Class Features
All of the following are features of the Rogue class.
Sneak Attack
If a rogue can catch an opponent when they are unable to defend themselves effectively from their attack, they can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime their target would be denied a
Dexterity bonus to AC (whether the target actually has a
Dexterity bonus or not), or when the rogue flanks their target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is
Precision Damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. They 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 total
Concealment.
Trapfinding
A rogue adds 1/2 their level on
Perception checks to locate traps and on
Disable Device checks (minimum +1). A rogue can use
Disable Device to disarm magic traps.
Finesse Training ()
At 1st level, a rogue gains
Weapon Finesse as a bonus feat. In addition, starting at 3rd level, they can select any one
Weapon Group containing at least one weapon that can be used with
Weapon Finesse. Once this choice is made, it cannot be changed. Whenever they make a successful
Melee Attack with any finesse weapons in the selected weapon group, they add their
Dexterity modifier instead of their
Strength modifier to the damage roll. If any effect would prevent the rogue from adding their
Strength modifier to the damage roll, they do not add their
Dexterity modifier. The rogue can select a second
Weapon Group at 11th level and a third at 19th level.
Evasion ()
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If they succeed at a Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take 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, they learn a number of
Rogue Talents that aid them and confound their foes. Starting at 2nd level, a rogue gains one
Rogue Talent. They gain 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.
Danger Sense ()
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1
Dodge Bonus to AC against attacks made by traps. In addition, they gain a +1 bonus on
Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury ()
At 4th level, whenever a rogue deals sneak attack damage to a foe, they can also debilitate the target of their 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 they make 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.
Uncanny Dodge ()
At 4th level, a rogue can react to danger before their senses would normally allow them to do so. They cannot be caught , nor do they lose their
Dexterity bonus to AC if the attacker is invisible. They still lose their
Dexterity bonus to AC if immobilized. A rogue with this ability can still lose their
Dexterity bonus to AC if an opponent successfully uses the
Feint action against them.
If a rogue already has uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.
Rogue’s Edge ()
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. They gain the skill unlock powers for that skill as appropriate for their number of ranks in that skill. At 10th, 15th, and 20th levels, they choose an additional skill and gain skill unlock powers for that skill as well.
Skill unlocks are available for the following skills:
Acrobatics,
Appraise,
Bluff,
Climb,
Craft,
Diplomacy,
Disable Device,
Disguise,
Escape Artist,
Fly,
Handle Animal,
Heal,
Intimidate,
Knowledge,
Linguistics,
Perception,
Perform,
Profession,
Ride,
Sense Motive,
Sleight of Hand,
Spellcraft,
Stealth,
Survival,
Swim, and
Use Magic Device. Details of what each skill unlock does is found at the bottom of each skill description.
Improved Uncanny Dodge ()
At 8th level, a rogue can no longer be
Flanked.
This defense denies another rogue the ability to sneak attack the character by
Flanking them, unless the attacker has at least four more rogue levels than the target does.
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.
Advanced Talents
At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
Master Strike ()
At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, they 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 can attempt 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
Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, 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.
Rogue Variants
Many variations exist that alter or replace aspects of the Rogue class.
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