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Class - Rogue Remaster

The Rogue class is characterized by its skillful and opportunistic nature, allowing players to exploit opponents' weaknesses and engage in thrilling adventures. Key abilities and proficiencies vary based on the chosen Rogue's Racket, which defines their unique skills and combat style, ranging from stealthy ninjas to intimidating ruffians. As Rogues advance in levels, they gain various class features, feats, and abilities that enhance their combat effectiveness and versatility in social and exploratory situations.

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Matthew Malecki
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0% found this document useful (0 votes)
7 views6 pages

Class - Rogue Remaster

The Rogue class is characterized by its skillful and opportunistic nature, allowing players to exploit opponents' weaknesses and engage in thrilling adventures. Key abilities and proficiencies vary based on the chosen Rogue's Racket, which defines their unique skills and combat style, ranging from stealthy ninjas to intimidating ruffians. As Rogues advance in levels, they gain various class features, feats, and abilities that enhance their combat effectiveness and versatility in social and exploratory situations.

Uploaded by

Matthew Malecki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Rogue

You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents’ missteps and strike where it
hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don’t care much for any laws that happen to get in your
way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.

Key Ability
Determined by Rogue’s Racket
1st character lvl, +2 to Stat Determined by Rogue’s Racket.
Hit points (HP)
8 + Con

Initial Proficiencies
Perception
Expert in Perception
Saving Throws
Trained in Fort
Expert in Ref
Expert in Will
Skills
Trained in Stealth
Trained in 1+ skills determined by Rogue’s Racket.
1st character lvl, Trained in 7 + Int
Attacks
Trained in Simple Weapons
Trained in Martial Weapons
Trained in Unarmed Attacks
Defenses
Trained in Light Armor
Trained in Unarmored Defense
Class DC
Trained in Rogue Class DC

