Acrobatics skill without penalty. You can also climb at half your normal speed as a move action without taking the normal –5 penalty on the check (see Athletics skill). In addition, you are not flat-footed when using Acrobatics to move along narrow surfaces.
Light Sleeper (Ex): You no longer receive a –10 penalty on Perception checks while asleep.
Major Magic (Sp): You gain the ability to cast a 1st level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to your rogue level. The save DC for this spell is 11 + the rogue’s Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.
You may select this talent multiple times, each time, the level of the spell increases by 1, as does the minimum Intelligence required to cast it.
Minor Magic (Sp): You gain the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to your rogue level. The save DC for this spell is 10 + your Intelligence modifier. You must have an Intelligence of at least 10 to select this talent.
Quick Disable (Ex): It takes you half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). Also, you can use improvised tools to make Disable Device checks without the normal penalty.
Resiliency (Ex): Once per day, you can gain a number of temporary hit points equal to your rogue level. Activating this ability is an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent you from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.
Rogue Crawl (Ex): While prone, you can move at half speed without provoking attacks of opportunity. A rogue with this talent can take a 5-foot step while crawling.
Slow Fall (Ex): You reduce the effective distance of falls you suffer by 20 feet, as the Monk class feature. If you have this ability from another class, the distances stack. Note: You may select this talent multiple times. Each time, add 10 feet to the distance.
Slow Reactions* (Ex): Opponents damaged by your sneak attack can’t make attacks of opportunity for 1 round.
Stand Up (Ex): You can stand up from a prone position as a free action that doesn’t provoke an attack of opportunity. This ability works only if you are wearing light or no armor and carry no more than a light load.
Steady Stance (Ex): You remain stable on your feet when others have difficulty standing. You are not considered flat-footed while balancing or climbing. Add half of your rogue level as a competence bonus on Acrobatics or Athletics checks to remain balancing or climbing when you take damage.
Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to you, even if they have already acted.
Trap Spotter (Ex): Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Weapon Training: You gain Weapon Focus as a bonus feat.
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 gains Uncanny Dodge as a bonus feat.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher gains Improved Uncanny Dodge as a bonus feat.
Advanced Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents. If desired, you can choose a regular talent in place of an advanced talent.
Blind Spot (Sp): Your skill at Stealth becomes so sure that you can sometimes remain undetected even out in the open. Once per day, you can attempt to make yourself completely undetectable to any single creature as if manifesting the cloud mind psionic power (per the 3.5 System Reference Document) with a manifester level equal to your rogue level. If the target creature fails its save, you can remain hidden as long as you maintain concentration on this ability.
Blink (Sp): You can blink a number of rounds per day equal to half your rogue level. These rounds need not be consecutive. Activation is a swift action; you can end the effect as a free action.
Breach Sense (Ex): You can sense the imminent opening of a planar breach (for example, a plane shift, teleport, or summon monster spell) within 30 ft. You are entitled to an immediate DC 25 Perception check to pinpoint the exact location of the portal, breach, or spell effect, as long as you have a line of sight to it (from the Planar Handbook).
Crippling Strike* (Ex): You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.
Defensive Roll (Ex): With this advanced talent, you can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute a defensive roll—if you are denied your Dexterity bonus to AC, you can’t use this ability. Since this effect would not normally allow you to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.
Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue’s level. A rogue must have the major magic rogue talent before choosing dispelling attack.
Hide in Plain Sight (Su): You can use the Stealth skill even while being observed. As long as you are within 10 feet of some sort of cover or shadow, you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.
Improved Evasion (Ex): This works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, you henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: You become so confident in the use of certain skills that you can use them reliably even under adverse conditions. Upon gaining this ability, select a number of skills equal to 3 + your Intelligence modifier. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you from doing so. You may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Slippery Mind (Ex): This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw (unless the spell normally allows additional chances).
Sniper (Ex): When hidden, you can make one or more ranged attacks against a target at least 10 ft. away, then immediately hide again as a free action. You take a –10 penalty to your Hide check to do so (rather than the normal –20 penalty) (from Races of the Wild).
Feat: You may gain any feat that you qualify for in place of a rogue talent.
Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time you deal sneak attack damage, you 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 + ½ your rogue level + your Intelligence modifier. Once a creature has been the target of your master strike, regardless of whether or not the save is made, that creature is immune to your master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.