Index classes rogue

Rogue

As swashbucklers, spies, and scoundrels of all kinds, rogues are a varied lot. Some can fight, some can talk, some can just do a little bit of everything. As a whole, they tend to be expert trapfinders with a knack for sneaking around who make up for poor defenses with a potent offense.

Rogue Variants

Standard Rogue

The archetypical rogue is a jack-of-all-trades. She blends stealth, cunning, people skills, and a deadly sneak attack into one versatile package. The rogue's poor defenses and lack of specialization tend to force her to rely on luck more than many classes, but good stealth and the evasion ability go a long way to making the best of that luck.

Level BAB Fort Ref Will Features
1 0 0 2 0 Sneak Attack +1d6, Trapfinding
2 1 0 3 0 Evasion
3 2 1 3 1 Sneak Attack +2d6, Trap Sense +1
4 3 1 4 1 Uncanny Dodge
5 3 1 4 1 Sneak Attack +3d6
6 4 2 5 2 Disruptive Attack, Trap Sense +2
7 5 2 5 2 Sneak Attack +4d6
8 6/1 2 6 2 Improved Uncanny Dodge
9 6/1 3 6 3 Sneak Attack +5d6, Trap Sense +3
10 7/2 3 7 3 Special Ability
11 8/3 3 7 3 Sneak Attack +6d6
12 9/4 4 8 4 Special Ability, Trap Sense +4
13 9/4 4 8 4 Sneak Attack +7d6
14 10/5 4 9 4 Special Ability
15 11/6/1 5 9 5 Sneak Attack +8d6, Trap Sense +5
16 12/7/2 5 10 5 Special Ability
17 12/7/2 5 10 5 Sneak Attack +9d6
18 13/8/3 6 11 6 Special Ability, Trap Sense +6
19 14/9/4 6 11 6 Sneak Attack +10d6
20 15/10/5 6 12 6 Special Ability

Class Features

Sneak Attack (Ex)

A rogue's attacks deal extra damage whenever the 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 can happen if the opponent cannot see the rogue, if the opponent is immobilized, or if the opponent has not yet had a turn in combat.

This damage begins at +1d6 at 1st level and increases by 1d6 every two rogue levels thereafter. This damage is not multiplied on a critical hit.

Ranged attacks can count as sneak attacks only if the target is within 30 feet. An unarmed strike or a sap can be used to make a sneak attack that deals nonlethal damage. A sneak attack with any other weapon cannot deal nonlethal damage, even with the usual -4 penalty.

A rogue can only sneak attack living creatures with discernable anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Similarly, any creature that is immune to critical hits is not vulnerable to sneak attacks, as are creatures benefitting from concealment or creatures whose vitals are out of reach.

Trapfinding (Ex)

Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues can use the Disable Device skill to disarm magic traps or pick magic locks. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Disruptive Attack (Ex)

Beginning at 6th level, through careful study the rogue is able to find exploitable flaws in any creature's defenses. Whenever the rogue hits a target that she is flanking or that has been denied a Dexterity bonus to AC, she may forego her sneak attack damage to apply a -5 penalty to that creature's AC for 1 round. Multiple hits on the same target do not stack. This ability works even against creatures normally immune to sneak attacks.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

Special Abilities

On attaining 10th level, and at every even level thereafter (12th, 14th, 16th, 18th, and 20th), a rogue gains a special ability of her choice from among the following options.

  • Breathstealer: If a rogue with this ability delivers a sneak attack against a creature, she may forego two dice of extra damage to wind the target. If the target is underwater and holding its breath, it immediately begins to drown. If the target has a breath weapon, the breath weapon is disabled for one minute. If the target is inside of an area of inhaled toxin that requires regular fortitude saves to resist negative effects (heavy smoke, poison gas, etc), the target must immediately make another save against the effect.

  • Crippling Strike: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

  • Death's Ruin: The rogue can sneak attack undead creatures.

  • Defensive Roll: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

  • Friends' Evasion: By warning her companions of danger, a rogue can keep her allies safer from harm. Adjacent allies who can hear the rogue gain evasion.

  • Improved Evasion: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

  • Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

  • Saboteur: When attacking objects or making a sunder attack action, the rogue may ignore an amount of hardness up to half her rogue class level. Additionally, the rogue can sneak attack constructs.

  • Skill Mastery: The rogue selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

  • Slippery Mind: This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by a spell or effect with a duration and fails her Will saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

  • Socialite: The rogue can make a Gather Information check after 1d4+1 x 10 minutes of asking and searching, instead of the usual 1d4+1 hours. Additionally, the rogue can make a Sense Motive check to get a hunch about a person or situation immediately, without needing at least a minute of conversation.

