- 1 Class Features
- 1.1 Finesse Striker
- 1.2 Sneak Attack
- 1.3 Rogue Feats
- 1.4 Skill Feats
- 1.5 Skill Increases 2nd
- 1.6 Key Terms
- 1.7 Deny Advantage 3rd
- 1.8 General Feats 3rd
- 1.9 Ability Boosts 5th
- 1.10 Ancestry Feats 5th
- 1.11 Evasion 7th
- 1.12 Debilitating Strike 9th
- 1.13 Rogue Feats
- 1.14 1st Level
- 1.15 2nd Level
- 1.16 4th Level
- 1.17 6th Level
- 1.18 8th Level
- 1.19 10th Level
- 1.20 12th Level
- 1.21 14th Level
- 1.22 16th Level
- 1.23 18th Level
- 1.24 20th Level
You are skilled and opportunistic, and you use your sharp wits to take advantage of your opponents’ missteps in order to strike where it hurts most. While the stereotypical rogue is a thief or scoundrel, plenty of rogues make respectable and honorable livings as bounty hunters, detectives, or scouts, and even sometimes as aristocrats, diplomats, or politicians. One thing you all share in common is the breadth and depth of your training in skills, easily outpacing your more martially or magically inclined comrades.
Key Ability Dexterity
Hit Points 8 plus your Constitution modifier
Expert Reflex, Will
Trained a number of skills equal to 10 plus your Intelligence modifier.
Trained all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and shortsword
Trained light armor
Playing a Rogue
Players of rogue characters might approach gameplay in the following ways:
- During combat, you move about stealthily so you can catch foes unawares. You’re a precision instrument, better used against a tough boss or distant spellcaster than against rank-and-file soldiers.
- During social encounters, your skills give you multiple tools to influence your opposition. Pulling a con and ferreting information are second nature.
- In exploration mode, you sneak to get the drop on foes or look for danger or traps. You’re a great asset since you can disable traps, solve puzzles, and anticipate dangers.
- In downtime mode, you might pick pockets or trade in illegal goods. You can also become part of a thieves’ guild, or even found one of your own.
Roleplaying a Rogue
Rogues are known for being swift, stealthy, and skilled.
If You’re a Rogue, You Likely…
- Hone your skills through intense practice, both on your own and out in the world.
- Know where to attain illicit goods.
- Skirt or break the law because you think it’s meaningless or have your own code.
- Think you’re motivated only by greed.
- Find you charming or fascinating, even if they think they know better than to trust you.
- Come to you when they need someone willing to take risks and break the law.
|1||Ancestry feat, background, finesse striker, initial proficiencies, rogue feat, skill feat, sneak attack 1d6, surprise attack|
|2||Rogue feat, skill feat, skill increase|
|3||Deny advantage, general feat, skill feat, skill increase|
|4||Rogue feat, skill feat, skill increase|
|5||Ability boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6|
|6||Rogue feat, skill feat, skill increase|
|7||Evasion, general feat, skill feat, skill increase|
|8||Rogue feat, skill feat, skill increase|
|9||Ancestry feat, debilitating strike, skill feat, skill increase|
|10||Ability boosts, rogue feat, skill feat, skill increase|
|11||General feat, skill feat, skill increase, sneak attack 3d6|
|12||Rogue feat, skill feat, skill increase|
|12||Ancestry feat, improved evasion, skill feat, skill increase, weapon tricks|
|14||Rogue feat, skill feat, skill increase|
|15||Ability boosts, double debilitation, general feat, skill feat, skill increase|
|16||Rogue feat, skill feat, skill increase|
|17||Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6|
|18||Rogue feat, skill feat, skill increase|
|19||General feat, master strike, skill feat, skill increase|
|20||Ability boosts, rogue feat, skill feat, skill increase|
You gain these abilities. Abilities gained at higher levels list the requisite levels.
When you attack with an agile or finesse one-handed melee weapon, you can add your Dexterity modifier to damage instead of your Strength modifier.
You deal additional damage to flat-footed creatures. If you Strike a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage. For a ranged attack with a thrown weapon, that weapon must also be agile or finesse.
