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Rogue

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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

Proficiencies

Expert Perception

Saving Throws

Trained Fortitude

Expert Reflex, Will

Skills

Trained a number of skills equal to 10 plus your Intelligence modifier.

Weapons

Trained all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and shortsword

Armor

Trained light armor

Signature Skills

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.

Others Probably…

  • 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.
Table 3–18: Rogue Advancement
Level Class Features
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

Class Features

You gain these abilities. Abilities gained at higher levels list the requisite levels.

Finesse Striker

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.

Sneak Attack

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.

Rogue Feats

At 1st level and every even-numbered level, you gain a rogue class feat.

Skill Feats

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.

Key Terms

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.

Evasion 7th

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.

Debilitating Strike

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.

Master Strike

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).

Rogue Feats

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.

Feat Level

  • 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

1st Level

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.

2nd Level

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.

4th Level

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.

6th Level

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.

8th Level

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.

10th Level

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.

12th Level

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.

14th Level

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.

16th Level

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.

18th Level

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.

20th Level

Hidden Paragon Feat 20

Prerequisite(s) legendary in Stealth

Frequency once per hour

Trigger You successfully use Stealth to Hide and become sensed to all of your current foes or use Stealth to Sneak and become unseen to all your current foes.

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.