Characteristics: As PHB.
Role: As PHB.
Game Rule Information
Rogues have the following game statistics.
Abilities: Dexterity is ever important to a rogue. After that, some rogues focus on strength (thugs), some on intelligence (skill points), some on charisma (social butterflies). Rogues rarely focus on wisdom, though it is not unheard of.
Hit Die: d4+2
Starting Gold: 5d4x10
lvl BAB F R W Class Abilities
1 +0 +0 +2 +0 Sneak Attack 1d6, Trapfinding, Trap Sense
2 +1 +0 +3 +0 Evasion
3 +2 +1 +3 +1 Sneak Attack 2d6
4 +3 +1 +4 +1 Rogue’s Talent
5 +3 +1 +4 +1 Sneak Attack 3d6
6 +4 +2 +5 +2 Rogue’s Talent
7 +5 +2 +5 +2 Sneak Attack 4d6
8 +6 +2 +6 +2 Rogue’s Talent
9 +6 +3 +6 +3 Sneak Attack 5d6
10 +7 +3 +7 +3 Rogue’s Talent
11 +8 +3 +7 +3 Sneak Attack 6d6
12 +9 +4 +8 +4 Rogue’s Talent
13 +9 +4 +8 +4 Sneak Attack 7d6
14 +10 +4 +9 +4 Rogue’s Talent
15 +11 +5 +9 +5 Sneak Attack 8d6
16 +12 +5 +10 +5 Rogue’s Talent
17 +12 +5 +10 +5 Sneak Attack 9d6
18 +13 +6 +11 +6 Rogue’s Talent
19 +14 +6 +11 +6 Sneak Attack 10d6
20 +15 +6 +12 +6 Rogue’s Talent
Class Skills: The rogue’s class skills and skill points are the same as PHB
Class Features
All the following are class features of the rogue
Weapon and Armor proficiency: Rogues have proficiency with Basic Weapons Group and two other weapon groups of their choice. They are proficient with light armor and bucklers, but not with any other armor or shields.
Sneak Attack: As PHB.
Trap Sense: As PHB.
Evasion: As PHB.
Rogue’s Talent: As rogues advance in level, they pick up an assortment of talents that compliment their chosen path. At 4th level, and every even level after, a rogue may choose one talent from the Rogue’s Talent list below. All talents have a minimum level needed to gain, and some have requirements that must also be met before choosing them. In addition, some may be chosen more than once. Each Talent describes the effects it provides, as well as any requirements. If a talent allows a rogue to sacrifice sneak attack damage, his attacks must qualify to receive sneak attack damage for that talent to function.
4th level Talents
Uncanny Dodge: See PHB. This talent can be taken a second time to become Improved Uncanny Dodge (PHB).
Fast Acrobat: The rogue can move at his regular movement when using tumble or balance without suffering a penalty to his roll or increasing the DC.
Fast Climb: The rogue gains a climb speed of half his land speed.
Rapid Stealth: The rogue can move at his regular speed when using hide or move silently without suffering the -10 penalty to his roll. He still suffers the normal –20 penalty for running or fighting.
Cold-Blooded: The rogue may sacrifice 1d6 sneak attack dice for 1 full-round. The first time each enemy is hits during this time, it must make a Will save (DC 10 + 1/2 ECL + Cha modifier) or become shaken. Creatures must have an intelligence score to be affected by this Talent.
6th level Talents
Palm Weapon (su): The rogue can conceal weapons with supernatural skill. Any weapon successfully concealed with sleight of hand cannot be found with divination magic.
Acrobatic Flair: The rogue can tumble through occupied squares without raising the DC or suffering a penalty to his roll.
Flash of the Blade: The rogue may sacrifice 1d6 sneak attack dice for 1 full round. The first time each enemy is hit in that time, it must make a Fort save (DC 10 + ½ ECL + dex modifier) or be blinded for 1 round. Creatures must have eyes to be affected by this talent.
Ringing in My Ears: The rogue may sacrifice 1d6 sneak attack dice for 1 full round. The first time each enemy is hit in that time, it must make a Fort save (DC 10 + ½ ECL + dex modifier) or be deafened for 1 round.
Poison Use: The rogue never risks poisoning himself when creating, applying or otherwise working with poisons.