As your rogue levels increase, so does the number of damage dice of your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Surprise Attack On the first round of combat, creatures that haven’t acted are flat-footed to you.
At 1st level and every even-numbered level, you gain a rogue class feat.
You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait.
Skill Increases 2nd
You gain extra skill increases. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.
If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.
You’ll see the following key terms in many rogue abilities.
Enhancements: Enhancements are additional effects applied to a Strike that deals damage. Some enhancements require a critical success against your opponent in order to apply them.
Debilitations: Debilitations are a type of enhancement. A creature can’t be affected by more than one at a time, even from different creatures. When the creature is affected by a new debilitation, any previous one it was affected by ends.
Deny Advantage 3rd
You aren’t flat-footed to sensed, unseen, or flanking creatures of your level or lower; they can still provide allies a flank.
General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats 5th
In addition to your initial ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Your proficiency rank for Reflex saves and Perception increases to master. When you succeed at a Reflex save, treat the outcome as a critical success.
Debilitating Strike 9th
You gain the Debilitating Strike free action.
Trigger Your Strike hits a flat-footed creature
You apply one of the following debilitations, which lasts until the end of your next turn.
Debilitation The target becomes entangled.
Debilitation The target becomes enfeebled 1.
Improved Evasion 13th
Your proficiency rank for Reflex saves and Perception increases to legendary. When you critically fail a Reflex save, treat the outcome as a failure. When you fail a Reflex save against a damaging effect, you take half damage.
Weapon Tricks 13th
You become an expert in all simple weapons plus the hand crossbow, rapier, sap, shortbow, and shortsword.
Double Debilitation 15th
When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.
Slippery Mind 17th
You become a master at Will saves. When you succeed at a Will save, treat the outcome as a critical success instead.
Master Strike 19th
You gain the Master Strike free action.
Trigger Your Strike hits a flat-footed creature.
You apply the following enhancement.
Enhancement The target must attempt a Fortitude save at your class DC, with the following effects. It is bolstered.
Success The target is enfeebled 2 until the end of your next turn.
Critical Success No effect.
Failure The target is paralyzed for 4 rounds.
Critical Failure The target is paralyzed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice).
At every level that you gain a rogue feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.
If you need to look up a rogue feat by name instead of by level, use this table.
- Battle Assessment 4
- Blank Slate 16
- Blind-Fight 6
- Bludgeoner 1
- Cloud Step 16
- Cognitive Loophole 16
- Critical Debilitation 12
- Defensive Roll 14
- Delay Trap 8
- Dispelling Slice 16
- Dread Striker 4
- Fantastic Leap 12
- Felling Shot 12
- Footpad’s Focus 2
- Gang Up 6
- Hidden Paragon 20
- Implausible Infiltration 18
- Improved Poison Weapon 8
- Instant Opening 14
- Light Step 6
- Mobility 2
- Nimble Dodge 1
- Nimble Roll 8
- Opportune Backstab 8
- Perfect Distraction 16
- Poison Weapon 4
- Quick Draw 2
- Reactive Distraction 20
- Reactive Interference 18
- Reactive Pursuit 4
- Running Reload 4
- Sabotage 4
- Scout’s Warning 4
- Sense the Unseen 14
- Sidestep 8
- Skirmish Strike 6
- Sly Striker 8
- Sneak Savant 10
- Sniper’s Aim 2
- Spring from the Shadows 14
- Tactical Debilitations 10
- Trap Finder 1
- Trickster’s Ace 18
- Twist the Knife 6
- Unbalancing Blow 4
- Vicious Debilitations 10
- You’re Next 1
Bludgeoner Feat 1
You make brutal bludgeoning attacks that daze your foes. You can deal sneak attack damage with one-handed weapons of the club and mace groups even if they don’t have the agile or finesse trait. When you Strike with that weapon and critically succeed at the attack roll, you gain the following enhancement.
Enhancement The target is slowed 1 until the end of your next turn.
Nimble Dodge Feat 1
Requirements You are not encumbered.
