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Rogue

Rogues deal extra 1d6 precision damage via Sneak Attack against off-guard enemies, scaling to 4d6 by level 17. Racket choice governs weapon specialization: Ruffian applies Sneak At...

Perception
Expert
Saves
REF Expert · FORT Trained · WILL Expert

Rogues are versatile skill experts who excel at flanking, applying Sneak Attack damage, and covering a huge breadth of out-of-combat utility.

Key Ability: Dexterity, or whatever ability is associated with your Rogue's Racket

Hit Points per Level: 8 + Constitution modifier

Perception Proficiency: Expert

Saving Throws: Trained Fortitude, Expert Reflex, Expert Will

Skills: Stealth and Thievery (trained), plus a number of additional skills equal to 7 + Intelligence modifier (most of any class)

Attacks: Trained with simple weapons, rapiers, sap, shortbow, shortsword, unarmed attacks

Defenses: Trained in light armor and unarmored defense

Spellcasting: None (unless multiclassed)

Key 1st-Level Features:

  • Sneak Attack: Deal an extra 1d6 precision damage when your Strike hits an off-guard enemy. Scales to 2d6 at level 5, 3d6 at level 11, 4d6 at level 17.
  • Racket: Choose your criminal specialty — Ruffian (use martial/simple weapons, Sneak Attack with any weapon), Scoundrel (Feint to make targets off-guard), or Thief (use Dexterity for damage with finesse weapons).
  • Surprise Attack: When rolling Initiative with Deception or Stealth, creatures that haven't acted yet in combat are off-guard to you in round 1.
  • Skill Feats: Rogues gain a skill feat every level (not just every 2 levels), enabling deep skill specialization.

Granted Features