Level | BAB | Fort | Ref | Will | Special | Unique Exploits Per Day | Exploits Per Encounter | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | |||||||
1st | +0 | +1 | +2 | +0 | Trapfinding +1, Sneak Attack +1d6 | 3 | 3 | — | — | — | — | — |
2nd | +1 | +2 | +3 | +0 | Evasion | 4 | 4 | — | — | — | — | — |
3rd | +2 | +2 | +3 | +1 | Canny Finesse, Sneak Attack +2d6 | 6 | 5 | 3 | — | — | — | — |
4th | +3 | +3 | +4 | +1 | Uncanny Dodge | 7 | 6 | 4 | — | — | — | — |
5th | +3 | +3 | +4 | +1 | Trapfinding +2, Sneak Attack +3d6 | 9 | 6 | 5 | — | — | — | — |
6th | +4 | +3 | +5 | +2 | Skill Mastery | 10 | 6 | 5 | 3 | — | — | — |
7th | +5 | +4 | +5 | +2 | Sneak Attack +4d6 | 11 | 6 | 6 | 4 | — | — | — |
8th | +6/+1 | +4 | +6 | +2 | Special Ability, Improved Uncanny Dodge | 13 | 6 | 6 | 5 | — | — | — |
9th | +6/+1 | +5 | +6 | +3 | Sneak Attack +5d6 | 14 | 6 | 6 | 5 | 3 | — | — |
10th | +7/+2 | +5 | +7 | +3 | Trapfinding +3 | 16 | 6 | 6 | 6 | 4 | — | — |
11th | +8/+3 | +5 | +7 | +3 | Special Ability, Sneak Attack +6d6 | 17 | 6 | 6 | 6 | 5 | — | — |
12th | +9/+4 | +6 | +8 | +4 | Reflexive Defense | 18 | 6 | 6 | 6 | 5 | 3 | — |
13th | +9/+4 | +6 | +8 | +4 | Sneak Attack +7d6 | 20 | 6 | 6 | 6 | 6 | 4 | — |
14th | +10/+5 | +7 | +9 | +4 | Special Ability | 21 | 7 | 6 | 6 | 6 | 5 | — |
15th | +11/+6/+1 | +7 | +9 | +5 | Trapfinding +4, Sneak Attack +8d6 | 23 | 7 | 7 | 6 | 6 | 5 | 3 |
16th | +12/+7/+2 | +7 | +10 | +5 | Skill Mastery | 24 | 7 | 7 | 7 | 6 | 6 | 4 |
17th | +12/+7/+2 | +8 | +10 | +5 | Special Ability, Sneak Attack +9d6 | 25 | 7 | 7 | 7 | 7 | 6 | 5 |
18th | +13/+8/+3 | +8 | +11 | +6 | Improved Reflexive Defense | 27 | 7 | 7 | 7 | 7 | 7 | 6 |
19th | +14/+9/+4 | +9 | +11 | +6 | Sneak Attack +10d6 | 28 | 7 | 7 | 7 | 7 | 7 | 7 |
20th | +15/+10/+5 | +9 | +12 | +6 | Master Rogue, Special Ability, Trapfinding +5 | 30 | 7 | 7 | 7 | 7 | 7 | 7 |
Hit Die: d6
Skills: A rogue is trained in four skill sets of her choice. She also receives Initiative as a bonus skill.
Prowess: A rogue gains four points of prowess each level.
Proficiencies: Rogues are proficient with simple weapons and two other weapon groups. Rogues are proficient with light armor, but not with shields.
Exploits (Ex) [Lore, Progressing]: A rogue has a host of special maneuvers available to her. She is a paragon of stealth, an up-and-coming social broker, or even a master assassin, and all of these are made possible through her exploit selection. Exploits allow a rogue to shine a limited number of times per day.
Exploits are divided into three categories: physical, mental, and social. Physical exploits allow a rogue to accomplish great feats of agility, combat prowess, and stealth. Mental exploits allow a rogue to resist magic or occasionally create a little magic of their own. Social exploits allow a rogue to become a master of interpersonal relations--provided they are used correctly.
Unless otherwise noted, exploits are immediate-action Extraordinary abilities that do not provoke attacks of opportunity for their use.