  • Feat: A rogue may gain a bonus feat in place of a special ability. She must meet the prerequisites for this feat.

Ninja

A trained assassin armed with mystical abilities, the ninja is a killer who specializes in remaining undetected until the moment is right to strike. A skilled ninja can even hide from powerful magic. Similar to a monk, the ninja foregoes armor, a tradeoff that enables the ninja to be ready for a fight at any moment.

Level BAB Fort Ref Will Features AC Bonus
1 0 0 2 0 Sneak Attack +1d6, Trapfinding 0
2 1 0 3 0 Evasion, Stealthy 0
3 2 1 3 1 Sneak Attack +2d6 0
4 3 1 4 1 Disruptive Attack, Deceitful 0
5 3 1 4 1 Sneak Attack +3d6 1
6 4 2 5 2 Ghost Step, Persuasive 1
7 5 2 5 2 Sneak Attack +4d6 1
8 6/1 2 6 2 Mystic Step 1
9 6/1 3 6 3 Sneak Attack +5d6 1
10 7/2 3 7 3 Crippling Strike 2
11 8/3 3 7 3 Sneak Attack +6d6 2
12 9/4 4 8 4 Ghost Mind 2
13 9/4 4 8 4 Sneak Attack +7d6 2
14 10/5 4 9 4 Opportunist 2
15 11/6/1 5 9 5 Sneak Attack +8d6 3
16 12/7/2 5 10 5 Ghost Sight 3
17 12/7/2 5 10 5 Sneak Attack +9d6 3
18 13/8/3 6 11 6 Hide in Plain Sight 3
19 14/9/4 6 11 6 Sneak Attack +10d6 3
20 15/10/5 6 12 6 Ghost Walk 4

Class Features

AC Bonus (Ex)

When unarmored, unencumbered, and not using a shield, the ninja adds her wisdom bonus (if any) to her AC, as well as a flat bonus given on the table above.

These bonuses to AC apply to flat-footed and touch AC, but they do not apply if the ninja is immobilized or helpless.

Ninja levels stack with monk levels for determining the AC bonus given by this ability. When multiclassing with a monk subclass that has a different AC bonus progression, use whichever progression is better.

Sneak Attack (Ex)

A rogue's attacks deal extra damage whenever the 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 can happen if the opponent cannot see the rogue, if the opponent is immobilized, or if the opponent has not yet had a turn in combat.

This damage begins at +1d6 at 1st level and increases by 1d6 every two rogue levels thereafter. This damage is not multiplied on a critical hit.

Ranged attacks can count as sneak attacks only if the target is within 30 feet. An unarmed strike or a sap can be used to make a sneak attack that deals nonlethal damage. A sneak attack with any other weapon cannot deal nonlethal damage, even with the usual -4 penalty.

A rogue can only sneak attack living creatures with discernable anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Similarly, any creature that is immune to critical hits is not vulnerable to sneak attacks, as are creatures benefitting from concealment or creatures whose vitals are out of reach.

Trapfinding (Ex)

Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues can use the Disable Device skill to disarm magic traps or pick magic locks. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Stealthy

Ninjas gain Stealthy as a bonus feat at 2nd level.

Disruptive Attack (Ex)

Beginning at 4th level, through careful study the ninja is able to find exploitable flaws in any creature's defenses. Whenever the ninja hits a target that she is flanking or that has been denied a Dexterity bonus to AC, she may forego her sneak attack damage to apply a -5 penalty to that creature's AC for 1 round. Multiple hits on the same target do not stack. This ability works even against creatures normally immune to sneak attacks.

Deceitful (Ex)

Ninjas gain Deceitful as a bonus feat at 4th level.

Ghost Step (Su)

Starting at 6th level, a ninja can become invisible for 1 round as a swift action. She may use this ability for a number of consecutive rounds equal to her wisdom modifier (minimum 1), after which she cannot use this ability for a number of minutes equal to the number of rounds spent invisible.

Persuasive (Ex)

Ninjas gain Persuasive as a bonus feat at 6th level.

Mystic Step (Su)

At 8th level, a ninja gains the ability to teleport at will. As a standard action, the ninja may teleport a number of feet equal to (10 x the ninja's Wisdom modifier). She must see the location she is attempting to teleport to. She must wait 1d4 minutes before she can teleport again.

