Rogue

## Basic Features

Base Attack: 3/4

Base Caster: 3/4          Base Manifester: ½

Base Saves: Average Fortitude / Good Reflex / Poor Will

Hit-Die: D6 (4)

Skill Points: 8

Skill Training: 6 (Acrobatics, Athletics, Biology, Bluff, Combat Awareness, Diplomacy, Engineering, Escape, Listen, Sense Motive, Sociology, Spot, Stealth, Survival, Use Device)

Weapon Group Proficiency: 3 (Bow, Flail, Grenade, Mace, Siege, Spear, Sword, Tool, Unarmed)

Combat Proficiency: Disarm, Feint, Grapple, Sunder, Trip

Armor Proficiency: Light

Initiative: Dex

Key Attribute Score: Intelligence

Rogue Spells

## Spell Progression

### Spells

Learning Spells: When gaining a level in Rogue, the Rogue increases their Rogue spells known to match the indicated values from the chart above. They may choose to learn a Rogue spell of a lower circle in place of any spell they would learn this way.

Spell Preparation: After resting for 8 hours, the Rogue may refresh their spell slots. To do so, they must spend 10 minutes in quiet contemplation.

Casting Spells: To cast a Rogue spell they know, the Rogue must expend a spell slot of at least that spell's circle, also expending the action noted in the spell's Cast Time & providing its listed components. When casting a Rogue spell with a somatic component, the Rogue must check Arcane Spell Failure for their equipped items.

Metamagic: The Rogue may add the circle adjustment from a metamagic feat they know to a spell's circle to determine the slot needed to cast the spell, & apply the metamagic feat's effects to that casting.

## Class Features:

**Bonus Feat:** The Rogue chooses from the following: Alertness, Combat Reflexes, Improved Initiative, Quick Draw, Precise Shot, Skill Focus (Stealth), Weapon Finesse, or any [Ambush].

### **Precise Strike:**

The Rogue chooses: Sneak Attack (+1d6 precision damage, +1d6 for every 2 additional CL) or Skirmish (+1d8 precision damage, +1d8 for every 4 additional CL; when the Rogue moves enough during their turn to qualify, they gain a +1/3CL dodge to defense until their next turn).

### **Minor Rogue Talent:**

**Camouflage:** [Requirements: Stealth 8 ranks] The Rogue may use the Stealth skill in natural terrain without having cover or concealment (though they must spend a turn action to modify their clothing to match a terrain type).

**Cantrip:** [Requirements: Arcana 2 ranks] The Rogue chooses 1+Int cantrips from the Wizard list, & may cast them at will.

**Fast Movement:** As the standard feature.

**Flawless Stride:** [Requirements: Athletics or Acrobatics 6 ranks] When the Rogue moves through mundanely difficult or treacherous terrain, they only take ½ as much movement penalty as otherwise.

**I Love You, Indy:** [Requirements: Arcana 1 rank] The Rogue gains a +1/3CL dodge bonus on Will against [Compulsion], & on TV vs rays.

**Only the Penitent Man May Pass:** [Requirements: Engineering 3 ranks] The Rogue gains a +1/3CL dodge bonus on Reflex against traps, & on AC vs unwielded weapons.

**Skill Trick:** [Requirement: as skill trick] The Rogue learns a skill trick.

**Snakes, Why'd it Have to be Snakes?:** [Requirements: Biology 3 ranks] The Rogue gains a +1/3CL dodge bonus on Fortitude against poison, & on AC vs bite attacks.

**Trackless Step:** [Requirement: Survival 6 ranks] Add CL to the DC to track the Rogue.

**Uncanny Dodge:** As the standard feature.

### **Rogue Talent:**

**Amazing Luck:** As the Bard feature 1/day (this may be taken multiple times).

**Arcane Training:** [Requirements: Arcana 3xN ranks] The Rogue adds a spell from the Wizard list of Nth circle to their list of spells known (this may be taken multiple times).

**Feat:** [Requirement: as the feat] The Rogue may select a feat.

**Crippling Strike:** [Requirement: Biology 5 ranks] Whenever the Rogue damage a creature with a Sneak Attack, it also take 1d4 Strength burn, Fortitude ½ (DC 10+½CL+Dex).

**Death Attack:** [Requirement: Combat Awareness 5 rank, Stealth 9 rank] As Assassin ability.

**Defensive Roll:** If the Rogue would be dropped to negative HP by a physical attack, they make a Reflex save (DC = 10 + ½ the gross damage) to take ½ damage instead. Evasion does not apply to this save.

**Extra Spell:** The Rogue learns 1 additional spell from the Rogue list, of any circle they know (this may be taken multiple times).

**Extra Slot:** The Rogue gains 1 additional spell slot of their highest {C} known, or 2 slots of a lower {C} (this may be taken multiple times).

**Faster Movement:** [Requirement: Fast Movement] As the standard feature.

**Hide in Plain Sight:** The Rogue may make Stealth checks while observed. They must still have cover or concealment, even if they would otherwise not need to.

**Minor Rogue Talent:** The Rogue may pick a Minor Rogue Talent, ignoring its requirements.

**Opportunist:** Once per round, the Rogue may make an opportunity attack as a reaction against a creature that was just damaged by a weapon attack.

**Skill Mastery:** The Rogue selects a number of skills equal to Int; they may take 10 on skill checks with these skills, even in circumstances where they normally would not be able to.

**Slippery Mind:** [Requirement: Hypnosis 4 ranks] Whenever the Rogue fails a Will save against an ongoing effect, they may re-save on their next turn.

**Trick Attack:** [Requirement: Escape 5 ranks] Whenever the Rogue damages a creature with a skirmish attack, they may make a Maneuver against it as a free action, without provoking an opportunity attack.

**Uncanny Awareness:** [Requirement: Combat Awareness 12 ranks] The Rogue gains blindsense out to 1sq.

### **Major Talent:**

**Fasterer Movement:** [Requirement: Faster Movement] As the standard feature.

**Perfect Precision:** The Rogue may apply their precision damage dice against targets regardless of range, cover, & concealment. They may also ignore Int of the Fortification reduction of creatures they hit.

**Rogue Talent:** The Rogue may pick a Rogue Talent, ignoring its requirements.