6.10 Rogue
| Rank | |||||
| 1 | Exotic assassination tools, sneak attack |
Bardic performances |
Trick maneuvers |
Dabbler |
Fool them once |
| 2 | Evasion | Bardic lore | Augmented maneuvers | Skill exemplar | Silver tongue |
| 3 | Darkstalker | Rhythm of war | Trick maneuvers+ | Arcane dilettante | What’s that over there |
| 4 | Assassin’s grace | Virtuoso | Augmented maneuvers+ | Versatile expertise | Slippery mind |
| 5 | Assassination | Critical eye, steady beat | Trick maneuvers+ | Skill exemplar+ | Fool them twice |
| 6 | Evasion+ | Bardic lore+ | Augmented maneuvers+ | Well rounded | Silver tongue+ |
| 7 | Darkstalker+ | All the world’s a stage | Trick maneuvers+ | Versatile expertise+ | Nothing is real |
Rogues are exceptionally skillful characters known for their ability to strike at their foe’s weak points in combat. It is dangerous to make any assumptions about rogues. They can be acrobatic fighters, charismatic tricksters, inspiring musicians, stealthy assassins, or all of the above. All rogues share a fundamental flexibility, preferring to use the right tools for the situation rather than solving all of their problems in the same way.
A rogue’s power fundamentally comes from experience, but it is seldom the rigorous, structured training that a fighter or monk might undertake. More often, rogues develop their talents by following their instincts and seeing what works and what doesn’t. They may have a natural gift for persuasion that they develop into a fine edge through years of charismatic conversations. The back alleys of cities are a natural training ground, where education comes in the form of evading or receiving punishments for misdeeds.
While most of a rogue’s skills are intuitively understandable and mundane, bardic music is an odd exception. There is an underlying structure to the universe that some scholars call the Universal Harmony. Exceptionally talented performances can hit tones that resonate with the Universal Harmony, which amplifies the effects of the performance beyond mundane limits. This is always a simple amplification, taking effects that would be a natural result of the music and multiplying their effects. A humorous musical piece can become outrageously funny, and an ominous piece can become utterly terrifying, but the full complexity of true spellcasting cannot be replicated in this way.
Some rogues discover the effects of the Universal Harmony for themselves. There also exist bardic colleges that are dedicated to the study and replication of effects amplified in this way, and rogues may attend these colleges to deepen their skills. Officially, bardic colleges train their attendees in musical theory and practical performance. Unofficially, many bardic colleges have recognized that many of their students have a variety of less reputable talents. These colleges may have night classes that train rogues in other skills, including effective deception and even assassination. They maintain a level of plausible deniability, but would-be rogues can often discover the truth and complete their training there.
Alignment: Any.
Archetypes: Rogues have the Assassin, Bardic Music, Combat Trickster, Jack of All Trades, and Suave Scoundrel archetypes.
6.10.1 Base Class Effects
If you choose rogue as your base class, you gain the following benefits.
| Level | Rank | Durability | Bonus1 | Special |
| 1 | 1 | +0 | x1 | — |
| 2 | 1 | +1 | x1 | — |
| 3 | 1 | +2 | x1 | +1 to two attributes |
| 4 | 2 | +2 | x2 | HP: 2x durability |
| 5 | 2 | +3 | x2 | — |
| 6 | 2 | +4 | x2 | Legacy item: rank 3 |
| 7 | 3 | +4 | x3 | HP: 3x durability |
| 8 | 3 | +5 | x3 | — |
| 9 | 3 | +6 | x3 | +1 to two attributes |
| 10 | 4 | +6 | x4 | HP: 4x durability |
| 11 | 4 | +7 | x4 | — |
| 12 | 4 | +8 | x4 | Legacy item: rank 5 |
| 13 | 5 | +8 | x6 | HP: 6x durability |
| 14 | 5 | +9 | x6 | — |
| 15 | 5 | +10 | x6 | +1 to two attributes |
| 16 | 6 | +10 | x8 | HP: 8x durability |
| 17 | 6 | +11 | x8 | — |
| 18 | 6 | +12 | x8 | Legacy item: ranks 7 |
| 19 | 7 | +12 | x10 | HP: 10x durability |
| 20 | 7 | +13 | x10 | — |
| 21 | 7 | +14 | x10 | +1 to two attributes |
Defenses
You gain a +3 bonus to your Brawn, Fortitude, Mental, and Reflex defenses.
