Jarian
2011-02-19, 03:14 AM
Rogue
http://img534.imageshack.us/img534/9650/rogueg.jpg
"My honor can be measured in coins; my only code, the contract."
- Verril Shadowsister, Necropolitan Rogue
Class Skills
The Rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 8 + int
Alignment: Any nonlawful.
Hit Dice: d6
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st| +0 | +0 | +2 | +0 |Ambush, Eviscerate, Sinister Strike, Stealth
2nd| +1 | +0 | +3 | +0 |Backstab, Evasion, Poison Use, Recuperate, Sap
3rd| +2 | +1 | +3 | +1 |Cheap Shot, Kick, Sprint
4th| +3 | +1 | +4 | +1 |Expose Armor, Gouge, Rogue's Feint
5th| +3 | +1 | +4 | +1 |Safe Fall, Slice and Dice
6th| +4 | +2 | +5 | +2 |Blind, Kidney Shot
7th| +5 | +2 | +5 | +2 |Garrote, Vanish
8th| +6/+1 | +2| +6 | +2 |Dismantle
9th| +6/+1 | +3 | +6 | +3 |Improved Evasion
10th| +7/+2 | +3 | +7 | +3 | Shiv
11th| +8/+3 | +3 | +7 | +3 |Rupture
12th| +9/+4 | +4 | +8 | +4 | Envenom
13th| +9/+4 | +4 | +8 | +4 |Cloak of Shadows
14th| +10/+5 | +4 | +9 | +4 |Deadly Throw
15th| +11/+6/+1 | +5 | +9 | +5 |Tricks of the Trade
16th| +12/+7/+2 | +5 | +10 | +5 |Mastery
17th| +12/+7/+2 | +5 | +10 | +5 |Fan of Knives
18th| +13/+8/+3 | +6 | +11 | +6 |Redirect
19th| +14/+9/+4 | +6 | +11 | +6 |Smoke Bomb
20th| +15/+10/+5 | +6 | +12 | +6 |Combat Readiness[/table]
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons and with all light martial weapons and the rapier. Rogues are proficient with light armor, but no shields.
Specialization: At 1st level, a Rogue chooses a path in which to specialize. Each path unlocks different powerful abilities over the course of the Rogue's career, as shown on the individual table for each path. The choice of a path is permanent, representing the Rogue's dedication to a specific style of combat.
Assassination Specialization:Immediately upon choosing to pursue the Assassination path, the Rogue unlocks the following abilities:
Mutilate (Ex): As an attack action, the Rogue may make an attack with her main and offhand weapons at the same time, dealing 50% bonus damage with each attack. Roll each attack separately, using the appropriate attack bonus. If the target of these attacks has been poisoned by the Rogue and has yet to take the secondary damage from the poison, these attacks deal an additional 20% damage.
Using Mutilate requires a dagger or similar weapon to be wielded in each hand. If either of the attacks hits, the Rogue gains two combo points against that target.
Using Mutilate consumes 60 energy.
Improved Poisons: Whenever the Rogue delivers an attack with a a weapon coated with injury or contact poison, she may spend a swift action to increase the DC of the poison by an amount equal to her Dexterity modifier plus one-half her Rogue level.
Assassin's Resolve: While wielding a dagger or similar weapon in each hand, the Rogue gains an additional 20 maximum Energy and increases the base damage of her weapons by two steps.
In addition, the Rogue receives further abilities at the following levels, as seen on the table below.
{table=head]Level | Ability
2 | Lethality
3 | Coup de Gras
4 | Deadly Momentum
5| Ruthlessness
6 | Quickening
7 | Puncturing Wounds
8 | Blackjack
9 | Cold Blood
10 | Deadly Brew
11 | Vile Poisons
12 | Seal Fate
13 | Deadened Nerves
14 | Overkill
15 | Improved Expose Armor
16 | Murderous Intent
17 | Venomous Wounds
18 | Cut to the Chase
19 | Vendetta[/table]
Lethality: Whenever the Rogue successfully confirms a critical hit with her Backstab, Mutilate, or Sinister Strike abilities, the total damage dealt is increased by 30%.
Coup de Gras: Increases the total damage dealt by the Rogue's Envenom and Eviscerate abilities by 20%.
Deadly Momentum: Whenever an enemy that the Rogue has personally injured at some point in the encounter dies, the critical threat range of her next melee attack performed within two rounds increases by 8, and her Recuperate and Slice and Dice effects refresh to their original duration. The critical threat range increase from this ability does not stack with any other critical threat range increases, except for Puncturing Wounds.
Ruthlessness: Whenever the Rogue uses a damaging class ability that consumes combo points, he adds one combo point to his target after consuming the existing combo points.
Quickening: All healing effects used on the Rogue are increased by 20%. In addition, she gains a +15 foot enhancement bonus to her base land speed.
Puncturing Wounds: The critical threat range of the Rogue's Backstab ability increases by 6, and the critical threat range of her Mutilate ability increases by 3. These critical range increases do not stack with any other form of critical threat range increases, aside from Deadly Momentum.
Blackjack: After the Rogue's Sap effect is broken or wears off, some effects linger, reducing physical damage dealt by the sapped creature by 75% for one round.
Cold Blood (Ex): As a swift action, the Rogue may instantly gain 25 energy and make her next successful attack in the round automatically threaten a critical.
Cold Blood may be used once per encounter.
Deadly Brew: Whenever an enemy fails a save against an application of the Rogue's poison, it is Immobilized for one round in addition to the normal effects of the poison.
Vile Poisons: All variable numeric effects of the Rogue's poisons are increased by 20%. In addition, each of the attacks from the Rogue's Fan of Knives ability will also apply any poison on her main hand weapon.
Seal Fate: Whenever the Rogue confirms a critical threat against a foe with an ability that generates one or more combo points, she generates an additional combo point on that target.
Savage Combat: While a given foe has yet to make a secondary save against a dose of the Rogue's poison, all physical damage the Rogue deals to that target is increased by 20%.
Overkill: While under the effects of her Stealth ability, and for three rounds after the effect fades, the Rogue gains an additional 33% Energy regeneration.
Improved Expose Armor: The Rogue no longer consumes combo points when using her Expose Armor ability.
Murderous Intent: Whenever the Rogue hits a foe below 33% health with her Backstab ability, she instantly gains 30 Energy.
Venomous Wounds: Whenever the Rogue's Garrote or Rupture abilities deal periodic damage to an enemy that has yet to make a secondary save against against a dose of the Rogue's poison, that periodic damage deals an additional 1 damage per class level.
Cut to the Chase: Whenever the Rogue uses Envenom or Eviscerate, her active Slice and Dice effect's duration is refreshed to five rounds.
Vendetta (Su):As a swift action, the Rogue may mark an enemy within 30 feet for death, increasing all damage she deals to that target by 20% and granting her unerring vision of that foe. So long as the foe is on the same or a coexistent plane, all forms of stealth used by the target of her Vendetta are completely ineffective against the Rogue; she automatically pierces invisibility effects, automatically passes spot checks made to spot the target, instantly knows which target of a series of mirror images is the real one, and so forth. The Rogue's vendetta lasts for five rounds, or until the target dies.
Vendetta may be used once per encounter.
Combat Specialization:Immediately upon choosing to pursue the Combat path, the Rogue unlocks the following abilities:
Blade Flurry (Ex): As a swift action, the Rogue may adopt an energetic fighting style, full of sweeping slashes and double strikes. While under the effect of this ability, the Rogue's Energy regeneration rate is halved, but each of her attacks is also made against another foe within her reach. Do not reroll attack or damage; simply apply the same rolls made against the initial target to the second target as well, with no modification. Even if the initial attack results in a critical hit, the second target does not take critical damage.
The secondary target of Blade Flurry can take damage from special Rogue attacks, but does not receive combo points of its own.
The Rogue may slip out of the Blade Flurry fighting style as a swift action, but may not enter it again for two rounds after doing so.
Vitality: Unlike most Rogues, a Rogue specializing in the Combat path regenerates Energy equal to 20 + Dexterity modifier at the start of each of her turns. In addition, the normal damage dealt by each of the Rogue's attacks is increased by 25%. For the purpose of this ability, "normal damage" is defined as the weapon's base damage, plus the Rogue's ability modifier that determines bonus damage, plus any enhancement bonus to damage. Damage from feats, damaging weapon enchantments, and similar effects are not increased by this ability.
Ambidexterity: The Rogue may substitute her Dexterity modifier in place of Strength for attack and damage rolls with all weapons a Rogue is naturally proficient with. In addition, all penalties for fighting with multiple weapons are decreased by 1.
In addition, the Rogue receives further abilities at the following levels, as seen on the table below.
