Rogue

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Rogue.png
The Rogue
Common Roles Adventurer, ambassador, bandit, burglar, cultist, cutpurse, diplomat, freedom fighter, mayor, security consultant, scout, trapmaker, trouble shooter
Common Races Humans, Gnomes, Gobbers, Halflings, Mul'niessa, Half-elves (Mul'niessa-blooded)
Influencial Faiths Varies
Common Organizations Guild of the Sly, The Sunset, The Acquisitioners, Liberators
Some IC Hangouts Alexandrian Grid: A02: Goblintown, A05: Warehouse District
Pathfinder Rules for Rogue
Associated Characters Rogues

Rogues are found in every city, town and village in the world of Gaea. The most common criminals are experts and warriors, representing the typical thug and cutthroat, though they may also serve as explorers and investigators. Many also serve as diplomats and others even work to solve crimes and mysteries as investigators and inquisitive agents. For even more, the thrill of adventure and the hunting of ancient ruins and the solving of puzzles and traps is a tempting endeavor and at this they are second to no one.

The rogue is a flexible class that can benefit from a number of different areas, though it is not a primary combatant. Not all rogues are thieves and criminals, and rogues in Ea should have reasons for working with other characters. A rogue can easily be a gentleman spy as much as a bounty hunter or tracker. The rogue is a class which may fill many niches.


Rogue

Role: Rogues excel at a variety of skills, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards.

Alignment: Any.

Hit Die: d8.

Class Skills:Acrobatics (Dex), Appraise (Int), Bluff (Cha), Athletics (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.


The Rogue
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Rogue talent, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Rogue talent, trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Rogue talent, trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Rogue talent, trap sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent

Class Features

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

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

Precision damage: Some forms of attack (such as that dealt by a rogue's sneak attack or a swashbuckler's precise strike) use precision damage. Precision damage suggests that the attack's effectiveness comes from the character having found a weak point in their opponent's body. Precision damage applies to more creatures than it did in previous editions of the game. Precision damage is never multiplied on a critical hit.

How are different creatures affected?

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

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.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

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 cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Rogue Talents

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Assault Leader (Ex): Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her target missed. That ally can make a single melee attack against the opponent as an immediate action.

Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Befuddling Strike * (Ex): When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds.

Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Feats).

Camouflage (Ex): Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.

Canny Observer (Ex): When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains +4 bonus.

Charmer (Ex): Once per day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Coax Information (Ex): A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her

Convicing Lie (Ex): When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is questioned later about the statement or story, that person uses the rogue’s Bluff skill modifier to convince the questioner, rather than his own. If his Bluff skill modifier is better than the rogue’s, the individual can use his own modifier and gain a +2 bonus on any check to convince others of the lie. This effect lasts for a number of days equal to ½ the rogue’s level + the rogue’s charisma modifier.

Cunning Trigger (Ex): A rogue with this talent can use a swift action to set off any trap within 30 feet that she constructed.

Distracting Attack* (Ex): A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. The rogue cannot designate herself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.

Esoteric Scholar (Ex): Once a day, a rogue with this talent may attempt a Knowledge check, even when she is not trained in that Knowledge skill.

Expert Leaper (Ex): When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.

Fast Fingers (Ex): Once per day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Fast getaway (Ex): After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.

Fast Picks (Ex): A rogue with this talent can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.

Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Firearm Training (Ex): A rogue with this talent gains Exotic Weapon Proficiency (firearms).

Follow Clues (Ex): A rogue with this talent can use Perception to follow tracks as per the Survival skill.

Getaway Artist (Ex): A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks.

Guileful Polyglot (Ex): A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.

Hard to Fool (Ex): Once per day, a rogue with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Hold Breath (Ex): A rogue with this talent increases the number of rounds she can hold her breath by 2. She can take this talent multiple times.

Honeyed Words (Ex): Once per day, a rogue with this talent can gain a +10 bonus on a single Bluff check

Iron Guts (Ex): A rogue with this talent has a cast0iron stomach or has trained herself to withstand poisons, especially ingested ones. She gains a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all spells and effects that cause the rogue to be nauseated or sickened.

Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.

Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.

Nimble Climber (Ex): When a rogue with this talent fails a Climb check by 5 or more, she can immediately make another Climb check at the surface’s base DC +10. If successful, she stops her fall by clinging onto the surface. The rogue does not take falling damage when she stops her fall in this manner.

Peerless Maneuver (Ex): Once per day, a rogue with this talent can roll two dice while making an Acrobatics check, and take the better result. She must choose to use this talent before making the Acrobatics check. A rogue can use this ability one additional time per day for every 5 rogue level she possess.

Positioning Attack (Ex): Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 40 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.

Powerful Sneak* (Ex): Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.

Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Quick Disguise (Ex): A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill.

The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.
Disguise Time
Minor details only 1 full-round action
Disguise as a different gender 1 minute
Disguise as a different race 1 minute
Disguise as a different age category 1 minute
Disguise as a different size category 1 minute

Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.

Rope Master (Ex): A rogue with this ability can move at her normal speed when using rope on a Climb check, can take 10 when using Acrobatic to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature.

Slow Reactions* (Ex): Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.

Snap Shot (Ex): A rogue with this talent may treat her initiative roll as a 20 for a surprise round, regardless of her initiative. But she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.