Rogue Advancement
Lvl Class Features
1 Initial Proficiencies, Ancestry and Background, Rogue’s Racket, Sneak Attack 1d6, Surprise Attack, Rogue Feat, Skill Feat, General Feat
2 Rogue Feat, Skill Feat, Skill Increase, Archetype/Class Feats, Ability Boosts
3 Deny Advantage, General Feat, Skill Feat, Skill Increase, Ability Boosts
4 Rogue Feat, Skill Feat, Skill Increase, Archetype/Class Feats, Ability Boosts
5 Skill Feat, Skill Increase, Sneak Attack 2d6, Martial Weapon Expertise, Ability Boosts
6 Rogue Feat, Skill Feat, Skill Increase, Archetype/Class Feats
7 Reflex Mastery, General Feat, Skill Feat, Skill Increase, Vigilant Senses, Weapon Specialization, Ability Boosts
8 Rogue Feat, Skill Feat, Skill Increase, Archetype/Class Feats, Ability Boosts
9 Debilitating Strike, Fortitude Expertise, Skill Feat, Skill Increase, Ability Boosts
10 Rogue Feat, Skill Feat, Skill Increase, Archetype/Class Feats, Ability Boosts
11 General Feat, Rogue Expertise, Skill Feat, Skill Increase, Sneak Attack 3d6
12 Rogue Feat, Skill Feat, Skill Increase, Archetype/Class Feats, Ability Boosts
13 Reflex Legend, Perception Legend, Light Armor Expertise, Martial Weapon Mastery, Skill Feat, Skill Increase, Ability Boosts
14 Rogue Feat, Skill Feat, Skill Increase, Archetype/Class Feats, Ability Boosts
15 Double Debilitation, General Feat, Greater Weapon Specialization, Skill Feat, Skill Increase, Ability Boosts
16 Rogue Feat, Skill Feat, Skill Increase, Archetype/Class Feats
17 Skill Feat, Skill Increase, Will Mastery, Sneak Attack 4d6, Ability Boosts
18 Rogue Feat, Skill Feat, Skill Increase, Archetype/Class Feats, Ability Boosts
19 General Feat, Light Armor Mastery, Rogue Mastery, Master Strike, Skill Feat, Skill Increase, Ability Boosts
20 Rogue Feat, Skill Feat, Skill Increase, Archetype/Class Feats, Ability Boosts
Class Features
Gain these abilities as Rogue. Abilities gained at higher lvls list requisite lvls next to features’ names.
Initial Proficiencies (1st)
Noted at start of this class.
Rogue’s Racket (1st)
Rogue’s Racket, grants Key Ability, Added Trained Skill, Class Feat, and other abilities.
Choose a Rogue’s Racket.
 Mastermind
Rely on intellect to craft intricate schemes, planning 10 steps ahead where others might plan three. Might be a driven detective, a spymaster in
service of a powerful house, or an aspiring crime lord or information broker.
 Ninja
Skilled in the art of subterfuge and, when called for, assassination. Prefer to stay unnoticed either in the shadows or in disguise. When a fight
breaks out, you end things quickly and quietly with wits, skills and a collection of specialized tools.
 Ruffian
Prefer direct approach: strong-arming or intimidation. Might be an enforcer for organized crime, a highway bandit, or a noble who bullies others
with threats of family’s power. Use whatever tools have to get job done.
 Scoundrel
Use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. Might be a grifter or con artist, or might use skills in
certain reputable professions, like a barrister or diplomat.
 Sharpshooter
Death from afar. Might be an assassin for hire or the ultimate long-range defense of an important stronghold. While possess a wide range of
skills, know best with several feet of distance between you and target.
 Thief
Nothing beats thrill of taking something that belongs to someone else. Might be a pickpocket working streets, a cat burglar sneaking through
windows, or even a consultant, testing clients’ vaults for openings. When a fight breaks out, prefer swift, lightweight weapons, and strike where
it hurts.
Sneak Attack (1st)
When Strike Off-Guard creature with Agile or Finesse Melee Weapon or Unarmed Attack, or Ranged Weapon or Ranged Unarmed Attack, deal
+1d6 Precision dmg. For Ranged Attack with Thrown Melee Weapon, that weapon must also be Agile or Finesse.
5th increase to +2d6 Precision dmg, 11th increase to +3d6 Precision dmg, and 17th increase to +4d6 Precision dmg.
Surprise Attack (1st)
First rd of combat, if roll Deception or Stealth for Initiative, creatures that haven’t acted are Off-Guard to you.
Skill Feats (1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th)
+1 Skill Feat. Skill feats have Skill trait.
Rogue Feats (1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th)
+1 Rogue class feat.
General Feats (1st, 3rd, 7th, 11th, 15th, 19th)
+1 General feat.
Archetype/Class Feats (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th)
+1 Archetype or Class feat.
Ability Boosts (2nd, 3rd, 4th, 5th) (7th, 8th, 9th, 10th) (12th, 13th, 14th, 15th) (17th, 18th, 19th, 20th)
+1 Ability Boost. A character can’t boost same ability score more than once per set.
Skill Increase (2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th)
+1 Skill increase.
Either become Trained in one skill Untrained in, or to become an Expert in one skill in which already Trained.
At 7th lvl, can use skill increases to become Master in skill in which already Expert
At 15th lvl, can use skill increases to become Legendary in skill in which already Master.
Deny Advantage (3rd)
Not Off-Guard to Hidden, Undetected, or Flanking creatures of lvl or lower, or creatures of lvl or lower using Surprise Attack. However, they can
still help allies Flank.
Martial Weapon Expertise (5th)
Expert in Simple Weapons
Expert in Martial Weapons
Expert in Unarmed Attacks
When Crit a Sneak Attack apply Crit Specialization effect with weapon or unarmored attack.
Crit Specialization Effects
 Axe: Choose a Foe adjacent to Initial Foe and in Reach. If new Foe's AC is lower than original Attack roll, deal dmg to Foe equal to Weapon
dmg die rolled (including extra dice for Striking Rune). This isn’t doubled, and no bonus or other dice apply to dmg.
 Bomb: Bomb's splash radius +10'.
 Bow: If Foe is adjacent to a surface, then Immobilized. [1A] Interact, DC 10 Athletics Success: Pull free; Not stuck if Incorporeal, Liquid
(Water Elemental or Oozes), or otherwise escape without effort (large enough that missile would not be an impediment.)
