Rogue, Pathfinder Edition (5e Class)
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Rogue, Pathfinder Edition
As a Rogue, Pathfinder Edition you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Rogue, Pathfinder Edition level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rogue, Pathfinder Edition level after 1st
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
|Expertise, Sneak Attack, Thieves' Cant
|Minor Cunning Action, Clever Trick
|Ability Score Improvement
|Extra Attack, Improved Sneak Attack
|Ability Score Improvement
|Roguish Archetype feature
|Ability Score Improvement
|Roguish Archetype feature
|Ability Score Improvement
|Roguish Archetype feature
|Not so Elusive
|Ability Score Improvement
|Stroke of Luck
This class can be used for optional rules for rogue.
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue, Pathfinder Edition table.
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Minor Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. When you gain this feature pick one of the below:
This action can be used only to take the action above. Every time you level up in this class, you may change to a different action from above.
At 2nd level, you pick up some learn some tricks over time. You gain one Clever Tricks of your choice. When you gain certain Rogue, Pathfinder Edition levels, you gain additional clever Trick of your choice, as shown in the Clever Trick column of the Rogue, Pathfinder Edition table. A level prerequisite refers to your level in this class.
GM note: if this class becomes too strong, reduce the number of Clever Trick that the player has.
At 3rd level, you choose a Roguish Archetype features that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Sneak Attack
Beginning at 5th level, you know how to strike subtly and exploit a foe's distraction multiple times. You can use Sneak Attack two times per turn.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 10th level, you can make a more lasting effect on weakened foes. Every time you deal snake attack damage, you apply one of the following debilitations, which lasts until the end of your next turn:
- Debilitation: The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes poisoned.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 5 feet of you.
Not so Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't under any conditions.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
Complete Cunning Action
You finish your trying on cunning action. You gain all actions provided by Minor Cunning Action.
You have an intuitive sense that alerts you to the dangers and presence of traps. You roll with advantage to Perception checks to find traps and to saves against traps.
Additionally, at 5th level, when a trap that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
After downing a foe, you menacingly remind another foe that you’re coming after them next. As a reaction to you bring an enemy down to 0 hp, you can pick a creature within 30 ft. They make a wisdom saving throw vs 8 + your Intimidation Skill Modifier, or be frightened of you until the end of their turn.
The brutality of your critical hits shakes your foes’ confidence. Whenever your weapon attack is a critical hit and deals damage, the target is frightened of you until the end of their turn..
Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage. Whenever your weapon attack is a critical hit and deals damage, you can use your reaction to move up to half of your speed. This movement does not provoke the attack of opportunity.
Additionally, when you critically hit against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn.
Stella Fane has perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic. When you enter this stance as a bonus action, choose whether to treat playing cards in your possession as daggers or darts; you can wield a playing card in all ways as the chosen weapon until the stance ends. As long as the majority of the deck remains in your possession, any cards that are lost or thrown can be found after 1 minute. Otherwise, the remaining cards are likely lost or destroyed.
You’ve dabbled in minor magical abilities. Choose a spellcasting list, and gain two cantrips from it. Your spellcasting ability is Charisma for these spells.
You move in a way that denies your enemies the opportunity to retaliate. At the start of your turn, you can or exit mobility stance. While in mobility stance, you do not trigger attack of opportunity but your movement is halved or 10 ft which ever is lower.
You draw your weapon and attack with the same motion. Whenever you take the attack action, you draw one weapon without requiring the item interaction.
Your throwing range is increased by 10 and long range of your throws is increased by 30 ft.
Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. Whenever your attack is a critical hit and deals damage, you gain advantage to all attacks against this foes until the end of your turn.
You learn how to deal with your limited defense. Choose one option below:
- Uncanny Parry: when an attacker that you can see hits you with a melee attack, you can use your reaction to halve the attack's damage against you.
- Uncanny Catch: when an attacker that you can see hits you with a ranged attack, you can use your reaction to halve the attack's damage against you.
- Uncanny Spell Dampen: when an attacker that you can see hits you with a spell attack, you can use your reaction to halve the attack's damage against you.
You capitalize on your enemies’ fear to slip past their defenses. You have advantage to attack rolls against any creature that has the frightened condition.
Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes’ defenses as easily as any blade. You can add your sneak attack damage to the damage roll to any cantrip with attack roll that meet the conditions to apply sneak attack. If your cantrip spell leads to multiple separate damage rolls, apply your sneak attack damage to only one creature.
