Classes
Choosing a Class
Basics
When a character gains a level, they must select one of the following classes. They can choose to continue advancing their original class, or take a different path and become a multiclass character.
Aristocrats are the rich and privileged, often called to fight in war but equally at home in situations of courtly intrigue. Their wealth and legitimacy make them welcome companions when they dabble in adventuring.
Barbarians are fearsome warriors, who can become especially deadly during brief periods of rage.
Fighters are dedicated to their craft; whether formally trained or self taught, they can master numerous techniques.
Mages understand that knowledge is power. They master ancient magical traditions through intense study.
Rangers are expert trackers and survivors, skilled in combat and with a surpassing knowledge of wild places.
Rogues are thieves, assassins, and specialists. In combat, they can make deadly use of sneak attacks.
Multiclass Characters
When a character gains a level in a different class, they gain hit points, skill points, proficiencies, and other class features as normal for that class. There is no penalty for having multiple classes, but you can still only take up to six levels.
Epic Level Characters
A sixth level character has achieved the pinnacle of their ability, and no longer advances normally. When a character of sixth level gains enough experience to level up, they can gain an epic level or retrain one of their normal levels to another class. Epic class levels do not improve saves or grant skill points or class features. Instead, each epic level grants one feat, one skill point, and one HP. Max skill ranks increase every other level (see below).
General Progression
No matter your class, you still gain a few bonuses as your level increases. These general benefits are outlined in the following table:
| Level | Class Skill Max Ranks | Cross-Class Skill Max Ranks | Feats | Ability Score Increases |
| 1st | 4 | 2 | 1st | |
| 2nd | 5 | 2.5 | ||
| 3rd | 6 | 3 | 2nd | |
| 4th | 7 | 3.5 | +1 to any ability | |
| 5th | 8 | 4 | ||
| 6th | 9 | 4.5 | 3rd | |
| Epic | +.5 | +.5 | +1 per level | +1 at 8th, 12th, etc |
Aristocrat
[Description--what is this class?]
Features by Level:
| Level | Class Features | Base Combat Bonus | Charm Save | Reflex Save | Death Save | Fear Save | Spell Save |
| 1st | Noble Privilege, Literacy, Leadership | +0 | +2 | +0 | +1 | +2 | +1 |
| 2nd | Refined Training | +1 | +3 | +0 | +1 | +3 | +1 |
| 3rd | Noble Charisma +1, Trusted Follower | +2 | +3 | +1 | +2 | +3 | +2 |
| 4th |
Skilled Leader, Dilettante |
+3 | +4 | +1 | +2 | +4 | +2 |
| 5th | Bonus Feat, Noble Charisma +2 | +3 | +4 | +1 | +2 | +4 | +2 |
| 6th | Unshakable Confidence | +4 | +5 | +2 | +3 | +5 | +3 |
Class Features:
Hit Points:
Recovery Dice: 1D8 per aristocrat level
Hit Points at first level: 8 + Constitution modifier
Hit Points at higher levels: 5 + Constitution modifier
Proficiencies:
Class Skills: Bluff, Diplomacy, Forgery, Gather Information, Intimidate, Lore, Perform, Profession, Ride, Search, Sense Motive.
Background Skills: Choose any 4.
Skill Points at 1st Level: (6+Int modifier) * 4
Skill Points at Later Levels: 6+Int modifier
Equipment: Aristocrats are proficient with all simple weapons as well as flails, lances, and maces, all swords except the falchion, and with medium armor and shields.
Noble Privilege
In the course of adventuring, a common man-at-arms can attain fame, wealth, and power. But though he may wear their noble finery, dine with them, and compete in their byzantine intrigues, he will never be one of them. Aristocrats are born to power, marked to all who know them as above the common folk. Beyond simple wealth, aristocrats possess privilege.
In civilized lands, they possess dignity, authority, and usually great wealth. Where upstarts will be snubbed and resented by the nobility, their noble names demand respect. Naturally, this reputation is less useful in uncivilized lands, and when travelling incognito.