A rogue is limited in the number of different exploits she may use in a day: the maximum number of different exploits a rogue can use in a day is listed on the table. A rogue is also limited in the total number of exploits she may use in an encounter: the maximum number of exploits a rogue can use is also listed on the table. There are six levels of exploits, and each level has its own limited number of uses per encounter. For example, a first-level rogue could use Hidden Blade three times in an encounter, but could not use it a fourth as all of her uses for that encounter have been consumed. Similarly, a third-level rogue could use six different exploits and still have remaining uses of exploits for this encounter: she would only be able to use exploits that she had already used, as she had consumed all of her unique exploits per day.
A rogue begins an encounter with all her exploits refreshed, regardless of how many times she might have already used them today. When she uses an exploit, she expends a use of the appropriate level for the current encounter and also notes that it is one of her exploits for the day.
A rogue is not limited in her exploit selection: she knows all exploits that she qualifies for and may use new exploits as long as she has unique exploits per day remaining. Unlike a spellcaster and their spells, a rogue does not need to select or prepare exploits.
Trapfinding (Ex) [Lore]: A rogue can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
A rogue also has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 5th level, to +3 when she reaches 10th level, to +4 when she reaches 15th level, and to +5 at 20th level.
Sneak Attack (Ex) [Precision, Progressing]: Whenever a rogue flanks an enemy he adds 1d6 damage to his attack rolls, +1d6 damage per two additional rogue levels. Foes that are surprised, are flat-footed, or are unable to defend themselves--such as a bound or paralyzed foe, or a foe you attack from hiding or invisibility--are considered flanked for the purposes of this ability.
A target without a discernible anatomy (such as an ooze or incorporeal creature) or a target immune to critical hits is not subject to this extra damage. Similarly, a rogue cannot sneak attack a foe with concealment, nor can he make a sneak attack with a weapon that does nonlethal damage. A sneak attack can only be made with a ranged weapon if the target is within one range increment of the weapon used.
As normal, extra dice of damage are not multiplied on a critical hit.
Evasion (Ex) [Martial]: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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.
Canny Finesse (Ex) [Martial]: Most rogues are more dependent upon their agility than their strength. As such, most are better-armed when fighting with a precise weapon. Starting at 3rd level, a rogue with a light weapon, rapier, whip, or spiked chain made for a creature of her size category may use her Dexterity modifier instead of her Strength modifier on attack rolls. She may also add her Dexterity modifier instead of her Strength modifier to damage with those weapons.
Uncanny Dodge (Ex) [Martial]: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge (Ex) [Martial]: A rogue of 8th level or higher 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 from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Special Ability [Lore, Progressing]: On attaining 8th level, and at every three levels thereafter (11th, 14th, 17th and 20th), a rogue gains a special ability of her choice from among the following options.
Alchemical Grenadier (Ex): A rogue with this ability is an expert at creating alchemical items. She may create alchemical items despite not having a caster level or having any appropriate feats, provided she has enough ranks in the Craft skill. She also receives a bonus on attack rolls (and damage rolls, if applicable) when using alchemical weapons equal to her Intelligence modifier. For alchemical items that do not deal damage and have a duration longer than one round, she instead adds her Intelligence modifier in rounds to the item's duration.
Creature Enthusiast (Ex): When making a check to discover information about a creature, a rogue with this special ability receives a +5 bonus. A rogue selecting this ability also gains the Favored Enemy feat as a bonus feat.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll. A rogue can choose this ability more than once: each time beyond the first increases her uses-per-day by one.
Finesse Expert (Ex): A rogue with this ability is a canny master of precise striking. She adds her Intelligence modifier to attack rolls and damage rolls while fighting with weapons usable with Weapon Finesse.
Hide in Plain Sight (Su): A rogue can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a rogue can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Initiate Assassin (Ex): A rogue with this special ability stacks her rogue and assassin levels when determining the DC of her Death Attack ability. This ability has no effect if the rogue does not have the Death Attack ability.
Magic Item Attunement (Ex): If a rogue successfully activates an item with the Use Magic Device skill, she can take a free action to attune herself to the item. For the next 24 hours, she can activate that item without making further Use Magic Device checks. A rogue can attune herself to only one item at a time. If she attunes yourself to a second item, the previous attunement ends.
Mentor (Ex): The rogue gains a cohort as if she had taken the Leadership feat. She does not, however, gain other benefits of the Leadership feat. The rogue's cohort is also a rogue and cannot take this power.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round. A rogue can choose this ability more than once: each time beyond the first increases her uses-per-round by one.