Trigger You are targeted with a melee or ranged attack by an attacker that you see.
You nimbly dodge out of the way, gaining a +2 circumstance bonus to your Armor Class against the triggering attack.
Trap Finder Feat 1
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t searching, you still get a check to find traps if you are trained or better in Stealth. You can disable traps as though you had a proficiency rank of master in Thievery; if your proficiency modifier in Thievery is actually master, this increases to legendary instead.
You’re Next Feat 1
Trigger You kill an enemy.
After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you are 10th level or higher, you can use this as a free action with the same trigger.
Footpad’s Focus Feat 2
When you critically succeed at an attack roll against a flat-footed creature with an agile or light simple weapon or a hand crossbow, rapier, sap, shortbow, or shortsword, you apply the critical specialization effect for the weapon you’re wielding.
Mobility Feat 2
When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Quick Draw Feat 2
You draw a weapon with the Interact action, then Strike with the weapon you just drew.
Sniper’s Aim Feat 2 Close observation lets you pinpoint an enemy’s weakness at a distance and pierce concealment. Until the end of your turn, you treat creatures within 30 feet of you as though they weren’t concealed when you make Strikes with ranged weapons against them.
Battle Assessment Feat 4
With careful observation, you identify an enemy’s strengths and weaknesses. The GM rolls your Perception check against the Stealth or Deception DC (whichever is higher) of an enemy who is not concealed from you or unseen by you. The GM might apply a penalty for the distance between you and the enemy. You can’t use battle assessment more than once on the same enemy.
Success The GM chooses one of the following pieces of information to tell you about that enemy: which of the enemy’s weaknesses imposes the worst penalty, which of the enemy’s saving throws has the lowest bonus (this might be several if multiple saves are tied for lowest), one immunity the enemy has, or which of the enemy’s resistances is highest.
Critical Success The GM chooses two pieces of information about the enemy to tell you. If a monster doesn’t have an appropriate strength or weakness (such as if it doesn’t have any weaknesses or immunities), the GM can’t choose that piece of information.
Critical Failure The GM gives you false information (the GM makes up the information).
Dread Striker Feat 4
You capitalize on your enemies’ fear to slip past their defenses. Any creature that is frightened is also flat-footed against your attacks.
Poison Weapon Feat 4
Requirements You are wielding a piercing or slashing weapon and have one hand free.
You apply a poison to the required weapon. Your next attack with that weapon before the end of your next turn gains the following enhancement. If you miss, the poison is wasted.
Enhancement (Poison) You apply the effects of a poison you have collected or purchased, provided it can be delivered by contact or injury. If you have no such poisons, you can instead deliver a simple poison that deals 1d4 poison damage. You can only deliver a simple poison in this manner a number of times per day equal to your level.
Reactive Pursuit Feat 4
Trigger An adjacent enemy moves away from you and ends its movement in a space where you can reach at least one adjacent space with a Stride action.
You Stride, but must end this move adjacent to the triggering enemy. This move does not provoke reactions from the triggering enemy. You can use Reactive Pursuit while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Running Reload Feat 4
You Stride, Step, or Sneak, and then Interact to reload a ranged weapon.
Sabotage Feat 4
Requirements You must have a free hand.
Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature.
Success The item gains 1 Dent.
Critical Success You break the item.
Critical Failure The item is bolstered against your sabotage.
Scout’s Warning Feat 4
Trigger You are about to roll a Perception check for initiative.
You audibly or visually warn your allies of imminent danger. Any ally who is able to hear you (if you audibly warn them) or see you (if you visually warn them) gains a +1 circumstance bonus to their initiative roll.
Unbalancing Blow Feat 4
Whenever your Strike is a critical hit, you can apply the following enhancement.
Enhancement The enemy is flat-footed against your attacks until the end of your next turn.
Blind-Fight Feat 6
Prerequisite(s): master in Perception
You are more aware of concealed and invisible enemies. If you are adjacent to an unseen creature of your level or lower, you treat it as sensed. When you are adjacent to a sensed creature, you treat it as concealed. When adjacent to a concealed creature, you treat it as though it weren’t concealed.