Literacy
Knowledge is power, and aristocrats are well trained in the exercise of power. Aristocrats are automatically literate, able to read and write all their starting languages.
Leadership
At first level, Aristocrats gain We Must Go On as a bonus feat. They need not meet the prerequisite.
Refined Training
At second level, aristocrats improve their skills in a suitably honorable style of fighting. You gain proficiency with heavy armor OR the Dodge feat (your choice). You must still meet the prerequisites. If you already have Dodge, you may select Riposte instead.
Noble Charisma
At 3rd level, and again at 5th level, your Charisma score increases by 1.
Trusted Follower
An aristocrat is only as good as their servants. At third level, you can obtain the service of a reliable and effective follower. This follower is most often a bodyguard or advisor, or else a steward to manage your holdings while you are away. Your follower is an NPC one character level behind you. They advance alongside you, though rarely past 5th level. If you should ever part ways with your lieutenant, finding another such loyal servant will be difficult, but not impossible.
Dilettante
An aristocrat’s position affords them the time and resources to learn new skills. You immediately gain 5 skill points, to be spent as normal.
Skilled Leader
With experience comes true skill in the craft of leadership. Choose one of the following abilities:
- Expert Administrator: +4 bonus on checks to run an organization or bureaucracy.
- Leader of Men: +4 bonus on checks to command and organize troops.
- Master of Secrets: +4 bonus on checks to build and maintain an intelligence network.
Bonus Feat
Dabbling doesn’t preclude mastering a few tricks. At 5th level, gain a bonus feat of your choice.
Unshakable Confidence
At 6th level, an aristocrat’s confidence has become one of their most powerful tools. As long as you are conscious, you can apply your Charisma bonus to all saving throws. Once per day, you may re-roll a Bluff, Diplomacy, Intimidate, or Sense Motive check you have just rolled.
Barbarian
[Description--what is this class?]
Features by Level:
| Level | Class Features | Base Combat Bonus | Charm Save | Reflex Save | Death Save | Fear Save | Spell Save |
| 1st | Rage 1/day, Wild Skill | +1 | +0 | +0 | +2 | +2 | +1 |
| 2nd | Uncanny Dodge | +2 | +0 | +0 | +3 | +3 | +1 |
| 3rd | Wild Spirit | +3 | +1 | +1 | +3 | +3 | +2 |
| 4th | Rage 2/day | +4 | +1 | +1 | +4 | +4 | +2 |
| 5th | Swift Attack | +5 | +1 | +1 | +4 | +4 | +2 |
| 6th | Die Hard | +6 | +2 | +2 | +5 | +5 | +3 |
Class Features:
Hit Points:
Recovery Dice: 1D12 per barbarian level
Hit Points at first level: 12 + Constitution modifier
Hit Points at higher levels: 7 + Constitution modifier
Proficiencies:
Class Skills: Climb, Handle Animal, Intimidate, Lore, Perception, Ride, Stealth, Survival, and Swim.
Background Skills: Choose any 2.
Skill Points at 1st Level: (4+Int modifier) * 4
Skill Points at Later Levels: 4+Int modifier
Equipment: Barbarians are proficient with all simple and martial weapons, and with light and medium armor and all shields except tower shields.
Rage
Barbarians can fly into a rage a certain number per times per day, based on their level. Entering a rage is a free action and the rage lasts for six rounds. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued for six rounds. You can only rage once per encounter.
Pick one of the following rage variants. During a rage, barbarians receive the listed benefits.
| Berserk Fury | Battle Ecstasy |
|
+4 Strength, +4 Constitution +2 temp hp per level -2 AC +4 on Fear and Charm saves +2 on Death saves |
+4 Dexterity, +4 Strength +4 on Fear and Charm saves +2 on Death saves |
Wild Skill
Barbarians must strengthen their bodies to survive. Choose one of the following abilities:
- Fast Movement: Your base land speed increases by 5 ft. This ability does not function while carrying a heavy load or wearing heavy armor.