Resources
- Attunement points: 3 (see Attunement Points).
- Fatigue tolerance: 2 + your Constitution (see Fatigue).
- Insight points: 2 + your Intelligence (see Insight Points).
- Trained skills: 6 from among your class skills, plus additional trained skills equal to your Intelligence if it is positive (see Skills).
Weapon Proficiencies
You are proficient with simple weapons and weapons with the Compact or Light weapon tags (see Weapon Tags).
Armor Proficiencies
You are proficient with light armor.
Starting Items and Equipment
You can start with the following items and equipment:
- Buff leather
- Any two of the following: weapons with the Compact or Light weapon tags (see Weapon Tags), club, or dagger
- A buckler
- A standard adventuring kit (see Standard Adventuring Kit).
- A rank 0 wealth item (1 gp)
Class Skills
You have the following class skills:
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Strength: Climb, Jump, Swim.
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Dexterity: Balance, Flexibility, Perform, Ride, Sleight of Hand, Stealth.
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Intelligence: Craft, Deduction, Devices, Disguise, Knowledge (dungeoneering, engineering, items, local).
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Perception: Awareness, Deception, Persuasion, Social Insight.
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Other: Intimidate.
6.10.2 Assassin
This archetype improves your agility, stealth, and combat prowess against unaware targets.
Rank 1 – Exotic Assassination Tools
If you spend an insight point, you can become proficient with all Compact and Light exotic weapons (see Exotic Weapons). You must already be proficient with all Compact and Light non-exotic weapons.
Rank 1 – Sneak Attack
| Sneak Attack | Standard action |
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Make a strike with a Light or Compact weapon against a creature within Short (30 ft.) range (see Weapon Tags).
The strike deals 1d4 extra damage if the target is unaware (-5 defenses) or partially unaware (-2 defenses) of your attack, or if they are adjacent to one of your allies. This extra damage is doubled if the target is fully unaware of your attack. It does not apply if the target is immune to critical hits.
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Rank 2: The extra damage increases to 1d6.
Rank 3: The extra damage increases to 1d10.
Rank 4: The extra damage increases to 2d8.
Rank 5: The extra damage increases to 3d10.
Rank 6: The extra damage increases to 5d10.
Rank 7: The extra damage increases to 8d10.
Rank 2 – Evasion
You take no damage from glancing blows or misses caused by abilities that affect an area and attack your Armor or Reflex defense. This does not protect you from any non-damaging effects of those abilities, or from abilities that affect multiple specific targets without affecting an area.
Rank 3 – Darkstalker
| Darkstalker |
Standard action |
Tags: Attune
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You become completely undetectable by your choice of one of the following sense groups:
- Blindsense and blindsight
- Darkvision
- Detection abilities
- Lifesense and lifesight
- Scent
- Scrying abilities
- Tremorsense and tremorsight
If you have access to any other more unusual senses, such as the mindsight ability from the Telepath feat, you may also choose one of those senses as a separate sense group.
You can attune to this ability multiple times. Each time, you can choose a different sense group.
Rank 4 – Assassin’s Grace
You gain a +1 bonus to your Dexterity.
Rank 5 – Assassination
| Assassination |
Standard action |
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You study a creature within Medium (60 ft.) range, finding weak points you can take advantage of. As a brief effect, whenever you make a strike against the target while it is adjacent to you and unaware (-5 defenses) of the attack, the strike deals double damage.