Penetrating Strike (Ex): A rogue who chooses this ability also chooses one of the following types: undead, construct, ooze, or plant. Creatures of that type are now sneak attackable by the rogue, though she only deals half normal damage. This ability can be selected multiple times. Each time, it applies to a new type. Alternatively, a rogue can select this ability and a type she already has chosen for this ability. If she does so, she may now sneak attack creatures of that type at full strength.
Poison Master (Ex): A rogue with this special ability increases the DC of any poison or similar substance she utilizes by 2. The poison also deals one additional point of ability damage (if it deals ability damage) each time it takes effect. If the poison deals multiple kinds of ability damage, determine which it affects randomly.
Poison Use (Ex): A rogue with this special ability need not worry about poisoning herself when applying a poison.
Skirmisher (Ex): A rogue with this ability who uses a move action to move into a flanking position or charge into a flanking position can attack once with their primary hand and once with their off-hand as a standard action.
Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an ongoing mind-affecting compulsion spell or effect and fails her saving throw, she can attempt the save again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. A rogue can choose this ability more than once: each time beyond the first grants her an additional saving throw one round later, so that a rogue who had chosen this ability twice would have a saving throw upon being targeted by the spell, a second saving throw one round later, and a third saving throw one round after that.
Creature Enthusiast (Ex): When making a check to discover information about a creature, a rogue with this special ability receives a +5 bonus. A rogue selecting this ability also gains the Favored Enemy feat as a bonus feat.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll. A rogue can choose this ability more than once: each time beyond the first increases her uses-per-day by one.
Finesse Expert (Ex): A rogue with this ability is a canny master of precise striking. She adds her Intelligence modifier to attack rolls and damage rolls while fighting with weapons usable with Weapon Finesse.
Hide in Plain Sight (Su): A rogue can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a rogue can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Initiate Assassin (Ex): A rogue with this special ability stacks her rogue and assassin levels when determining the DC of her Death Attack ability. This ability has no effect if the rogue does not have the Death Attack ability.
Magic Item Attunement (Ex): If a rogue successfully activates an item with the Use Magic Device skill, she can take a free action to attune herself to the item. For the next 24 hours, she can activate that item without making further Use Magic Device checks. A rogue can attune herself to only one item at a time. If she attunes yourself to a second item, the previous attunement ends.
Mentor (Ex): The rogue gains a cohort as if she had taken the Leadership feat. She does not, however, gain other benefits of the Leadership feat. The rogue's cohort is also a rogue and cannot take this power.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round. A rogue can choose this ability more than once: each time beyond the first increases her uses-per-round by one.
Penetrating Strike (Ex): A rogue who chooses this ability also chooses one of the following types: undead, construct, ooze, or plant. Creatures of that type are now sneak attackable by the rogue, though she only deals half normal damage. This ability can be selected multiple times. Each time, it applies to a new type. Alternatively, a rogue can select this ability and a type she already has chosen for this ability. If she does so, she may now sneak attack creatures of that type at full strength.
Poison Master (Ex): A rogue with this special ability increases the DC of any poison or similar substance she utilizes by 2. The poison also deals one additional point of ability damage (if it deals ability damage) each time it takes effect. If the poison deals multiple kinds of ability damage, determine which it affects randomly.
Poison Use (Ex): A rogue with this special ability need not worry about poisoning herself when applying a poison.
Skirmisher (Ex): A rogue with this ability who uses a move action to move into a flanking position or charge into a flanking position can attack once with their primary hand and once with their off-hand as a standard action.
Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an ongoing mind-affecting compulsion spell or effect and fails her saving throw, she can attempt the save again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. A rogue can choose this ability more than once: each time beyond the first grants her an additional saving throw one round later, so that a rogue who had chosen this ability twice would have a saving throw upon being targeted by the spell, a second saving throw one round later, and a third saving throw one round after that.
Skill Mastery (Ex) [Lore]: At 6th level (and again at 16th level), the rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects three skills she is at least an apprentice in. If she is an apprentice, she becomes a journeyman. If she is a journeyman, she becomes a master. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.
Reflexive Defense (Ex) [Martial]: Starting at 12th level, a rogue who is attacked in melee can attempt to reflexively soften the blow. By spending an immediate action, a rogue in light or no armor may make a Reflex save against a successful melee attack on her, with a DC equal to the damage dealt. If she is successful, she is able to mitigate the blow and halves the damage. This ability only applies against one attack in a full-attack action, not against all of them.
Improved Reflexive Defense (Ex) [Martial]: At 18th level, a rogue is an adroit master of agility. She no longer needs to spend an immediate action to activate her Reflexive Defense ability.