Bleeding Wound (ex): The rogue may sacrifice 1d6 sneak attack damage for 1 full round. If he does, each hit he makes causes the creature to suffer a bleeding wound, losing 1 hit point on each of the rogue's later turns. The bleeding continues until healing is applied, either with magic or with the heal skill, or for 20 minutes. If a creature is hit more than once, it suffers the loss of 1 hit point for each hit. If the rogue uses this talent on successive turns, the hit point loss stacks. For example, if a rogue were to hit one creature 3 times with this Talent, that creature would suffer the loss of 3 hit points on each of the rogue's later turns. Later in the fight, that creature gets hit with a Bleeding Wound attack three more times. It now suffers the loss of 6 hit points on each of the rogue's later turns.
8th level Talents
Skill Mastery: The rogue chooses 3 skills. He can take 10 on these skills even when threatened or distracted. This talent can be taken more than once, – choose 3 skills, take 10, etc. This talent can be taken more than once, and each time applies to 3 new skills.
Slippery Mind (ex): See PHB
Kip Up: The rogue can stand from prone as a free action that does not provoke attacks of opportunity.
Improved Evasion: See PHB
Thrown Weapon Trick: See Master Thrower, CW. This talent can be taken more than once, each time granting a new Thrown Weapon Trick.
Hide in Plain Sight (su): See PHB
Sadistic (ex): The rogue may sacrifice 2d6 sneak attack damage for 1 full round. The first time each enemy is hit in that time, it must make a Will save (DC 10 + 1/2 ECL + Cha modifier) or be frightened for 1 round. This is a [mind affecting] ability.
Spell Thief (su): The rogue may sacrifice from 1d6 up to 3d6 sneak attack damage for 1 full round. If he does so, he may make an attack as a standard action to steal a spell or spell-like ability from his target. The number of sneak attack dice she sacrificed sets the highest level spell or spell-like ability he may steal (1d6 sacrificed is a maximum of 1st level spells / spell-likes, an so forth). He may then use that spell or spell-like ability before a number of rounds equal to his dexterity modifier or lose it. The affected creature loses any uses of the spell-like ability or any spells per day slots of the appropriate level.
10th level Talents
Hamstring: The rogue may sacrifice 2d6 sneak attack damage for 1 full round. The first time each enemy is hit in that time has its movement reduced by 5 ft, to a minimum of 5 ft. This movement reduction is healed like ability damage.
Death Attack (ex): See Assassin, DMG
Stunning Attack (ex): The rogue may sacrifice 2d6 sneak damage for 1 full round. The first time each enemy is hit in that time, it must make a Fort save (DC 10 + ½ ECL + dex modifier) or be stunned for 1 round.
Power Slide (ex): If the rogue takes damage from an attack, he may allow himself to be flung backwards , thereby lessening the impact. He may make a Balance check with a DC equal to the damage inflicted and if he succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of damage by 5' for every 5 points of damage (or part thereof) negated in this way. If there is not enough space for him to move, he suffers 1d6 damage for each square not moved. If he passes through an occupied square, the rogue would have to make a tumble check to avoid attacks of opportunity.
Shadow Jump (su): see Shadowdancer, DMG
Cloak of Discretion (su): The rogue gains the effects of non-detection upon himself with a caster level equal to his class level.
Twisted (ex): The rogue may sacrifice 4d6 of sneak attack for 1 full round. The first time each enemy is hit in that time, it must make a Will save (DC 10 + 1/2 ECL + cha modifier) or be panicked for 1 round. This is a [mind-affecting] ability.
12th level Talents
Weaken (ex): The rogue may sacrifice 2d6 sneak damage for 1 full round. The first time each enemy is hit in that time, it must make a Fort save (DC 10 + ½ ECL + dex modifier) or take 2 points of strength damage.
Hobble (ex): The rogue may sacrifice 2d6 sneak damage for 1 full round. The first time each enemy is hit in that time, it must make a Fort save (DC 10 + ½ ECL + dex modifier) or take 2 points of dexterity damage.
Enfeeble (ex): The rogue may sacrifice 2d6 sneak damage for 1 full round. The first time each enemy is hit in that time, it must make a Fort save (DC 10 + ½ ECL + dex modifier) or take 2 points of constitution damage.
Witless (ex): The rogue may sacrifice 2d6 sneak damage for 1 full round. The first time each enemy is hit in that time, it must make a Fort save (DC 10 + ½ ECL + dex modifier) or take 2 points of wisdom damage.