- Natural Climber: You receive a +4 bonus on all Climb checks. You can always choose to take 10 on climb checks. You can climb at ½ your normal speed, and you retain your are not off guard while climbing.
- Endurance: You gain the Endurance feat.
Uncanny Dodge
At 2nd level, a barbarian can no longer be caught off-guard, unless the attacker has more rogue levels than the target has barbarian levels, or the barbarian is helpless.
Wild Spirit
At 3rd level, a barbarian’s strength of will manifests in new ways. Choose one of the following abilities:
- Fearsome Aspect: +4 bonus on Intimidate checks, may use strength instead of charisma on intimidate checks.
- Heightened Senses: +4 bonus on Perception checks.
- Honed Reflexes: +2 Bonus on Reflex saves.
- Animal Knowledge: +4 bonus on Handle Animal and Ride checks.
- Stalking Hunter: +4 on Stealth checks.
Swift Attack
You can make an attack as a minor action, at a -4 BCB penalty. As part of this action, you can also shift 5 ft before or after the attack.
Your levels in this class stack with all other classes to gain this ability. For example, a 3rd level Fighter/2nd level Barbarian would gain this ability at 5th level.
Die Hard
You can fight on when others would collapse. When you are staggered by your wounds and take a strenuous action, you remain conscious (and staggered) if you succeed on your Death saving throw. Each time you succeed and remain staggered, you take 1 point of Constitution damage.
Fighter
[description]
Features by Level:
| Level | Class Features | Base Combat Bonus | Charm Save | Reflex Save | Death Save | Fear Save | Spell Save |
| 1st | Bonus Feat, Bravery +1 | +1 | +0 | +0 | +2 | +2 | +1 |
| 2nd | Bonus Feat | +2 | +0 | +0 | +3 | +3 | +1 |
| 3rd | Bravery +2 | +3 | +1 | +1 | +3 | +3 | +2 |
| 4th | Bonus Feat | +4 | +1 | +1 | +4 | +4 | +2 |
| 5th | Bravery +3, Swift Attack | +5 | +1 | +1 | +4 | +4 | +2 |
| 6th | Bonus Feat, Indomitable | +6 | +2 | +2 | +5 | +5 | +3 |
Class Features:
Hit Points:
Hit Dice: 1D10 per fighter level
Hit Points at first level: 10 + Constitution modifier
Hit Points at higher levels: 6 + Constitution modifier
Proficiencies:
Class Skills: Climb, Gather Information, Intimidate, Lore, Perception, Ride, Survival, and Swim.
Background Skills: Choose any 3.
Skill Points at 1st Level: (4+Int modifier) * 4
Skill Points at Later Levels: 4+Int modifier
Equipment: Fighters are proficient with all simple and martial weapons, and with all types of armor and shields (including tower shields).
Bonus Feats
As they gain experience, fighters develop new techniques and tactics. At every level except 3rd and 5th, fighters gain a bonus combat-related feat. They must still meet any prerequisites.
Bravery
Fighters gain a bonus on their Fear Saves, which increases as they gain experience.
Swift Attack
You can make an attack as a minor action, at a -4 BCB penalty. As part of this action, you can also shift 5 ft before or after the attack.
Your levels in this class stack with all other classes to gain this ability. For example, a 3rd level Fighter/2nd level Barbarian would gain this ability at 5th level.
Indomitable
At sixth level, a fighter’s courage and endurance is truly heroic. A fighter may roll a recovery as a free action, OR reroll a saving throw with a +4 bonus. You become fatigued after the immediate danger has passed (and the adrenaline has faded). Once you use this ability, you cannot use it again until you have taken the rest action (see downtime actions ???).
Mage
[Description--what is this class?]