{table=head]Level | Ability
2 | Improved Sinister Strike
3 | Improved Recuperate
4 | Aggression
5| Improved Sprint
6 | Deadened Nerves
7 | Improved Slice and Dice
8 | Revealing Strike
9 | Reinforced Armor
10 | Improved Gouge
11 | Lightning Reflexes
12 | Combat Potency
13 | Blade Twisting
14 | Adrenaline Rush
15 | Throwing Specialization
16 | Improved Kick
17 | Restless Blades
18 | Bandit's Guile
19 | Killing Spree[/table]
Improved Sinister Strike: Increases the total damage dealt by the Rogue's Sinister Strike ability by 30%, and reduces its energy cost by 10.
Improved Recuperate: Increases the total percentage of health restored by the Rogue's Recuperate ability by 5%, and reduces all damage taken by 10% while Recuperate is active.
Aggression: Increases the total damage dealt by the Rogue's Backstab, Eviscerate, and Sinister Strike abilities by 20%.
Improved Sprint: The Rogue may ignore all movement-impairing effects while her Sprint ability is active, but not effects that would totally incapacitate her. E.g.: the Rogue may move normally through a solid fog spell, but is affected normally by a flesh to stone spell.
Deadened Nerves: The Rogue takes 10% less damage from all sources.
Improved Slice and Dice: The duration of the Rogue's Slice and Dice ability is doubled.
Revealing Strike (Ex): As an attack action, the Rogue may make a single melee attack against a foe within range, increasing the base damage of her weapon by one step. If the attack hits, the next damaging Rogue ability that consumes combo points used against the struck foe within 3 rounds deals an additional 40% damage.
Successfully hitting with Revealing Strike awards 1 combo point.
Using Revealing Strike consumes 40 Energy.
Reinforced Armor: While wearing light armor, the Rogue increases the Armor bonus granted by her armor by 2, then increases her total Armor bonus to AC by 50%.
Improved Gouge: The Rogue's Gouge ability stuns for an additional round, and its Energy cost is reduced by 30.
Lightning Reflexes: The Rogue gains a Dodge bonus to AC equal to 1/10th her total AC, calculated after all other bonuses to AC. Never count this dodge bonus when calculating the total effect of this ability.
Combat Potency: Whenever the Rogue hits with an offhand attack or an attack granted by her Main Gauche ability, she has a 20% chance to instantly generate 15 Energy.
Blade Twisting: Whenever the Rogue hits with an attack, she has a 20% chance to force the target to make a DC (10+1/2 Rogue level+Dex modifier) Fortitude save or be dazed for one round.
Adrenaline Rush (Ex): As a swift action, the Rogue may double her Energy regeneration rate for two rounds. While this ability is active, the Rogue gains an additional attack per round at her highest attack bonus, which stacks with the additional attack granted by haste or similar abilities.
Adrenaline Rush may be used every 30 rounds.
Throwing Specialization: Doubles the range increment of thrown weapons wielded by the Rogue, and halves the penalty for each increment thrown. In addition, whenever the Rogue hits with her Deadly Throw ability, her target must succeed on a Fortitude save, DC (10+1/2 class level+Dex modifier) or lose all mental focus for one round. A creature that fails its save against this ability cannot cast spells, initiate maneuvers, activate spell-like abilities, or perform any action that requires concentration for the duration of the effect.
Improved Kick: In addition to its normal effects, the Rogue's Kick ability also forces her target to make a Fortitude save, DC (10+1/2 class level+Dex modifier) or lose all mental focus for one round. A creature that fails its save against this ability cannot cast spells, initiate maneuvers, activate spell-like abilities, or perform any action that requires concentration for the duration of the effect.
Restless Blades: Whenever the Rogue uses a damaging class ability that consumes combo points, she reduces the remaining recharge of her Adrenaline Rush, Killing Spree, Redirect, and Sprint abilities by a number of rounds based on the combo points consumed, as seen on the table below.
{table=head]Combo Points | Rounds
1-2 | 1
3-4 | 2
5 | 3[/table]
Bandit's Guile: Whenever the Rogue hits with her Revealing Strike or Sinister Strike abilities, she increases all damage dealt to that target by 10%. This ability stacks up to three times. In any round where the Rogue does not damage her opponent, the effectiveness of Bandit's Guile decreases by one step.
Killing Spree (Su): As a full-round action, the Rogue may vanish into her own shadow, reappearing next to an enemy within 100 feet and making an attack with her main and offhand weapons at her full base attack bonus, then vanishing and striking another enemy in the same fashion. The Rogue makes a total of five assaults in this manner, and may strike the same foe multiple times, but not if there is another foe within range that has not yet been attacked with this ability.
Upon conclusion of all of the attacks, the Rogue steps back into her own shadow and reappears in her original location.
This is a (Shadow), (Teleportation) effect.
Killing Spree may be used every 20 rounds.
Subtlety Specialization:Immediately upon choosing to pursue the Subtlety path, the Rogue unlocks the following abilities:
Shadowstep (Su): As a swift action, the Rogue may teleport into a square adjacent to an enemy within 25 feet. If she is under the effect of her Stealth ability, she may make one attack against her target before it is allowed a spot check to notice her.
After using Shadowstep, the next Ambush or Garrote ability used by the Rogue before the end of the next round will deal an additional 30% damage.
Shadowstep may be used every 4 rounds.
Master of Subtlety: While under the effect of her Stealth ability, and for one round after breaking stealth, the Rogue deals 10% additional damage.
Sinister Calling: The Rogue gains a +2 class bonus to Dexterity, and increases the bonus damage portion of her Backstab and Hemmorage ability by 50%.
In addition, the Rogue receives further abilities at the following levels, as seen on the table below.
{table=head]Level | Ability
2 | Nightstalker
3 | Improved Ambush
4 | Relentless Strikes
5| Initiative
6 | Opportunity
7 | Waylay
8 | Elusiveness
9 | Hemorrhage
10 | Find Weakness
11 | Premeditation
12 | Enveloping Shadows
13 | Honor Among Thieves
14 | Preparation
15 | Cheat Death
16 | Sanguinary Vein
17 | Serrated Blades
18 | Slaughter from the Shadows
19 | Shadow Dance[/table]
Nightstalker: The Rogue no longer moves slower while under the effect of her Stealth ability, the range at which creatures are automatically granted a spot check to notice her is decreased to 5 feet, and the number of rounds the Rogue must wait before Stealth becomes available for use again is reduced by 1.
Improved Ambush: The critical threat range of the Rogue's Ambush ability increases by 12, and further increases its damage by 15%. The critical threat range increase from this ability does not stack with any other critical threat range increases.
Relentless Strikes: Whenever the Rogue uses a damaging class ability that consumes combo points, she has a 20% chance per combo point consumed to instantly generate 25 Energy.
Initiative: Whenever the Rogue hits with her Ambush, Cheap Shot, or Garrote abilities, she gains an additional combo point.
Opportunity: Increases the total damage dealt by the Rogue's Ambush, Backstab, and Garrote abilities by 30%.
Waylay: Whenever the Rogue hits with her Ambush or Backstab abilities, she unbalances her target, decreasing physical damage dealt by 20% and reducing its movement speed by half for one round.
Elusiveness: The Rogue's Blind and Vanish abilities gain a recharge of one minute, rather than once per encounter, and the recharge time of her Cloak of Shadows ability is reduced by 5 rounds.
Hemmorhage (Ex): As an attack action, the Rogue may make a melee attack that opens veins on her target, dealing normal damage and causing the target to take 50% increased damage from the Rogue's Garrote and Rupture abilities' periodic damage.
Successfully hitting with Hemmorhage awards one combo point.
Using Hemorrhage consumes 35 Energy.
Find Weakness: Whenever the Rogue hits with her Ambush, Cheap Shot, or Garrote abilities, she may ignore the creature's armor or natural armor bonus until the end of her next turn. If the creature has both an amor and natural armor bonus, the Rogue chooses which one to bypass. The Rogue can never bypass both bonuses to AC on a given creature, and choosing a new bonus to bypass cancels the first effect and refreshes the duration of this ability.
Premeditation (Ex): While under the effect of her Stealth ability, the Rogue may add two combo points to an enemy within 30 feet as a free action. These combo points must be used within four rounds or they disappear.
Premeditation may be used every four rounds.
Enveloping Shadows: The Rogue takes 30% less damage from all area of effect attacks, and her Rogue's Feint ability lasts for an additional round.
Honor Among Thieves: All allies within 60 feet of the Rogue increase their critical threat range with all attacks by 1, stacking with all other means of increasing critical threat range (except for the Rogue's Improved Ambush ability). Whenever an ally within the range of this ability confirms a critical threat, the Rogue gains a combo point on her current target (defined as the creature on whom she currently has at least one combo point; if none, the Rogue chooses a creature to place a combo point). The Rogue may not gain a bonus combo point more than once per round.
