Reference

Rogue

You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents’ missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don’t care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.

During combat encounters... You move about stealthily so you can catch foes unawares. You’re a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.

During social encounters... Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.

While exploring... You sneak to get the drop on foes and scout for danger or traps. You’re a great asset, since you can disable traps, solve puzzles, and anticipate dangers.

CRB p179

Actions
Single Action
2-Action Activity
3-Action Activity
Reaction
Free Action

CRB p17


Stride Move up to your speed.

Step Carefully step 5ft without provoking reactions.

Strike Attack with a weapon or unarmed. On a critical success, deal double damage and possibly other effects.

Release Drop an item or take one hand off a weapon. Does not trigger reactions.

Delay Postpone your turn until later; jump in as a free action. You cannot use reactions until then.

Aid Attempt a check to assist an ally with a check - at the risk of hindering them on a failure.

Ready Prepare an action to take outside your turn on a certain trigger.

Sneak (Stealth) Move at half speed. The GM rolls your stealth check in secret. Gain +2 from cover or +4 from greater cover. You cannot sneak without concealment.

Disable a Device (Thievery) Achieve 1 success (2 on a critical) towards disabling a device. Thieves' tools may be required.

Pick a Lock (Thievery) Achieve 1 success (2 on a critical) towards opening a lock. Thieves' tools may be required.

CRB p470

Proficiency
Untrained

No bonus

Trained

Level + 2

Expert

Level + 4

Master

Level + 6

Legendary

Level + 8


Checks
d20+Bonus≥Difficulty
≥ AC/DC + 10
≥ AC/DC
< AC/DC
≤ AC/DC - 10
Critical
Success
Success
Failure
Critical
Failure

Roll 20: one step higher

Roll 1: one step lower

CRB p444


Basic Saving Throw
0

No effect

½

Damage

1 ×

Damage

2 ×

Damage

CRB p449

Action traits

ConcentrateCannot use this during rage. Includes all spells with a verbal component.

FlourishYou can only use this once per turn.

IncapacitationCreatures with a level more than twice the spell level, or more than the item level, treat the result of a check to incapacitate as one step higher.

RageMust be raging to use this ability.

SecretThe GM rolls this check in secret.

Weapon traits

AgileMultiple Attack Penalty reduced to -4.

DeadlyOn a critical hit, add another damage die.

DisarmCan use this weapon to disarm. Add the weapon's attack bonus to an Athletics check to disarm.

FinesseCan add your Dex rather than Str to attack rolls. Does not affect damage.

Non-lethalKnock an enemy out rather than killing them. -2 to make a lethal attack.

VersatileCan deal a different damage type.

Image © Paizo Publishing
1

3
XP
Image © Paizo Publishing
Character Name
Level
Abilities

Ability Modifier = (Ability Score - 10) ÷ 2

STR
DEX
CON
INT
WIS
CHA
Proficiency
0

Character

Ancestry
Background
Class
Archetypes

of

3

of

3

of

3

Skills

Acrobatics
=
DEX
–
Arcana
=
INT
Athletics
=
STR
–
Crafting
=
INT
Deception
=
CHA
Diplomacy
=
CHA
Intimidation
=
CHA
Lore:
=
INT
Medicine
=
WIS
Nature
=
WIS
Occultism
=
INT
Performance
=
CHA
Religion
=
WIS
Society
=
INT
Stealth
=
DEX
–
Survival
=
WIS
Thievery
=
DEX
–
=
=
=

Assurance May use 10 + proficiency bonus (inc level, but no other bonuses) rather than roll.


Skill Actions

Sneak (Stealth) Move at half speed. The GM rolls your stealth check in secret. Gain +2 from cover or +4 from greater cover. You cannot sneak without concealment.

Disable a Device (Thievery) Achieve 1 success (2 on a critical) towards disabling a device. Thieves' tools may be required.