Rank 6 – Evasion+
This ability also protects you from area attacks against your Brawn, Fortitude, and Mental defenses.
Rank 7 – Darkstalker+
Each time you attune to this ability, you can choose up to three of the possible sense groups rather than only one.
6.10.3 Bardic Music
This archetype grants you the ability to inspire your allies and impair your foes with musical performances.
Rank 1 – Bardic Performances ✨
You learn two bardic performances from the list below. You can also spend insight points to learn one additional bardic performance per insight point.
When you use a bardic performance ability, you begin a performance using a Perform skill. If you are not trained with that Perform skill, you take a -2 accuracy penalty with the bardic performance ability. There are four types of performances: dance, instrumental, manipulation, and vocal.
- Dance: You use your body to dance or act. This limits your ability to defend yourself, giving you a -2 penalty to your Armor and Reflex defenses as a Swift effect. Dance performances have the Visual tag.
- Instrumental: You use an instrument to make music. This requires at least one free hand to use the instrument. Instrumental performances have the Auditory tag.
- Manipulation: You use objects or gestures to perform, such as juggling or puppetry. This requires at least one free hand to use the objects. Manipulation performances have the Visual tag.
- Vocal: You use your voice to orate or sing. This prevents you from talking or using other abilities with verbal components. Vocal performances have the Auditory tag.
The names of bardic performances do not have to precisely match your actual performance. For example, you can use the palliative poem ability with a gentle song using Perform (wind instruments) or a distracting joke using Perform (comedy) instead of a poem.
Many bardic performances require you to sustain the performance as a minor action. When you use a bardic performance ability again while you are already sustaining that same ability, you can increase the number of targets affected by your existing performance rather than starting a separate performance. Sustaining that single performance allows the effect to continue on any number of targets. Using a different bardic performance ability would require starting a separate performance. You can only sustain one bardic performance per round, even if you have multiple minor actions available.
If a target of a sustained bardic performance ability stop being able to see or hear you, depending on the nature of your performance, the effect ends for them as if you had stopped sustaining the performance. However, targets do not stop being affected by your performance simply by travelling beyond the initial range of the bardic performance ability.
| Boastful Bravura ✨ | Standard action |
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You are briefly primed (always explode).
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Rank 3: You are also briefly immune to being frightened (-2 Mental, -2 accuracy vs. source).
Rank 5: You are also briefly immune to being panicked (-4 Mental, cannot attack source).
Rank 7: You are also briefly empowered (add rank to damage).
| Cadenza of Courage ✨ | Standard action |
Tags: Emotion, Sustain (standard), Swift
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All allies who can see or hear your performance are fortified (+2 Brawn, Fort, Ment). Since this ability has the Swift tag, it affects attacks against those allies during the current phase.
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Rank 3: This ability also affects you.
Rank 5: Each target is also immune to being frightened (-2 Mental, -2 accuracy vs. source).
Rank 7: Each target is also immune to being panicked (-4 Mental, cannot attack source).
| Cantata of Caution ✨ | Standard action |
Tags: Emotion, Sustain (standard), Swift
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All allies who can see or hear your performance are shielded (+2 Armor and Ref). Since this ability has the Swift tag, it affects attacks against those allies during the current phase.
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Rank 3: This ability also affects you.
Rank 5: Each target is also immune to being goaded (-2 accuracy vs. non-goading creatures).
Rank 7: Each target is also immune to being partially unaware (-2 defenses).
| Cleansing Counterpoint ✨ | Standard action |
Tags: Sustain (minor)
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Choose one ally within Medium (60 ft.) range. The target chooses one of its conditions. For the duration of your performance, the target is unaffected by that condition.
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Rank 3: You can target an additional ally within range.
Rank 5: If a target increases its fatigue level by one, it can remove the chosen effect permanently.
