Rogues are skillful and cunning adversaries who shrewdly utilize their varied talents to overcome any hindrance or opposition. A rogue hones her abilities and instinctive senses to a razor’s edge, becoming an expert at a diverse array of skills who is always ready for danger. She can assume many roles: a deadly master of stealth, an inscrutable diplomat, a smooth talking con artist, as well as a multitude of other possibilities. Rogues ply many trades: bandit, bounty hunter, investigator, pirate, spy, robber; some rogues simply explore the world seeking adventure and riches. In combat, a rogue uses deadly precision to concentrate on an opponent’s weak points. A rogue with the element of surprise or one who catches a distracted opponent off guard can deliver lethal attacks, finishing any fight swiftly and decisively.

Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills
The rogue’s class skills are Tumble (Dex), Jump (Str), Appraise (Int), Artistry (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.

Class Features
The following are class features of the rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, longsword, rapier, sap, shortbow, short sword, and sword cane, as well as one of the following weapons: garrote, longbow, whip, or a single light or one-handed martial weapon. They are proficient with light armor and bucklers but not with other shields.

Skill Specialties, Avoidance’s, Rogue Talents, Instincts
| Level | BAB | Fort | Ref | Will | Special |
|   1   |   +0 |   +0 | +2  | +0  | Inherent talent, skill specialty, sneak attack 1d6 |
|   2   |   +1 |   +0 | +3  | +0  | Instinct, rogue talent, advantageous attack +1 |
|   3   |   +2 |   +1 | +3  | +1  | Avoidance, rogue talent, sneak attack 2d6 |
|   4   |   +3 |   +1 | +4  | +1  | Instinct, skill specialty, rogue talent |
|   5   |   +3 |   +1 | +4  | +1  | Powerful sneak, shadowstriker, sneak attack 3d6 |
|   6   |   +4 |   +2 | +5  | +2  | Avoidance, rogue talent, advantageous attack +2 |
|   7   |   +5 |   +2 | +5  | +2  | Combat prowess +1, overcome resistance, sneak attack 4d6 |
|   8   |   +6 |   +2 | +6  | +2  | Instinct, rogue talent, advanced rogue talent |

Inherent Talent: At first level, a rogue gains one of the following:

  • Armor expertise, rogue talent
  • Brawler, rogue talent
  • Esoteric scholar, rogue talent
  • Fleet footed, rogue talent
  • Hard Drive, rogue talent
  • Survivalist, rogue talent
  • Trap spotter, rogue talent
  • Weapon training, rogue talent
  • Weapon finesse, feat
  • Shadow Strike, feat

Skill Specialty: A rogue dedicates herself to refining specific sets of skills. A rogue gains a skill specialty at 1st level and again at 4th level. Each skill specialty grants bonuses equal to 1/2 the rogue’s level (minimum +1) on certain checks. A rogue cannot gain the same skill specialty more than once and bonuses from different skill specialties do not stack. A complete list of skill specialties can be found here.

Sneak Attack: If a rogue can catch an opponent when she is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Extra damage from sneak attacks is precision damage. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. If a rogue choses to deal nonlethal damage with a weapon that normally deals lethal damage (with the usual –4 penalty to the attack roll) while making a sneak attack, then the sneak attack damage is also nonlethal.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Instincts: A rogue hones her intuitive senses to utmost sharpness. Her reflexive quickness allows a rogue to act and react seemingly faster than thought. At the indicated levels, a rogue chooses and gains an instinct. A complete list of instincts can be found here.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level and every 2 levels thereafter, a rogue gains one rogue talent she meets the prerequisites for. Unless otherwise noted, a rogue cannot select an individual talent more than once. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. A complete list of rogue talents can be found here.

Advantageous Attack: At 2th level, whenever a rogue’s opponent would be denied its Dexterity bonus to AC (whether it actually has a Dexterity bonus or not), or when she flanks an opponent, the rogue gains a +1 bonus on attack rolls against that opponent. This bonus increases to +2 at level 6.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Avoidances: A rogue gains intensive expertise in a specific defensive facet of her craft. Starting at 3rd level and then again at level 6 the rogue either selects a new avoidance or selects her existing avoidances and increases her benefits from it by the amount(s) listed in the avoidance. A complete list of avoidances can be found here.

Powerful Sneak (Ex): At 5th level, when a rogue deals sneak attack damage she treats all 1s on the sneak attack damage dice as 2s.

Shadowstriker: At 5th level, a rogue gains the Shadow Strike feat as a bonus feat. If the rogue already has this feat, she can instead take any combat feat or rogue talent she meets the prerequisites for.

Combat Prowess: At 7th level, a rogue gains a +1 bonus on her attack rolls.

Overcome Resistance (Ex): At 7th level, when a rogue deals sneak attack damage with an attack, this attack ignores up to 5 points of damage reduction or hardness. This does not apply to damage reduction without a type (such as DR 10/—). When a rogue deals sneak attack damage with an attack that deals acid, cold, electricity, or fire damage, that attack ignores up to 5 points of acid, cold, electricity, or fire resistance, as appropriate.


Dawnmourne, City of Rogues surrnol surrnol