Base Attack Bonus
HP per level
Class Initial Features
Rogue is a class in Pathfinder: Wrath of the Righteous. Rogues excel at stealth, disarming traps and lockpicking. They deal extra precision damage against foes who are flanked or unable to use their Dexterity to avoid attacks. They are also agile, with the ability to sometimes completely evade area-of-effect attacks.
"Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues."
- Alignment Requirement: Any
- Hit Die: +5
- Skill Points per Level: 5
- Level 1 Base Attack Bonus: +0
- Sneak Attack
- Debilitating Injury
- Uncanny Dodge
- Rogue Talent
- Finesse Training
- Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
- Eldritch Scoundrel and Sylvan Trickster use INT based spells and special abilities.
Rogue Video Guide
Woljif Build: Here
Bonus: Cantrips, Detect Magic
Penalty: 4 less Sneak Attack, 5 less Rogue Talent, No Uncanny Dodge
Bonus: Sneak Stab, Blade Sense
Penalty: No Danger Sense, No Trapfinding
Bonus: Frightening, Brutal Beating
Penalty: No Danger Sense, No Trapfinding
Bonus: Resist Nature's Lure, Fey Resistance, Grand Hex
Penalty: No Uncanny Dodge
Bonus: Chemical Weapons, Precise Splash Weapons, Discovery
Penalty: No Evasion
Bonus: Martial Weapons Proficiency, Vital Strike, Vital Force, Improved Vital Strike, Greater Vital Strike
Penalty: No Weapon Finesse, No Finesse Training, No Evasion
Master of All
Bonus: Bardic Knowledge, Skill Focus
Penalty: 3 less Sneak Attack
Base Attack Bonus
|Level 1||0||0||+2||0||Sneak Attack 1d6, Trapfinding, Rogue Proficiencies, Weapon Finesse|
|Level 2||+1||0||+3||0||Evasion, Rogue Talent|
|Level 3||+2||+1||+3||+1||Danger Sense, Finesse Training, Sneak Attack 2d6|
|Level 4||+3||+1||+4||+1||Debilitating Injury, Uncanny Dodge, Rogue Talent|
|Level 5||+3||+1||+4||+1||Sneak Attack 3d6|
|Level 6||+4||+2||+5||+2||Danger Sense, Rogue Talent|
|Level 7||+5||+2||+5||+2||Sneak Attack 4d6|
|Level 8||+6/+1||+2||+6||+2||Improved Uncanny Dodge, Rogue Talent|
|Level 9||+6/+1||+3||+6||+3||Danger Sense, Sneak Attack 5d6|
|Level 10||+7/+2||+3||+7||+3||Advanced Talent, Rogue Talent|
|Level 11||+8/+3||+3||+7||+3||Finesse Training, Sneak Attack 6d6|
|Level 12||+9/+4||+4||+8||+4||Rogue Talent, Danger Sense|
|Level 13||+9/+4||+4||+8||+4||Sneak Attack 7d6|
|Level 14||+10/+5||+4||+9||+4||Rogue Talent|
|Level 15||+11/+6/+1||+5||+9||+5||Sneak Attack 8d6, Danger Sense|
|Level 16||+12/+7/+2||+5||+10||+5||Rogue Talent|
|Level 17||+12/+7/+2||+5||+10||+5||Sneak Attack 9d6|
|Level 18||+13/+8/+3||+6||+11||+6||Rogue Talent, Danger Sense|
|Level 19||+14/+9/+4||+6||+11||+6||Sneak Attack 10d6, Finesse Training|
|Level 20||+15/+10/+5||+6||+12||+6||Master Strike, Rogue Talent|
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortsword, and shortbow. They are proficient with light armor, but not with shields.
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra damage is 1d6 and increases by Id6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can slay the target. The target receives a Fortitude save to negate the death 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 made, that creature is immune to that rogue's master strike for 24 hours.
Weapon Finesse (Class Feature)
With a light weapon, elven curve blade, estoc, or rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
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.
A rogue adds 1/2 her level on Perception checks.
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).
A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless character does not gain the benefit of evasion.
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue alent or Other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. Bewildered: The target becomes bewildered, taking a —2 penalty to AC. The target takes an additional —2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a total maximum of -8). Disoriented: The target takes a —2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a total maximum of -8). Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
After 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent.
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at I Ith level and a third at 19th level.
The character 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 character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge
The character 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 rogue levels than the target does.
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard