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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.
Actions
Single Action
2-Action Activity
3-Action Activity
Reaction
Free Action
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.
Proficiency
Untrained
No bonus
Trained
Level + 2
Expert
Level + 4
Master
Level + 6
Legendary
Level + 8
Checks
≥ 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
Basic Saving Throw
0
No effect
½
Damage
1 ×
Damage
2 ×
Damage
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.
© Marcus Downing dyslexic-charactersheets.com This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
© Marcus Downing dyslexic-charactersheets.com This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
Abilities
Ability Modifier = (Ability Score - 10) ÷ 2
Proficiency
Character
Archetypes |
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of |
3 | ||
of |
3 | ||
of |
3 |
Skills
Acrobatics |
= | DEX |
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Arcana |
= | INT |
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Athletics |
= | STR |
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Crafting |
= | INT |
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Deception |
= | CHA |
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Diplomacy |
= | CHA |
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Intimidation |
= | CHA |
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Lore: |
= | INT |
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Medicine |
= | WIS |
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Nature |
= | WIS |
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Occultism |
= | INT |
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Performance |
= | CHA |
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Religion |
= | WIS |
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Society |
= | INT |
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Stealth |
= | DEX |
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Survival |
= | WIS |
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Thievery |
= | DEX |
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= | |||||||
= | |||||||
= |
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 DC = 10 + Perception Bonus
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Speed
Stride
Actions
Focus
1
2
3
Weapons
Weapon Specialisation
Greater Weapon Specialisation
Attacks
Multi-Attack Penalty
Agile
Health
Armour Class
Raise Shield
Shield Block Deduct hardness, then apply remaining damage to both shield and yourself.
Shield Block
Saving Throws
= | CON |
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= | DEX |
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= | WIS |
Save DC = 10 + Save Bonus
Effects
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Ancestry
Human
HumanoidHuman
Heritage
Half-Elf
Gain low-light vision.
Qualify for elf and half-elf feats.
Ethnicity
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.
Background Skill Feat
General Feats
Skill Feats
Proficiencies
© Marcus Downing dyslexic-charactersheets.com This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
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.
Focus Actions
Actions
Skill Actions
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Rogue
Class DC
Sneak Attack
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
Not flat-footed to hidden, undetected or flanking creatures, or surprise attacks by creatures up to your level.
Weapon Tricks
When you make a critical hit with a suitable weapon, apply the weapon's critical specialisation effect.
Debilitating Strike
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
Double Debilitation
Apply two effects.
Master Strike
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
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Spellbook
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Inventory
Items
10 light = 1 bulk
Backpack
Bulk
Expendables
Armour
Shield
Money
1000 coins = 1 bulk
Scrolls
Invested Items
Potions
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Character Background
Origins
Attitude:
Helpful
·
Friendly
·
Indifferent
·
Unfriendly
·
Hostile
Portrait
Affiliations
Appearance
Personality
Friends & Foes
© Marcus Downing dyslexic-charactersheets.com This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
Dedication
Feats
Feats
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Magus
Dedication
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.
Concentrate
Recharge your spellstrike
Martial Magic
Basic Martial Magic
1st or 2nd level feat
Advanced Martial Magic
Spellcasting
Start with two cantrips.
Spells
Signature Spells
Hybrid Study Spell
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Level Up
Step One
Increase your level by 1 and subtract 1000 XP.
Step Two
Increase your maximum Hit Points.
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.
May increase a skill to master.
May increase a skill to legendary.
Step Four
Select feats as indicated on your class advancement table.
Ancestry feats
Class feats
General feats
Skill feats
Step Five
Add spells and spell slots if your class grants spellcasting.
Spells
Focus Spells
Step Six
Increase all of your proficiency bonuses, and add proficiencies from skill increases or other class features.
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 |
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3 |
Deny Advantage |
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4 |
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5 |
2d6 | ||||||
6 |
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7 |
Weapon Specialisation |
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8 |
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9 |
Debilitating Strike |
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10 |
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11 |
3d6 | ||||||
12 |
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13 |
Master Tricks |
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14 |
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15 |
Greater Weapon Specialisation |
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16 |
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17 |
4d6 | ||||||
18 |
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19 |
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20 |
Master Strike |
Retraining
With your GM's permission, you can retrain certain features.
Feats
Replace one feat with another of the same type and appropriate level.
Skills
Swap out one of your skill proficiency ranks, including initial skills.
The new proficiency rank cannot exceed the rank you traded away.
Class features
Change a class choice. GM will tell you how long this takes — always at least a month.