At 7th rogue level, gain a +2 bonus to intimidation, sleight of hand, athletics, and stealth checks.
At 7th rogue level, choose two upgrades:
Clobbering time - All melee weapons you are proficient with have follow-up and double-strike.Â
Cruel strikes - All weapons you wield have the lethal property.
Fascination with fire - All weapons you wield have a 1d6 ignite property, or have it increased by 1 dice category if possible. Fire damage tools, bombs, traps, and spells you cast have their damage increased by 1 dice size category.
Good aim - You can spend 1 rest dice to grant a ranged attack advantage. Ranged weapons you wield gain +20/+40 range. Gain a +1 bonus to perception and investigation checks.
Hardened criminal - Gain 2 extra cunning (rogue 3) upgrades. Gain an extra feat.
Intense brawl - All melee weapons you are proficient with have wild swings and double-down.
Tough bastard - Max HP +10. +1 to strength and constitution saves. +1 to death saves.
At 8th rogue level, your bulk is reduced by 2 and gain a +1 bonus to investigation checks.
At 8th rogue level, all deafened, blinded, stunned, dazed, shocked, and shaken conditions you apply are extended by 1 round. Fear and terror effects you apply last 1 round longer as well.
At 9th rogue level, you gain an extra briggand traits upgrade.
At 9th rogue level, you gain a -1 penalty to deception checks, but increase your wild criminality bonus by 1.
At 9th rogue level, you gain a +2 bonus to all ability scores while in a settlement or location where you are wanted(there is a reward, order, decree, or blood fued against you by the residents or group in charge)