Rogue

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GOTCHA!

Careful! She's got a knife!

Rogues are those lightly-armored, light-stepping, 'cool' warriors that are beloved of bards and starry-eyed fans all the world over. Grim-voiced, hard-nosed, able to get in and out of anywhere, how can you not love and admire such bastions of rugged individualism?

Well, anyone who has ever seen a Rogue in action, may not be such a fan. Rogues specialize in fighting as unfairly and brutally as possible. 'Stick and rip, run and hide' is a mantra of their worldview and fighting style. Stabbing the unaware and unsuspecting is certainly effective, but not even a tiny bit admirable.

Rogues tend to be viewed with healthy suspicion by anybody who knows their modus operandi, and rightly so! Rogues may not be thieves, and honestly, most Rogues are not thieves, but the poor view of their cruel, unfair fighting practices lend them to such skullduggery.

Indeed, many Rogues will discover that almost the only 'respectable' trade open to their mix of savagery and sneakiness is adventuring. In civilized pursuits, Rogues almost always drift into association with thieve's guilds, unsavory affairs like opium dens and brothels, or at the worst end of the spectrum, slaver's rings, kidnappers, and assassin's guilds. Compared to those pursuits, the average bloody-handed adventurer is a bastion of upstanding honor, and as a result, many rogues actively seek out the adventuring lifestyle as the best alternative available.

Role:

Rogues are incredibly deadly melee and short-ranged fighters. If they have allies to support their ugly, back-stabbing savagery, Rogues are extremely useful allies in a fight against monsters. After all, the bad guys are MONSTERS, does it matter how brutally they are slain? The important thing is to rid the world of their monstrous presence as quickly as possible. Nobody has ever shed a tear for a back-stabbed ogre, after all.

Alignment: Any

Hit Die: d6

Starting Wealth: 250 gp

Recommended Ability Score Priority:
  • Dexterity: primary; useful for many class features, to-hit and damage.
  • Charisma: secondary if Artful Rogue; drops to low priority otherwise.
  • Strength: secondary if Ruthless Rogue; drops to low priority otherwise.
  • Intelligence: secondary if Clever Rogue; drops to low priority otherwise.
  • Constitution: tertiary (optional); useful to bolster durability in close combat.
  • Wisdom: low priority.
Base To-Hit:
A rogue's base to-hit numbers are calculated differently from the traditional method. Depending on the Rogue Path that you choose, you will add either your Intelligence modifier (cunning rogue path), Strength modifier (ruthless rogue path), or Charisma modifier (artful rogue path), to your Dexterity modifier, for both melee and ranged to-hits.
  • Melee To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier + (Ability Modifier Based on Chosen Rogue Path (STR, INT, or CHA))
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier + (Ability Modifier Based on Chosen Rogue Path (STR, INT, or CHA))
Base Weapon Damage:
A rogue's base weapon damage numbers are calculated non-traditionally as well. Depending on the Rogue Path that you choose, you will add either your Intelligence modifier (cunning rogue path), Strength modifier (ruthless rogue path), or Charisma modifier (artful rogue path), to your Dexterity modifier, for both melee and thrown weapon damage calculations. In addition, all rogues, regardless of their chosen Rogue Path use their Dexterity modifier in place of their Strength modifier for any projectile weapons that have the Mighty weapon quality.
  • Melee Damage: Base Weapon Damage + Dexterity Modifier + (Ability Modifier Based on Chosen Rogue Path (STR, INT, or CHA))
  • Thrown Weapon Damage: Base Weapon Damage + Dexterity Modifier + (Ability Modifier Based on Chosen Rogue Path (STR, INT, or CHA))
  • Projectile Weapon Damage: Base Weapon Damage (may add Dexterity Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A rogue's base armor class is 10.
  • Armor Class: 10 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
Maneuver Defense:
A rogue's maneuver defense is calculated normally.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
Skills:
Rogues get 8 + Int modifier skill ranks per Rogue class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
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Favored Class: Rogue

If the Rogue class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Rogue (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   n/a   +0   +2   +0   10 Unpredictable Maneuvers

Unpredictable Manuevers (Ex)

If Rogue is your favored class, you gain the Maneuver Opus feat as a bonus feat at 1st level.

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Courageous Rogue (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +0   -5   -10   -   +0   +2   +0   10 Dagger Mastery, Sneak Attack, Special Critical Hits, Rogue Path I
2nd   +1 (+1)   -4 (+1)   -9 (+1)   -   +0   +3 (+1)   +0   10 Rogue Talent I, Uncanny Dodge
3rd   +2 (+1)   -3 (+1)   -8 (+1)   -   +1 (+1)   +3   +1 (+1)   10 Trap Escapist I, Evasion
4th   +3 (+1)   -2 (+1)   -7 (+1)   -   +1   +4 (+1)   +1   10 Rogue Talent II, The Silent Voice I
5th   +3   -2   -7   -   +1   +4   +1   10 The Unseen Hand I

Weapon and Armor Proficiency

Rogues gain different weapon proficiencies depending on the Rogue Path they choose at 1st level.

Regardless of which path they choose, all rogues begin with proficiency with light armor, but not with shields.

Dagger Mastery (Ex)

Rogues are experts with daggers. Beginning at 1st level, any rogue wielding a dagger deals 1d6 base weapon damage with it, instead of its listed damage. This is true for medium-sized races as well as small-sized races. A sized-large rogue would just be too silly a thing to contemplate.

Note that rogues who choose the artful Rogue Path deal 1d10 base weapon damage with a dagger, instead of 1d6. This is, again, true regardless of the racial size of the rogue wielding the dagger (or the size of the dagger wielded, for that matter).

Sneak Attack (Ex)

If a rogue can catch an opponent when it is unable to defend itself effectively from the rogue's attack, the rogue can strike a vital spot for extra damage.

Beginning at 1st level, rogues deal extra precision damage any time their target is flat-footed, or when the rogue is flanking their target. Sneak attack damage is 1d6 at 1st level, and increases by 1d6 for every two rogue class levels the character attains thereafter (e.g. at Rogue levels 3, 5, 7, etc.). Note that sneak attack damage is always based on the total number of class levels you have in the rogue class, not your current rogue level (if they are different). As a result, multi-class rogues will deal less sneak attack damage than a single-classed rogue with the same total character level.

Rogue Class Level Sneak Attack Damage
1st 1d6
2nd 1d6
3rd 2d6
4th 2d6
5th 3d6

Depending on the Rogue Path that the rogue chooses, only certain weapons can be used to inflict sneak attack damage:

  • An artful rogue must be wielding a light weapon or a one-handed weapon with the Finesse quality, or any thrown weapon or projectile weapon. Thrown and projectile (ranged) attacks can count as sneak attacks only if the target is within 30 feet, and the target is flat-footed, or the rogue is still somehow flanking the target, such as with the Gang Up feat.
  • A cunning rogue as the same restrictions as an artful rogue, except that they can treat any one-handed weapon as a light weapon, meaning they can inflict sneak attack damage with any one-handed weapon can wield proficiently (assuming the target qualifies for sneak attack damage, of course). Like the artful rogue, they can also inflict sneak attack damage with any thrown weapon or projectile weapon. Thrown and projectile (ranged) attacks can count as sneak attacks only if the target is within 30 feet, and the target is flat-footed, or the rogue is still somehow flanking the target, such as with the Gang Up feat.
  • A ruthless rogue can inflict sneak attack damage with any weapon they can wield proficiently, as long as their target qualifies for sneak attack damage.