Crippling Strike (Ex)

Starting at 10th level, an opponent damaged by one of the ninja's sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Ghost Mind (Su)

At 12th level, a ninja gains a special resistance to spells of the divination school. To detect or see a ninja with such a spell, the caster must make a caster level check (DC 20 + the ninja's class level). In the case of scrying spells (such as arcane eye) that scan the ninja's area, a failed check means that the spell works but the ninja isn't detected. Scrying attempts targeted specifically at the ninja do not work at all if the check fails.

Opportunist (Ex)

Starting at 14th level, once per round, the ninja can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the ninja’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Ghost Sight (Su)

At 16th level and higher, a ninja can see invisible and ethereal creatures as easily as she sees material creatures and objects.

Hide in Plain Sight (Ex)

While in shadows or in a crowd, a ninja of 18th level or higher can use the Hide skill even while being observed.

Ghost Walk (Sp)

A 20th level ninja can use the ethereal jaunt spell as a spell-like ability a number of times per day equal to her Wisdom modifier. Treat the ninja's caster level as her ninja class level. The ninja may ignore the verbal component of the spell.

Hitman

Where ninjas have a certain amount of spiritual discipline and art behind their way of killing, hitmen are brutal thugs who do whatever it takes. They lack some of a typical rogue's breadth of skills and focus significantly more on combat. Though they cannot wade into the front lines like a fighter, they are deceptively tough and often use poisons to tip the odds in a fight.

Level BAB Fort Ref Will Features
1 0 0 2 0 Sneak Attack +1d6, Trapfinding
2 1 0 3 0 Evasion
3 2 1 3 1 Sneak Attack +2d6, Poison Mastery
4 3 1 4 1 Uncanny Dodge
5 3 1 4 1 Sneak Attack +3d6
6 4 2 5 2 Disruptive Attack, Poison Mastery +1
7 5 2 5 2 Sneak Attack +4d6
8 6/1 2 6 2 Improved Uncanny Dodge
9 6/1 3 6 3 Sneak Attack +5d6, Poison Mastery +2
10 7/2 3 7 3 Special Ability
11 8/3 3 7 3 Sneak Attack +6d6
12 9/4 4 8 4 Special Ability, Poison Mastery +3
13 9/4 4 8 4 Sneak Attack +7d6
14 10/5 4 9 4 Special Ability
15 11/6/1 5 9 5 Sneak Attack +8d6, Poison Mastery +4
16 12/7/2 5 10 5 Special Ability
17 12/7/2 5 10 5 Sneak Attack +9d6
18 13/8/3 6 11 6 Special Ability, Poison Mastery +5
19 14/9/4 6 11 6 Sneak Attack +10d6
20 15/10/5 6 12 6 Special Ability

Class Features

Sneak Attack (Ex)

A rogue's attacks deal extra damage whenever the 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 can happen if the opponent cannot see the rogue, if the opponent is immobilized, or if the opponent has not yet had a turn in combat.

This damage begins at +1d6 at 1st level and increases by 1d6 every two rogue levels thereafter. This damage is not multiplied on a critical hit.

Ranged attacks can count as sneak attacks only if the target is within 30 feet. An unarmed strike or a sap can be used to make a sneak attack that deals nonlethal damage. A sneak attack with any other weapon cannot deal nonlethal damage, even with the usual -4 penalty.

A rogue can only sneak attack living creatures with discernable anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Similarly, any creature that is immune to critical hits is not vulnerable to sneak attacks, as are creatures benefitting from concealment or creatures whose vitals are out of reach.

Trapfinding (Ex)

Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues can use the Disable Device skill to disarm magic traps or pick magic locks. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Poison Mastery (Ex)

At 3rd level, a hitman masters the use of poison and no longer risks poisoning herself when applying poison to a weapon.

Every 3 levels after 3rd (6th, 9th, 12th, 15th, 18th), the saving throw DCs against injury or contact poisons used in conjunction with the hitman's sneak attack are increased by +1.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Disruptive Attack (Ex)

Beginning at 6th level, through careful study the rogue is able to find exploitable flaws in any creature's defenses. Whenever the rogue hits a target that she is flanking or that has been denied a Dexterity bonus to AC, she may forego her sneak attack damage to apply a -5 penalty to that creature's AC for 1 round. Multiple hits on the same target do not stack. This ability works even against creatures normally immune to sneak attacks.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

Special Abilities

On attaining 10th level, and at every even level thereafter (12th, 14th, 16th, 18th, and 20th), a rogue gains a special ability of her choice from among the following options.