Preparation (Ex): As a free action, the Rogue may cause her Shadowstep, Sprint, and Vanish abilities to immediately become available for use.
Preparation may be used twice per day, but no more than once per encounter.
Cheat Death: Once per day, when the Rogue would take damage that would reduce her to 0 hitpoints or lower, she instead takes no damage from that source, and reduces all damage taken by 90% until the start of her next turn.
Sanguinary Vein: The Rogue deals an additional 10% damage to targets suffering from the periodic damage of Garrote or Rupture. The periodic damage of these abilities no longer breaks the stun from the Rogue's Gouge ability.
Serrated Blades: The Rogue's Eviscerate ability has a 20% chance per combo point consumed to refresh the duration of her active Rupture's periodic damage on her target.
Slaughter from the Shadows: Reduces the Energy cost of the Rogue's Ambush and Backstab abilities by 20, and the Energy cost of her Hemorrhage and Fan of Knives abilities by 10.
Shadow Dance (Ex):As a swift action, the Rogue may perform a series of elaborate feints, completely distracting her opponents. Until the end of the round, the Rogue may use her Ambush, Cheap Shot, Garrote, Premeditation, and Sap abilities without the need to be under the effect of her Stealth ability or flanking an opponent.
Shadow Dance may be used once per minute.
Energy: A Rogue's method of fueling her abilities is a reserve of heightened physical aptitude known simply as Energy. A Rogue's Energy pool consists of 100 points, which are depleted as she uses many of her abilities. At the beginning of each of her turns, a Rogue regains an amount of Energy equal to 15 + her Dexterity modifier.
Combo Points: Many of a Rogue's abilities award combo points. A creature may have up to five combo points marked against it, at which point additional combo points awarded against that target are wasted. Combo points are awarded against the target of ability that grants them. A Rogue may only mark a single foe with combo points at a time; if she strikes an enemy with an ability that awards combo point(s) while a different foe has combo points marked against it, she may choose to forgo the granted combo points, or else lose all combo points on the previous target to begin gaining them on her current target.
Several of the Rogue's abilities consume combo points to inflict increasingly powerful effects. Unless otherwise noted, such abilities always consume all combo points on the Rogue's target; she cannot choose to consume a lesser number of combo points to inflict a weaker effect.
Combo points persist until the end of the encounter, or until consumed.
Trapfinding: Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Two-Weapon Fighting: A Rogue gains the Two-Weapon Fighting feat at 1st level, even if she does not meet the prerequisites for the feat.
Ambush (Ex): While under the effect of her Stealth ability, or when attacking a flatfooted opponent, the Rogue may deliver an Ambush as an attack action. Using Ambush increases the base damage of the Rogue's weapon by one step (or by two steps if wielding a dagger) and deals 1d6 bonus damage per two Rogue levels, rounded up. This extra damage is precision damage.
Successfully hitting with Ambush awards two combo points.
Using Ambush consumes 60 Energy.
Eviscerate (Ex): As an attack action, a Rogue may deliver a potent finishing strike. If it hits, Eviscerate consumes all combo points on the target and deals bonus damage based on the number of combo points consumed, as seen on the table below.
{table=head]Combo Points | Bonus damage
1 | 1 per 3 Rogue levels
2 | 1 per 2 Rogue levels
3 | 1 per Rogue level
4 | 1d3 per Rogue level
5 | 1d6 per Rogue level[/table]
Using Eviscerate consumes 35 Energy.
Sinister Strike (Ex): As an attack action, a Rogue may deliver a keen blow with her weapon. Using Sinister Strike increases the base damage of the Rogue's weapon by one step, and deals an additional point of damage per Rogue level.
Successfully hitting with Sinister Strike awards one combo point.
Using Sinister Strike consumes 45 Energy.
Stealth (Su): As a swift action, a Rogue may become invisible, as the spell, with one exception. If the Rogue approaches within 10 feet of an enemy, she must make a Hide check opposed by the the enemy's Spot check, without the normal bonuses for being invisible. If the enemy's Spot check beats the Rogue's Hide check, she loses all benefits of Stealth with regards to that enemy while within 10 feet of that opponent, including the ability to use certain abilities that require Stealth to be active.
Even if she moves further than 10 feet from the enemy and back into this range in the same round, only one opposed check for this ability is made for each creature per round.
If the Rogue takes any damage while Stealth is active, the effect instantly ends.
While under the effect of Stealth, the Rogue's movement speed is reduced by 1/3, rounded to the nearest 5-foot increment.
Once the Stealth effect is broken, the Rogue cannot use it again for two rounds.
Backstab (Ex): While flanking an opponent or striking a flatfooted creature, a Rogue of 2nd level or higher may perform a Backstab as an attack action, dealing double normal damage plus 1 bonus damage per Rogue level.
Successfully striking with Backstab awards one combo point.
Using Backstab consumes 60 Energy.
Evasion (Ex): A Rogue of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes 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.
Poison Use (Ex): A Rogue of 2nd level or higher never risks poisoning herself when applying poison to a weapon, and may apply a dose of poison to her weapon as a swift, move, or standard action.
Recuperate (Ex): As an attack action, a Rogue of 2nd level or higher may consume all combo points on a target to begin mending her wounds with unnatural speed. At the beginning of each of of the rounds that this ability is active, the Rogue recovers 5% of his full normal hitpoints (minimum of 1 hitpoint). Recuperate lasts for one round per combo point consumed.
Sap (Ex): As an attack action, a Rogue under the effect of Stealth or striking a flatfooted opponent may attempt to incapacitate her target by delivering a resounding blow with the pommel of her weapon or similar. The Rogue must be within melee range of her target; if the victim fails a Fortitude save, DC (10+1/2 class level+Dex modifier) it is dazed for one minute. Any damage taken during this time breaks the daze effect.
Sap may be used once per minute.
Using Sap does not break Stealth.
Using Sap consumes 35 Energy
Cheap Shot (Ex): While under the effect of her Stealth ability, or when attacking a flatfooted opponent, a Rogue of 3rd level or higher may deliver a Cheap Shot as an attack action. If the attack hits, it deals normal damage and forces the target to make a Fortitude save, DC (10+1/2 class level+Dex modifier) or be stunned until the end of the Rogue's next turn.
Successfully striking with Cheap Shot awards 2 combo points.
Using Cheap Shot consumes 40 Energy.
Kick (Ex): As an immediate action, a Rogue of 3rd level or higher may deliver a swift kick to a foe, dealing no damage but disrupting its current action. To use this ability, the Rogue's target must be within reach of her unarmed strike. The Rogue makes a melee touch attack against her foe; if it hits, the target's current action is halted. If the target was moving, it instantly stops moving, as if it had consumed all movement available to it for the round. If the target was attacking or casting a spell, it must succeed on a Concentration check, DC (15+1/2 class level+Dexterity modifier) or lose that attack or spell to no effect.
Kick may be used every two rounds.
Using Kick consumes 15 Energy.
Sprint (Ex): As a swift action, a Rogue of 3rd level or higher may greatly increase the speed at which she moves for a short time. Until the end of her next turn, the Rogue's base landspeed doubles.
Sprint may be used once per minute.
Expose Armor (Ex): As an attack action, a Rogue of 4th level or higher may consume all combo points on her target to expose a flaw in her opponent's defenses, whether it be cutting a strap on a suit of armor, shearing free a particularly thick scale, or knocking a foe off balance. The effectiveness of this ability and the amount of time it takes her opponent to recover is based on the number of combo points consumed, as seen on the table below.
{table=head]Combo Points | AC reduction | Duration
1 | 10% | 1 round
2 | 20% | 2 rounds
3 | 30% | 3 rounds
4 | 40% | 4 rounds
5 | 50% | 5 rounds[/table]
Using Expose Armor consumes 25 Energy.
Gouge (Ex): As an attack action, a Rogue of 4th level or higher may swipe her weapon at a sensitive location on his opponent's body, whether it be a swipe across the face or a stab through the foot. As part of this action, the Rogue makes a melee touch attack; if successful, her target takes damage equal to the base damage of his weapon, and is incapacitated until the end of the Rogue's next turn if it fails a Reflex save, DC (10+1/2 class level+Dex modifier).
An incapacitated creature is unable to perform any action, even purely mental ones. Any damage taken breaks this effect and allows the creature to take its turn on the current initiative count, as if it had delayed its action to that point in the initiative order.
Successfully hitting with Gouge awards one combo point.
Using Gouge consumes 45 Energy.
Rogue's Feint (Su): As a swift action, a Rogue of 4th level or higher may ready herself to quickly move out of the way of area attacks. Until the beginning of her next turn, the Rogue takes 50% less damage from area of effect attacks.
Rogue's Feint may be used every 3 rounds.
Using Rogue's Feint consumes 20 Energy.