Any rogue, regardless of the rogue path they choose, that wears medium or heavy armor or wears a shield other than a buckler or light shield cannot apply sneak attack damage to any of their attacks.

The rogue must be able to perceive the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack a creature that has partial or total concealment, nor can they sneak attack a creature that has partial or total cover.

Some creature types are described as being immune to precision damage and/or flanks. In such a case, a rogue is capable of inflicting half damage with their sneak attack damage (their weapon damage still does its full normal damage), despite the creature's immunity. The halving of the precision attack damage is applied before any DR is applied, and can be halved again by a damage-reducing ability such as insubstantial, but only if that ability isn't the reason for the creature's immunity to precision damage in the first place.

Immunity to Precision Damage
Creatures (or subtypes) listed as immune to precision-based damage take half damage from a rogue's sneak attacks.
  • Elemental (subtype)
  • Incorporeal (subtype)
  • Ooze (Type)
Immunity to Flanking
Creatures (or subtypes) listed as immune to flanking may still be flanked by a rogue, because rogues cheat! This allows the rogue to qualify for sneak attacks against such creatures, but the rogue does not gain the +2 bonus to-hit from flanking such creatures.
  • Elemental (subtype)
  • Ooze (Type)
  • Swarm (Type)

Special Critical Hits (Ex)

Rogues calculate their critical damage completely differently from other classes. The weapon's critical multiplier has no impact on a rogue's critical damage. Rogue critical hits, instead of doing a multiple of the base weapon damage, instead do max damage on all base weapon dice rolled, including base sneak attack dice. If a level 10 rogue scores a critical hit with a dagger, the base weapon dice (2d6 in this case) and all base sneak attack dice (5d6, in this case) are maximized. Rogues then double all permanent non-dice adders that would normally be added to their damage to the critical hit damage (such as their ability modifiers, or the weapon's enhancement bonus).

Precision damage dice granted by effects, such as a bard's Song of Courage (Performance), buff spells, as well as any sources of bonus damage, such as from magical weapon properties, are rolled normally. If these effects include specific language about critical hits, they still grant their critical hit effects.

Immunity to Critical Hits
The following creature types (or subtypes) have immunity to critical hits (that is, they just take normal damage when they are critically hit):

Rogue Path I (Ex)

There are as many different kinds of rogues as there are reasons for why people choose to become rogues. Some enjoy the thrill of the hunt, dancing across rooftops to sneak into a highly guarded manse, taking the prize before anyone knows something is amiss. Others enjoy the power of taking things from those who can't hold on tightly enough to what's theirs. Some prefer to pilfer hearts, instead of purses, using lilting words and honeyed innuendo to mix with the elites as easily as they mingle with the most crooked fence in the city's underbelly. Some simply enjoy the freedom of going where they want, and seizing opportunities as they find them.

At 1st level, every rogue must choose a Path. While a rogue's path might lead most characters to play in a particular way, it doesn't have to. A ruthless rogue might still have a heart of gold, or a soft spot for helping out the street urchins whenever they can. An artful rogue may be a smooth talker, versed in etiquette and mannerisms of the nobles of many countries, but they might still be terrible drinking buddies between jobs. Of course, many times, the rogue is just what their path might suggest: artful rogues are charming, cunning rogues always have a plan, and ruthless rogues... well, do they even need a plan?

Once a path is selected, it cannot be changed, except through the re-selection process.

Artful Rogue (Courageous Tier)

Characters who choose the Artful Rogue path use their Charisma modifier to determine their to-hits and damage, along with their Dexterity modifier. This applies to both melee and ranged to-hits, as well as the damage calculations for both melee and thrown weapons. Rogues may add their Dexterity modifier in place of their Strength modifier if they use a projectile weapon with the Mighty weapon quality, assuming they spend the extra gold to upgrade its damage.

In addition, Artful Rogues always deal 1d10 base weapon damage with a wielded dagger, whether in melee or thrown (instead of the 1d6 base weapon damage they would normally get from the Dagger Mastery class feature (see above). Finally, Artful Rogues can throw their daggers much farther than their compatriots, increasing its throwing range increment from 10 feet to 30 feet (and therefore, increasing its maximum range from 50 feet to 150 feet).

Cunning Rogue (Courageous Tier)

Characters who choose the Cunning Rogue path use their Intelligence modifier to determine their to-hits and damage, along with their Dexterity modifier. This applies to both melee and ranged to-hits, as well as the damage calculations for both melee and thrown weapons. Rogues may add their Dexterity modifier in place of their Strength modifier if they use a projectile weapon with the Mighty weapon quality, assuming they spend the extra gold to upgrade its damage.

In addition, Cunning Rogues can treat any one-handed melee weapon as a light weapon, allowing them to perform Sneak Attacks on qualifying targets with these heavier weapons, as well as making dual-wielding much more interesting, if that is something they wish to pursue.

Ruthless Rogue (Courageous Tier)

Characters who choose the Ruthless Rogue path use their Strength modifier to determine their to-hits and damage, along with their Dexterity modifier. This applies to both melee and ranged to-hits, as well as the damage calculations for both melee and thrown weapons. Rogues may add their Dexterity modifier in place of their Strength modifier if they use a projectile weapon with the Mighty weapon quality, assuming they spend the extra gold to upgrade its damage.

In addition, a Ruthless Rogue can use any weapon they are proficient with to inflict Sneak Attacks on qualifying targets, not just light weapons. This means a Ruthless Rogue can perform sneak attacks with a two-handed greatsword as easily as they can with a simple dagger. If they feel like investing in the feat required to wield it (and their Strength is high enough), they could even do sneak attacks with a dread maul, a massive metal hammer most rogues couldn't even lift off the ground.

Rogue Talent I (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 2nd level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

Uncanny Dodge (Ex)

At 3rd level, a rogue can react to danger before their senses would normally allow them to do so. The rogue cannot be caught flat-footed, even if the attacker is invisible. They can still be made flat-footed if an opponent successfully uses a feint maneuver against them.

Trap Escapist I (Su)

Beginning at 3rd level, once per encounter, when a rogue would suffer damage from an a trap, they can reduce the damage inflicted by half as a free action. This is applied prior to any other mitigation that the rogue may have to further reduce the damage (such as DR, ER, or the rogue's Evasion class feature; in the case of Evasion or some other ability that further reduces the damage taken by a percentage amount, that percentage is applied to the remaining damage).

The rogue should declare they are using this ability after the trap has already hit, but before damage is resolved.

This class feature only protects against one attack action initiated by a trap, not all attacks the trap makes during the round in which Trap Escapist is activated.

Evasion (Ex)

Beginning at 3rd level, a rogue can avoid even magical and unusual attacks with great agility. Any attack, spell, or effect that deals damage and offers a Reflex-based saving throw can be mitigated with this ability. If the rogue succeeds on their saving throw, the effect deals only one-quarter (¼) damage. Furthermore, even if the rogue fails their Reflex saving throw, they take only three-quarters (¾) damage from the effect.

Evasion does not provide any protection against non-damaging effects or status conditions caused by the attack, it only reduces the damage portion of the attack. Evasion can only be used in circumstances where the rogue is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.

Rogue Talent II (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 4th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

The Silent Voice I (Ex)

At 4th level, the rogue becomes more proficient at assisting their allies with skill checks. Any time the rogue successfully assists on a skill check being performed by an allied character, the rogue grants a +3 bonus to their result, instead of just a +2.

