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Rogues use skill, stealth, and their opponents' vulnerabilities to get the upper hand. Rogues bring versatility and resourcefulness to an adventuring party, having the knack for finding solutions to just about any problem they face.

Creating a Rogue
When you create a character whose first class is rogue, you gain these benefits.

Ability Adjustment: +1 to your Strength, Dexterity, or Intelligence score. You use Dexterity to sneak up on foes, to avoid danger, and to attack using finesse weapons and many missile weapons. Some rogues favor Strength, since it is important for melee combat and maneuvering around the battlefield. A rogue who focuses on finding traps needs a high Intelligence.

Starting Hit Points: 6 + your Constitution modifier
Armor and Shield Proficiencies: Light armor
Weapon Proficiencies: Basic weapons, finesse weapons, and all simple and martial missile weapons

Suggested Background: Guild thief
Suggested Specialty: Skill specialist
Suggested Equipment: Leather armor, rapier, 2 daggers, shortbow, quiver of 20 arrows, adventurer's kit, climber's kit, thieves' tools, and 26 gp


Level Weapon Attack Expertise Dice Class Features
1 +3 1d6 Expertise, Rogue Scheme, Thieves' Tools
2 +3 1d6 -
3 +3 1d6 -
4 +4 2d6 Maneuver
5 +4 2d6 -
6 +4 2d6 -
7 +4 2d6 Maneuver
8 +4 2d8 -
9 +5 2d8 -
10 +5 3d10 Maneuver

Class Features
A rogue gains the following class features.
Hit Die: 1d6 per rogue level
Hit Points: 1d6 (or 4) + your Constitution modifier per rogue level gained

Level 1: Expertise

Your extensive training makes you one of the most skilled adventurers. You typically apply your expertise when you attempt tasks related to your knowledge, experience, and skills. You might also apply this training to get the upper hand against your foes. This expertise is represented by dice and maneuvers that you can use in and out of battle.
Benefit: You gain a single expertise die, a d4. You can spend an expertise die to use a maneuver that you know.

You must be able to take actions to spend an expertise die. At the end of each of your turns, you regain all of your spent expertise dice. As you gain levels, the size of the die increases (from a d4 to a d6, for instance), and you gain additional dice, as noted on the Rogue table.

At 1st level, you know the Skill Mastery maneuver. Your rogue scheme gives you additional maneuvers to use with your expertise dice.

Level 1: Rogue Scheme

Success comes to you in ways others don't expect. You have an angle, a plan to help you succeed no matter how high the odds are stacked against you. Your rogue scheme describes how you do what you do, the advantages you have, and the ways you get the better of those who stand in your way.
Benefit: Choose a rogue scheme. Several scheme options are presented here: acrobat, enforcer, rake, thief, and trickster.
At 1st level, you gain training in all the skills listed in your scheme, and you choose one of its maneuvers. At 4th, 7th, and 10th level, you gain an additional maneuver of your choice from the scheme.


You have focused your training on perfecting your balance, agility, and quickness. You move with grace as you flip, tumble, roll, and dodge. You might be a cat burglar, creeping across rooftops and scaling walls to steal valuables in hard to reach places. Alternatively, you were a performer in a circus, performing amazing physical stunts.
Skills: Balance, Climb, Escape Artist, Tumble
Maneuvers: Controlled Fall, Sneak Attack, Tumbling Dodge, Vault


You know how to make threats and back them up. You radiate menace, unnerving your foes and possibly even making your companions uncomfortable. You might be a hulking brute or you might just know how to get others to back down.
Skills: Gather Rumors, Intimidate, Sleight of Hand, Sneak
Maneuvers: Opportunist, Parry, Sneak Attack, Spring Attack


You are a duelist and swashbuckler, though you might be more concerned with looking impressive than actually practicing your combat maneuvers. Your battlefield is typically outside of a tavern, preferably with an audience that can appreciate your style and elegance. After all, one must not simply win a fight. One must look good doing it.
Skills: Balance, Bluff, Persuade, Tumble
Maneuvers: Parry, Sneak Attack, Spring Attack, Tumbling Dodge


You are a criminal. You might be a burglar, bandit, cutpurse, or some other form of scoundrel. Wherever your talents lie, you go your own way and often put your own interests first. You are most at home in society's seedy underworld, rubbing elbows with others who share your dubious regard for law and order.
Skills: Disable Device, Listen, Sleight of Hand, Sneak
Maneuvers: Danger Sense, Lightning Reflexes, Sneak Attack, Tumbling Dodge


A cheat, opportunist, or ne'er-do-well, you use your skills to get the better of people you meet, whether you're lifting a purse from a merchant in a marketplace or conning a rube out of hard-earned pay.
Skills: Bluff, Gather Rumors, Persuade, Sleight of Hand
Maneuvers: Danger Sense, Defensive Roll, Iron Will, Sneak Attack

CREATING YOUR OWN SCHEME: Creating a rogue scheme is easy. At 1st level, pick any four skills and any maneuver that you qualify for. At 4th, 7th, and 10th level, pick a new maneuver that you qualify for.

Level 1: Thieves' Tools

Thieves' tools are your most important piece of equipment. The wires, files, clamps, and other tools help you find your way through locked doors and past the deadliest traps.
Benefit: You are proficient with thieves' tools.

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