Level Atk Fort Ref Will Phys Ment Features
-1 +0 +0 +0 +0 1 0 Sneak Attack 1d6, Trapfinding, Evasive
-2 +1 +0 +1 +0 2 1 Evasion, Shadow Strike
-3 +2 +1 +1 +1 3 2 Sneak Attack 2d6
-4 +3 +1 +2 +1 4 3 Uncanny Dodge
-5 +3 +1 +2 +1 5 3 Sneak Attack 3d6
-6 +4 +2 +3 +2 6 4 Hide in Plain Sight
-7 +5 +2 +3 +2 7 5 Sneak Attack 4d6
-8 +6 +2 +4 +2 8 6 Improved Uncanny Dodge
-9 +6 +3 +4 +3 9 6 Sneak Attack 5d6
10 +7 +3 +5 +3 10 7 Improved Evasion
11 +8 +3 +5 +3 11 8 Sneak Attack 6d6
12 +9 +4 +6 +4 12 9 Skill Mastery
13 +9 +4 +6 +4 13 9 Sneak Attack 7d6
14 +10 +4 +7 +4 14 10 Vanish
15 +11 +5 +7 +5 15 11 Sneak Attack 8d6
16 +12 +5 +8 +5 16 12 Slippery Mind
17 +12 +5 +8 +5 17 12 Sneak Attack 9d6
18 +13 +6 +9 +6 18 13 Skill Mastery
19 +14 +6 +9 +6 19 14 Sneak Attack 10d6
20 +15 +6 +10 +7 20 15 Lethal Attack

Hit Points: 6
Skill Points: 6
Skills: Academia (Int), Anthropology (Int), Craft (Int), Deception (Cha), Disable Device (Dex), Diplomacy (Cha), Linguistics (Int), Parkour (Agi), Perception (Wis), Sleight of Hand (Dex), Stealth (Dex).

Weapon and Armor Proficiency:

Rogues are proficient with all simple weapons, plus the bow and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack:

If a rogue can catch an opponent when they are unable to defend themselves effectively from their attack, they can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time their target would be denied their Reflex bonus to AC (whether the target actually has a Reflex bonus or not), or when the rogue flanks their target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

A rogue can sneak attack only creatures with discernible anatomies— oozes and incorporeal creatures lack vital areas to attack. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.


Rogues are skilled at finding and disarming traps. They get a +4 bonus on Perception checks to locate traps and on Disable Device checks to disarm traps.

Evasive (Ex):

Rogues get a +2 bonus to all Reflex saves.

Evasion (Ex):

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Shadow Strike (Ex):

At level 2, rogues get the skill trick Shadow Strike for free.

Uncanny Dodge (Ex):

Starting at 4th level, a rogue can react to danger before their senses would normally allow them to do so. They retain their Reflex bonus to AC (if any) even if they are caught flat-footed or struck by an attacker with total concealment. However, they still lose their Reflex bonus to AC if immobilized.

Hide in Plain Sight (Su):

At 6th level, a rogue can use the Stealth skill to hide even while being observed. As long as they are within 10 feet of some sort of shadow, a rogue can hide themself from view in the open without having anything to actually hide behind. They cannot, however, hide in their own shadow.

Improved Uncanny Dodge (Ex):

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more rogue levels than the target does.

Improved Evasion (Ex):

A rogue of at least 10th level can slip away from attacks even when they have been hit. This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth they take only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Skill Mastery (Ex):

A rogue of at least 12th level can master certain skills. Upon gaining this class feature, they select any three skills. When making a skill check with one of the chosen skills, they may take 10 even if stress and distractions would normally prevent them from doing so. At level 18, they may choose an additional three skills to apply this feature to.

Vanish (Sp):

A rogue of at least 14th level has the power to vanish in the blink of an eye. They can, thrice per day, create the effect of the spell invisibility.

Slippery Mind (Ex):

A rogue of at least 16th level can slip out of enchanting spells. If they are affected by an enchantment spell or effect and fails their saving throw, they can attempt it again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw.

Lethal Attack (Su):

A rogue of 20th level can unleash deadly attacks. Thrice per day, the rogue can declare a given sneak attack to be a Lethal Attack. If the target of the attack is hit, they take the full damage and must make a Fortitude save (DC 17 + the rogue's Intelligence score). If the target fails the save, the target takes 200 extra points of damage.