Features by Level:
| Level | Class Features | Spell Points | Base Combat Bonus | Charm Save | Reflex Save | Death Save | Fear Save | Spell Save |
| 1st | Arcane Tradition, Spells | 12 | +0 | +2 | +0 | +1 | +1 | +1 |
| 2nd | Spell Mastery (Tier 0) | 18 | +1 | +3 | +0 | +1 | +1 | +1 |
| 3rd | 24 | +1 | +3 | +1 | +2 | +2 | +2 | |
| 4th | Spell Mastery (Tier 1) | 30 | +2 | +4 | +1 | +2 | +2 | +2 |
| 5th | 36 | +2 | +4 | +1 | +2 | +2 | +2 | |
| 6th | Spell Mastery (Tier 2) | 42 | +3 | +5 | +2 | +3 | +3 | +3 |
Class Features:
Hit Points:
Recovery Dice: 1D6 per mage level
Hit Points at first level: 6 + Constitution modifier
Hit Points at higher levels: 4 + Constitution modifier
Proficiencies:
Unlike other classes, mages do not all share the same proficiencies. Your tradition (see below) determines your proficiencies.
Arcane Tradition
Every mage belongs to an arcane tradition, a system which attempts to explain how and why magic works. Some traditions are broad, offering comprehensive theories which explain all but the strangest spells; other traditions have grown around a single narrow branch of magic, mastering it at the expense of all others. Many traditions have discovered unique spells and bits of magical lore; they guard these secrets carefully.
Your tradition determines which of your abilities you use to cast spells. It grants you an initiate bonus at first level and a master bonus at sixth level. Some traditions also impose restrictions on their practitioners; these can practical (like an instrument to focus magic) or social (like a ban on black necromancy, enforceable by death or expulsion from the order).
Each tradition also has a list of traditional spells. These spells and their underlying principles are well understood by the tradition. A selection of these spells will fill out a character's starting repertoire, and likely continue to form the backbone of their magical arsenal throughout their career.
Spells from outside a mage's magical tradition are learned more slowly (see ??? below).
Spells
Mages cast spells drawn from the mage spell list. Normally, a mage can only cast spells which they have Learned and Prepared.
Basics
To learn or cast a spell, a mage must have a spellcasting ability score of at least 10. The DC for a saving throw against a mage's spell is 10 + the spell tier + the mage's spellcasting ability modifier.
In order to cast a spell which they have learned, a mage must first prepare the spell by readying their mind (a minor action which provokes reaction attacks). Once the spell has been prepared, a mage can cast it using its listed casting time. The spell remains prepared until the mage prepares a different spell or takes any major action other than casting the prepared spell. Significant distractions (like damage or a heated argument) could also cause a mage to lose focus on a prepared spell.
When casting a spell, you can choose to upcast the spell, casting it as a higher tier. This increases the cost to that of the new tier, but also boosts the save DC (as explained above) and may have other effects, depending on the spell.
A mage can only cast a certain number of spells before exhausting their mind. To cast a spell, a mage must expend energy in the form of spell points. If a mage has the required spell points, they have the energy to safely cast the spell. A mage's spell points are fully restored after a full night’s rest. A mage can also spend recovery dice to regain SP instead of HP (see Recovering from Normal Damage). If you use a recovery die to regain SP, you do not gain your Constitution modifier as a bonus on the roll.
| Spell Tier | Spell Point Cost |
| 0 | 0 |
| 1 | 3 |
| 2 | 6 |
| 3 | 9 |
| 4 | 12 |
Learning Spells
A mage may learn any number of spells. In order to learn a new spell, a mage must have access to the spell’s magical formula (either by locating an existing copy, or by inventing it themselves), and must have deciphered this formula. To decipher a written spell, a mage must spend at least 1d4 rounds and make a Spellcraft check (DC 15 + spell’s tier). If this check is failed, the mage cannot understand or copy the spell, and cannot retry until they have received a full night’s rest.