Pick a Lock (Thievery) Achieve 1 success (2 on a critical) towards opening a lock. Thieves' tools may be required.

Perception

Perception
=
WIS
+
+
+

Perception DC = 10 + Perception Bonus



2

Speed

Stride

Speed

Actions

Focus

1
2
3
Focus Level
=
÷ 2
Focus Points
+
1
pt

Weapons

7
Weapon Specialisation
+2
+3
+4
15
Greater Weapon Specialisation
+4
+6
+8

Attacks

Multi-Attack Penalty
-5
-10
Agile
-4
-8
=
=
=
=
#
=
#

Health

Hit Points
hp
=
+ (
+
CON
+
) ×
+
hp
hp

Armour Class

Armour Class
AC
=10 +
DEX
+
+
+
+
+
+
AC

Raise Shield

+
AC

Shield Block Deduct hardness, then apply remaining damage to both shield and yourself.

Shield Block

hp
hp

Shield
Armour

Saving Throws

Fortitude
FORT
=
CON
Reflex
REF
=
DEX
Will
WILL
=
WIS

Save DC = 10 + Save Bonus

7

Evasion Upgraded success at Reflex saves.

13

Improved Evasion Reduced failure at Reflex saves.

17

Slippery Mind Upgraded success at Will saves.


Effects
#
#

3

Ancestry

Human

HumanoidHuman

25ft
Heritage
Half-Elf

Gain low-light vision.

Qualify for elf and half-elf feats.

Ethnicity
1
5
9
13
17

Background

Cursed

You are the victim of a personal or hereditary curse. Through great effort and occult study, you have learned to fend off the curse's worst effects and, by extension, you can protect yourself against other harmful magic. However, the curse still hangs over you and sometimes manifests in dangerous ways.

APG p50


Background Skill Feat

General Feats

3
7
11
15
19

Skill Feats

1
3
5
7
9
11
13
15
17
19
2
4
6
8
10
12
14
16
18
20

Proficiencies


4

Actions

Single Action
2-Action Activity
3-Action Activity
Reaction
Free Action

Common Actions

Stride Move up to your speed.

Step Carefully step 5ft without provoking reactions.

Can't step into difficult terrain.

Strike Attack with a weapon or unarmed. On a critical success, deal double damage and possibly other effects.

Release Drop an item or take one hand off a weapon. Does not trigger reactions.

Delay Postpone your turn until later; jump in as a free action. You cannot use reactions until then.

Aid Attempt a check to assist an ally with a check - at the risk of hindering them on a failure.

Ready Prepare an action to take outside your turn on a certain trigger.


Drop Prone

Crawl

Sneak (Stealth) Move at half speed. The GM rolls your stealth check in secret. Gain +2 from cover or +4 from greater cover. You cannot sneak without concealment.

Disable a Device (Thievery) Achieve 1 success (2 on a critical) towards disabling a device. Thieves' tools may be required.

Pick a Lock (Thievery) Achieve 1 success (2 on a critical) towards opening a lock. Thieves' tools may be required.

CRB p470


Focus Actions

Focus Level
=
÷ 2


Actions

Skill Actions


5

Rogue

Class DC

Rogue
Class DC
DC
=10 +
+
+

Sneak Attack

Damage Bonus
d6

Precision damage

When you attack a flat-footed opponent with an agile or finesse weapon/unarmed strike, or a ranged weapon.

Surprise Attack

On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted yet are flat-footed.

Deny Advantage

3

Not flat-footed to hidden, undetected or flanking creatures, or surprise attacks by creatures up to your level.

Weapon Tricks

5

When you make a critical hit with a suitable weapon, apply the weapon's critical specialisation effect.

Debilitating Strike

9

On hitting a flat-footed target, inflict an effect until the end of your next turn:

  • -10ft to target's speed

  • Target is enfeebled 1

15
Double Debilitation

Apply two effects.

Master Strike

19

When your strike hits a flat-footed creature and deals damage, they must also attempt a Fortitude save.

