The Rogue is a mobile, skill-focused class specializing in stealth, precision, and expertise. Rogues excel at finding ways through obstacles and exploiting openings in combat, but are less durable and have narrower armor and weapon training than Fighters.
| Statistic | Value |
|---|---|
| Hit Die | d8 |
| Base attack bonus | Medium progression |
| Good save | Reflex |
| Poor saves | Fortitude, Will |
| Skill ranks per level | 8 + Intelligence modifier (minimum 1) |
| Class skills | Acrobatics, Appraise, Disable Device, Disguise, Escape Artist, Investigation, Open Lock, Perception, Persuasion, Sense Motive, Stealth, Use Magic Device |
| Armor proficiency | Leather, cloth, robes |
| Weapon proficiency | Shortsword, dagger, rapier, quarterstaff, club, crossbow, sling, throwing knives |
Rogues develop their skills and combat style by selecting Rogue Talents as they advance.
| Level | BAB | Fort | Ref | Will | Class features |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +2 | +0 | Expertise; Sneak Attack 1d6 |
| 2 | +1 | +0 | +3 | +0 | Rogue Talent |
| 3 | +2 | +1 | +3 | +1 | Trapfinding; Sneak Attack 2d6 |
| 4 | +3 | +1 | +4 | +1 | Rogue Talent |
| 5 | +3 | +2 | +4 | +2 | Sneak Attack 3d6 |
| 6 | +4 | +2 | +5 | +2 | Rogue Talent |
| 7 | +5 | +3 | +5 | +3 | Sneak Attack 4d6 |
| 8 | +6 / +1 | +3 | +6 | +3 | Rogue Talent |
| 9 | +6 / +1 | +4 | +6 | +4 | Sneak Attack 5d6 |
| 10 | +7 / +2 | +4 | +7 | +4 | Rogue Talent |
| 11 | +8 / +3 | +5 | +7 | +5 | Sneak Attack 6d6 |
| 12 | +9 / +4 | +5 | +8 | +5 | Rogue Talent |
| 13 | +9 / +4 | +6 | +8 | +6 | Sneak Attack 7d6 |
| 14 | +10 / +5 | +6 | +9 | +6 | Rogue Talent |
| 15 | +11 / +6 / +1 | +7 | +9 | +7 | Sneak Attack 8d6 |
| 16 | +12 / +7 / +2 | +7 | +10 | +7 | Rogue Talent |
| 17 | +12 / +7 / +2 | +8 | +10 | +8 | Sneak Attack 9d6 |
| 18 | +13 / +8 / +3 | +8 | +11 | +8 | Rogue Talent |
| 19 | +14 / +9 / +4 | +9 | +11 | +9 | Sneak Attack 10d6 |
| 20 | +15 / +10 / +5 | +9 | +12 | +9 | Rogue Talent |
At 1st level, choose two Rogue class skills. You can take 10 on checks with those skills even when rushed or threatened. At 5th, 9th, 13th, and 17th level, choose one additional Rogue class skill to gain this benefit.
When the Rogue hits a Flanked or Flat-Footed target, the Rogue deals the listed Sneak Attack damage. The damage increases by 1d6 at every odd Rogue level after 1st. Sneak Attack applies on every qualifying hit with the Rogue’s primary weapon, including iterative attacks. Secondary and off-hand attacks can still trigger strike talents if they deal at least 1 damage after Damage Reduction, but do not add Sneak Attack damage dice. See the shared Sneak Attack rules.
A ranged attack can deal Sneak Attack damage only if its target is within 30 feet, unless you have a Rogue Talent that extends this range.
At 3rd level, the Rogue can use Perception to find traps and Disable Device to disable them, including magical traps. Trap detection and disabling DCs follow the rules for the particular trap.
You gain one Rogue Talent at every even level from 2nd through 20th. Some talents have a minimum Rogue level or require another talent.
Choose from the Rogue Talents available to you. Talents can expand Sneak Attack damage, impose debilitating effects, or grant advanced infiltration abilities.