Gang Up Feat 6
You treat an enemy as flat-footed against your melee attacks due to flanking as long as both you and an ally threaten that enemy, even if you and the ally aren’t in a position that is usually considered flanking. Your allies must still flank an enemy to treat it as flat-footed.
Light Step Feat 6
When you take the Stride or Step action, you can ignore difficult terrain.
Skirmish Strike Feat 6
Either Step and then Strike, or Strike and then Step. You take a –1 penalty to the attack roll on your Strike.
Twist The Knife Feat 6
Requirements Your last action was a Strike that dealt sneak attack damage to a flat-footed target.
You deal persistent bleed damage to the target equal to one die less than your sneak attack damage dice. For example, if you have sneak attack 2d6, you could use Twist the Knife to deal 1d6 persistent bleed damage to the target.
Delay Trap Feat 8
Trigger A trap within your reach is triggered.
Attempt a Thievery check to disable a device on the trap; the DC to do so is increased by 5, and the effects are as follows.
Success The trap’s activation is delayed until the end of your next turn or the trap is not triggered (whichever is worse, GM’s choice).
Critical Success You prevent the trap from being triggered, or you delay the activation until the start or end of your next turn (your choice).
Failure No effect.
Critical Failure You are flat-footed until the start of your next turn.
Improved Poison Weapon Feat 8
Prerequisite(s): Poison Weapon
When you apply a simple poison with Poison Weapon, the poison enhancement deals 2d4 extra poison damage instead of 1d4 extra. In addition, you don’t waste a poison you apply with Poison Weapon on a failed attack roll (though you still waste it on a critical failure).
Nimble Roll Feat 8
Prerequisite(s): Nimble Dodge
You can trigger Nimble Dodge when you need to attempt a Reflex saving throw against an effect, in addition to when you are targeted by a melee or ranged attack. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.
Opportune Backstab Feat 8
Trigger A creature within your melee reach is hit by a melee attack from one of your allies.
Make a Strike against the triggering creature and take a –2 penalty to the attack roll. You can’t deal sneak attack damage with this Strike unless your ally’s attack was part of a reaction.
Sidestep Feat 8
Trigger The attack roll for a Strike targeting you fails or critically fails.
You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack.
The attacker rerolls the Strike’s attack roll at the same multiple attack penalty against the new target.
Sly Striker Feat 8
Your attacks deal more damage, even against creatures that aren’t flat-footed. When you succeed or critically succeed at a Strike’s attack roll against a creature that isn’t flat-footed, you deal extra precision damage equal to half your sneak attack damage. Roll your full sneak attack damage dice, and then halve the result. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with.
Sneak Savant Feat 10
Prerequisite(s) master in Stealth
When you attempt a Sneak action, you treat a failure as a success. You can still critically fail.
Tactical Debilitations Feat 10
Prerequisite(s): Debilitating Strike
You learn new debilitations that grant you tactical advantages against your foes. When you use Debilitating Strike, add the following debilitations to the list you can choose from.
Debilitation Your actions and reactions don’t trigger the target’s reactions.
Debilitation The target can’t flank, nor can it contribute to its allies’ flanking.
Vicious Debilitations Feat 10
Prerequisite(s): Debilitating Strike
The debilitations you dish out seriously impair your foes. When you use Debilitating Strike, add the following debilitations to the list you can choose from.
Debilitation The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage.
Debilitation The target becomes sluggish 1.
Critical Debilitation Feat 12
Prerequisite(s): Debilitating Strike
Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from.
Debilitation The target attempts a Fortitude save against your class DC with the following effects.
Success The target is slowed 1 until the end of your next turn.
Critical Success The target is unaffected.
Failure The target is slowed 2 until the end of your next turn.
Critical Failure The target is paralyzed until the end of your next turn.
Fantastic Leap Feat 12
Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the distance you can travel using the scale of a Long Jump, to a maximum of 30 feet up. At the end of your jump, you can make a melee Strike.
After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.