Safe Fall (Ex): A Rogue of 5th level or higher takes much less damage from falls than others. She treats all falls as if they were half their normal distance and takes appropriately reduced damage.
Slice and Dice (Ex): As a swift action, a Rogue of 5th level or higher may turn her increasing momentum against one foe into a flurry of strikes against any creature. Using Slice and Dice consumes all combo points on the Rogue's target, and grants her an additional attack per round at her highest attack bonus. This extra attack does not stack with haste or similar effects. The duration of Slice and Dice is based on the number of combo points consumed.
{table=head]Combo Points | Duration
1 | End of turn
2 | 2 rounds
3 | 3 rounds
4 | 5 rounds
5 | 6 rounds[/table]
Blind (Ex): As a swift action, a Rogue of 6th level or higher may throw a handful of loose debris into the eyes of a nearby foe. The Rogue makes a ranged touch attack against a foe within 15 feet; if she hits, the foe must succeed on a Reflex save, DC (10+1/2 class level+Dex modifier) or be blinded for a number of rounds equal to the Rogue's Dexterity modifier.
Blind may be used once per encounter.
Using Blind consumes 15 Energy.
Kidney Shot (Ex): As an attack action, a Rogue of 6th level or higher may strike a sensitive portion of her foe's anatomy, stunning it with pain. As part of this attack, the Rogue makes a melee touch attack against her foe. If she hits, the target must make a Fortitude save, DC (10+1/2 class level+Dex modifier) or be stunned for the duration of this ability. The duration of the stun is increased base on the number of combo points consumed, as seen on the table below. Whenever the target takes damage, the number of rounds it is stunned for is reduced by 1.
{table=head]Combo Points | Duration
1 | End of turn
2 | 2 rounds
3| 3 rounds
4 | 5 rounds
5 | 6 rounds[/table]
Garrote (Ex): While under the effect of her Stealth ability, or when attacking a flatfooted or flanked opponent, a Rogue of 7th level or higher may choke her foe with the bladed edge of her weapon as an attack action. As part of this attack, the Rogue makes a melee touch attack against her foe; if it hits, the target begins bleeding fiercely, taking 1 damage per Rogue level at the start of each of its turns for the next three rounds. In addition, the target must succeed on a Fortitude save, DC (10+1/2 class level+Dexterity modifier) or be rendered mute for the duration of the effect, unable to speak or cast spells with verbal components.
Successfully hitting with Garrote awards one combo point
Garrote consumes 45 energy when used.
Vanish (Su): As an immediate action, a Rogue of 7th level or higher may enter a state identical to the Stealth ability, except that damage taken until the start of the Rogue's next turn does not break the invisibility effect. In all other regards, the Rogue is treated as if she were under the effect of Stealth.
Vanish may be used once per encounter.
Dismantle (Ex): As an attack action, a Rogue of 8th level or higher may viciously slash at the wrists (or similar anatomical feature) of a creature, rendering it incapable of using its held equipment for a short duration. As part of this attack, the Rogue makes a melee touch attack against a creature in range. If she hits with the attack, the creature must succeed on a Reflex save, DC (10+1/2 class level+Dex modifier) or be unable to use equipment held in its hands for two rounds.
Dismantle may be used once per minute.
Using Dismantle consumes 25 Energy.
Improved Evasion (Ex): At 9th level, the Rogue gains Improved Evasion. This ability works like Evasion, except that while the Rogue still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Shiv (Ex): As a swift action, a Rogue of 10th level or higher may make a single lightning-fast strike, dealing little damage but building up toward a grand finish. As part of this attack, the Rogue makes a melee touch attack with her offhand weapon. If successful, the attack deals base damage only and cannot result in a critical hit.
Successfully striking with Shiv generates one combo point.
Using Shiv consumes 20 Energy.
Rupture (Ex): As an attack action, a Rogue of 11th level or higher may rupture a critical portion of her foe's anatomy, dealing increasing periodic damage over a span of time. As part of this attack, the Rogue makes a single melee attack. If it hits, the target begins bleeding internally, a vital organ ruptured. The amount of damage dealt and the duration of the effect increase based on the number of combo points consumed, as seen on the table below.
{table=head]Combo Points | Damage per round | Total Duration
1 | 1 per two Rogue levels | 1 round
2 | 1 per two Rogue levels | 2 rounds
3 | 1 per Rogue level | 3 rounds
4 | 1 per Rogue level | 4 rounds
5 | 1d3 per Rogue level | 5 rounds[/table]
The application of a heal spell or similar magic can stop the internal bleeding from Rupture.
Using Rupture consumes 25 Energy.
Envenom (Su): As an attack action, a Rogue of 12th level or higher may activate latent doses of poison in her target's bloodstream, dealing instant damage but negating their secondary effects. As part of this attack, the Rogue makes a single melee attack against a foe within range. This attack consumes doses of poison within the target that have not yet dealt their secondary damage, up to a number of doses equal to the combo points consumed. This attack deals increased damage based on the number of poison applications consumed, as seen on the table below.
{table=head]Combo Points/Maximum Poison Doses | Bonus damage
1 | 1 per Rogue level
2 | 1d2 per Rogue level
3 | 1d4 per Rogue level
4 | 1d6 per Rogue level
5 | 1d8 per Rogue level[/table]
Using Envenom consumes 35 Energy.
Cloak of Shadows (Su): As an immediate action, a Rogue of 13th level or higher may envelop herself in a shroud of roiling shadow. Until the end of the round in which this ability is activated, the Rogue is immune to all hostile spells, including those that would not normally allow for spell resistance. Such spells are absorbed harmlessly by the cloak (if targeted at the Rogue) or held at bay for the duration of this effect (for area of effect spells).
Cloak of Shadows may be used every 15 rounds.
Deadly Throw (Ex): As an attack action, a Rogue of 14th level or higher may hurl a thrown weapon with incredible precision, dealing massively increased damage based on the number of combo points consumed, as seen on the table below.
{table=head]Combo Points | Base Damage Increase | Bonus Damage
1 | 1 step | none
2 | 2 steps | 1 per two rogue levels
3 | 3 steps | 1 per Rogue level
4 | 4 steps | 1d2 per Rogue level
5 | 5 steps | 1d3 per Rogue level[/table]
Using Deadly Throw consumes 35 Energy.
Tricks of the Trade (Ex:) A Rogue of 15th level or higher is so skilled at the art of combat misdirection that she can make her own attacks seem to originate from her allies. As a swift action, the Rogue may select an ally threatening her current target; until the end of the second round in which this ability is used, each attack the Rogue makes is placed with such perfection that it seems to be made by the marked ally. In addition, the marked ally deals an additional 20% damage with physical attacks for the duration of this effect.
Tricks of the Trade may be used every 5 rounds.
Using Tricks of the Trade consumes 15 Energy.
Mastery: At 16th level, a Rogue gains a potent increase to her abilities. The exact nature of this increase depends on the Rogue's specialization.
Assassination Specialization - Potent Poisons: All variable numeric effects of the Rogue's poisons are increased by 33%.
Combat Specialization - Main Gauche: Whenever the Rogue hits with an attack made with her mainhand weapon, she has a 20% chance to launch a second attack at the same attack bonus that does normal damage.
Subtlety Specialization - Executioner: Whenever the Rogue uses a damaging class ability that consumes combo points, the total damage dealt is increased by 25%.
Fan of Knives (Su): While holding a throwing weapon in her main hand, a Rogue of 17th level or higher may release a spray of spectral copies of that weapon as an attack action. All foes within 30 feet of the Rogue must succeed on a Reflex save, DC (10+1/2 class level+Dex modifier) or take damage as if the Rogue had thrown her weapon at the creature.
Using Fan of Knives consumes 35 Energy.
Redirect (Ex): As a free action, a Rogue of 18th level or higher may instantly refocus her attention, transfering any existing combo points from her current target to another within 60 feet.
Redirect can be used once per minute.
Smoke Bomb (Su): As a swift action, a Rogue of 19 level or higher may create a 20 foot radius area of dense, magical fog around herself. While within this fog, the Rogue is completely invisible to all creatures, even those with special senses such as Lifesense, Mindsight, and Tremorsense. The Rogue is not hindered by the fog in any way, able to see, move, and attack as if the fog were not there at all. The fog persists until the start of the Rogue's next turn.
Smoke Bomb may be used once per encounter.
Combat Readiness: As a swift action, a 20th level Rogue may enter a state of supreme clarity for up to four rounds. For each attack directed at the Rogue in this time, regardless of whether they hit or miss, she gains a +2 Dodge bonus to AC and takes 10% less damage from all sources. The damage reduction cannot exceed 50%, but there is no limit to how high the Dodge bonuses may go.
If the Rogue is not attacked within two rounds, this effect ends.
