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Rogue



You are stealthy, quick, good with traps, and deadly with sneak attacks! You’re always one step ahead of danger.



1ST LEVEL ROGUE CLASS FEATURES


STATISTICS / SKILLS

Fortitude Save
+0
Reflex Save
 +2
Will Save
 +0
 
Hit Points
8
Attack Bonus
 +0
Skill Ranks
 8
 
 Skills:
 
Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Knowledge Dungeoneering, Knowledge Local, Perception, Sense Motive, Stealth, Swim



ARMOR AND WEAPONS
Rogues like quick, sneaky weapons and flexible armor. In Section E of your character sheet, check light armor and simple weapons. Then write rapier, shortbow, and short sword in Section E. You’ll learn more about armor and weapons later.

SNEAK ATTACK +1d6
Write sneak attack +1d6 in Section F of your character sheet. When you make a sneak attack, add +1d6 damage to your normal weapon damage. You can make a sneak attack if:
- Your opponent hasn't acted yet in combat.
 - You are flanking the opponent with an ally.
 - The opponent is helpless.

Sneak attack bonus damage is not multiplied on a critical hit. You can make a sneak attack with a melee weapon or a ranged weapon. If you use a ranged weapon, your opponent must be within 30 feet of you to count as a sneak attack.

TRAPFINDING +1
Write trapfinding +1 in Section F of your character sheet. You get a +1 bonus on Perception skill checks to find traps, and a +1 bonus on Disable Device skill checks. Rogues can use the Disable Device skill to disable magical traps (other classes can
notice magical traps, but can’t disable them).

2ND LEVEL ROGUE CLASS FEATURES

  • Write the following under your class features (Section F). 

  • EVASION: Some spells and monster abilities let you make a Reflex save to take half
    damage. If you make the Reflex save, you take zero damage instead!

  • ROGUE TALENT: Pick one rogue talent from the list below:

    ROGUE TALENTS

    If a rogue talent has an asterisk (*) after its name, it adds to your sneak attack, and you can only use one of these talents per sneak attack (decide before the attack which one you’re using).

     BEFUDDLING STRIKE * (Sneak Attack)

    When you damage an opponent with a sneak attack, it takes a –2 penalty on attack rolls against you for 1d4 rounds.

     COMBAT TRICK

    You gain one combat feat (see fighter combat feats). You must meet all prerequisites for the feat.

     DEADLY RANGE

    The maximum range at which you can make a sneak attack with a ranged weapon increases by 10 feet.

     ESOTERIC RANGE

    Once per day, you can attempt any Knowledge check, even if you don’t have ranks in it or the DC is higher than 10.

     EXPERT LEAPER

    Your jumps always count as if they had a running start. When you deliberately jump down, treat the distance as 20 feet shorter.

     FAST PICKS

    You can use the Disable Device skill to attempt to open a lock as a standard action instead of a standard and a move action.

     FAST STEALTH

    When you use the Stealth skill, you move at your normal speed. (Normally, using Stealth means you move at half speed.)

     FINESSE ROGUE

    You gain the Weapon Finesse feat, which lets you use your DEX instead of your STR on attack rolls.

     LEDGE WALKER

    You can move across narrow surfaces (such as ropes and ledges) at full speed. (Without this, you can only move at half speed.)

     MINOR MAGIC

    Choose one wizard cantrip. You can cast this cantrip three times per day as if your wizard level were equal to your rogue level.

     NIMBLE CLIMBER

    When you fail a Climb check by 5 or more, you can immediately stop your fall if you make another Climb check at the DC + 10.

     POWERFUL SNEAK* (Sneak Attack)

    If you take a –2 attack penalty on a sneak attack and don’t move on your turn, treat all 1s on the sneak attack damage dice as 2s.

     QUICK DISABLE

    Whenever you use the Disable Device skill to disarm a trap, it takes you half the normal time (1d4 rounds instead of 2d4).

     SNAP SHOT

    If you have a ranged weapon ready in the surprise round, treat your initiative in the surprise round as if you had rolled a 20.

     STAND UP

    You can stand up from a prone position as a free action instead of a move action.

     TRAP SPOTTER

    Whenever you come within 10 feet of a trap, you get a free Perception skill check to notice it. The GM makes this check in secret.

     WEAPON FOCUS

    You gain the Weapon Focus feat, which gives you a +1 bonus on attack rolls with one type of weapon.

  • Stat Modifiers:
  •  HIT POINTS
     Add +1d8 + CON
     ATTACK BONUS  Add +1
     FORT SAVE
     No Change
     REFLEX SAVE
     Add +1
     WILL SAVE
     No Change

3RD LEVEL ROGUE CLASS FEATURES

  • Your sneak attack increases by +1d6.
  • Write the following under your class features (Section F). 
  • TRAP SENSE: You get a +1 on Reflex saves against traps and a +1 bonus to your Armor Class against traps.
  •  HIT POINTS
     Add +1d8 + CON
     ATTACK BONUS  Add +1
     FORT SAVE
     Add +1
     REFLEX SAVE
     No Change
     WILL SAVE
     Add +1

4TH LEVEL ROGUE CLASS FEATURES

  • Your trapfinding ability increases to +2.
  • Write the following under your class features (Section F). 
  • ROGUE TALENT: Pick another rogue Talent from the list above.
  • UNCANNY DODGE: Your enemies no longer get an attack roll bonus when flanking you! Other rogues can’t sneak attack you when they flank you!
  •  HIT POINTS
     Add +1d8 + CON
     ATTACK BONUS  Add +1
     FORT SAVE
     No Change
     REFLEX SAVE
     Add +1
     WILL SAVE
     No Change

5TH LEVEL ROGUE CLASS FEATURES

  • Your sneak attack increases by +1d6.
  •  HIT POINTS
     Add +1d8 + CON
     ATTACK BONUS  No Change
     FORT SAVE
     No Change
     REFLEX SAVE
     No Change
     WILL SAVE
     No Change
 

Source: Paizo Blog,
Paizo Publishing, LLC