Rank 7: This ability can affect two conditions instead of one. A target must increase its fatigue level by two to remove both conditions.
| Crashing Cacaphony ✨ | Standard action |
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Make an attack vs. Fortitude against all enemies in a Small (15 ft.) radius from you.
Hit: 1d10 damage.
Miss: Half damage.
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Rank 2: The damage increases to 1d8+1d6 damage.
Rank 3: The damage increases to 2d10 damage.
Rank 4: The damage increases to 3d10 damage.
Rank 5: The damage increases to 5d8 damage.
Rank 6: The damage increases to 7d8 damage.
Rank 7: The damage increases to 8d10 damage.
| Dazzling Discordance ✨ | Standard action |
Tags: Sustain (minor)
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Make an attack vs. Mental against all enemies within a Tiny (5 ft.) radius from you.
Hit: For the duration of your performance, the target is dazzled (20% miss chance, no special vision).
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You gain a +2 accuracy bonus with the attack for each rank beyond 2.
Rank 2: The area increases to a Medium (30 ft.) radius.
| Dirge of Doom ✨ | Standard action |
Tags: Emotion
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Make an attack vs. Mental against one creature within Medium (60 ft.) range.
Hit: 1d10 damage.
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Rank 2: The damage increases to 1d8+1d6 damage.
Rank 3: The damage increases to 2d10 damage.
Rank 4: The damage increases to 3d10 damage.
Rank 5: The damage increases to 5d8 damage.
Rank 6: The damage increases to 7d8 damage.
Rank 7: The damage increases to 8d10 damage.
| Dizzying Ditty ✨ | Standard action |
Tags: Compulsion, Sustain (minor)
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Make an attack vs. Mental against all enemies in a Tiny (5 ft.) radius from you.
Hit: For the duration of your performance, the target is stunned (-2 defenses) while it is injured.
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You gain a +2 accuracy bonus with the attack for each rank beyond 2.
Rank 2: The area increases to a Medium (30 ft.) radius.
| Focusing Fantasia ✨ | Standard action |
Tags: Emotion, Sustain (standard)
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Choose up to two allies within Short (30 ft.) range. For the duration of your performance, each target is focused (roll attacks twice).
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Rank 3: You can choose any two allies who can see or hear you, regardless of distance.
Rank 5: You can choose a third ally.
Rank 7: You can choose a fourth ally.
| Frightening Fugue ✨ | Standard action |
Tags: Emotion, Sustain (minor)
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Make an attack vs. Mental against all enemies in a Tiny (5 ft.) radius from you.
Hit: For the duration of your performance, the target is frightened (-2 Mental, -2 accuracy vs. source) by you.
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You gain a +2 accuracy bonus with the attack for each rank beyond 2.
Rank 2: The area increases to a Medium (30 ft.) radius.
| Hypnotic Hymn ✨ | Standard action |
Tags: Emotion, Sustain (minor)
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Make an attack vs. Mental against up to two creatures within Short (30 ft.) range. You take a -10 penalty to accuracy with this attack against creatures who have made an attack or been attacked since the start of the last round.
Hit: For the duration of your performance, the target is charmed (friendly with charmer) by you. This ability does not have the Subtle tag, so an observant target may notice it is being influenced either during this effect or after it ends.
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You gain a +2 accuracy bonus with the attack for each rank beyond 1.
| Intonation of Ingenuity ✨ | Standard action |
Tags: Emotion, Sustain (minor)
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Choose one ally within Medium (60 ft.) range. For the duration of your performance, the target gains a +1 bonus to checks.
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Rank 3: The bonus increases to +2.
Rank 5: You can choose an additional target within range.
Rank 7: The bonus increases to +3.
| Palliative Poem ✨ | Standard action |
Tags: Swift
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Choose one living ally within Medium (60 ft.) range. The target regains 1d8+1d6 hit points and increases its fatigue level by one. In addition, it briefly gains a +2 bonus to its Mental defense.
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Rank 2: The recovery increases to 2d10.