 Brawling: Class DC vs Fort. Success: Slowed 1 until end of next turn.
 Club: Knock Foe back up to 10' in direction of your choice. This is Forced Movement.
 Crossbow: 1d8+(Item Bonus) Persistent Bleed dmg.
 Dart: 1d6+(Item Bonus) Persistent Bleed dmg.
 Flail: Class DC vs Ref. Foe up to 1 size larger, knocked Prone.
 Hammer: Class DC vs Fort. Foe up to 1 size larger, knocked Prone.
 Knife: 1d6+(Item Bonus) Persistent Bleed dmg.
 Pick: +2 dmg/weapon die.
 Polearm: Move Foe 5' your choice. This is Forced Movement.
 Shield: Knock Foe back 5'. This is Forced Movement.
 Sling: Class DC vs Fort. Success: Stunned 1.
 Spear: Clumsy 1 until start of next turn.
 Sword: Off-Guard until start of next turn.
Reflex Mastery (7th)
Master in Ref. When roll Success, get Crit instead.
Perception Mastery (7th)
Master in Perception.
Weapon Specialization (7th)
If Expert with Weapons and Unarmed Attacks deal +2 dmg.
If Master with Weapons and Unarmed Attacks deal +3 dmg.
If Legendary with Weapons and Unarmed Attacks deal +4 dmg.
Debilitating Strike (9th)
Gain Debilitating Strike action.
 Debilitating Strike
Rogue
Trigger: Strike hits Off-Guard creature and deals dmg.
[FA] Apply 1 Debilitation to creature, which lasts until end of next turn.
 Debilitation: -10’ Status to its Speeds.
 Debilitation: Enfeebled 1.
Fortitude Expertise (9th)
Expert in Fort.
Rogue Expertise (11th)
Expert in Rogue Class DC
Ancestry Feats (13th, 15th, 17th, 19th)
+1 Ancestry feat.
Reflex Legend (13th)
Legendary in Ref.
Roll Success on Ref save, get Crit Success instead.
Roll Fumble on Ref save, get Fail instead.
When roll Fail on Ref save that deals dmg, take ½ dmg,
Perception Legend (13th)
Legendary in Perception.
Light Armor Expertise (13th)
Expert in Light Armor
Expert in Unarmored Defense
Martial Weapon Mastery (13th)
Master in Simple Weapons
Master in Martial Weapons
Master in Unarmed Attacks
Double Debilitation (15th)
When use Debilitating Strike, apply 2 Debilitations simultaneously; removing one removes both.
Greater Weapon Specialization (15th)
If Expert with Weapons and Unarmed Attacks deal +4 dmg.
If Master with Weapons and Unarmed Attacks deal +6 dmg.
If Legendary with Weapons and Unarmed Attacks deal +8 dmg.
Will Mastery (17th)
Master in Will. When roll Success, get Crit instead.
Light Armor Mastery (19th)
Master in Light Armor
Master in Unarmored Defense
Rogue Mastery (19th)
Master in Rogue Class DC
Master Strike (19th)
Gain Master Strike action.
 Master Strike
Rogue Incapacitation
Trigger: Strike hits Off-Guard creature and deals dmg.
[FA] Class DC vs Fort. Then target immune 24 hrs.
 Crit: Paralyzed 4 rds, Knocked Unconscious 2 hrs, or Killed (choice).
 Success: Paralyzed 4 rds.
 Fail: Enfeebled 2 until end of next turn.
 Fumble: Target is unaffected.
Rogue’s Racket
Rogue’s Racket, grants Key Ability, Added Trained Skill, Class Feat, and other abilities.
Choose a Rogue’s Racket.
 Mastermind
Key Ability: Dex or Int
Trained in Society
Trained in Choice (Arcana, Nature, Occultism, or Religion).
Use Recall Knowledge to identify creature.
 Crit: Creature is Off-Guard vs your attacks for 1 min.
 Success: Creature Off-Guard vs your attacks until end of next turn
 Ninja
Key Ability: Dex
Trained in Survival
Gain Assassin Dedication, even though don't meet its level requirement, must meet its other requirements.
Gain Crafting, Alchemical skill feat
Trained with Kama, Katana, Kusarigama, Nunchaku, Sai, Shuriken, Siangham, and Wakizashi, as though they were rogue weapons.
Don’t take -2 penalty when making a lethal attack with fist or any other unarmed attacks.
 Ruffian
Key Ability: Str or Dex
Trained in Intimidation
Trained in Medium Armor.
Deal Sneak Attack dmg with any Simple Weapon with d8 or smaller dmg die or a Martial or Advanced Weapon with d6 or smaller dmg die.
When Crit with a Sneak Attack weapon gain Weapon’s Critical Specialization.
Light Armor Expertise (13th)
Expert in Medium Armor.
Light Armor Mastery (19th)
Master in Medium Armor.
 Scoundrel
Key Ability: Dex or Cha
Trained in Deception
Trained in Diplomacy.
When Feint,
 Crit: Target Off-Guard vs all Melee Attacks until end of next turn.
 Success: Target Off-Guard vs your Melee Attacks until end of next turn.
If Feint with Agile or Finesse Melee Weapon, [FA] Step immediately after Feint.
 Sharpshooter
Key Ability: Dex
Trained in Stealth.
Gain Draw Bead action
 Draw Bead
Rogue
Use: [1A]
Target: 1 Creature can see
Perception vs Ref.
 Crit: Off-Guard against All your Ranged Attack until end of turn and doesn’t benefit from Any Cover against those Ranged Attack.
 Success: Off-Guard against your next Ranged Attack this turn and doesn’t benefit from Lesser Cover against that Ranged Attack.
 Thief
Key Ability: Dex
Trained in Thievery.
When attack with Finesse Melee Weapon or Unarmed Attack, add Dex mod to dmg rolls instead of Str mod.
Roleplaying the Rogue
During Combat Encounters…
 You move about stealthily so you can catch foes unawares. You’re a precision instrument, more useful against a tough boss or distant
spellcaster than against rank-and-file soldiers.
During Social Encounters…
 Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.
While Exploring…
 You sneak to get the drop on foes and scout for danger or traps. You’re a great asset, since you can disable traps, solve puzzles, and
anticipate dangers.
In Downtime…
 You might pick pockets or trade in illegal goods. You can also become part of a thieves’ guild, or even found one of your own.
You Might…
 Hone your skills through intense practice, both on your own and out in the world.
 Know where to attain illicit goods.
 Skirt or break the law because you think it’s meaningless or have your own code.
Others Probably…
 Find you charming or fascinating, even if they think they know better than to trust you.
 Come to you when they need someone who is willing to take risks or use questionable methods.
 Suspect you’re motivated primarily by greed.

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