The Unseen Hand I (Ex)

At 5th level, the rogue begins to master the art of coordinating their attacks with their allies. The rogue with this class feature gains the ability to perform the Aid Another action as an Attack Action (instead of a Standard Action).

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Intrepid Rogue (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +4 (+1)   -1 (+1)   -6 (+1)   -   +2 (+1)   +5 (+1)   +2 (+1)   10 Dagger Mastery, Sneak Attack, Special Critical Hits, Evasion, Rogue Path II, Rogue Talent III, Rapid Strike I
7th   +5 (+1)   +0 (+1)   -5 (+1)   -   +2   +5   +2   10 Improved Uncanny Dodge
8th   +6 (+1)   +1 (+1)   -4 (+1)   -   +2   +6 (+1)   +2   10 Rogue Talent IV, Trap Escapist II
9th   +6   +1   -4   -   +3 (+1)   +6   +3 (+1)   10 The Silent Voice II
10th   +7 (+1)   +2 (+1)   -3 (+1)   -   +3   +7 (+1)   +3   10 Rogue Talent V, The Unseen Hand II

Weapon and Armor Proficiency

Rogues gain different weapon proficiencies depending on the Rogue Path they choose at 1st level.

Regardless of which path they choose, all rogues begin with proficiency with light armor, but not with shields.

Dagger Mastery (Intrepid Tier)

If you do not already have the Dagger Mastery class feature, you gain it at 6th level. See Dagger Mastery for details on how this works.

Sneak Attack (Intrepid Tier)

If you do not already have the Sneak Attack class feature, you gain it at 6th level. See Sneak Attack for details on how this works.

Sneak attack damage continues to improve with the character's Rogue class level (not character level, if they are different), as seen in the table below:

Rogue Class Level Sneak Attack Damage
6th 3d6
7th 4d6
8th 4d6
9th 5d6
10th 5d6

Special Critical Hits (Intrepid Tier)

A rogue's critical hits are not calculated the same way that normal critical hits are calculated. See Special Critical Hits for details on how this works.

Evasion (Intrepid Tier)

If you do not already have the Evasion class feature, you gain it at 6th level. See Evasion for details on how this works.

Rogue Path II (Ex)

If you do not already have the Rogue Path I class feature, you gain it at 6th level. See Rogue Path I for details on how this works.

In addition, your prowess with your chosen path continues to improve and become more refined, as follows:

Artful Rogue (Intrepid Tier)

If you chose the artful rogue path, it improves at 6th level. You can now perform a Feint maneuver using an Swift Action (instead of an Attack Action), and you gain a +2 training bonus to your Bluff skill check when you perform a Feint maneuver. If you have used the Maneuver Opus (Feat) to alter which skill the Feint maneuver is mapped to, the training bonus instead applies to the new skill, but only for purposes of performing the Feint maneuver.

Cunning Rogue (Intrepid Tier)

If you chose the cunning rogue path, it improves at 6th level. You can now perform a Reposition maneuver using an Swift Action (instead of an Attack Action), and you gain a +2 training bonus to your Sleight of Hand skill check when you perform a Reposition maneuver. If you have used the Maneuver Opus (Feat) to alter which skill the Reposition maneuver is mapped to, the training bonus instead applies to the new skill, but only for purposes of performing the Reposition maneuver.

Ruthless Rogue (Intrepid Tier)

If you chose the ruthless rogue path, it improves at 6th level. You can now perform a Cleave maneuver using an Swift Action (instead of an Attack Action), and you gain a +2 training bonus to your Might skill check when you perform a Cleave maneuver. If you have used the Maneuver Opus (Feat) to alter which skill the Cleave maneuver is mapped to, the training bonus instead applies to the new skill, but only for purposes of performing the Cleave maneuver.

Rogue Talent III (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 6th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

Rapid Strike I (Ex)

At 6th level, any time the rogue performs a full attack action, they may make one additional bonus attack at their highest attack value. However, if they choose to do so, all of their attack rolls, including this bonus attack, suffer a -2 penalty until the start of the rogue's next turn. This -2 penalty to all attacks does not stack with any other feats or class features that also inflict a -2 penalty to all attacks in exchange for a bonus attack, such as the Rapid Strike II, Surprise Lunge I, and Surprise Lunge II class features, or any of the Two-Weapon Fighting feats

The bonus attack provided by Rapid Strike I stacks with the Rapid Strike II, Surprise Lunge I, and Surprise Lunge II class features, but it does not stack with bonus attacks gained from Haste spells, a weapon enchanted with the Speed magic property, or any other similar sources of a bonus attack during a full attack action.

Improved Uncanny Dodge (Ex)

Beginning at 7th level, the rogue's situational awareness improves even further, making it impossible to flank them. Enemies no longer gain a +2 bonus to-hit while flanking the rogue, and effects that require flanking to be activated, such as sneak attack, cannot be activated against the rogue (unless there is some other way, besides flanking, to activate the ability).

Rogue Talent IV (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 8th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

Trap Escapist II (Su)

If you do not already have the Trap Escapist I class feature, you gain it at 8th level. See Trap Escapist I for details on how this works.

If you already have the Trap Escapist I class feature prior to 8th level, you become even more capable of defending yourself from traps, instead. When you activate Trap Escapist against a trap attack that has hit you, prior to resolving its damage, you may choose whether to reduce the damage that trap is inflicting by half, or suffer none of the secondary, non-immediate-damage effects the trap might inflict, such as status conditions.

If the trap's secondary effects create some lingering effect in the area, such as a cloud that blocks line of sight, negating the secondary effect only eliminates the effect in the rogue's own space, and only until the start of the rogue's next turn.

As before, Trap Escapist is still only usable once per encounter as a free action, and is declared after the trap has hit you but prior to resolution of its damage and effects. Once declared, Trap Escapist only mitigates the damage or effects of that one attack action, and provides no benefit against any other attacks the trap might make that same round.

The Silent Voice II (Ex)

At 9th level, the rogue becomes more proficient at assisting their allies with skill checks. The rogue no longer inflicts any penalties on an ally's skill check, in the event that they try to assist on the skill check and fail.

Rogue Talent V (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 10th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

The Unseen Hand II (Ex)

At 10th level, the rogue further masters the art of coordinating their attacks with their allies. Any time the rogue successfully aids another on an ally, they grant both the +2 to-hit and +2 to AC (instead of one or the other) to the ally. The bonuses still only apply to the next attack the aided ally makes against the target enemy creature (the +2 to-hit bonus), and to avoid the next attack that enemy creature attempts against the aided ally (the +2 bonus to AC).

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Heroic Rogue (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +8 (+1)   +3 (+1)   -2 (+1)   -   +3   +7   +3   10 Dagger Mastery, Sneak Attack, Special Critical Hits, Evasion, Rogue Path III, Surprise Lunge I
12th   +9 (+1)   +4 (+1)   -1 (+1)   -   +4 (+1)   +8 (+1)   +4 (+1)   10 Rogue Talent VI, Slippery Opponent
13th   +9   +4   -1   -   +4   +8   +4   10 Trap Escapist III
14th   +10 (+1)   +5 (+1)   +0 (+1)   -   +4   +9 (+1)   +4   10 Rogue Talent VII, The Silent Voice III
15th   +11 (+1)   +6 (+1)   +1 (+1)   -   +5 (+1)   +9   +5 (+1)   10 The Unseen Hand III

Weapon and Armor Proficiency

Rogues gain different weapon proficiencies depending on the Rogue Path they choose at 1st level.

