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.
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