Classes/Rogue

= Rogue = Hit Die: d10

Type: Martial

Starting Wealth: 4d6 x 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Skill Ranks Per Level: 2 + Int modifier.

Class Features
The following are class features of the rogue.

Weapon and Armor Proficiency
A rogue is proficient with all simple weapons and armor. If this is the character’s first level in a class he gains proficiency in all light martial armor and any martial weapon with the light keyword.

Stamina (Ex)
At 1st level, a rogue gains access to a pool of stamina points that allows her to perform feats of strength and agility. This pool contains a number of stamina points equal to his Constitution modifier plus her levels in martial classes (minimum 1). This pool replenishes once per day after 8 hours of rest.

Rogue’s Footing (Ex)
If this is the character’s first level in a martial class, the rogue gains their choice of Duelist Stance or Precision Stance as a bonus feat, even if he would not meet the prerequisites.

Rogue’s Niche (Ex)
At 1st level a rogue may pick a specialization for the type of rogue she wishes to be, gaining various benefits:

Acrobat: You are more nimble than most and have learned to use these skills in your work. The rogue gains an additional skill rank each level for Acrobatics, Climb, and Fly; this does not allow the rogue to allocate skill points into a skill beyond the usual limits. At 4th level and every 4 levels thereafter the rogue gains an additional +1 bonus to Acrobatics, Climb, and Fly checks.

Duelist: When wielding a weapon with the dueling keyword the rogue gains a +1 dodge bonus to AC; this bonus increases by 1 at 5th level and every 5 levels thereafter. This bonus is not increased for wielding multiple weapons with the duelist keyword. In addition the rogue gains an additional skill rank each level for Bluff; this does not allow the rogue to allocate skill points into a skill beyond the usual limits.

Dungeoneer: You are careful and stealthy, you are used to being the one to find dangers and dispatch them in dungeons and crypts for the rest of your group. The rogue gains an additional skill rank each level for Disable Device, Perception, and Stealth; this does not allow the rogue to allocate skill points into a skill beyond the usual limits. At 2nd level a rogue can use Disable Device to disarm magic traps. At 4th level and every 4 levels thereafter the rogue gains an additional +1 bonus to Disable Device, Perception, and Stealth checks.

Hired Muscle: You have worked as a hired goon to both attack and intimidate those who would cause trouble for your boss, through this you have learned how to be even more aggressive in your dealings. The rogue adds her full levels in rogue to her damage rolls instead of half to her damage rolls using Rogue’s Insight. In addition she gains an additional skill rank each level for Intimidate; this does not allow the rogue to allocate skill points into a skill beyond the usual limits. At 5th level the rogue may increase the damage dealt by her sneak attack without spending a point of stamina once per day plus an additional time per day for every 5 levels of rogue she possesses after 5th.

Poisoner: The rogue is adept at the use and creation of poison willing to use any tactic to achieve their goal. She cannot accidentally poison herself when crafting or applying poison to a weapon. At 2nd level she may apply poison to a weapon as a move action rather than a standard. In addition she gains an extra skill rank each level for Profession(Alchemist); this does not allow the rogue to allocate skill points into a skill beyond the usual limits. At 4th level and every 4 levels thereafter the rogue’s poisons last on her weapons for an additional hit and gains a +1 bonus to Profession(Alchemist) checks.

Pickpocket: Humble beginnings as a simple pickpocket the rogue is adept at making the belongings of others their own. The rogue gains an additional skill rank each level for Sleight of Hand checks; this does not allow the rogue to allocate skill points into a skill beyond the usual limits. At 5th level the rogue gains a +1 bonus to disarm and sleight of hand combat maneuvers; this bonus increases by an additional 1 for every 5 levels after 5th.

Rogue’s Insight (Ex)
A rogue knows the importance of where to strike. At 1st level as a move action the rogue may study a single enemy she can see. Upon doing so she adds half her rogue level as an insight bonus on attack and damage rolls (minimum 1). This effect lasts until that opponent is dead or the rogue studies a new target. This bonus to damage is precision damage and is not multiplied on a critical hit. The rogue may spend 1 stamina to use this ability as a swift action on her turn. A rogue may only have one target studied in this way at a time, and studying a new target ends this effect immediately. At 5th level the rogue may use this ability as a swift action without spending a point of stamina.

Evasion (Ex)
At 2nd level, a rogue gains the Evasion (Martial) feat as a bonus feat, even if he does not meet the prerequisites.

Rogue Talents (Ex)
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. If a talent calls for a save attack it is made at 1d20 + ½ MPB + her charisma modifier. The rogue may add her weapon’s enhancement bonus to this save attack.

Talents with Sneak Attack as a prerequisite add effects to a rogue’s sneak attack. Unless specified otherwise only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

A rogue cannot choose a ninja trick with the same name as a rogue talent.


 * A complete listing of unchained rogue talents can be found here: Unchained Rogue Talents

Danger Sense (Ex)
At 3rd level, a rogue gains a +1 dodge bonus to AC while wearing light or no armor. In addition, she gains a +1 bonus on Perception checks to notice enemies. These bonuses increase by 1 every 3 rogue levels thereafter.

Sneak Attack (Ex)
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. At 3rd level, the rogue’s attack deals extra damage to her target that she is flanking, that is flat-footed, or has lost its Dexterity bonus to AC (such as through a successful feint). This extra damage is 1d6 at 3rd level, and increases by 1d6 every 5 levels of rogue she possesses. Ranged attacks can count as sneak attacks only if the target is within 30 feet + an additional 5 feet per two rogue levels she possesses. This additional damage is precision damage and is not multiplied on a critical hit. The rogue may spend 1 stamina to increase this damage to 1d6 precision damage for every 2 levels of rogue she possesses until the start of her next turn.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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.

A rogue may force a sneak attack upon a foe she has studied with Rogue’s Insight to carefully find their weak spot. After successfully hitting a rogue may as a free action deal sneak attack damage to that foe even if they wouldn’t normally be subject to a sneak attack. Doing so immediately ends her Rogue’s Insight against that target.

Uncanny Dodge (Ex)
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 Dexterity 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 against her. At 8th level, a rogue 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 hit dice than the target does.

Rogue Specialization (Ex)
At 5th level a rogue learns to further specialize choosing a rogue specialization as well as an additional specialization every 6th level after 5th. These specializations represent how a rogue has honed his skills over the course of his career, usually building upon the rogue’s choice of Niche at 1st level.

For a complete listing of specializations see Table: Rogue Specializations.

Rogue Trick (Ex)
At 7th level and every six levels thereafter the rogue learns a powerful technique known as a Rogue Trick. These are generally a special kind of action the rogue may take to help her in various situations.

For a complete listing of tricks see Table: Rogue Tricks.

Stalker (Ex)
At 9th level the rogue may add half her levels in rogue against the target of her Rogue’s Insight for Disguise, Intimidate, and Stealth checks made against that creature.

Master Strike (Ex)
At 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 can attempt 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 Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, 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.