Rank 3: The recovery increases to 3d10.
Rank 4: The recovery increases to 5d8.
Rank 5: The recovery increases to 7d8.
Rank 6: The recovery increases to 8d10.
Rank 7: The recovery increases to 11d10.
| Partita of Provocation ✨ | Standard action |
Tags: Emotion, Sustain (minor)
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Make an attack vs. Mental against all enemies in a Tiny (5 ft.) radius from you.
Hit: The target is briefly goaded (-2 accuracy vs. non-goading creatures) by you.
Critical hit: The target is also goaded by you for the duration of your performance.
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You gain a +2 accuracy bonus with the attack for each rank beyond 1.
| Serenade of Serenity ✨ | Standard action |
Tags: Emotion, Sustain (minor)
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Choose any number of allies within Medium (60 ft.) range. For the duration of your performance, each target is impervious (+4 defenses) to Compulsion and Emotion attacks.
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Rank 3: At the end of each round, each target removes all conditions caused by Compulsion and Emotion effects that were not applied during that round.
Rank 5: The range increases to a Distant (120 ft.) range.
Rank 7: Each target is immune to Compulsion and Emotion attacks.
Rank 2 – Bardic Lore
You gain a bonus equal to your rank in this archetype to Knowledge skills that you are untrained in (see Trained Skills).
Rank 3 – Rhythm of War
You gain a +1 bonus to your magical power and mundane power. If you know at least five bardic performances, this bonus increases to +2.
Rank 4 – Virtuoso ✨
Your bardic performances with the Sustain (minor) tag instead have the Sustain (free) tag. You can still only sustain one bardic performance per round.
Rank 5 – Critical Eye
You are impervious (+4 defenses) to Visual attacks.
Rank 5 – Steady Beat
You are immune to Auditory attacks.
Rank 6 – Bardic Lore+ ✨
You gain a +2 bonus to all Knowledge skills.
Rank 7 – All the World’s a Stage ✨
Your targeted bardic performance abilities no longer have range limits. Instead, you can target any creatures who can see or hear you, even if you do not have line of sight or line of effect. You must still decide who you are intending to target, and attempting to target a nonexistent creature can cause the bardic performance to fail without effect. This does not affect area abilities, and it does not increase the number of targets you can choose.
6.10.4 Combat Trickster
This archetype grants you abilities to use in combat and improves your combat prowess.
Rank 1 – Trick Maneuvers
You can confuse and confound your foes in combat. You gain access to one of the following combat styles: dirty fighting, ebb and flow, or mobile hunter . You may spend insight points to gain access to one additional combat style per insight point, including combat styles other than those three. You can only learn trick maneuvers from trick combat styles that you have access to.
You learn two rank 1 trick maneuvers. You may spend insight points to learn one additional maneuver per insight point.
When you gain access to a new rank in this archetype, you can exchange any number of maneuvers you know for other maneuvers, including maneuvers of a higher rank.
Advancement: Some trick maneuvers also increase in power in unique ways based on your rank in this archetype, as indicated in their descriptions.
Rank 2 – Augmented Maneuvers
You gain the ability to customize your trick maneuvers. For each rank 1 trick maneuver you know, choose one augment from the list below and apply it to that maneuver. The augment permanently changes the maneuver, so you can’t use an unaugmented version of the maneuver. However, you can learn the same maneuver more than once and apply different augments to each version.
Augments scale in power with your “excess rank”. Your excess rank with a maneuver is equal to your rank in this archetype minus the rank of the maneuver.
Whenever you increase your rank in this archetype, you can change your augments. However, you must still apply them to rank 1 trick maneuvers.
Debilitating Maneuver: You gain an accuracy bonus equal to twice your excess rank. However, you cannot get a critical hit. You can only apply this augment to maneuvers which deal damage and can inflict a condition.
Finishing Maneuver: You gain an accuracy bonus equal to twice your excess rank against creatures who are injured.