Once the spell is deciphered, the mage must then spend a day closely studying the spell. At the end of the day, make a Spellcraft check (DC 20 + spell’s tier); if the mage succeeds, they have learned the new spell. If they fail, they have not, and may not try again until they have gained new insight into the spell (the tutelage of another mage, improving their own Spellcraft skill, etc.) You get a +5 bonus to learn a traditional spell. A mage can only learn spells of up to a certain tier, based on their level.
| Level | Traditional | Nontraditional |
| 1st | Tier 1 | Tier 0 |
| 2nd | Tier 1 | Tier 0 |
| 3rd | Tier 2 | Tier 1 |
| 4th | Tier 2 | Tier 1 |
| 5th | Tier 3 | Tier 2 |
| 6th | Tier 4 | Tier 2 |
Spellbooks
Because they require magical writing to cast their spells, almost all mages compile their formulas and notes into a spellbook; many mages possess so much magical knowledge that it cannot fit into a single tome. A spell takes up one page per tier, so a tier 1 spell takes one page, and a tier 4 spell takes four; even a tier 0 spell takes a single page.
Many mages guard their knowledge carefully, concealing it with their own idiosyncratic notation and placing magical wards and traps upon their grimoires.
Overreach
When pressed, a mage can attempt a spell they have not learned. A particularly daring mage can even attempt a spell one tier higher than they are able to learn, though even more complex spells are totally beyond their ability. To attempt a spell they have not learned, a mage must still have a source of magical writing, and must have deciphered this source. Make a Spellcraft check (DC 20 + spell’s tier). On a success, the mage casts the spell, but takes a number of points of nonlethal damage equal to the spell’s tier. If the mage fails, the spell fizzles and a mishap may occur (roll on the mishaps table). This ability can also be used to upcast known spells to a tier one higher than normally possible.
Overdraw
When a mage has too few spell points to fully pay for a spell, they must roll a save against Overdraw (a Death saving throw against DC 10 + the spell point deficit); if they succeed, they successfully cast the spell. On a failed save, the mage casts the spell, but immediately falls to 0 hp and is stable. If the mage fails by 10 or more, they are dying. A character who falls unconscious by overdrawing can still be treated with the heal skill.
Powerful Spells and Resonance
Casting powerful (tier 3 and up) spells in succession is dangerous. When a mage casts such a spell on a round after casting another tier 3 and up spell, they must make a DC 15 Spell save or suffer the effects of magical resonance. On a failed save, the mage takes 1d12 points of damage after casting the spell.
Spell Mastery
Through endless practice and rote memorization, mages can so thoroughly master a spell that they no longer need to prepare it before casting it. A mage is always fully prepared to cast a mastered spell; they need ready their mind ahead of time.
At 2nd level, a mage can master a number of tier 0 spells equal to twice their spellcasting ability bonus.
At 4th level, a mage can master a number of tier 1 spells equal to their spellcasting ability bonus.
At 6th level, a mage can master a number of tier 2 spells equal to half their spellcasting ability bonus (minimum 1).
Ranger
[description]
Features by Level:
| Level | Class Features | Base Combat Bonus | Charm Save | Reflex Save | Death Save | Fear Save | Spell Save |
| 1st | 1st Favored Domain, Pathfinder, Wild Empathy | +1 | +0 | +2 | +2 | +2 | +1 |
| 2nd | Endurance, Combat Style | +2 | +0 | +3 | +3 | +3 | +1 |
| 3rd | Hunter's Bond | +3 | +1 | +3 | +3 | +3 | +2 |
| 4th | 2nd Favored Domain | +4 | +1 | +4 | +4 | +4 | +2 |
| 5th | Swift Attack, Quarry | +5 | +1 | +4 | +4 | +4 | +2 |
| 6th | Talisman | +6 | +2 | +5 | +5 | +5 | +3 |
Class Features:
Hit Points:
Hit Dice: 1D10 per ranger level
Hit Points at first level: 10 + Constitution modifier
Hit Points at higher levels: 6 + Constitution modifier
Proficiencies:
Class Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Lore, Perception, Ride, Search, Stealth, Survival, and Swim.
Background Skills: Choose any 3.
Skill Points at 1st Level: (6+Int modifier) * 4
Skill Points at Later Levels: 6+Int modifier
Equipment: Rangers are proficient with all simple and martial weapons, and with light armor and light and medium shields.
Favored Domain
Rangers are masters of wild and dangerous places. At first level, a ranger may choose a familiar region to be their favored domain. At 5th level, a ranger may select an domain, or choose the same option again (the bonuses stack).