Felling Shot Feat 12
Your ranged attacks can shoot an unprepared foe right out of the air. Make a Strike with a ranged weapon or a thrown weapon against a flat-footed creature. If the Strike is a success, you can apply the following enhancement.
Enhancement The target must attempt a Reflex save against your class DC with the following effects.
Success The target is unaffected.
Failure The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall.
Critical Failure As a failure, and the target can’t fly, jump, levitate, or otherwise leave the ground until the end of your next turn.
Defensive Roll Feat 14
Trigger A physical attack would reduce you to 0 Hit Points.
Frequency once per 10 minutes
You can absorb a lethal attack and stay conscious. You take half damage from the triggering attack.
Instant Opening Feat 14
With some form of distracting action, whether it’s a few choice words, a distraction, or a rude gesture, you distract your opponent. Choose a target within 30 feet. It’s flat-footed against your attacks until the end of your next turn.
Sense the Unseen Feat 14
Trigger You use the Seek action.
You automatically sense any unseen creatures in the area.
Spring From The Shadows Feat 14
You Stride up to your Speed, but you must end your movement next to an enemy you’re sensed or unseen by. You then make a Strike against that enemy. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Blank Slate Feat 16
Prerequisite(s): legendary in Deception
Your deceptions confound even the most powerful mortal divinations. You’re immune to detection, revelation, and scrying unless the effect is a 10th-level spell cast by a creature, hazard, or item whose level exceeds 20th.
Cloud Step Feat 16
When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location.
Cognitive Loophole Feat 16
Requirements You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.
Trigger Your turn ends.
You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore all mental effects of a single ability against which you failed, but not critically failed, the saving throw. You can suppress a particular effect using Cognitive Loophole only once.
Special You can take this reaction even if the mental effect is preventing you from taking reactions.
Dispelling Slice Feat 16
Your sneak attack slices through the threads binding magic to a target. Make a Strike against a flat-footed creature. If your Strike deals sneak attack damage, you can apply the following enhancement.
Enhancement You attempt to counteract a single spell active on the target. Your counteract level is equal to half your rogue level rounded up, with a bonus equal to your class DC – 10.
Perfect Distraction Feat 16
Prerequisite(s): legendary in Deception
Requirements You Sneak and your roll’s result exceeded your enemy’s Perception DC for all its senses.
You use smoke and mirrors, decoys on ropes, or other clever tactics to mislead your foes. Gain the benefits of the spell mislead , except you aren’t invisible, just unseen. You can continue to concentrate to move your decoy, per the spell, whether or not you remain hidden throughout the duration.
Implausible Infiltration Feat 18
Prerequisite(s): legendary in Acrobatics
Requirements You are adjacent to a floor or vertical wall.
You move directly through the wall or floor from one side to the other. Your attempt to move through it fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can move through a ceiling.
Reactive Interference Feat 18
Trigger An adjacent enemy begins to use a reaction.
If the triggering creature is your level or lower, you disrupt the triggering reaction. If the triggering creature is higher-level than you, you must succeed at an attack roll against its AC. On a success, you disrupt the action.
Trickster’s Ace Feat 18
Requirements When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for a Readied Action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.
Trigger You specify the trigger when you make your daily preparations (see Requirements above).
Whether from jury-rigged magic items, stolen magical essence, or other means, you have a contingency in your back pocket for desperate situations. You cause the chosen spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail.
Hidden Paragon Feat 20
Prerequisite(s) legendary in Stealth
Frequency once per hour
You become invisible for 1 minute, even if you act in a hostile manner. Not even see invisibility , glitterdust , or similar effects can reveal you, though creatures can still use the Seek action to sense you as normal.
Reactive Distraction Feat 20
Prerequisite(s): Perfect Distraction, legendary in Deception
Trigger You would be hit by an attack or targeted by an effect, or you are within an effect’s area.
You can Stride up to half your Speed to an appropriate location to use the Hide action and then gain the effects of the mislead spell, though you are unseen rather than invisible. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if you don’t move out of the area, both you and the decoy are targeted by its effect. You can use Reactive Distraction while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.