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Rogue Details | Rogue Feats | Rogue Kits | Rogue Sample Builds | Rackets


There is a Legacy version here.

Rackets

Source Player Core pg. 166 2.0
You've begun to develop your techniques and approach to a job, while building your reputation in rogues' circles.

PFS StandardEldritch Trickster

Legacy Content

Source Advanced Player's Guide pg. 134 2.0
When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.

Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.

PFS StandardMastermind

Source Player Core pg. 166 2.0
PFS Note For the purposes of abilities like the mastermind rogue racket, a character is considered to have successfully identified a creature when they succeed or critically succeed at a Recall Knowledge check, regardless of what information they gain.

You rely on your intellect to craft intricate schemes, planning 10 steps ahead where others might plan three. You might be a driven detective, a spymaster in the service of a powerful house, or an aspiring crime lord or information broker.

If you successfully identify a creature using Recall Knowledge, that creature is off-guard against your attacks until the start of your next turn; if you critically succeed, it's off-guard against your attacks for 1 minute.

You're trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key attribute.

PFS StandardRuffian

Source Player Core pg. 166 2.0
You prefer the direct approach: strong-arming or intimidation. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family's power.
You use whatever tools you have at hand to get the job done. You can deal sneak attack damage with any weapon, not just the weapons listed in the sneak attack class feature. This benefit doesn't apply to a simple weapon with a damage die greater than d8 or a martial or advanced weapon with a damage die greater than d6. (Apply any abilities that alter the damage die size first.) Critical hits you make with these weapons gain the weapon's critical specialization benefit if the target is off-guard to you.

You're trained in Intimidation and medium armor. You can choose Strength as your key ability score. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.

PFS StandardScoundrel

Source Player Core pg. 166 2.0
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, or you might use your skills in certain reputable professions, like a barrister or diplomat

When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you Feint while wielding an agile or finesse melee weapon, you can step immediately after the Feint as a free action.

You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.

PFS StandardThief

Source Player Core pg. 167 2.0
Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows, or even a consultant, testing clients’ vaults for openings.

When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon or finesse melee unarmed attack, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

You are trained in Thievery.