The hitman has a slightly shorter list of abilities to choose from.

  • Breathstealer: If a rogue with this ability delivers a sneak attack against a creature, she may forego two dice of extra damage to wind the target. If the target is underwater and holding its breath, it immediately begins to drown. If the target has a breath weapon, the breath weapon is disabled for one minute. If the target is inside of an area of inhaled toxin that requires regular fortitude saves to resist negative effects (heavy smoke, poison gas, etc), the target must immediately make another save against the effect.

  • Crippling Strike: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

  • Death's Ruin: The rogue can sneak attack undead creatures.

  • Defensive Roll: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

  • Improved Evasion: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

  • Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

  • Saboteur: When attacking objects or making a sunder attack action, the rogue may ignore an amount of hardness up to half her rogue class level. Additionally, the rogue can sneak attack constructs.

  • Skill Mastery: The rogue selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

  • Slippery Mind: This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by a spell or effect with a duration and fails her Will saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

  • Feat: A rogue may gain a bonus feat in place of a special ability. She must meet the prerequisites for this feat.

Adventurer

Most rogues grow up within the dangers of city slums, where stealth is vital and the first strike needs to be the last. The sneak attack is a product of this jumpy nature, meaning that not all rogues have it. Adventurers are those who pick up a broad scope of combat skills instead of relying on paranoid levels of precision. Though certainly less capable of delivering raw damage in a fight, adventurers can fill more roles in combat. Alternatively, adventurers do not have to be combatants at all.

Level BAB Fort Ref Will Features
1 0 0 2 0 Bonus Feat, Trapfinding
2 1 0 3 0 Evasion
3 2 1 3 1 Bonus Feat, Trap Sense +1
4 3 1 4 1 Uncanny Dodge
5 3 1 4 1 Bonus Feat
6 4 2 5 2 Evasive Roll, Trap Sense +2
7 5 2 5 2 Bonus Feat
8 6/1 2 6 2 Improved Uncanny Dodge
9 6/1 3 6 3 Bonus Feat, Trap Sense +3
10 7/2 3 7 3 Special Ability
11 8/3 3 7 3 Bonus Feat
12 9/4 4 8 4 Special Ability, Trap Sense +4
13 9/4 4 8 4 Bonus Feat
14 10/5 4 9 4 Special Ability
15 11/6/1 5 9 5 Bonus Feat, Trap Sense +5
16 12/7/2 5 10 5 Special Ability
17 12/7/2 5 10 5 Bonus Feat
18 13/8/3 6 11 6 Special Ability, Trap Sense +6
19 14/9/4 6 11 6 Bonus Feat
20 15/10/5 6 12 6 Special Ability

Class Features

Bonus Feats (Ex)

At 1st level, an adventurer gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets. The adventurer gains an additional bonus feat at every odd level thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats.

Trapfinding (Ex)

Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues can use the Disable Device skill to disarm magic traps or pick magic locks. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Evasive Roll (Ex)

An adventurer, at 6th level, gains the ability to move out of the area of dangerous spells and effects. An adventurer who succeeds on a Reflex save against a spell or effect gains the normal benefit for the successful save, and she can choose to move out of the area of the spell or effect. She must take the shortest path available to her, and she can't move farther than her speed. If more than one path of equal distance is available, she can choose which path to use. If no such path is available, the adventurer can't use this ability. This movement provokes attacks of opportunity as normal for movement.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

Special Abilities

On attaining 10th level, and at every even level thereafter (12th, 14th, 16th, 18th, and 20th), a rogue gains a special ability of her choice from among the following options.

The adventurer has a slightly shorter list of abilities to choose from.

  • Defensive Roll: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

  • Friends' Evasion: By warning her companions of danger, a rogue can keep her allies safer from harm. Adjacent allies who can hear the rogue gain evasion.

  • Improved Evasion: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

  • Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

  • Saboteur: When attacking objects or making a sunder attack action, the rogue may ignore an amount of hardness up to half her rogue class level.

  • Skill Mastery: The rogue selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

  • Slippery Mind: This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by a spell or effect with a duration and fails her Will saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

  • Socialite: The rogue can make a Gather Information check after 1d4+1 x 10 minutes of asking and searching, instead of the usual 1d4+1 hours. Additionally, the rogue can make a Sense Motive check to get a hunch about a person or situation immediately, without needing at least a minute of conversation.

  • Feat: A rogue may gain a bonus feat in place of a special ability. She must meet the prerequisites for this feat.



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