Rogue
Archetype | Skill Focus | 3rd | 5th | Special |
---|---|---|---|---|
Acrobat | Climb, Tumble | Acrobatic | Agile , Athletic | Run |
Arcane Trickster | Sleight of Hand | Minor Magic* | Major Magic* | Spells*, Deft Hands |
Beguiler | Diplomacy | Negotiator | Persuasive | Contacts, Intrigue |
Galant | K. [Nobility] | Weapon Focus | Fighter Feat | Martial Weapon |
Mastermind | G. Information | Diligent | Investigator | Aptitude |
Outlaw | Survival | Elusive | Fighter Feat | Extra Cunning |
Scout | Move Silently | Stealthy | Alertness | Wary |
Swashbuckler | Sailor | Dodge | Fighter Feat | Sword and Buckler |
Acrobat
The Acrobat excels at acrobatics and athletics. They use this prowess to gain entry into difficult to reach locations, or evade pursuers
At 3rd level, the Acrobat gain 2 skill focus feats for Climb and Tumble, and the Run feat.
Arcane Trickster
Arcane Tricksters dabble in dweomercraft, specializing in Mage Hand and Unseen Servant in particular. They can be found in cities. Gnomes can be especially vexxing as they have access to a limited number of fey spells as well.When casting Mage Hand and Unseen Servant, ignore Light Armor spell failure chance and apply Lengthen Spell Metamagic to Mage Hand and Unseen Servant without cost.
Minor Magic and Major Magic List is limited to:
- 0th: Daze, Mage Hand
- 1st: Animate Rope, Unseen Servant
Special: Gnomes add Ghost Sound and Ventriloquism to list of knowable spells.
Beguilder
The Beguilder excels at winning friends and influencing people. They gain 2 contacts and enjoy bonuses to diplomatic intrigues.
Relying on wits and charm, they are found among merchants as well as among leaders such as tribal chiefs, or serving noble houses.
Galant
Galants are cultured individuals, often familiar faces at royal courts, confident duelists, and sometimes employed as hangers on by noble houses.
Special: Galants gain profiency with Longsword.
Mastermind
Masterminds are more often found in civilized lands. They may be involved with our lead extra-legal enterprises that operate or outside the bounds of laws. Organizations such cartels, smuggler rings, rackateers, bribery schemes, gambling dens, pyramid schemes and other con jobs, including work as charlatans, or be associated with guilds or mercenary companies, or be in the employ of noble lords.
Masterminds usually have a particular aptitude, such as for Intrigues, Investments, Magic, Performance or Tactics.
Level | BAB | Special |
---|---|---|
1st | +0 | Sneak Attack +1d6, trapfinding, Thieves Cant |
2nd | +1 | Cunning Action, Evasion, Guile |
3rd | +2 | Rogue Archetype, Sneak Attack +2d6, trap sense +2 |
4th | +3 | Uncanny dodge |
5th | +3 | Sneak Attack +3d6 |
6th | +4 | Rogue Talent, Trap sense +4 |
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level (8 + Int modifier) ×4. Skill Points at Each Additional Level 8 + Int modifier.
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