You must select a difficult wilderness region, such as the border hills. The following bonuses apply with this region, and in similar regions and circumstances, at the GM's discretion:
- You gain a +2 bonus on Initiative, Perception, Stealth, and Survival checks, as well as on Fear saves.
- You can cover your tracks while still moving at full speed.
- You can exert yourself to further aid your companions [WIP, but spend 1 recovery die to reroll one of their failed checks or saves with your own bonus. Link to Journeying.]
Pathfinder
At first level, rangers gain the Track feat. They need not meet the prerequisite. Additionally, rangers gain a +2 bonus on survival checks to navigate in the wild.
Wild Empathy
A ranger can influence the attitude of a beast as if by Diplomacy. To influence a creature, the ranger rolls a Diplomacy check; both ranger and animal must study each other (within 30 ft, usually) and the process usually takes about a minute. Some magical beasts may be more difficult, imposing a -4 penalty on the check.
Endurance
At third level, rangers gain the Endurance feat. They need not meet the prerequisite. If you already have Endurance, all the recovery dice granted to you by your Ranger levels become d12s.
Combat Style
At second level, rangers gain a bonus feat based on their chosen combat style. Select a combat style feat; you must still meet all other prerequisites normally.
Hunter’s Bond
Choose two of the following options (unless you choose animal companion):
Animal Companion: The ranger may designate a beast they have trained which is friendly with them. A ranger can only have one animal companion at a time. If you choose this option, you may not select another perk. Through close training with the ranger, the companion gains the following benefits:
- Additional Hit Dice equal to the ranger’s level divided by 3 (increasing its saves, skills, and hp), so long as it is bonded.
- The ranger can handle their companion as a free action, or push it as a minor action.
- The ranger gains a +4 bonus on all Handle Animal, Ride, and Wild Empathy checks dealing with their companion.
- The companion may learn an additional trick (see Handle Animal skill description), plus another trick when the ranger reaches levels 5 and 6.
- The animal companion gains one of the following special abilities:
- Defender: when using the aid another action to defend an ally, the companion grants a +4 bonus to AC.
- Distracting Attack: any creature attacked by your animal companion takes a -1 penalty to AC until the end of the round. Additionally, your companion can trade their BCB for an AC bonus as if they had the Combat Expertise feat.
- Evasion: if the animal companion is subjected to an attack that allows a reflex saving throw for half damage, it takes no damage on a successful saving throw.
- Improved flanking: flanking bonus is increased to +4 when the ranger and their companion flank a target.
- Improved speed: the companion’s speed increases by 10ft when ridden by its ranger.
Expert Scout: [WIP; bonus for scouting ahead, possibly a bonus when travelling overland?]
Hunter's Mercy: You are skilled at finishing-off tough enemies. When you hit a creature, roll an extra 1d6 damage. If this extra damage is not sufficient to drop or stagger the target, do not apply it.
Master Herbalist: You gain a +4 penalty on checks to scavenge and use ingredients, and you can create even dangerous concoctions without risk of poisoning (see Herbalism, ???).
Nimble Escape: If you hit an enemy with an attack, your movement this round does not provoke reaction attacks from them.
Side by Side: If you and an ally both threaten an enemy, you count as flanking them.
Will to Survive: You are a dangerous foe when your life is on the line. While bloodied, your desperate attacks even more deadly. If you deal damage with a desperate attack while bloodied, you can immediately spend a reaction to make an attack. If you choose to make this second attack, you are rendered off-guard.
Swift Attack
You can make an attack as a minor action, at a -4 BCB penalty. As part of this action, you can also shift 5 ft before or after the attack.
Your levels in this class stack with all other classes to gain this ability. For example, a 3rd level Fighter/2nd level Barbarian would gain this ability at 5th level.
Quarry
At fifth level, a ranger becomes even more confident in their ability to hunt down their enemies. If a ranger spends one minute studying a creature within their sight (or that creature’s tracks or lair), they gain a +2 morale bonus on attacks against that creature, and they can take 10 on checks to track the creature. They can only have one quarry at a time, and they lose their quarry if they lose sight of them and their tracks.