Regardless of which path they choose, all rogues begin with proficiency with light armor, but not with shields.

Dagger Mastery (Heroic Tier)

If you do not already have the Dagger Mastery class feature, you gain it at 11th level. See Dagger Mastery for details on how this works.

Sneak Attack (Heroic Tier)

If you do not already have the Sneak Attack class feature, you gain it at 11th level. See Sneak Attack for details on how this works.

Sneak attack damage continues to improve with the character's Rogue class level (not character level, if they are different), as seen in the table below:

Rogue Class Level Sneak Attack Damage
11th 6d6
12th 6d6
13th 7d6
14th 7d6
15th 8d6

Special Critical Hits (Heroic Tier)

A rogue's critical hits are not calculated the same way that normal critical hits are calculated. See Special Critical Hits for details on how this works.

Evasion (Heroic Tier)

If you do not already have the Evasion class feature, you gain it at 11th level. See Evasion for details on how this works.

Rogue Path III (Ex)

If you do not already have the Rogue Path I class feature, you gain it at 11th level. See Rogue Path I for details on how this works.

In addition, your prowess with your chosen path continues to improve and become more refined, as follows:

Artful Rogue (Heroic Tier)

If you chose the artful rogue path, it improves at 11th level. Up to once per round, if you successfully perform a Feint maneuver against an enemy creature, that creature is flat-footed to all attacks you make against it before the start of your next turn (instead of just the first attack you make against it).

Cunning Rogue (Heroic Tier)

If you chose the cunning rogue path, it improves at 11th level. Any time you inflict forced movement on an enemy creature (such as with a Reposition maneuver), that creature may not make any attacks of opportunity against you until the start of your next turn.

Ruthless Rogue (Heroic Tier)

If you chose the ruthless rogue path, it improves at 11th level. Any time you successfully hit an enemy creature with a Cleave maneuver, you may add your sneak attack damage to the damage dealt by the Cleave, as long as your target is eligible for sneak attack damage at the time (i.e. either flat-footed to your attacks, or flanked by you).

Surprise Lunge I (Ex)

At 11th level, any time the rogue performs a full attack action and they are only wielding a single weapon, they may make one additional bonus attack at their highest attack value. However, if they choose to do so, all of their attack rolls, including this bonus attack, suffer a -2 penalty until the start of the rogue's next turn. This -2 penalty to all attacks does not stack with any other feats or class features that also inflict a -2 penalty to all attacks in exchange for a bonus attack, such as the Rapid Strike I, Rapid Strike II, and Surprise Lunge II class features.

The bonus attack provided by Surprise Lunge I stacks with bonus attacks gained from the Rapid Strike I, Rapid Strike II, and Surprise Lunge II class features, but it does not stack with Haste spells, a weapon enchanted with the Speed magic property, or any other similar sources of a bonus attack during a full attack action.

Surprise Lunge I cannot be used during a round in which the rogue employs any of the Two-Weapon Fighting feats.

Rogue Talent VI (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 12th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

Slippery Opponent (Ex)

At 12th level, the rogue learns that sometimes, finding a better position can be more valuable than simply making another attack. Any time an enemy creature provokes an attack of opportunity from the rogue, they rogue may, instead of attacking that creature, make a 5-foot step instead. The rogue must have an attack of opportunity available in order to use this class feature, and using Slippery Opponent counts as having made an attack of opportunity this round.

Trap Escapist III (Su)

If you do not already have the Trap Escapist I class feature, you gain it at 13th level. See Trap Escapist I for details on how this works.

If you already have the Trap Escapist I class feature, but you do not have the Trap Escapist II class feature, you gain it at 13th level, instead.

If you already have both the Trap Escapist I and Trap Escapist II class features prior to 13th level, the class feature improves further, instead. When the rogue declares the use of Trap Escapist against a trap's attack, they suffer only half damage from that attack and' suffer none of the secondary, non-immediately-damaging effects that the attack might inflict, such as status conditions (instead of having to choose either half damage or negating secondary effects).

As before, Trap Escapist is still only usable once per encounter as a free action, and is declared after the trap has hit you but prior to resolution of its damage and effects. Once declared, Trap Escapist only mitigates the damage and effects of that one attack action, and provides no benefit against any other attacks the trap might make that same round.

Rogue Talent VII (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 14th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

The Silent Voice III (Ex)

At 14th level, the rogue becomes more proficient at assisting their allies with skill checks. The rogue may now attempt to assist an ally's skill check even on skills that do not normally allow assists. For example, the rogue can help an ally perform a stealth check, or attempt to haggle with a merchant with a barter check. Any onlookers are unaware that the rogue is helping in any way, so subtle are their instructions to their ally. The rogue must still be close to their ally when they perform the check (the distance depends on what the skill check entails; helping to pick a lock requires that the rogue be adjacent to both the ally and the lock, but helping with a ride check to stay mounted could be done within 30 feet of the ally they are assisting, for example).

The Unseen Hand III (Ex)

At 15th level, the rogue further masters the art of coordinating their attacks with their allies. Any time the rogue successfully aids another on one of their allies, they also grant +2 to that ally's Maneuver Defense, which the ally may use against the next ability or effect that target's their Maneuver Defense caused by the target enemy creature, as long as that ability or effect occurs before the start of the rogue's next turn. This is in addition to the normal effect provided by Aid Another.

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Undaunted Rogue (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +12 (+1)   +7 (+1)   +2 (+1)   -   +5   +10 (+1)   +5   10 Dagger Mastery, Sneak Attack, Special Critical Hits, Evasion, Rogue Path IV, Rogue Talent VIII, Twist the Knife I
17th   +12   +7   +2   -   +5   +10   +5   10 Soul of an Assassin
18th   +13 (+1)   +8 (+1)   +3 (+1)   -   +6 (+1)   +11 (+1)   +6 (+1)   10 Rogue Talent IX, Trap Escapist IV
19th   +14 (+1)   +9 (+1)   +4 (+1)   -   +6   +11   +6   10 The Silent Voice IV
20th   +15 (+1)   +10 (+1)   +5 (+1)   -   +6   +12 (+1)   +6   10 Rogue Talent X, The Unseen Hand IV

Weapon and Armor Proficiency

Rogues gain different weapon proficiencies depending on the Rogue Path they choose at 1st level.

Regardless of which path they choose, all rogues begin with proficiency with light armor, but not with shields.

Dagger Mastery (Undaunted Tier)

If you do not already have the Dagger Mastery class feature, you gain it at 16th level. See Dagger Mastery for details on how this works.

Sneak Attack (Undaunted Tier)

If you do not already have the Sneak Attack class feature, you gain it at 16th level. See Sneak Attack for details on how this works.

Sneak attack damage continues to improve with the character's Rogue class level (not character level, if they are different), as seen in the table below:

Rogue Class Level Sneak Attack Damage
16th 8d6
17th 9d6
18th 9d6
19th 10d6
20th 10d6

Special Critical Hits (Undaunted Tier)

A rogue's critical hits are not calculated the same way that normal critical hits are calculated. See Special Critical Hits for details on how this works.

Evasion (Undaunted Tier)

If you do not already have the Evasion class feature, you gain it at 16th level. See Evasion for details on how this works.

Rogue Path IV (Ex)

If you do not already have the Rogue Path I class feature, you gain it at 16th level. See Rogue Path I for details on how this works.