Combat Readiness may be used once per encounter.
http://img534.imageshack.us/img534/9650/rogueg.jpg
"My honor can be measured in coins; my only code, the contract."
- Verril Shadowsister, Necropolitan Rogue
Class Skills
The Rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 8 + int
Alignment: Any nonlawful.
Hit Dice: d6
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st| +0 | +0 | +2 | +0 |Ambush, Eviscerate, Sinister Strike, Stealth
2nd| +1 | +0 | +3 | +0 |Backstab, Evasion, Poison Use, Recuperate, Sap
3rd| +2 | +1 | +3 | +1 |Cheap Shot, Kick, Sprint
4th| +3 | +1 | +4 | +1 |Expose Armor, Gouge, Rogue's Feint
5th| +3 | +1 | +4 | +1 |Safe Fall, Slice and Dice
6th| +4 | +2 | +5 | +2 |Blind, Kidney Shot
7th| +5 | +2 | +5 | +2 |Garrote, Vanish
8th| +6/+1 | +2| +6 | +2 |Dismantle
9th| +6/+1 | +3 | +6 | +3 |Improved Evasion
10th| +7/+2 | +3 | +7 | +3 | Shiv
11th| +8/+3 | +3 | +7 | +3 |Rupture
12th| +9/+4 | +4 | +8 | +4 | Envenom
13th| +9/+4 | +4 | +8 | +4 |Cloak of Shadows
14th| +10/+5 | +4 | +9 | +4 |Deadly Throw
15th| +11/+6/+1 | +5 | +9 | +5 |Tricks of the Trade
16th| +12/+7/+2 | +5 | +10 | +5 |Mastery
17th| +12/+7/+2 | +5 | +10 | +5 |Fan of Knives
18th| +13/+8/+3 | +6 | +11 | +6 |Redirect
19th| +14/+9/+4 | +6 | +11 | +6 |Smoke Bomb
20th| +15/+10/+5 | +6 | +12 | +6 |Combat Readiness[/table]
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons and with all light martial weapons and the rapier. Rogues are proficient with light armor, but no shields.
Specialization: At 1st level, a Rogue chooses a path in which to specialize. Each path unlocks different powerful abilities over the course of the Rogue's career, as shown on the individual table for each path. The choice of a path is permanent, representing the Rogue's dedication to a specific style of combat.
Assassination Specialization:Immediately upon choosing to pursue the Assassination path, the Rogue unlocks the following abilities:
Mutilate (Ex): As an attack action, the Rogue may make an attack with her main and offhand weapons at the same time, dealing 50% bonus damage with each attack. Roll each attack separately, using the appropriate attack bonus. If the target of these attacks has been poisoned by the Rogue and has yet to take the secondary damage from the poison, these attacks deal an additional 20% damage.
Using Mutilate requires a dagger or similar weapon to be wielded in each hand. If either of the attacks hits, the Rogue gains two combo points against that target.
Using Mutilate consumes 60 energy.
Improved Poisons: Whenever the Rogue delivers an attack with a a weapon coated with injury or contact poison, she may spend a swift action to increase the DC of the poison by an amount equal to her Dexterity modifier plus one-half her Rogue level.
Assassin's Resolve: While wielding a dagger or similar weapon in each hand, the Rogue gains an additional 20 maximum Energy and increases the base damage of her weapons by two steps.
In addition, the Rogue receives further abilities at the following levels, as seen on the table below.
{table=head]Level | Ability
2 | Lethality
3 | Coup de Gras
4 | Deadly Momentum
5| Ruthlessness
6 | Quickening
7 | Puncturing Wounds
8 | Blackjack
9 | Cold Blood
10 | Deadly Brew
11 | Vile Poisons
12 | Seal Fate
13 | Deadened Nerves
14 | Overkill
15 | Improved Expose Armor
16 | Murderous Intent
17 | Venomous Wounds
18 | Cut to the Chase
19 | Vendetta[/table]
Lethality: Whenever the Rogue successfully confirms a critical hit with her Backstab, Mutilate, or Sinister Strike abilities, the total damage dealt is increased by 30%.
Coup de Gras: Increases the total damage dealt by the Rogue's Envenom and Eviscerate abilities by 20%.
Deadly Momentum: Whenever an enemy that the Rogue has personally injured at some point in the encounter dies, the critical threat range of her next melee attack performed within two rounds increases by 8, and her Recuperate and Slice and Dice effects refresh to their original duration. The critical threat range increase from this ability does not stack with any other critical threat range increases, except for Puncturing Wounds.
Ruthlessness: Whenever the Rogue uses a damaging class ability that consumes combo points, he adds one combo point to his target after consuming the existing combo points.
Quickening: All healing effects used on the Rogue are increased by 20%. In addition, she gains a +15 foot enhancement bonus to her base land speed.
Puncturing Wounds: The critical threat range of the Rogue's Backstab ability increases by 6, and the critical threat range of her Mutilate ability increases by 3. These critical range increases do not stack with any other form of critical threat range increases, aside from Deadly Momentum.
Blackjack: After the Rogue's Sap effect is broken or wears off, some effects linger, reducing physical damage dealt by the sapped creature by 75% for one round.
Cold Blood (Ex): As a swift action, the Rogue may instantly gain 25 energy and make her next successful attack in the round automatically threaten a critical.
Cold Blood may be used once per encounter.
Deadly Brew: Whenever an enemy fails a save against an application of the Rogue's poison, it is Immobilized for one round in addition to the normal effects of the poison.
Vile Poisons: All variable numeric effects of the Rogue's poisons are increased by 20%. In addition, each of the attacks from the Rogue's Fan of Knives ability will also apply any poison on her main hand weapon.
Seal Fate: Whenever the Rogue confirms a critical threat against a foe with an ability that generates one or more combo points, she generates an additional combo point on that target.
Savage Combat: While a given foe has yet to make a secondary save against a dose of the Rogue's poison, all physical damage the Rogue deals to that target is increased by 20%.
Overkill: While under the effects of her Stealth ability, and for three rounds after the effect fades, the Rogue gains an additional 33% Energy regeneration.
Improved Expose Armor: The Rogue no longer consumes combo points when using her Expose Armor ability.
Murderous Intent: Whenever the Rogue hits a foe below 33% health with her Backstab ability, she instantly gains 30 Energy.
Venomous Wounds: Whenever the Rogue's Garrote or Rupture abilities deal periodic damage to an enemy that has yet to make a secondary save against against a dose of the Rogue's poison, that periodic damage deals an additional 1 damage per class level.
Cut to the Chase: Whenever the Rogue uses Envenom or Eviscerate, her active Slice and Dice effect's duration is refreshed to five rounds.
Vendetta (Su):As a swift action, the Rogue may mark an enemy within 30 feet for death, increasing all damage she deals to that target by 20% and granting her unerring vision of that foe. So long as the foe is on the same or a coexistent plane, all forms of stealth used by the target of her Vendetta are completely ineffective against the Rogue; she automatically pierces invisibility effects, automatically passes spot checks made to spot the target, instantly knows which target of a series of mirror images is the real one, and so forth. The Rogue's vendetta lasts for five rounds, or until the target dies.
Vendetta may be used once per encounter.
Combat Specialization:Immediately upon choosing to pursue the Combat path, the Rogue unlocks the following abilities:
Blade Flurry (Ex): As a swift action, the Rogue may adopt an energetic fighting style, full of sweeping slashes and double strikes. While under the effect of this ability, the Rogue's Energy regeneration rate is halved, but each of her attacks is also made against another foe within her reach. Do not reroll attack or damage; simply apply the same rolls made against the initial target to the second target as well, with no modification. Even if the initial attack results in a critical hit, the second target does not take critical damage.
The secondary target of Blade Flurry can take damage from special Rogue attacks, but does not receive combo points of its own.
The Rogue may slip out of the Blade Flurry fighting style as a swift action, but may not enter it again for two rounds after doing so.
Vitality: Unlike most Rogues, a Rogue specializing in the Combat path regenerates Energy equal to 20 + Dexterity modifier at the start of each of her turns. In addition, the normal damage dealt by each of the Rogue's attacks is increased by 25%. For the purpose of this ability, "normal damage" is defined as the weapon's base damage, plus the Rogue's ability modifier that determines bonus damage, plus any enhancement bonus to damage. Damage from feats, damaging weapon enchantments, and similar effects are not increased by this ability.
Ambidexterity: The Rogue may substitute her Dexterity modifier in place of Strength for attack and damage rolls with all weapons a Rogue is naturally proficient with. In addition, all penalties for fighting with multiple weapons are decreased by 1.
In addition, the Rogue receives further abilities at the following levels, as seen on the table below.