Masquerade of Seasons
You have mastered the opening steps to the Masquerade of Seasons, a dance that channels the power of spring, summer, winter, and autumn. Choose one of the following traits: fire or cold. You gain resistance to the damage type of the chosen trait. You can use an action to reenter this stance at any time, changing the granted resistance to another of the available options.
As a bonus action, you can pull out poison, draw a weapon (optional), apply it to your weapon, and put it away. Unlike normal poison, due to your haste, the poison potency fades away at the end of your next turn or the next time you hit with the poisoned weapon.
By observing an opponent, you can get a sense of their next move and prepare to counter or resist it. Choose one target with 30 ft and attempt an insight check vs a dc of 8 + half of the creature's CR. On a success, you precisely discern the target's strategy, gaining a +1 AC against the creature until the start of your next turn and a +1 circumstance bonus to your next saving throw against the creature before the start of your next turn.
You keep pace with a retreating foe. When a creature leaves your weapon's reach, you can use your reaction to follow the fleeing creature up to half of your movement. This does not trigger any attack of opportunity.
The Harder They Fall
You make your foes fall painfully when you trip them. When you successfully make a foe prone, your target takes 1d6 bludgeoning damage.
Using your extensive knowledge of ambush tactics, you keep watch for any hidden creatures or dangerous sites. When you are surprised, you add 5 to your initiative roll.
You add 3 to your attack roll when attacking from long range and when you have disadvantage. Additionally, for the purpose of sneak attack, you ignore the rule about disadvantage when it comes to long range.
Requirement: optional rule: flanking You and your allies harry an opponent in concert. You have flanking as long as the enemy is within both your reach and your ally’s. Your allies must still flank an enemy for them to get flanking.
You aren’t bothered by tricky footing. You can ignore difficult terrain.
You leverage your weight to topple foes that you move. When you use the shove action to push a creature back, they are also prone.
You emerge from hiding and deliver a blow that can knock an enemy sprawling to the ground. Whenever you successfully hit a creature with a melee weapon while being hidden from the creature, they are knocked prone.
Your battle instincts make you more aware of concealed and invisible opponents. You do not have disadvantage to hit a creature that you cannot see. Additionally, creatures who attack you that you can not see does not gain advantage. This does not help nor reveal the location of hidden creatures
You carefully take aim before making your attack in order to avoid your foe's concealment and cover. You ignore 1/2 and 3/4 cover with thrown weapons.
You can summon the full magic of Bhopan's grand dance. You gain flying speed equal to half of your movement. You can ascend and descend in this way at a maximum of a 45-degree angle. You must end your turn on a surface that can support you or you fall.
Improved Poison Weapon
Requirement: Poison Weapon You deliver poisons in ways that maximize their harmful effects. When you apply a poison with Poison Weapon, that poison deals an extra 1d4 poison damage
You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes. When an ally within 30 ft of you fails an ability check, you can use your reaction to make that ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations.
Requirement: Optional Feature: Feat You gain one feat that increases one of your ability scores. You do not increase your ability score with this feat but still gain the feat features.
When your enemy is hit by your ally, you can use your reaction to make a melee attack against the foe.
On your first turn, if no other enemy creatures has acted this combat, your movement speed is doubled for this turn.
When you fail on a stealth check, you can reroll your stealth check with the same disadvantage or advantages of the first roll.
Each time you deal sneak attack damage to a flying enemy, they fall 60 ft. If they hit the ground, they do not take fall damage.
Increase your detection from Limited Blindsense to 10 ft.
When you hit with an attack that would bring you below 0 hp, you take half damage instead. This does not use a reaction. You can use this once per short or long rest.
Leave an Opening
Whenever you deal critical sneak attack damage with melee weapon, one ally may use their reaction to make a melee attack against this creature.
Sense the Unseen
You are aware of the general location of invisible or hidden creatures. This does not grant you the ability to see them nor does it remove disadvantage on attack rolls.
When a creature within your melee reach get up from prone, you can use your reaction to automaticall fall back to prone.
When you do the Hide action, you leave a decoy behind. The decoy acts as the spell Mislead, though you aren’t invisible, just hidden as normal. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to take a short or long rest to set up another decoy before you can use it again.
Not so Elusive works as long as you are not incapacitated.
Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. You can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you walk over a trap with a weight-sensitive pressure plate, you don’t trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location.
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus not necessarily an indication of your chosen profession, but a description of your preferred techniques.
You take any rogue subclass was your own subclass
Prerequisites. To qualify for multiclassing into the Rogue, Pathfinder Edition class, you must meet these prerequisites: dex 13
Proficiencies. When you multiclass into the Rogue, Pathfinder Edition class, you gain the following proficiencies: Light armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords, and one skill proficiency