In addition, your prowess with your chosen path continues to improve and become more refined, as follows:

Artful Rogue (Undaunted Tier)

If you chose the artful rogue path, it improves at 16th level. You may now add your Charisma modifier to your weapon damage as base weapon damage instead of just adding it once to your damage. Base weapon damage multiplies at each experience tier your character achieves. While it is only x1 at the 1st experience tier (level 1), it goes up to x2 at the second tier (level 6), x3 at the third tier (level 11), x4 at the fourth tier (level 16), x5 at the fifth tier (level 21), x6 at the sixth tier (level 26), and x7 at the seventh tier (levels 31+).

Cunning Rogue (Undaunted Tier)

If you chose the cunning rogue path, it improves at 16th level. You may now add your Intelligence modifier to your weapon damage as base weapon damage instead of just adding it once to your damage. Base weapon damage multiplies at each experience tier your character achieves. While it is only x1 at the 1st experience tier (level 1), it goes up to x2 at the second tier (level 6), x3 at the third tier (level 11), x4 at the fourth tier (level 16), x5 at the fifth tier (level 21), x6 at the sixth tier (level 26), and x7 at the seventh tier (levels 31+).

Ruthless Rogue (Undaunted Tier)

If you chose the ruthless rogue path, it improves at 16th level. You may now add your Strength modifier to your weapon damage as base weapon damage instead of just adding it once to your damage. Base weapon damage multiplies at each experience tier your character achieves. While it is only x1 at the 1st experience tier (level 1), it goes up to x2 at the second tier (level 6), x3 at the third tier (level 11), x4 at the fourth tier (level 16), x5 at the fifth tier (level 21), x6 at the sixth tier (level 26), and x7 at the seventh tier (levels 31+).

Rogue Talent VIII (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 16th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

Twist the Knife I (Ex)

At 16th level, the first time each round that the rogue attacks an enemy creature and they are only wielding a single weapon, they may roll twice their normal number of Sneak Attack dice if the attack successfully hits the target. If the rogue's first attack of the round misses, they cannot attempt to use Twist the Knife again until the first attack of their next turn.

If the rogue's target is immune to precision damage, they suffer half damage from the sneak attack dice rolled (though twice as many sneak attack dice are still rolled) and full damage from the weapon damage of the attack. If the rogue scores a critical hit, these extra sneak attack dice are not maximized, but are instead rolled normally. If their target is immune to critical damage, the rogue resolves the attack as a normal hit, including the extra sneak attack dice from Twist the Knife. If Twist the Knife is used with an attack that targets multiple foes or results in multiple attacks (such as Whirlwind Attack (Feat)), these additional sneak attack dice are only applied to one successfully struck target that qualifies for sneak attack damage, chosen by the rogue.

Twist the Knife only applies to the first attack a rogue makes each round, and only if the target qualifies for sneak attack damage (i.e. is flat-footed to the rogue's attack, or is flanked by the rogue). Twist the Knife cannot be used during a round in which the rogue employs any of the Two-Weapon Fighting feats.

Soul of an Assassin (Ex)

At 17th level, the rogue becomes a connoisseur of cheating during combat. They are experts at the art and craft of harm, so much so that even a poorly-delivered strike is still lethal by any lesser killer's standards. In any situation where the rogue is entitled to administer their sneak attack dice, but their attack misses the target, the rogue still inflicts their weapon's base weapon damage, despite having missed.

Rogue Talent IX (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 18th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

Trap Escapist IV (Su)

If you do not already have the Trap Escapist I class feature, you gain it at 18th level. See Trap Escapist I for details on how this works.

If you already have the Trap Escapist I class feature, but you do not have the Trap Escapist II class feature, you gain it at 18th level, instead.

If you already have the Trap Escapist I and Trap Escapist II class features, but you do not have the Trap Escapist III class feature, you gain it at 18th level, instead.

If you already have the Trap Escapist I, Trap Escapist II, and Trap Escapist III class features prior to 18th level, the class feature improves further, instead. When you trigger trap escapist against an attack made by a trap, you can now mitigate the damage and secondary effects of that attack for both yourself and up to one adjacent ally (instead of just yourself).

As before, Trap Escapist is still only usable once per encounter as a free action, and is declared after the trap has hit but prior to resolution of its damage and effects. Once declared, Trap Escapist only mitigates the damage and effects of that one attack action, and provides no benefit against any other attacks the trap might make that same round.

The Silent Voice IV (Ex)

At 19th level, the rogue becomes more proficient at assisting their allies with skill checks. The rogue may now take 10 any time they are assisting an ally with a skill check, if they wish to do so.

Rogue Talent X (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 20th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

The Unseen Hand IV (Ex)

At 20th level, the rogue further masters the art of coordinating their attacks with their allies. The bonus(es) provided by Aid Another, when performed by the rogue, increase by +1 (typically to +3). This applies to any and all effects that the rogue grants with an Aid Another use, and stacks with any similar bonuses from any other sources.

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Valorous Rogue (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +16 (+1)   +11 (+1)   +6 (+1)   -   +7 (+1)   +13 (+1)   +7 (+1)   10 Dagger Mastery, Sneak Attack, Special Critical Hits, Evasion, Rogue Path V, Rapid Strike II
22nd   +16   +11   +6   -   +7   +13   +7   10 Rogue Talent XI, Master Strike
23rd   +17 (+1)   +12 (+1)   +7 (+1)   -   +8 (+1)   +14 (+1)   +8 (+1)   10 Trap Escapist V
24th   +17   +12   +7   -   +8   +14   +8   10 Rogue Talent XII, The Silent Voice V
25th   +18 (+1)   +13 (+1)   +8 (+1)   -   +9 (+1)   +15 (+1)   +9 (+1)   10 The Unseen Hand V

Weapon and Armor Proficiency

Rogues gain different weapon proficiencies depending on the Rogue Path they choose at 1st level.

Regardless of which path they choose, all rogues begin with proficiency with light armor, but not with shields.

Dagger Mastery (Valorous Tier)

If you do not already have the Dagger Mastery class feature, you gain it at 21st level. See Dagger Mastery for details on how this works.

Sneak Attack (Valorous Tier)

If you do not already have the Sneak Attack class feature, you gain it at 21st level. See Sneak Attack for details on how this works.

Sneak attack damage continues to improve with the character's Rogue class level (not character level, if they are different), as seen in the table below:

Rogue Class Level Sneak Attack Damage
21st 11d6
22nd 11d6
23rd 12d6
24th 12d6
25th 13d6

Special Critical Hits (Valorous Tier)

A rogue's critical hits are not calculated the same way that normal critical hits are calculated. See Special Critical Hits for details on how this works.

Evasion (Valorous Tier)

If you do not already have the Evasion class feature, you gain it at 21st level. See Evasion for details on how this works.

Rogue Path V (Ex)

If you do not already have the Rogue Path I class feature, you gain it at 21st level. See Rogue Path I for details on how this works.

In addition, your prowess with your chosen path continues to improve and become more refined, as follows:

Artful Rogue (Valorous Tier)

If you chose the artful rogue path, it improves at 21st level. Any time you are wielding a dagger in your primary hand, it gains the Deceptive weapon quality. If the weapon already has this quality, this class feature provides no additional benefit.

Cunning Rogue (Valorous Tier)

If you chose the cunning rogue path, it improves at 21st level. Any time you are wielding a one-handed weapon in your primary hand that you are proficient with, it gains the Defensive weapon quality. If the weapon already has this quality, this class feature provides no additional benefit.