Foolish (ex): The rogue may sacrifice 2d6 sneak damage for 1 full round. The first time each enemy is hit in that time, it must make a Fort save (DC 10 + ½ ECL + dex modifier) or take 2 points of wisdom damage.
Scarred (ex): The rogue may sacrifice 2d6 sneak damage for 1 full round. The first time each enemy is hit in that time, it must make a Fort save (DC 10 + ½ ECL + dex modifier) or take 2 points of charisma damage.
Improved Spell Thief (su): To take this, the rogue must have chosen the Spell Thief Talent. The number of sneak attack dice and the highest level spell or spell-like ability he can steal is increased by 2 (so, he may sacrifice up to 5d6 sneak attack dice in order to steal up to 5th level spells or spell-like abilities).
14th level Talents
Green Blade (ex): The rogue can deal sneak attack damage to plant creatures.
Arcane Blade (ex): The rogue can deal sneak attack damage to constructs.
Living Blade (ex): The rogue can deal sneak attack damage to undead.
Capable Sneak Attack: The rogue rolls eight-sided dice (d8s) for sneak attack instead of six-sided dice (d6s)
Swift Death: To take this, the rogue must have chosen the Death Attack Talent. Death Attack takes 1 full-round of study instead of 3 rounds.
Poison Immunity (ex): To take this, the rogue must have chosen the Poison Use talent. The rogue chooses 4 poisons and becomes immune to them.
16th level Talents
Shadow tumble (su): The rogue has learned to tumble through the Plane of Shadow. She may make a tumble check with a DC equal to 10 plus five for every square she wishes to pass through the Plane of Shadow. Intervening non-natural terrain, even walls of force have no effect on movement through the plane of shadow. The rogue's total distance moved does not increase, no matter how much of it may be taken through the plane of shadow.
Ethereal Tumble (su): The rogue has learned to tumble through the Ethereal Plane. She may make a tumble check with a DC equal to 5 plus five for every square she wishes to pass through the Ethereal Plane. Intervening terrain, except force effects, has no effect on movement through the ethereal plane. For each 10 ft. moved in the ethereal plane, the rogue covers 5 ft. on the prime material plane. Increments of less than 10 ft. result in no movement on the prime material plane.
Skill Supremacy: To take this, the rogue must have chosen the Skill Mastery Talent. He may choose any 3 skills that were chosen with skill mastery, take 20 instead of taking 10 without increasing the amount of time it takes to do so.
Greater Spell Thief (su): To take this, the rogue must have chosen the Improved Spell Thief Talent. The number of sneak attack dice and the highest level spell or spell-like ability he can steal is increased by 2 (so, he may sacrifice up to 7d6 sneak attack dice in order to steal up to 7th level spells or spell-like abilities).
18th level Talents
Supreme Evasion (ex): To take this, the rogue must have chosen the Improved Evasion Talent. The rogue takes no damage from any effect requiring a Reflex save.
Wrapped in Shadow (su): The rogue gains total concealment at will, with a caster level equal to his class level.
Vile Weapons (su): The rogue’s weapons deal Vile damage.
Sever Silver Cord (su): The rogue may sacrifice any amount of sneak attack damage for 1 full round (minimum 1). Any extraplanar creature struck by the rogue within 1 round suffers the effects of a banishment spell as the rogue cuts the creature’s silver cord. Spell resistance and saving throws apply. For each sneak attack die sacrificed, the rogue gains a +1 bonus to overcome the creature’s spell resistance (he rolls d20 + class level + number of sneak attack dice sacrificed). The creature’s save also receives a –1 penalty for each die of sneak attack that was sacrificed. The DC for the save is 10 + ½ rogue’s ECL + dex modifier.
20th level Talents
Quick Death (ex): To take this, the rogue must have chosen the Swift Death Talent. A Death Attack is completed in a full round action, including the amount of time required to study the opponent.
Mind Blank (su): The rogue is under the effects of mind blank at all times, with a caster level equal to his class level.
Superior Spell Thief (su): To take this, the rogue must have chosen the Greater Spell Thief Talent. The number of sneak attack dice and the highest level spell or spell-like ability he can steal is increased by 2 (so, he may sacrifice up to 9d6 sneak attack dice in order to steal up to 9th level spells or spell-like abilities).