Master Rogue (Ex) [Lore]: At 20th level, a rogue's mastery over their talents brings itself to fruition. A rogue gains the following abilities according to which Special Abilities they selected:
Alchemical Grenadier: A rogue who chose this ability may craft alchemical items in a quarter of the generally required time and for one quarter of the requisite price.
Creature Enthusiast: A rogue who chose this ability treats the Favored Enemy feat granted by this ability as if it had 23 points of prowess invested in it, regardless of her actual investiture.
Crippling Strike: A rogue who chose this ability inflicts 4 points of Strength or Dexterity damage (her choice) when using this ability instead of the normal 2 points.
Defensive Roll : A rogue who chose this ability gains three additional uses per day.
Finesse Expert : A rogue who chose this ability instead adds her Intelligence and her Wisdom modifier to attack and damage rolls while fighting with weapons usable with Weapon Finesse.
Hide in Plain Sight: A rogue who chose this ability makes this ability Extraordinary instead of Supernatural, allowing it to be used within the area of an antimagic field or similar effect.
Improved Evasion: A rogue who chose this ability gains an insight bonus on Reflex saves equal to her Intelligence modifier.
Initiate Assassin: A rogue who chose this ability gains a +3 bonus to the save DC of her Death Attack ability. This ability has no effect if the rogue does not have the Death Attack ability.
Magic Item Attunement: A rogue who chose this ability may attune herself to a number of magic items equal to her Intelligence modifier, rather than just one.
Mentor: A rogue who chose this ability treats her leadership score as if it were two points higher for determining her cohort.
Opportunist: A rogue who chose this ability may use this ability as many times in a round as she has attacks of opportunity.
Penetrating Strike: A rogue who chose this ability ignores immunity to critical hits when determining her Sneak Attack damage.
Poison Master: A rogue who chose this ability increases the DC of any poison or similar substance she utilizes by another 2, as well as increases any ability damage by a further 1 point. If the poison deals multiple kinds of ability damage, determine which it affects randomly.
Poison Use: A rogue who chose this ability may craft or farm poisons in half the requisite time, and for half the requisite cost.
Skirmisher: A rogue who chose this ability gains the pounce ability.
Slippery Mind: A rogue who chose this ability may make a saving throw each round of an ongoing mind-affecting compulsion effect, rather than having it limited by her selection. She gains a bonus on the initial Slippery Mind saving throw equal to the number of times she selected this special ability.
Creature Enthusiast: A rogue who chose this ability treats the Favored Enemy feat granted by this ability as if it had 23 points of prowess invested in it, regardless of her actual investiture.
Crippling Strike: A rogue who chose this ability inflicts 4 points of Strength or Dexterity damage (her choice) when using this ability instead of the normal 2 points.
Defensive Roll : A rogue who chose this ability gains three additional uses per day.
Finesse Expert : A rogue who chose this ability instead adds her Intelligence and her Wisdom modifier to attack and damage rolls while fighting with weapons usable with Weapon Finesse.
Hide in Plain Sight: A rogue who chose this ability makes this ability Extraordinary instead of Supernatural, allowing it to be used within the area of an antimagic field or similar effect.
Improved Evasion: A rogue who chose this ability gains an insight bonus on Reflex saves equal to her Intelligence modifier.
Initiate Assassin: A rogue who chose this ability gains a +3 bonus to the save DC of her Death Attack ability. This ability has no effect if the rogue does not have the Death Attack ability.
Magic Item Attunement: A rogue who chose this ability may attune herself to a number of magic items equal to her Intelligence modifier, rather than just one.
Mentor: A rogue who chose this ability treats her leadership score as if it were two points higher for determining her cohort.
Opportunist: A rogue who chose this ability may use this ability as many times in a round as she has attacks of opportunity.
Penetrating Strike: A rogue who chose this ability ignores immunity to critical hits when determining her Sneak Attack damage.
Poison Master: A rogue who chose this ability increases the DC of any poison or similar substance she utilizes by another 2, as well as increases any ability damage by a further 1 point. If the poison deals multiple kinds of ability damage, determine which it affects randomly.
Poison Use: A rogue who chose this ability may craft or farm poisons in half the requisite time, and for half the requisite cost.
Skirmisher: A rogue who chose this ability gains the pounce ability.
Slippery Mind: A rogue who chose this ability may make a saving throw each round of an ongoing mind-affecting compulsion effect, rather than having it limited by her selection. She gains a bonus on the initial Slippery Mind saving throw equal to the number of times she selected this special ability.