Ruthless Rogue (Valorous Tier)

If you chose the ruthless rogue path, it improves at 21st level. Any time you are wielding a weapon (of any kind) in your primary hand that you are proficient with, it gains the Brutal weapon quality. If the weapon already has this quality, this class feature provides no additional benefit.

Rapid Strike II (Ex)

At 21st level, any time the rogue performs a full attack action, they may make one additional bonus attack at their highest attack value. However, if they choose to do so, all of their attack rolls, including this bonus attack, suffer a -2 penalty until the start of the rogue's next turn. This -2 penalty to all attacks does not stack with any other feats or class features that also inflict a -2 penalty to all attacks in exchange for a bonus attack, such as the Rapid Strike I, Surprise Lunge I, and Surprise Lunge II class features, or any of the Two-Weapon Fighting feats

The bonus attack provided by Rapid Strike II stacks with the Rapid Strike I, Surprise Lunge I, and Surprise Lunge II class features, but it does not stack with bonus attacks gained from Haste spells, a weapon enchanted with the Speed magic property, or any other similar sources of a bonus attack during a full attack action.

Rogue Talent XI (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 22nd level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

Master Strike (Ex)

At 22nd level, the rogue achieves a mastery over the life and death of their foes, and they become able to deliver powerful killing blows, when the circumstances are right. Once per encounter, when the rogue successfully hits an enemy creature with an attack that would normally inflict sneak attack damage, they may choose to inflict a Master Strike instead. If they do so, they inflict their normal weapon damage plus 10 points of damage per Rogue class level they possess. However, the rogue does not roll their sneak attack damage with the damage of a Master Strike.

If the rogue possesses either of the Twist the Knife I or Twist the Knife II class features, and they choose to use Master Strike on the first attack they perform in a given round, they may add the bonus sneak attack dice provided by Twist the Knife along with the damage for Master Strike, but they do not roll their base sneak attack dice.

Master Strike may never be used more than once per encounter, even with the use of action points.

Outside of combat, Master Strike can be used differently than it is used in combat. If the rogue makes an attack against an enemy creature that is unaware of the rogue's presence (and there is no initiative order in effect when the rogue makes their attack), they can use Master Strike to perform a Coup-de-Grace against the target, even though the target isn't Helpless. Furthermore, the rogue may apply the Secured condition to the target as part of their Coup-de-Grace, if they wish, to merely knock the victim unconscious, rather than kill them. Or not, if they don't mind a bit of wetwork. When used outside of combat, Master Strike can be used up to once per minute.

Trap Escapist V (Su)

If you do not already have the Trap Escapist I class feature, you gain it at 23rd level. See Trap Escapist I for details on how this works.

If you already have the Trap Escapist I class feature, but you do not have the Trap Escapist II class feature, you gain it at 23rd level, instead.

If you already have the Trap Escapist I and Trap Escapist II class features, but you do not have the Trap Escapist III class feature, you gain it at 23rd level, instead.

If you already have the Trap Escapist I, Trap Escapist II, and Trap Escapist III class features, but you do not have the Trap Escapist IV class feature, you gain it at 23rd level, instead.

If you already have all of the Trap Escapist I, Trap Escapist II, Trap Escapist III, and Trap Escapist IV class features prior to 23rd level, the class feature improves further, instead. When you trigger trap escapist against an attack made by a trap, you can now mitigate the damage and secondary effects of that attack for both yourself and up to two allies within 10 feet of your space (instead of just one adjacent ally).

As before, Trap Escapist is still only usable once per encounter as a free action, and is declared after the trap has hit but prior to resolution of its damage and effects. Once declared, Trap Escapist only mitigates the damage and effects of that one attack action, and provides no benefit against any other attacks the trap might make that same round.

Rogue Talent XII (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 24th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

The Silent Voice V (Ex)

At 24th level, the rogue becomes more proficient at assisting their allies with skill checks. If the rogue assists an ally with a skill check, and the rogue's result on their skill check is better than the result their ally rolled, the rogue may declare that they are the primary skill roller, and that their ally is assisting the check, instead, if they wish to do so. The rogue must be close enough to the action that they could be the primary skill roller for the check, otherwise they cannot use this class feature.

The Unseen Hand V (Ex)

At 25th level, the rogue further masters the art of coordinating their attacks with their allies. Any time the rogue successfully performs Aid Another on an ally, they grant the same bonuses to themselves. Bonuses from Aid Another last until the start of the rogue's next turn, or until used, as always.

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Mythic Rogue (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +18   +13   +8   -   +9   +15   +9   10 Dagger Mastery, Sneak Attack, Special Critical Hits, Evasion, Rogue Path VI, Rogue Talent XIII, Surprise Lunge II
27th   +19 (+1)   +14 (+1)   +9 (+1)   -   +10 (+1)   +16 (+1)   +10 (+1)   10 Retroactive Stealth
28th   +19   +14   +9   -   +10   +16   +10   10 Rogue Talent XIV, Trap Escapist VI
29th   +20 (+1)   +15 (+1)   +10 (+1)   -   +11 (+1)   +17 (+1)   +11 (+1)   10 The Silent Voice VI
30th   +20   +15   +10   -   +11   +17   +11   10 Rogue Talent XV, The Unseen Hand VI

Weapon and Armor Proficiency

Rogues gain different weapon proficiencies depending on the Rogue Path they choose at 1st level.

Regardless of which path they choose, all rogues begin with proficiency with light armor, but not with shields.

Dagger Mastery (Mythic Tier)

If you do not already have the Dagger Mastery class feature, you gain it at 26th level. See Dagger Mastery for details on how this works.

Sneak Attack (Mythic Tier)

If you do not already have the Sneak Attack class feature, you gain it at 26th level. See Sneak Attack for details on how this works.

Sneak attack damage continues to improve with the character's Rogue class level (not character level, if they are different), as seen in the table below:

Rogue Class Level Sneak Attack Damage
26th 13d6
27th 14d6
28th 14d6
29th 15d6
30th 15d6

Special Critical Hits (Mythic Tier)

A rogue's critical hits are not calculated the same way that normal critical hits are calculated. See Special Critical Hits for details on how this works.

Evasion (Mythic Tier)

If you do not already have the Evasion class feature, you gain it at 26th level. See Evasion for details on how this works.

Rogue Path VI (Ex)

If you do not already have the Rogue Path I class feature, you gain it at 26th level. See Rogue Path I for details on how this works.

In addition, your prowess with your chosen path continues to improve and become more refined, as follows:

Artful Rogue (Mythic Tier)

If you chose the artful rogue path, it improves at 26th level. Once per encounter, an enemy you just damaged counts as an ally until the start of your next turn. This means that the enemy may not make any attacks of opportunity against you or your allies, it counts as a threatening ally for purposes of determining flanks with other enemy creatures, and it cannot contribute to flanks against you or your allies. In addition, you and your allies may move through its space as though it were a friendly creature, and other enemy creatures may not pass through its space. This effect lasts only until the start of your next turn, after which the enemy creature recovers its senses and wonders why it was being so helpful.

This ability may never be used more than once per encounter, even through the use of action points.

Cunning Rogue (Mythic Tier)

If you chose the cunning rogue path, it improves at 26th level. Once per encounter, if you are afflicted with a status condition, you may elect to suffer 1 point of Essence Omission as a free action during your turn, to immediately remove the condition. You can even use this ability to get rid of Essence Omission you are suffering from, but you will replace it with 1 point of Essence Omission (still useful if you were previously suffering from multiple points of it). You can use this ability even if you are otherwise unable to perform any actions during your turn. This class feature does not work on special conditions, such as Injured, Bloodied, Unconscious, or Dead, since they are not status conditions.