{table=head]Level | Ability
2 | Improved Sinister Strike
3 | Improved Recuperate
4 | Aggression
5| Improved Sprint
6 | Deadened Nerves
7 | Improved Slice and Dice
8 | Revealing Strike
9 | Reinforced Armor
10 | Improved Gouge
11 | Lightning Reflexes
12 | Combat Potency
13 | Blade Twisting
14 | Adrenaline Rush
15 | Throwing Specialization
16 | Improved Kick
17 | Restless Blades
18 | Bandit's Guile
19 | Killing Spree[/table]
Improved Sinister Strike: Increases the total damage dealt by the Rogue's Sinister Strike ability by 30%, and reduces its energy cost by 10.
Improved Recuperate: Increases the total percentage of health restored by the Rogue's Recuperate ability by 5%, and reduces all damage taken by 10% while Recuperate is active.
Aggression: Increases the total damage dealt by the Rogue's Backstab, Eviscerate, and Sinister Strike abilities by 20%.
Improved Sprint: The Rogue may ignore all movement-impairing effects while her Sprint ability is active, but not effects that would totally incapacitate her. E.g.: the Rogue may move normally through a solid fog spell, but is affected normally by a flesh to stone spell.
Deadened Nerves: The Rogue takes 10% less damage from all sources.
Improved Slice and Dice: The duration of the Rogue's Slice and Dice ability is doubled.
Revealing Strike (Ex): As an attack action, the Rogue may make a single melee attack against a foe within range, increasing the base damage of her weapon by one step. If the attack hits, the next damaging Rogue ability that consumes combo points used against the struck foe within 3 rounds deals an additional 40% damage.
Successfully hitting with Revealing Strike awards 1 combo point.
Using Revealing Strike consumes 40 Energy.
Reinforced Armor: While wearing light armor, the Rogue increases the Armor bonus granted by her armor by 2, then increases her total Armor bonus to AC by 50%.
Improved Gouge: The Rogue's Gouge ability stuns for an additional round, and its Energy cost is reduced by 30.
Lightning Reflexes: The Rogue gains a Dodge bonus to AC equal to 1/10th her total AC, calculated after all other bonuses to AC. Never count this dodge bonus when calculating the total effect of this ability.
Combat Potency: Whenever the Rogue hits with an offhand attack or an attack granted by her Main Gauche ability, she has a 20% chance to instantly generate 15 Energy.
Blade Twisting: Whenever the Rogue hits with an attack, she has a 20% chance to force the target to make a DC (10+1/2 Rogue level+Dex modifier) Fortitude save or be dazed for one round.
Adrenaline Rush (Ex): As a swift action, the Rogue may double her Energy regeneration rate for two rounds. While this ability is active, the Rogue gains an additional attack per round at her highest attack bonus, which stacks with the additional attack granted by haste or similar abilities.
Adrenaline Rush may be used every 30 rounds.
Throwing Specialization: Doubles the range increment of thrown weapons wielded by the Rogue, and halves the penalty for each increment thrown. In addition, whenever the Rogue hits with her Deadly Throw ability, her target must succeed on a Fortitude save, DC (10+1/2 class level+Dex modifier) or lose all mental focus for one round. A creature that fails its save against this ability cannot cast spells, initiate maneuvers, activate spell-like abilities, or perform any action that requires concentration for the duration of the effect.
Improved Kick: In addition to its normal effects, the Rogue's Kick ability also forces her target to make a Fortitude save, DC (10+1/2 class level+Dex modifier) or lose all mental focus for one round. A creature that fails its save against this ability cannot cast spells, initiate maneuvers, activate spell-like abilities, or perform any action that requires concentration for the duration of the effect.
Restless Blades: Whenever the Rogue uses a damaging class ability that consumes combo points, she reduces the remaining recharge of her Adrenaline Rush, Killing Spree, Redirect, and Sprint abilities by a number of rounds based on the combo points consumed, as seen on the table below.
{table=head]Combo Points | Rounds
1-2 | 1
3-4 | 2
5 | 3[/table]
Bandit's Guile: Whenever the Rogue hits with her Revealing Strike or Sinister Strike abilities, she increases all damage dealt to that target by 10%. This ability stacks up to three times. In any round where the Rogue does not damage her opponent, the effectiveness of Bandit's Guile decreases by one step.
Killing Spree (Su): As a full-round action, the Rogue may vanish into her own shadow, reappearing next to an enemy within 100 feet and making an attack with her main and offhand weapons at her full base attack bonus, then vanishing and striking another enemy in the same fashion. The Rogue makes a total of five assaults in this manner, and may strike the same foe multiple times, but not if there is another foe within range that has not yet been attacked with this ability.
Upon conclusion of all of the attacks, the Rogue steps back into her own shadow and reappears in her original location.
This is a (Shadow), (Teleportation) effect.
Killing Spree may be used every 20 rounds.
Subtlety Specialization:Immediately upon choosing to pursue the Subtlety path, the Rogue unlocks the following abilities:
Shadowstep (Su): As a swift action, the Rogue may teleport into a square adjacent to an enemy within 25 feet. If she is under the effect of her Stealth ability, she may make one attack against her target before it is allowed a spot check to notice her.
After using Shadowstep, the next Ambush or Garrote ability used by the Rogue before the end of the next round will deal an additional 30% damage.
Shadowstep may be used every 4 rounds.
Master of Subtlety: While under the effect of her Stealth ability, and for one round after breaking stealth, the Rogue deals 10% additional damage.
Sinister Calling: The Rogue gains a +2 class bonus to Dexterity, and increases the bonus damage portion of her Backstab and Hemmorage ability by 50%.
In addition, the Rogue receives further abilities at the following levels, as seen on the table below.
{table=head]Level | Ability
2 | Nightstalker
3 | Improved Ambush
4 | Relentless Strikes
5| Initiative
6 | Opportunity
7 | Waylay
8 | Elusiveness
9 | Hemorrhage
10 | Find Weakness
11 | Premeditation
12 | Enveloping Shadows
13 | Honor Among Thieves
14 | Preparation
15 | Cheat Death
16 | Sanguinary Vein
17 | Serrated Blades
18 | Slaughter from the Shadows
19 | Shadow Dance[/table]
Nightstalker: The Rogue no longer moves slower while under the effect of her Stealth ability, the range at which creatures are automatically granted a spot check to notice her is decreased to 5 feet, and the number of rounds the Rogue must wait before Stealth becomes available for use again is reduced by 1.
Improved Ambush: The critical threat range of the Rogue's Ambush ability increases by 12, and further increases its damage by 15%. The critical threat range increase from this ability does not stack with any other critical threat range increases.
Relentless Strikes: Whenever the Rogue uses a damaging class ability that consumes combo points, she has a 20% chance per combo point consumed to instantly generate 25 Energy.
Initiative: Whenever the Rogue hits with her Ambush, Cheap Shot, or Garrote abilities, she gains an additional combo point.
Opportunity: Increases the total damage dealt by the Rogue's Ambush, Backstab, and Garrote abilities by 30%.
Waylay: Whenever the Rogue hits with her Ambush or Backstab abilities, she unbalances her target, decreasing physical damage dealt by 20% and reducing its movement speed by half for one round.
Elusiveness: The Rogue's Blind and Vanish abilities gain a recharge of one minute, rather than once per encounter, and the recharge time of her Cloak of Shadows ability is reduced by 5 rounds.
Hemmorhage (Ex): As an attack action, the Rogue may make a melee attack that opens veins on her target, dealing normal damage and causing the target to take 50% increased damage from the Rogue's Garrote and Rupture abilities' periodic damage.
Successfully hitting with Hemmorhage awards one combo point.
Using Hemorrhage consumes 35 Energy.
Find Weakness: Whenever the Rogue hits with her Ambush, Cheap Shot, or Garrote abilities, she may ignore the creature's armor or natural armor bonus until the end of her next turn. If the creature has both an amor and natural armor bonus, the Rogue chooses which one to bypass. The Rogue can never bypass both bonuses to AC on a given creature, and choosing a new bonus to bypass cancels the first effect and refreshes the duration of this ability.
Premeditation (Ex): While under the effect of her Stealth ability, the Rogue may add two combo points to an enemy within 30 feet as a free action. These combo points must be used within four rounds or they disappear.
Premeditation may be used every four rounds.
Enveloping Shadows: The Rogue takes 30% less damage from all area of effect attacks, and her Rogue's Feint ability lasts for an additional round.
Honor Among Thieves: All allies within 60 feet of the Rogue increase their critical threat range with all attacks by 1, stacking with all other means of increasing critical threat range (except for the Rogue's Improved Ambush ability). Whenever an ally within the range of this ability confirms a critical threat, the Rogue gains a combo point on her current target (defined as the creature on whom she currently has at least one combo point; if none, the Rogue chooses a creature to place a combo point). The Rogue may not gain a bonus combo point more than once per round.