Talisman
[WIP] In addition to its normal benefits, can use a talisman to cast spells.
Rogue
Features by Level:
| Level | Class Features | Base Combat Bonus | Charm Save | Reflex Save | Death Save | Fear Save | Spell Save |
| 1st | Improved Sneak Attack, Uncanny Dodge | +0 | +0 | +2 | +1 | +1 | +1 |
| 2nd | Roguish Specialty | +1 | +0 | +3 | +1 | +1 | +1 |
| 3rd | Evasion | +2 | +1 | +3 | +2 | +2 | +2 |
| 4th | Tricks of the Trade | +3 | +1 | +4 | +2 | +2 | +2 |
| 5th | Lethal Sneak Attack | +3 | +1 | +4 | +2 | +2 | +2 |
| 6th | Roguish Expertise | +4 | +2 | +5 | +3 | +3 | +3 |
Class Features:
Hit Points:
Hit Dice: 1D8 per rogue level
Hit Points at first level: 8 + Constitution modifier
Hit Points at higher levels: 5 + Constitution modifier
Proficiencies:
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Lore, Perception, Perform, Profession, Search, Sense Motive, Sleight of Hand, Stealth, and Tamper.
Background Skills: Choose any 4.
Skill Points at 1st Level: (8+Int modifier) * 4
Skill Points at Later Levels: 8+Int modifier
Equipment: Rogues are proficient with all simple weapons, plus the arming sword, rapier, sap, shortbow, and shortsword. Rogues are proficient with light armor and bucklers.
Improved Sneak Attack
When you roll extra damage on a sneak attack, use a d8 instead of a d6.
Uncanny Dodge
A rogue can never be caught off-guard, unless the attacker has more rogue levels than the target or the rogue is helpless.
Roguish Specialty
Choose one of the following specialties:
- Adventuring: You gain a bonus feat of your choice. You must still meet the prerequisites.
- Killing: When you roll extra damage on a sneak attack, use a d12 instead of a d8.
- Thieving: As long as you are not wounded or shaken, you can take 10 on climb, jump and stealth checks. You can ignore the normal penalties for moving quickly while balancing, climbing, and sneaking.
Evasion
At third level, a rogue can avoid dangerous area attacks (such as those created by spells or traps) with great agility. If a rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can only be used if the rogue is carrying a light load. A helpless rogue does not gain the benefit of evasion.
Tricks of the Trade
Choose one of the following benefits:
- Appraisal: +3 on checks to determine the value of an object.
- Impersonation: +3 on checks to impersonate a specific (real or fictitious) person.
- Interrogation: +2 on checks to get information by coercion (torture, threats, etc.)
- Poison Use: you can use poisons without substantial risk of poisoning yourself.
- Property Damage: sneak attack damage applies to objects. +2 bonus on checks to demolish, tunnel through, or otherwise degrade the structural integrity of an object or building.
- Smuggling: +3 bonus on checks to hide objects on your person.
- Sniping: +2 on checks to hide again after shooting.
- Trapfinding: +2 on reflex saves against traps, +2 dodge bonus to AC against traps. Gain a bonus on perception, search, and disable device checks against traps equal to ½ your level.
Lethal Sneak Attack
Add an extra sneak attack die whenever you deal damage with a sneak attack.
Roguish Expertise
You gain a further benefit based on your chosen path:
- Adventuring: You gain another bonus feat of your choice. You must still meet the prerequisites. Additionally, you can add two points to any of your ability scores (for example, you could improve two abilities by one, or increase one ability by two points).
- Killing: If you study a target for three rounds (a major action), your next sneak attack against it deals an extra 2d12 damage, if it is made within one minute.
- Thieving: As a free action, you can focus on a creature. You gain a +1 dodge bonus to AC against that creature. Additionally, when you take damage sufficient to stagger or kill you, you can perform a defensive roll to reduce the damage. Roll a DC 15 Reflex save; if you succeed, you take half damage.