This ability may never be used more than once per encounter, even through the use of action points.

Ruthless Rogue (Mythic Tier)

If you chose the ruthless rogue path, it improves at 26th level. Once per encounter, after you have suffered damage from an enemy attack, you may grant yourself a number of temporary hit points equal to the amount of damage that attack just inflicted. Using this class feature is a free action that you can perform outside of your turn.

This ability may never be used more than once per encounter, even through the use of action points.

Rogue Talent XIII (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 26th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

Surprise Lunge II (Ex)

At 26th level, any time the rogue performs a full attack action and they are only wielding a single weapon, they may make one additional bonus attack at their highest attack value. However, if they choose to do so, all of their attack rolls, including this bonus attack, suffer a -2 penalty until the start of the rogue's next turn. This -2 penalty to all attacks does not stack with any other feats or class features that also inflict a -2 penalty to all attacks in exchange for a bonus attack, such as the Rapid Strike I, Rapid Strike II, and Surprise Lunge I class features.

The bonus attack provided by Surprise Lunge II stacks with bonus attacks gained from the Rapid Strike I, Rapid Strike II, and Surprise Lunge I class features, but it does not stack with Haste spells, a weapon enchanted with the Speed magic property, or any other similar sources of a bonus attack during a full attack action.

Surprise Lunge II cannot be used during a round in which the rogue employs any of the Two-Weapon Fighting feats.

Retroactive Stealth (Ex)

At 27th level, the rogue becomes so skilled at sneaking, even they sometimes aren't certain where they are! Once per encounter, at the start of their turn, the rogue may relocate to any location within 30 feet of their current position as a free action. This is not movement — the rogue was always in this location. Everybody, including the rogue, simply thought they were where they seemed to be. Obviously, this revelation does not provoke attacks of opportunity. In fact, any enemies adjacent to the rogue after this deception is revealed are considered to be flat-footed against the rogue. Surprise!

The new location must be an unblocked, unoccupied space sufficient for the rogue to fit into without squeezing.

Rogue Talent XIV (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 28th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

Trap Escapist VI (Su)

If you do not already have the Trap Escapist I class feature, you gain it at 28th level. See Trap Escapist I for details on how this works.

If you already have the Trap Escapist I class feature, but you do not have the Trap Escapist II class feature, you gain it at 28th level, instead.

If you already have the Trap Escapist I and Trap Escapist II class features, but you do not have the Trap Escapist III class feature, you gain it at 28th level, instead.

If you already have the Trap Escapist I, Trap Escapist II, and Trap Escapist III class features, but you do not have the Trap Escapist IV class feature, you gain it at 28th level, instead.

If you already have the Trap Escapist I, Trap Escapist II, Trap Escapist III, and Trap Escapist IV class features, but you do not have the Trap Escapist V class feature, you gain it at 28th level, instead.

If you already have all of the Trap Escapist I, Trap Escapist II, Trap Escapist III, Trap Escapist IV, and Trap Escapist V class features prior to 28th level, the class feature improves further, instead. When you trigger trap escapist against an attack made by a trap, you can now mitigate the damage and secondary effects of that attack for both yourself and up to two allies within 15 feet of your space (instead of up to two allies within 10 feet). In addition, instead of suffering only half damage from the trap's attack, you completely negate the damage the trap deals to yourself. You still reduce the damage by half for your included allies, and negate all secondary non-immediate-damage effects for both yourself and your included allies.

As before, Trap Escapist is still only usable once per encounter as a free action, and is declared after the trap has hit but prior to resolution of its damage and effects. Once declared, Trap Escapist only mitigates the damage and effects of that one attack action, and provides no benefit against any other attacks the trap might make that same round.

The Silent Voice VI (Ex)

At 29th level, the rogue becomes more proficient at assisting their allies with skill checks. Any time the rogue assists an ally with a skill check, they grant a +3 bonus, instead of a +2 bonus. If the rogue also has the Silent Voice I class feature, they instead grant a +4 bonus to successful assist checks, instead of +3.

Rogue Talent XV (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 30th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

The Unseen Hand VI (Ex)

At 30th level, the rogue further masters the art of coordinating their attacks with their allies. Any time the rogue performs an Aid Another, the to-hit bonus provided by it applies to all attacks the aided ally makes against the target enemy creature until the start of the rogue's next turn (instead of just the first attack they make against that creature), and the AC bonus provided by it applies to all attacks the target creature makes against the aided ally before the start of the rogue's next turn (instead of only the first attack). If the rogue possesses the The Unseen Hand III class feature, the maneuver defense bonus they provide to their aided ally applies to any abilities or effects the target creature attempts against the aided ally prior to the start of the rogue's next turn (instead of only the first ability or effect). Finally, if the rogue possesses the The Unseen Hand V class feature, all of these bonuses also apply to themselves until the start of their next turn.

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Legendary Rogue (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +21 (+1)   +16 (+1)   +11 (+1)   -   +12 (+1)   +18 (+1)   +12 (+1)   10 Dagger Mastery, Sneak Attack, Special Critical Hits, Evasion, Rogue Path VII, Twist the Knife II
32nd   +21   +16   +11   -   +12   +18   +12   10 Rogue Talent XVI, Walkin' Around Money
33rd   +22 (+1)   +17 (+1)   +12 (+1)   -   +13 (+1)   +19 (+1)   +13 (+1)   10 Trap Spotter VII
34th   +22   +17   +12   -   +13   +19   +13   10 Rogue Talent XVII, The Silent Voice VII
35th   +23 (+1)   +18 (+1)   +13 (+1)   -   +14 (+1)   +20 (+1)   +14 (+1)   10 The Unseen Hand VII

Weapon and Armor Proficiency

Rogues gain different weapon proficiencies depending on the Rogue Path they choose at 1st level.

Regardless of which path they choose, all rogues begin with proficiency with light armor, but not with shields.

Dagger Mastery (Legendary Tier)

If you do not already have the Dagger Mastery class feature, you gain it at 31st level. See Dagger Mastery for details on how this works.

Sneak Attack (Legendary Tier)

If you do not already have the Sneak Attack class feature, you gain it at 31st level. See Sneak Attack for details on how this works.

Sneak attack damage continues to improve with the character's Rogue class level (not character level, if they are different), as seen in the table below:

Rogue Class Level Sneak Attack Damage
31st 16d6
32nd 16d6
33rd 17d6
34th 17d6
35th 18d6

Special Critical Hits (Legendary Tier)

A rogue's critical hits are not calculated the same way that normal critical hits are calculated. See Special Critical Hits for details on how this works.

Evasion (Legendary Tier)

If you do not already have the Evasion class feature, you gain it at 31st level. See Evasion for details on how this works.

Rogue Path VII (Ex)

If you do not already have the Rogue Path I class feature, you gain it at 31st level. See Rogue Path I for details on how this works.

In addition, your prowess with your chosen path continues to improve and become more refined, as follows:

Artful Rogue (Legendary Tier)

If you chose the artful rogue path, it improves at 31st level. Once per encounter as a standard action, you may attack every enemy creature within the first range increment of your dagger, using your dagger. You roll to-hit separately against each target within range, You only roll your damage once, dealing your normal dagger weapon damage, plus your Sneak Attack damage (regardless of whether or not the enemies you hit would normally qualify for sneak attack damage), and apply this total to each enemy creature you successfully hit. Any creatures that are immune to precision damage or critical hits suffer only half damage from this attack (the entire attack, not just your sneak attack damage).