Critical Success
No effect
Success
Enfeebled 2 for 1 round
Failure
Paralysed for 4 rounds
Critical Failure
Paralysed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice)

Racket

Rogue Feats

1
4
8
12
16
20
2
6
10
14
18

6

Spellbook




p
p
p
p
p

p
p
p
p
p

p
p
p
p
p

7

Inventory

Kit
Items

10 light = 1 bulk

Backpack
-2

Bulk

Expendables
B
=5 +
STR
B
=10 +
STR

Armour

–
–
ft

Shield

hp
≤
hp
hp

Image © Paizo Publishing

Money

pp
gp
sp
cp
Total
cp

1000 coins = 1 bulk

Scrolls


Invested Items

1
2
3
4
5
6
7
8
9
10

Potions

#
#
#
#
#
#
#
#
#
#
#

8

Character Background

Origins

Attitude:
 Helpful
·
Friendly
·
Indifferent
·
Unfriendly
·
Hostile

Portrait

Image © Paizo Publishing

Affiliations

Appearance

Personality


Friends & Foes


9

Dedication

Feats


Feats


10

Magus

Dedication

Trained in Arcana and simple weapons

Spellstriker

Range
Melee
Target
1 creature

Cast a spell that takes one or two actions and requires a spell attack roll.

Make a melee Strike with a weapon. This counts as 2 attacks for your multiple attack penalty.

The strike does both weapon damage, and the spell effect. It affects only one target, though ancilliary effects may still happen.

1

Concentrate

Recharge your spellstrike

Martial Magic

4
Basic Martial Magic

1st or 2nd level feat

6
Advanced Martial Magic
=÷ 2

Spellcasting

Arcane Spell
Attack
=
INT
Arcane Spell
Save DC
=10 +
INT

Start with two cantrips.

Spells

0

Signature Spells

Hybrid Study Spell

Conflux Spell

11

Level Up

Step One

Increase your level by 1 and subtract 1000 XP.

Step Two

Increase your maximum Hit Points.

Gain Hit Points
+
hp
=
+
CON
+

Step Three

Add class features from your class advancement table.

Ability boost

At levels 5, 10, 15 and 20, boost 4 different ability scores. Increase by 1 if the score is already 18 or above, or 2 if not.

Skill increase

At select levels, increase proficiency in one skill.

7

May increase a skill to master.

15

May increase a skill to legendary.

Step Four

Select feats as indicated on your class advancement table.

Ancestry feats

CRB p33

Class feats

CRB p66

General feats

CRB p255 5-1

Skill feats

CRB p255 5-2

Step Five

Add spells and spell slots if your class grants spellcasting.

Spells

CRB p297

Focus Spells

CRB p386

Step Six

Increase all of your proficiency bonuses, and add proficiencies from skill increases or other class features.

0

Increase any statistics that changed as a result of ability boosts or other abilities.

Step Seven

Adjust bonuses from feats and other abilities that are based on your level.

Advancement


1
1d6
2
3

Deny Advantage

4
5
2d6
6
7

Reflex saves, Perception

Weapon Specialisation

8
9

Fortitude saves

Debilitating Strike

10
11

Rogue class DC

3d6
12
13

Light armour

Simple weapons, rapier, sap, shortbow and shortsword

Reflex saves, Perception

Master Tricks

14
15

Greater Weapon Specialisation

16
17

Will saves

4d6
18
19

Light armour

20

Rogue class DC

Master Strike


Retraining

With your GM's permission, you can retrain certain features.

Feats
1

Replace one feat with another of the same type and appropriate level.

Skills
1

Swap out one of your skill proficiency ranks, including initial skills.

The new proficiency rank cannot exceed the rank you traded away.

Class features
1

Change a class choice. GM will tell you how long this takes — always at least a month.


Backgrounds are currently unavailable on Safari and iOS devices.

If printing on Safari, please deselect "Print headers and footers".