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.