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Rogue

Source Core Rulebook pg. 178
You are skilled and opportunistic . Using your sharp wits and quick reactions, you take advantage of your opponents’ missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don’t care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.

Key Ability: DEXTERITY OR OTHER
At 1st level, your class gives you an ability boost to Dexterity or an option from rogue's racket.

Hit Points: 8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Rogue

During Combat Encounters...

You move about stealthily so you can catch foes unawares. You’re a precision instrument, more useful 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 cons and ferreting out information are second nature to you.

While Exploring...

You sneak to get the drop on foes and scout for danger or traps. You’re a great asset, since you can disable traps, solve puzzles, and anticipate dangers.

In Downtime...

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.

You Might...

  • 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...

  • Find you charming or fascinating, even if they think they know better than to trust you.
  • Come to you when they need someone who is willing to take risks or use questionable methods.
  • Suspect you’re motivated primarily by greed.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude
Expert in Reflex
Expert in Will

Skills

Trained in Stealth
Trained in a number of additional skills equal to 7 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in the rapier, sap, shortbow, and shortsword
Trained in unarmed attacks

Defenses

Trained in light armor
Trained in unarmored defense

Class DC

Trained in rogue class DC

Class Features

You gain these features as a Rogue. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your LevelClass Features
1Ancestry and background, initial proficiencies, rogue’s racket, sneak attack 1d6, surprise attack, rogue feat, skill feat
2Rogue feat, skill feat, skill increase
3Deny advantage, general feat, skill feat, skill increase
4Rogue feat, skill feat, skill increase
5Ability boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks
6Rogue feat, skill feat, skill increase
7Evasion, general feat, skill feat, skill increase, vigilant senses, weapon specialization
8Rogue feat, skill feat, skill increase
9Ancestry feat, debilitating strike, great fortitude, skill feat, skill increase
10Ability boosts, rogue feat, skill feat, skill increase
11General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6
12Rogue feat, skill feat, skill increase
13Ancestry feat, improved evasion, incredible senses, light armor expertise, master tricks, skill feat, skill increase
14Rogue feat, skill feat, skill increase
15Ability boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase
16Rogue feat, skill feat, skill increase
17Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6
18Rogue feat, skill feat, skill increase
19General feat, light armor mastery, master strike, skill feat, skill increase
20Ability boosts, rogue feat, skill feat, skill increase

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Rogue Feats

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

Rogue's Racket

As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue’s racket.

Rackets can be found here

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.

Sneak Attack

When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Skill IncreasesLevel 2

You gain more skill increases than members of other classes. 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 to become an expert in one skill in which you’re already trained.

At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.

Deny AdvantageLevel 3

As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Ability BoostsLevel 5

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 FeatsLevel 5

In addition to the 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.

Weapon TricksLevel 5

You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.

EvasionLevel 7

You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Vigilant SensesLevel 7

Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Weapon SpecializationLevel 7

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.

Debilitating StrikesLevel 9

When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.

Debilitating Strike Free Action

Rogue
Source Core Rulebook pg. 182
Trigger Your Strike hits a flat-footed creature and deals damage.
You apply one of the following debilitations, which lasts until the end of your next turn.

Debilitation The target takes a –10-foot status penalty to its Speeds.

Debilitation The target becomes enfeebled 1.

Great FortitudeLevel 9

Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

Rogue ExpertiseLevel 11

Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.

Improved EvasionLevel 13

You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you fail a Reflex save against a damaging effect, you take half damage.

Incredible SensesLevel 13

You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.

Light Armor ExpertiseLevel 13

You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

Master TricksLevel 13

You’ve mastered a rogue’s fighting moves. Your proficiency ranks increase to master for all simple weapons plus the rapier, sap, shortbow, and shortsword.

Double DebilitationLevel 15

Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.

Greater Weapon SpecializationLevel 15

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Slippery MindLevel 17

You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Light Armor MasteryLevel 19

Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.

Master StrikeLevel 19

You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.

Master Strike Free Action

IncapacitationRogue
Source Core Rulebook pg. 183
Trigger Your Strike hits a flat-footed creature and deals damage.
The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day.

Critical Success The target is unaffected.
Success The target is enfeebled 2 until the end of your next turn.
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).