Rogue

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ROGUE (HOMEBREW)
Thief, sneak, charmer, diplomat—all of these and more describe the rogue. When not skulking in the shadows, disarming traps, and stealing from the unaware, rogues may rub shoulders with powerful nobles or plot capers with fellow crooks. The rogue is the master of many faces, using her skills and talents to get herself both into and out of trouble with rakish aplomb. While others may call them charlatans and burglars, even the most larcenous rogues tend to consider themselves consummate professionals, willing to take on any job if the price is right.

Unchained/Core/Homebrew: While much of this version of the Rogue will be familiar to those who have seen the version from the Core Rulebook and the updated version from Pathfinder Unchained. There are a number of adjustments that enhance the power and flexibility of the rogue. Some of the changes Pathfinder Unchained brought were needed, but some did not give enough flexibility for character concepts. What follows is a slight reshaping of the abilities of the rogue as well as the talents and archetypes that are allowed for this game. Note that Finesse Training has been removed and a Dexterity-to-damage option has been added via a new feat called Finesse Expertise that can be selected by any class.

ALIGNMENT: Any
HIT DIE: d8
CLASS SKILLS: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier
OTHER: Archetype List
OTHER: Talents List

LVL BAB FORT REF WILL SPECIAL
1st +0 +0 +2 +0 Rogue talent, Sneak attack +1d6, Trapfinding
2nd +1 +0 +3 +0 Evasion, Rogue talent
3rd +2 +1 +3 +1 Danger sense +1, Sneak attack +2d6, Trap sense +1
4th +3 +1 +4 +1 Debilitating injury, Rogue talent, Uncanny dodge
5th +3 +1 +4 +1 Bonus feat, Sneak attack +3d6
6th +4 +2 +5 +2 Danger sense +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 Danger sense +3, Sneak attack +5d6, Trap sense +3
10th +7/+2 +3 +7 +3 Bonus feat, Advanced rogue talents, Rogue talent
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Danger sense +4, Rogue talent, Trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Bonus feat, Danger sense +5, Sneak attack +8d6, Trap sense +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Danger sense +6, Rogue talent, Trap sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+15 +6 +12 +6 Bonus feat, Master strike, Rogue talent

CLASS FEATURES
The following are the class features of the rogue.

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her 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. She 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 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes 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, she learns a number of talents that aid her and confound her foes. At 1st and 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Perception checks to avoid being surprised by a foe. This bonus increases by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

Trap Sense (Ex): 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, she gains 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 (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her 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 one penalty when the damage is dealt. 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.

  • 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 it makes 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.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Bonus Feats: At 5th level, 10th level, 15th level, and 20th level, a rogue gains a bonus feat that he would normally qualify for in addition to those gained from normal advancement. The feat chosen may be any other than Combat feats or those feats related to spell-casting or spell caster class features. Also, note that players may not choose the Extra Rogue Talent with the intention of taking a combat feat.

Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to f lank the character.

Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she 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

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