Preparation (Ex): As a free action, the Rogue may cause her Shadowstep, Sprint, and Vanish abilities to immediately become available for use.
Preparation may be used twice per day, but no more than once per encounter.
Cheat Death: Once per day, when the Rogue would take damage that would reduce her to 0 hitpoints or lower, she instead takes no damage from that source, and reduces all damage taken by 90% until the start of her next turn.
Sanguinary Vein: The Rogue deals an additional 10% damage to targets suffering from the periodic damage of Garrote or Rupture. The periodic damage of these abilities no longer breaks the stun from the Rogue's Gouge ability.
Serrated Blades: The Rogue's Eviscerate ability has a 20% chance per combo point consumed to refresh the duration of her active Rupture's periodic damage on her target.
Slaughter from the Shadows: Reduces the Energy cost of the Rogue's Ambush and Backstab abilities by 20, and the Energy cost of her Hemorrhage and Fan of Knives abilities by 10.
Shadow Dance (Ex):As a swift action, the Rogue may perform a series of elaborate feints, completely distracting her opponents. Until the end of the round, the Rogue may use her Ambush, Cheap Shot, Garrote, Premeditation, and Sap abilities without the need to be under the effect of her Stealth ability or flanking an opponent.
Shadow Dance may be used once per minute.
Energy: A Rogue's method of fueling her abilities is a reserve of heightened physical aptitude known simply as Energy. A Rogue's Energy pool consists of 100 points, which are depleted as she uses many of her abilities. At the beginning of each of her turns, a Rogue regains an amount of Energy equal to 15 + her Dexterity modifier.
Combo Points: Many of a Rogue's abilities award combo points. A creature may have up to five combo points marked against it, at which point additional combo points awarded against that target are wasted. Combo points are awarded against the target of ability that grants them. A Rogue may only mark a single foe with combo points at a time; if she strikes an enemy with an ability that awards combo point(s) while a different foe has combo points marked against it, she may choose to forgo the granted combo points, or else lose all combo points on the previous target to begin gaining them on her current target.
Several of the Rogue's abilities consume combo points to inflict increasingly powerful effects. Unless otherwise noted, such abilities always consume all combo points on the Rogue's target; she cannot choose to consume a lesser number of combo points to inflict a weaker effect.
Combo points persist until the end of the encounter, or until consumed.
Trapfinding: Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Two-Weapon Fighting: A Rogue gains the Two-Weapon Fighting feat at 1st level, even if she does not meet the prerequisites for the feat.
Ambush (Ex): While under the effect of her Stealth ability, or when attacking a flatfooted opponent, the Rogue may deliver an Ambush as an attack action. Using Ambush increases the base damage of the Rogue's weapon by one step (or by two steps if wielding a dagger) and deals 1d6 bonus damage per two Rogue levels, rounded up. This extra damage is precision damage.
Successfully hitting with Ambush awards two combo points.
Using Ambush consumes 60 Energy.
Eviscerate (Ex): As an attack action, a Rogue may deliver a potent finishing strike. If it hits, Eviscerate consumes all combo points on the target and deals bonus damage based on the number of combo points consumed, as seen on the table below.
{table=head]Combo Points | Bonus damage
1 | 1 per 3 Rogue levels
2 | 1 per 2 Rogue levels
3 | 1 per Rogue level
4 | 1d3 per Rogue level
5 | 1d6 per Rogue level[/table]
Using Eviscerate consumes 35 Energy.
Sinister Strike (Ex): As an attack action, a Rogue may deliver a keen blow with her weapon. Using Sinister Strike increases the base damage of the Rogue's weapon by one step, and deals an additional point of damage per Rogue level.
Successfully hitting with Sinister Strike awards one combo point.
Using Sinister Strike consumes 45 Energy.
Stealth (Su): As a swift action, a Rogue may become invisible, as the spell, with one exception. If the Rogue approaches within 10 feet of an enemy, she must make a Hide check opposed by the the enemy's Spot check, without the normal bonuses for being invisible. If the enemy's Spot check beats the Rogue's Hide check, she loses all benefits of Stealth with regards to that enemy while within 10 feet of that opponent, including the ability to use certain abilities that require Stealth to be active.
Even if she moves further than 10 feet from the enemy and back into this range in the same round, only one opposed check for this ability is made for each creature per round.
If the Rogue takes any damage while Stealth is active, the effect instantly ends.
While under the effect of Stealth, the Rogue's movement speed is reduced by 1/3, rounded to the nearest 5-foot increment.
Once the Stealth effect is broken, the Rogue cannot use it again for two rounds.
Backstab (Ex): While flanking an opponent or striking a flatfooted creature, a Rogue of 2nd level or higher may perform a Backstab as an attack action, dealing double normal damage plus 1 bonus damage per Rogue level.
Successfully striking with Backstab awards one combo point.
Using Backstab consumes 60 Energy.
Evasion (Ex): A Rogue of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes 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.
Poison Use (Ex): A Rogue of 2nd level or higher never risks poisoning herself when applying poison to a weapon, and may apply a dose of poison to her weapon as a swift, move, or standard action.
Recuperate (Ex): As an attack action, a Rogue of 2nd level or higher may consume all combo points on a target to begin mending her wounds with unnatural speed. At the beginning of each of of the rounds that this ability is active, the Rogue recovers 5% of his full normal hitpoints (minimum of 1 hitpoint). Recuperate lasts for one round per combo point consumed.
Sap (Ex): As an attack action, a Rogue under the effect of Stealth or striking a flatfooted opponent may attempt to incapacitate her target by delivering a resounding blow with the pommel of her weapon or similar. The Rogue must be within melee range of her target; if the victim fails a Fortitude save, DC (10+1/2 class level+Dex modifier) it is dazed for one minute. Any damage taken during this time breaks the daze effect.
Sap may be used once per minute.
Using Sap does not break Stealth.
Using Sap consumes 35 Energy
Cheap Shot (Ex): While under the effect of her Stealth ability, or when attacking a flatfooted opponent, a Rogue of 3rd level or higher may deliver a Cheap Shot as an attack action. If the attack hits, it deals normal damage and forces the target to make a Fortitude save, DC (10+1/2 class level+Dex modifier) or be stunned until the end of the Rogue's next turn.
Successfully striking with Cheap Shot awards 2 combo points.
Using Cheap Shot consumes 40 Energy.
Kick (Ex): As an immediate action, a Rogue of 3rd level or higher may deliver a swift kick to a foe, dealing no damage but disrupting its current action. To use this ability, the Rogue's target must be within reach of her unarmed strike. The Rogue makes a melee touch attack against her foe; if it hits, the target's current action is halted. If the target was moving, it instantly stops moving, as if it had consumed all movement available to it for the round. If the target was attacking or casting a spell, it must succeed on a Concentration check, DC (15+1/2 class level+Dexterity modifier) or lose that attack or spell to no effect.
Kick may be used every two rounds.
Using Kick consumes 15 Energy.
Sprint (Ex): As a swift action, a Rogue of 3rd level or higher may greatly increase the speed at which she moves for a short time. Until the end of her next turn, the Rogue's base landspeed doubles.
Sprint may be used once per minute.
Expose Armor (Ex): As an attack action, a Rogue of 4th level or higher may consume all combo points on her target to expose a flaw in her opponent's defenses, whether it be cutting a strap on a suit of armor, shearing free a particularly thick scale, or knocking a foe off balance. The effectiveness of this ability and the amount of time it takes her opponent to recover is based on the number of combo points consumed, as seen on the table below.
{table=head]Combo Points | AC reduction | Duration
1 | 10% | 1 round
2 | 20% | 2 rounds
3 | 30% | 3 rounds
4 | 40% | 4 rounds
5 | 50% | 5 rounds[/table]
Using Expose Armor consumes 25 Energy.
Gouge (Ex): As an attack action, a Rogue of 4th level or higher may swipe her weapon at a sensitive location on his opponent's body, whether it be a swipe across the face or a stab through the foot. As part of this action, the Rogue makes a melee touch attack; if successful, her target takes damage equal to the base damage of his weapon, and is incapacitated until the end of the Rogue's next turn if it fails a Reflex save, DC (10+1/2 class level+Dex modifier).
An incapacitated creature is unable to perform any action, even purely mental ones. Any damage taken breaks this effect and allows the creature to take its turn on the current initiative count, as if it had delayed its action to that point in the initiative order.
Successfully hitting with Gouge awards one combo point.
Using Gouge consumes 45 Energy.
Rogue's Feint (Su): As a swift action, a Rogue of 4th level or higher may ready herself to quickly move out of the way of area attacks. Until the beginning of her next turn, the Rogue takes 50% less damage from area of effect attacks.
Rogue's Feint may be used every 3 rounds.
Using Rogue's Feint consumes 20 Energy.