Once all attacks are resolved, you may teleport to any unblocked, unoccupied space that is adjacent to one of the enemy creatures you just hit, as part of the same Standard Action. (If you missed all targets, you may not teleport.)

This class feature may never be used more than once per encounter, even with the use of action points.

Cunning Rogue (Legendary Tier)

If you chose the cunning rogue path, it improves at 31st level. Once per encounter, after you suffer damage from an attack, you may, as an immediate action, declare that the attack missed you. When you do so, you suffer no damage or effects from the attack, even if it would normally deal some damage or inflict some effect on a miss. You may then perform a single 5-foot step as part of the same Immediate Action.

This class feature may never be used more than once per encounter, even with the use of action points.

Ruthless Rogue (Legendary Tier)

If you chose the ruthless rogue path, it improves at 31st level. Once per encounter, before you roll an attack against an enemy creature, you can declare that the attack is a critical hit, without rolling. The critical hit is automatically confirmed. You resolve the critical hit as normal, inflicting your Special Critical Hit damage to the target and whatever other damage or effects you would normally apply to a critical hit. Creatures immune to critical hits suffer half damage from this attack, but any status conditions you might normally apply as a result of a critical hit are not applied to such creatures.

This class feature may never be used more than once per encounter, even with the use of action points.

Twist the Knife II (Ex)

If you do not already have the Twist the Knife I class feature, you gain it at 31st level. See Twist the Knife I for details on how this works.

If you do already have the Twist the Knife I class feature from a previous tier of the Rogue class, it improves at 31st level, instead. The first time each round that the rogue attacks an enemy creature and they are only wielding a single weapon, they may roll quadruple their normal number of Sneak Attack dice (instead of double) if the attack successfully hits the target. If the rogue's first attack of the round misses, they cannot attempt to use Twist the Knife again until the first attack of their next turn.

If the rogue's target is immune to precision damage, they suffer half damage from the sneak attack dice rolled (though four times as many sneak attack dice are still rolled) and full damage from the weapon damage of the attack. If the rogue scores a critical hit, these extra sneak attack dice are not maximized, but are instead rolled normally. If their target is immune to critical damage, the rogue resolves the attack as a normal hit, including the extra sneak attack dice from Twist the Knife. If Twist the Knife is used with an attack that targets multiple foes or results in multiple attacks (such as Whirlwind Attack (Feat)), these additional sneak attack dice are only applied to one successfully struck target that qualifies for sneak attack damage, chosen by the rogue.

Twist the Knife only applies to the first attack a rogue makes each round, and only if the target qualifies for sneak attack damage (i.e. is flat-footed to the rogue's attack, or is flanked by the rogue). Twist the Knife cannot be used during a round in which the rogue employs any of the Two-Weapon Fighting feats.

Rogue Talent XVI (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 32nd level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

Walkin' Around Money (Ex)

Generally speaking, high-level rogues tend to accumulate money and toys at an astonishing rate. At 32nd level, the rogue earns 1d4 x 10,000 gold pieces each week they spend in any medium-sized city or larger urban area, regardless of what they are doing during that week. This is in addition to any other money they might be bringing in, either through adventuring or by operating their own business.

In addition, when out on an adventure, this ability manifests itself in the uncanny ability for the rogue to have useful stuff in their pockets at all times. If there is a need for any item which costs less than 5,000 gp, the Rogue may simply subtract that much money from their on-hand cash and discover that they 'bought' the item a while ago and have been lugging it around 'just in case.' As soon as an object is 'acquired' in this fashion, it now must be carried around, and its weight applies to the rogue's encumbrance, it takes up space as normal, etc.

Even though this is a high-tier class feature, Walkin' Around Money cannot be used to spontaneously acquire specific objects, such as the key for a given door, or any object that would have to be ordered and custom made (i.e. anything not in the common inventory of a store appropriate for that item to be sold in). The GM is the final arbiter of what is possible and what is not with this class feature, though they are encouraged to be generous, as long as it doesn't break their story. Sorry rogues, you are masters of cheating against the universe, but there are limits.

Trap Escapist VII (Su)

If you do not already have the Trap Escapist I class feature, you gain it at 33rd level. See Trap Escapist I for details on how this works.

If you already have the Trap Escapist I class feature, but you do not have the Trap Escapist II class feature, you gain it at 33rd level, instead.

If you already have the Trap Escapist I and Trap Escapist II class features, but you do not have the Trap Escapist III class feature, you gain it at 33rd level, instead.

If you already have the Trap Escapist I, Trap Escapist II, and Trap Escapist III class features, but you do not have the Trap Escapist IV class feature, you gain it at 33rd level, instead.

If you already have the Trap Escapist I, Trap Escapist II, Trap Escapist III, and Trap Escapist IV class features, but you do not have the Trap Escapist V class feature, you gain it at 33rd level, instead.

If you already have the Trap Escapist I, Trap Escapist II, Trap Escapist III, Trap Escapist IV and Trap Escapist V class features, but you do not have the Trap Escapist VI class feature, you gain it at 33rd level, instead.

If you already have all of the Trap Escapist I, Trap Escapist II, Trap Escapist III, Trap Escapist IV, Trap Escapist V, and Trap Escapist VI class features prior to 33rd level, the class feature improves further, instead. When you trigger trap escapist against an attack made by a trap, you can now mitigate the damage and secondary effects of that attack for both yourself and up to three allies within 20 feet of your space (instead of up to two allies within 15 feet). In addition, instead of suffering only half damage from the trap's attack, you completely negate the damage the trap deals to yourself. You still reduce the damage by half for your included allies, and negate all secondary non-immediate-damage effects for both yourself and your included allies.

As before, Trap Escapist is still only usable once per encounter as a free action, and is declared after the trap has hit but prior to resolution of its damage and effects. Once declared, Trap Escapist only mitigates the damage and effects of that one attack action, and provides no benefit against any other attacks the trap might make that same round.

Rogue Talent XVII (Ex)

As a rogue gains experience, they learn a number of talents that aid themselves and confound their foes. At 34th level, the rogue may select one rogue talent. They must meet all prerequisites listed for that talent at the time it is chosen. A rogue may only select a given talent once, unless that talent specifies it can be taken more than once. Once selected, the choice is permanent, unless the rogue takes the time to swap it out via the re-selection process.

Talents marked with an asterisk add effects to a rogue's Sneak Attack. Only one of these talents may be applied to an individual attack and the rogue must declare which talent (if any) they are applying to their attack before the to-hit roll is made.

The Silent Voice VII (Ex)

At 34th level, the rogue becomes more proficient at assisting their allies with skill checks. Any time any of the rogue's allies assist on a skill check that the rogue is also assisting on, if the allies succeed on their checks, they grant a +3 bonus (each) instead of a +2 bonus. This bonus only applies when the rogue is not the primary roller for the check (the rogue must be assisting, and only assisting).

The Unseen Hand VII (Ex)

At 35th level, the rogue further masters the art of coordinating their attacks with their allies. The bonus(es) provided by Aid Another, when performed by the rogue, increase by +1. This applies to any and all effects that the rogue grants with an Aid Another use, and stacks with any similar bonuses from any other sources, including the bonus from the The Unseen Hand IV class feature, if the rogue possesses it.

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Apotheotic Rogue (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.