Sniper’s Eye (Ex): A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.

Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

More Stealth Rules...

Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Strong Impression: A rogue who selects this talent gains Intimidating Prowess as a bonus feat.

Strong Stroke (Ex): A rogue with this talent rolls twice when making Swim checks and takes the better result. If she already rolls twice while making a Swim check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the rogue is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Swim checks.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

Survivalist: A rogue with this talent adds Heal and Survival to her list of class skills.

Terrain Mastery (Ex): A rogue with this talent gains a favored terrain as a ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does. A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains as +2 increase to the favored terrain bonus.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Underhanded* (Ex): A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks makes to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using the concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).

Wall Scramble (Ex): A rogue with this talent rolls twice when making Climb checks and takes the better of the two rolls. If she already rolls twice while making a Climb check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the rogue is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Climb checks.


Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.



Advanced Rogue Talents

Another Day (Ex): Once per day, when the rogue would be reduced to 0 or fewer hit points by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The rogue is staggered for 1 round on her next turn.

Confounding Blades* (Ex): When a rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, her target cannot make attacks of opportunity until the beginning of her next turn.

Crippling Strike* (Ex): 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.

Defensive Roll (Ex): With this advanced talent, 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.

Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.

Entanglement of Blades* (Ex): when a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the target cannot take a 5-foot step until the beginning of the rogue’s next turn.

Familiar (Ex): A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature. This ability functions exactly like that part of the class feature, but the rogue’s effective wizard level is her rogue level –4. The rogue must have the minor magic and major magic talents before she can choose this trick.

Fast Tumble (Ex): When a rogue with this talent uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.

Frugal Trapsmith (Ex): When a rogue with this talent constructs a mechanical trap, she only pays 75% of the normal costs.

Getaway Master (Ex): A rogue with this talent gains a +1- bonus on all drive checks. The rogue must have the getaway artist rogue talent before choosing this talent.

Hard to Fool (Ex): A rogue with this talent is hard to fool with mind-affecting effects. At the start of her turn, if she is still subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect’s level, and if she succeeds at the check, she is no longer subject to the mind-affecting effect. She can make this saving throw even against mind-affecting effects that normally don’t allow a saving throw. In those cases, generate the saving throw as if the spell or effect did allow a saving throw.

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

Master of Disguise (Ex): Once per day, a rogue with this talent gains a +10 bonus on a single Disguise check.

Opportunist (Ex): 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 an 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.

Redirect Attack (Ex): Once per day, when a rogue with this talent is hit with a melee attack, she can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the rogue, and the creature that made the attack against the rogue must make a new attack roll against the new target.

Rumormonger (Ex): A rogue with this talent can attempt to spread a rumor through a small town or larger settlement by making a Bluff check. She can do so a number of times per week equal to her Charisma modifier (minimum 0). The DC is based on the size of the settlement, and it takes a week for the rumor to propagate throughout the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold.


Community Size DC
Small Town 18
Large Town 20
Small City 25
Large City 30
Metropolis 35

Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she 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 skill mastery to apply to each time.

Slippery Mind (Ex): 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 an enchantment spell or effect and fails her 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.

Stealthy Sniper (Ex): when a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth, instead of –20.

Thoughtful Reexamining (Ex): Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check.

Unwitting Ally (Ex): A rogue with this talent can spend a swift action to attempt to make an opponent act like an ally for purposes of providing a flank until the beginning of the rogue’s next turn. The opponent must be able to hear and see the rogue, and the rogue must succeed at the Bluff check opposed by the opponent’s Sense Motive. If the check succeeds, the opponent acts as an ally for the purpose of providing a flank. Whether or not the check succeeds, the rogue cannot use this trick again on the same opponent for the next 24 hours. If the rogue fails the check by 5 or more, she cannot use the unwitting ally ability on any opponent within line fo sight of the failed attempt for 24 hours.

Weapon Snatcher (Ex): A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.

Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.



Starter Kits

Rogues are often sly thieves and glib-tongued skill masters. They aren't primary combatants, but can slip in and help where they're needed. Many of them focus on dexterity, with other attributes as secondary. They pick locks and find traps, but tend to be good at getting where they're not supposed to be. Since Tenebrae focuses on groups rather than a lot of solo adventures, be sure to be prepared to work with your party.

Common combat styles for the rogue include two-weapon fighting, fencing, or sword and shield fighting. Both of these styles require a high dex, and as many rogues aren't very strong, they tend to take Weapon Finesse. Another popular style is archery, though sneak-attack at a distance is difficult.

Concept Attributes Feats and Skills Notes
Scout Dexterity, Strength Feats: Alertness, Point-Blank Shot, Precise Shot

Skills: Stealth, Perception, Survival, Knowledge/Nature, Escape Artist, Diplomacy...any number of skills could fit into this concept, depending on if you're more city or nature focused

You excel at sneaking up on foes and can make your way through basic wilderness. You're also quite adept with a bow.
Thief Dexterity, Intelligence Feats: Stealthy, Deft Hands, Skill Focus, Fleet, Alertness

Skills: Disable Device, Sleight of Hands, Stealth, Perception, Sense Motive, Escape Artist, Use Magic Device

You're a quick-moving shadow. Combat isn't your main role, though you can be helpful in assisting your allies, especially with Use Magic Device. Consider picking up a bow or a light shield and blade.

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