Mighty Maneuver: You take a -1 accuracy penalty, but you deal extra damage equal to twice your excess rank.
Mobile Maneuver: You can walk up to 5 feet per excess rank before or after using your chosen maneuver, up to a maximum distance equal to your speed. You cannot apply this augment to maneuvers that already allow you to move using one of your movement modes. This movement is never Swift. If your chosen maneuver is Swift, you can only walk after using the maneuver, not before.
Precise Maneuver: You gain an accuracy bonus equal to your excess rank.
Rank 3 – Trick Maneuvers+
You gain access to rank 3 trick maneuvers.
Rank 4 – Augmented Maneuvers+
You can also choose an augment for each of your rank 3 trick maneuvers.
Rank 5 – Trick Maneuvers+
You gain access to rank 5 trick maneuvers.
Rank 6 – Augmented Maneuvers+
You can also choose an augment for each of your rank 5 trick maneuvers.
Rank 7 – Trick Maneuvers+
You gain access to rank 7 trick maneuvers.
6.10.5 Jack of All Trades
This archetype improves your skills and versatility.
Rank 1 – Dabbler
You gain two additional insight points. In addition, you can spend insight points to gain one additional trained skill per insight point.
Rank 2 – Skill Exemplar
You gain a +1 bonus to all skills.
Rank 3 – Arcane Dilettante ✨
You can use wands as if you were able to cast arcane spells. Your maximum spell rank is equal to your rank in this archetype. In addition, you gain an additional attunement point. You can only use this attunement point to attune to magic wands.
Rank 4 – Versatile Expertise
You gain a +1 bonus to an attribute of your choice.
Rank 5 – Skill Exemplar+
The skill bonus increases to +2. In addition, using the desperate exertion ability to affect a skill check only increases your fatigue level by one.
Rank 6 – Well Rounded ✨
You gain a +1 bonus to all of your defenses that are lower than your highest defense.
Rank 7 – Versatile Expertise+
You gain a +1 bonus to two attributes of your choice.
6.10.6 Suave Scoundrel
This archetype improves your deceptiveness and helps you make use of that talent in combat.
Rank 1 – Fool Them Once ✨
Once per short rest, you can use this ability as a minor action. The next time this round that you make an attack or check against a creature that it is aware of, you can use your Deception or Persuasion skill instead of your normal accuracy or check modifier against that creature. You must use this ability before making the attack or check.
Rank 2 – Silver Tongue ✨
You gain a +2 bonus to your Deception, Persuasion, and Social Insight skills.
Rank 3 – What’s That Over There
| What’s That Over There | Standard action |
Tags: Compulsion
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Make a attack vs. Mental against a creature within Medium (60 ft.) range. In addition, choose a location on stable ground within range.
Hit: As a brief effect, the target is compelled to move to the location you chose if it can do so safely. It must spend its movement and standard action to move to that location, or if it is already there, to do nothing except observe the location carefully. It can use any other actions, including elite actions, as normal. After this effect ends, the target becomes immune to it until it finishes a short rest.
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You gain a +2 accuracy bonus with the attack for each rank beyond 3.
Rank 4 – Slippery Mind ✨
You gain a +2 bonus to your Mental defense, and you are impervious (+4 defenses) to Emotion attacks.
Rank 5 – Fool Them Twice
You can use your fool them once ability twice per short rest. However, after using that ability, you briefly cannot use it again.
Rank 6 – Silver Tongue+
The bonus increases to +4.
Rank 7 – Nothing Is Real
| Nothing Is Real | Standard action |
Tags: Compulsion
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Make an attack vs. Mental against a creature within Short (30 ft.) range.
Hit: The target is briefly convinced that nothing is real. It is unable to take any actions and is unaware (-5 defenses) of all attacks against it. If it is injured, this effect immediately ends. After this effect ends, the target becomes immune to it until it finishes a short rest.