Safe Fall (Ex): A Rogue of 5th level or higher takes much less damage from falls than others. She treats all falls as if they were half their normal distance and takes appropriately reduced damage.
Slice and Dice (Ex): As a swift action, a Rogue of 5th level or higher may turn her increasing momentum against one foe into a flurry of strikes against any creature. Using Slice and Dice consumes all combo points on the Rogue's target, and grants her an additional attack per round at her highest attack bonus. This extra attack does not stack with haste or similar effects. The duration of Slice and Dice is based on the number of combo points consumed.
{table=head]Combo Points | Duration
1 | End of turn
2 | 2 rounds
3 | 3 rounds
4 | 5 rounds
5 | 6 rounds[/table]
Blind (Ex): As a swift action, a Rogue of 6th level or higher may throw a handful of loose debris into the eyes of a nearby foe. The Rogue makes a ranged touch attack against a foe within 15 feet; if she hits, the foe must succeed on a Reflex save, DC (10+1/2 class level+Dex modifier) or be blinded for a number of rounds equal to the Rogue's Dexterity modifier.
Blind may be used once per encounter.
Using Blind consumes 15 Energy.
Kidney Shot (Ex): As an attack action, a Rogue of 6th level or higher may strike a sensitive portion of her foe's anatomy, stunning it with pain. As part of this attack, the Rogue makes a melee touch attack against her foe. If she hits, the target must make a Fortitude save, DC (10+1/2 class level+Dex modifier) or be stunned for the duration of this ability. The duration of the stun is increased base on the number of combo points consumed, as seen on the table below. Whenever the target takes damage, the number of rounds it is stunned for is reduced by 1.
{table=head]Combo Points | Duration
1 | End of turn
2 | 2 rounds
3| 3 rounds
4 | 5 rounds
5 | 6 rounds[/table]
Garrote (Ex): While under the effect of her Stealth ability, or when attacking a flatfooted or flanked opponent, a Rogue of 7th level or higher may choke her foe with the bladed edge of her weapon as an attack action. As part of this attack, the Rogue makes a melee touch attack against her foe; if it hits, the target begins bleeding fiercely, taking 1 damage per Rogue level at the start of each of its turns for the next three rounds. In addition, the target must succeed on a Fortitude save, DC (10+1/2 class level+Dexterity modifier) or be rendered mute for the duration of the effect, unable to speak or cast spells with verbal components.
Successfully hitting with Garrote awards one combo point
Garrote consumes 45 energy when used.
Vanish (Su): As an immediate action, a Rogue of 7th level or higher may enter a state identical to the Stealth ability, except that damage taken until the start of the Rogue's next turn does not break the invisibility effect. In all other regards, the Rogue is treated as if she were under the effect of Stealth.
Vanish may be used once per encounter.
Dismantle (Ex): As an attack action, a Rogue of 8th level or higher may viciously slash at the wrists (or similar anatomical feature) of a creature, rendering it incapable of using its held equipment for a short duration. As part of this attack, the Rogue makes a melee touch attack against a creature in range. If she hits with the attack, the creature must succeed on a Reflex save, DC (10+1/2 class level+Dex modifier) or be unable to use equipment held in its hands for two rounds.
Dismantle may be used once per minute.
Using Dismantle consumes 25 Energy.
Improved Evasion (Ex): At 9th level, the Rogue gains Improved Evasion. This ability works like Evasion, except that while the Rogue still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Shiv (Ex): As a swift action, a Rogue of 10th level or higher may make a single lightning-fast strike, dealing little damage but building up toward a grand finish. As part of this attack, the Rogue makes a melee touch attack with her offhand weapon. If successful, the attack deals base damage only and cannot result in a critical hit.
Successfully striking with Shiv generates one combo point.
Using Shiv consumes 20 Energy.
Rupture (Ex): As an attack action, a Rogue of 11th level or higher may rupture a critical portion of her foe's anatomy, dealing increasing periodic damage over a span of time. As part of this attack, the Rogue makes a single melee attack. If it hits, the target begins bleeding internally, a vital organ ruptured. The amount of damage dealt and the duration of the effect increase based on the number of combo points consumed, as seen on the table below.
{table=head]Combo Points | Damage per round | Total Duration
1 | 1 per two Rogue levels | 1 round
2 | 1 per two Rogue levels | 2 rounds
3 | 1 per Rogue level | 3 rounds
4 | 1 per Rogue level | 4 rounds
5 | 1d3 per Rogue level | 5 rounds[/table]
The application of a heal spell or similar magic can stop the internal bleeding from Rupture.
Using Rupture consumes 25 Energy.
Envenom (Su): As an attack action, a Rogue of 12th level or higher may activate latent doses of poison in her target's bloodstream, dealing instant damage but negating their secondary effects. As part of this attack, the Rogue makes a single melee attack against a foe within range. This attack consumes doses of poison within the target that have not yet dealt their secondary damage, up to a number of doses equal to the combo points consumed. This attack deals increased damage based on the number of poison applications consumed, as seen on the table below.
{table=head]Combo Points/Maximum Poison Doses | Bonus damage
1 | 1 per Rogue level
2 | 1d2 per Rogue level
3 | 1d4 per Rogue level
4 | 1d6 per Rogue level
5 | 1d8 per Rogue level[/table]
Using Envenom consumes 35 Energy.
Cloak of Shadows (Su): As an immediate action, a Rogue of 13th level or higher may envelop herself in a shroud of roiling shadow. Until the end of the round in which this ability is activated, the Rogue is immune to all hostile spells, including those that would not normally allow for spell resistance. Such spells are absorbed harmlessly by the cloak (if targeted at the Rogue) or held at bay for the duration of this effect (for area of effect spells).
Cloak of Shadows may be used every 15 rounds.
Deadly Throw (Ex): As an attack action, a Rogue of 14th level or higher may hurl a thrown weapon with incredible precision, dealing massively increased damage based on the number of combo points consumed, as seen on the table below.
{table=head]Combo Points | Base Damage Increase | Bonus Damage
1 | 1 step | none
2 | 2 steps | 1 per two rogue levels
3 | 3 steps | 1 per Rogue level
4 | 4 steps | 1d2 per Rogue level
5 | 5 steps | 1d3 per Rogue level[/table]
Using Deadly Throw consumes 35 Energy.
Tricks of the Trade (Ex:) A Rogue of 15th level or higher is so skilled at the art of combat misdirection that she can make her own attacks seem to originate from her allies. As a swift action, the Rogue may select an ally threatening her current target; until the end of the second round in which this ability is used, each attack the Rogue makes is placed with such perfection that it seems to be made by the marked ally. In addition, the marked ally deals an additional 20% damage with physical attacks for the duration of this effect.
Tricks of the Trade may be used every 5 rounds.
Using Tricks of the Trade consumes 15 Energy.
Mastery: At 16th level, a Rogue gains a potent increase to her abilities. The exact nature of this increase depends on the Rogue's specialization.
Assassination Specialization - Potent Poisons: All variable numeric effects of the Rogue's poisons are increased by 33%.
Combat Specialization - Main Gauche: Whenever the Rogue hits with an attack made with her mainhand weapon, she has a 20% chance to launch a second attack at the same attack bonus that does normal damage.
Subtlety Specialization - Executioner: Whenever the Rogue uses a damaging class ability that consumes combo points, the total damage dealt is increased by 25%.
Fan of Knives (Su): While holding a throwing weapon in her main hand, a Rogue of 17th level or higher may release a spray of spectral copies of that weapon as an attack action. All foes within 30 feet of the Rogue must succeed on a Reflex save, DC (10+1/2 class level+Dex modifier) or take damage as if the Rogue had thrown her weapon at the creature.
Using Fan of Knives consumes 35 Energy.
Redirect (Ex): As a free action, a Rogue of 18th level or higher may instantly refocus her attention, transfering any existing combo points from her current target to another within 60 feet.
Redirect can be used once per minute.
Smoke Bomb (Su): As a swift action, a Rogue of 19 level or higher may create a 20 foot radius area of dense, magical fog around herself. While within this fog, the Rogue is completely invisible to all creatures, even those with special senses such as Lifesense, Mindsight, and Tremorsense. The Rogue is not hindered by the fog in any way, able to see, move, and attack as if the fog were not there at all. The fog persists until the start of the Rogue's next turn.
Smoke Bomb may be used once per encounter.
Combat Readiness: As a swift action, a 20th level Rogue may enter a state of supreme clarity for up to four rounds. For each attack directed at the Rogue in this time, regardless of whether they hit or miss, she gains a +2 Dodge bonus to AC and takes 10% less damage from all sources. The damage reduction cannot exceed 50%, but there is no limit to how high the Dodge bonuses may go.
If the Rogue is not attacked within two rounds, this effect ends.
Combat Readiness may be used once per encounter.