Rogue, the Infiltrator
Rogues are skilled in stealth movement, dodging and precise strike. Their ability to dispose
of enemies with the least amount of time and energy is dreaded by all.
Rogues often work as assassins, infiltrators, spies, scouts, hitmen and thieves.
They can be of any alignment and they adventure for profit, experience, fame, or just for the challenge. Some
rogues are members of a Thieves' Guild.
Experienced rogues have the ability to cast arcane spells. The spell list focuses on darkness, invisibility, confusion, paralysis and sleep effects.



Hit Dice, Proficiencies, Alignment
D8 Hit Die. Proficient with light armour (not shields). Starts with simple-weapons proficiency plus three selectable weapon-group proficiencies. Rogues can be of any alignment.
Special Abilities
Escape Artist: The character can break free from a grapple, a pin or a web using a dexterity check rather
than a strength check, if his dexterity is higher than his strength. Dexterity checks can replace the strength checks
of the following spells: Entangle, Web, Ranger Web.
Sneak Attack: Extra damage dealt in melee to an enemy who has lost his dexterity bonus to AC, or is being
flanked. This ability only works if the enemy is not immune to critical hits. Further, a character cannot
sneak attack creatures who have concealment (unless the character benefits from an effect such as True Seeing).
Improved Sneak Attack: From level 4, the rogue's sneak attack also works when the enemy is
Nauseated, Cursed, Confused, Slowed or Prone.
Tumble: A character with this ability does not trigger any AOO when moving out of a creature's threat area.
The character must be wearing no armour or light armour.
Evasion: Whenever the character suffers damage from an effect that required a reflex saving throw
(for example, a fireball or a breath weapon), the damage inflicted to the character is reduced by 50%.
The character must not be paralyzed and he must be wearing no armour or light armour to benefit from this.
Uncanny Dodge: A character with uncanny dodge does not lose his dexterity bonus to AC when
flat-footed or hit by an invisible creature.
Improved Uncanny Dodge: A character with this ability cannot be flanked.
Bypass Enemy: A character with this ability can move through squares occupied by enemies during
combat, at half speed, as long as he does not end his move on an occupied square. The character
must be wearing no armour or light armour.
Crippling Strike: Opponents damaged by the character's sneak attack take two points
of cumulative Strength damage.
Spells: The leading ability for Rogue spells is Intelligence. Rogues can cast arcane
spells while wearing light armor without spell failure chance. A Rogue can activate Arcane Spell
Scrolls of any spell in the lists of the Rogue and Wizard. Rogue spells cannot be used
to counterspell another spellcaster. Spell picks at every level from level 4: 2.
Spells
LEVEL 1: 10 spells
Sleep (Enchantment. 10' radius circle, up to 4 Hit Dice + 1 Hit Dice per two
levels of creatures are put to sleep. They gain the Prone and Sleeping conditions.
Creatures with the lowest HD are affected first. Duration Until End of Combat.)
True Strike (Alteration, Personal, Move action casting time, your next attack
gains a +20 insight bonus to the attack roll, and it ignores concealment.)
Ghoul Touch (Necromancy. Touch spell. You paralyze a single living humanoid
for 1d6+2 rounds. Fortitude negates. If the spell is successful, all living creatures
adjacent to the target, except the caster, must succeed on a Fortitude save or become
sickened for 1d4 rounds.)
Enlarge (Alteration. Close range, 10 rounds, the recipient gains +2 to
Strength, -2 to Dexterity (minimum 1), -1 to attack rolls, -1 to AC, and the size
category increases by one, so he deals damage as a creature one size category larger.)
Reduce (Alteration. Close range, 10 rounds, Willpower negates, the recipient
takes -2 to Strength (minimum 1), +2 to Dexterity, +1 to attack rolls, +1 to AC,
and the size category decreases by one, so he deals damage as a creature one size category smaller.)
Blur (Enchantment, Personal spell, Duration Until Rest, your figure becomes
blurred, giving you 20% concealment.)
Blindness and Deafness (Necromancy. Long Range. Single target must succeed on a
Fortitude save or become both Blind and Deaf permanently.)
Grease (Conjuration, 1 round per level, 10' square is covered with slippery
layer. All targets in the area of effect gain the flat-footed condition (no save),
meaning they lose their dexterity bonus to AC. Secondly, all targets must make a
reflex save or fall prone. Large creatures with some squares outside the grease
gain +2 on the spell's Reflex saves. Creatures in the area must save again each round,
just before the caster acts, in order to avoid falling. Moving into a Grease square,
at half speed, requires a reflex save or the creature falls. Trying to stand up
(as a move action) requires a reflex save. If a creature is hit while in the grease,
it must succeed on a reflex save or fall prone. A character cannot take a 5-foot step
or a charge action in difficult terrain. Similar to the Web spell, any fire magic
with a reflex save used in the greased area sets the grease on fire, dealing 1d4
fire damage to anyone in the area and removing the grease.)
Mirror Image (Enchantment. Personal, Duration Until Rest. The spell
creates a number of illusory duplicates of the caster. Whenever you are
struck by a successful melee hit, ranged hit, touch spell or ranged touch spell,
a random roll is used to determine whether the target is real or illusory (Blind
creatures and monsters with blindsight always strike the real target. If you are
invisible, enemies automatically hit the real target). When an illusory duplicate
is hit, it disappears. The number of duplicates is 1d4 + 1 per three caster levels,
up to a total of eight images. Area of effect spells do not destroy duplicates.)
Chromatic Orb (Evocation. Select a living creature in medium range. An orb
of swirling colours appears in your hand and flies to the target unerringly. At
CL 1 and CL 2, the orb deals 1d4 points of damage (no save) and the target is
sickened for 1d4 rounds (Reflex negates). At CL 3 and CL 4, the orb deals 1d6 points
of damage (no save) and the target is slowed for 1d4 rounds (Reflex negates). At
CL 5 and CL 6, the orb deals 1d8 points of damage (no save) and the target is reduced
for 1d6 rounds (Reflex negates). At CL 7 and CL 8, the orb deals 2d4 points of damage
(no save) and the target is confused for 1d4 rounds (Reflex negates). At CL 9 and
CL 10, the orb deals 1d10 points of damage (no save) and the target is blinded for
1d6 rounds (Reflex save). At CL 11 and CL 12, the orb deals 2d6 points of damage
(no save) and the target is stunned for 1d2 rounds (Reflex negates). At CL 13 and CL
14, the orb deals 3d4 points of damage (no save) and the target falls asleep for
1d4 rounds (Reflex negates). At CL 15 and CL 16, the orb deals 2d8 points of damage
(no save) and the target is exhausted for 1d8 rounds (Reflex negates). At CL 17
and CL 18, the orb deals 3d6 points of damage (no save) and the target is nauseated
for 1d6 rounds (Reflex negates). At CL 19 and CL 20, the orb deals 2d10 points of
damage (no save) and the target is paralyzed for 1d4 rounds (Reflex negates).
LEVEL 2: 9 spells
Enhance Ability (Alteration. For 10 rounds, the target gains a +4
enhancement bonus to either Strength, Dexterity, Constitution, Wisdom,
Intelligence or Charisma. From CL 9, the bonus increases to +6. From CL 15,
the bonus increases to +8.)
Darkvision, Personal (Alteration. Personal spell, 1 round per level, you gain
the ability to see through magical darkness, bypassing concealment from darkness.)
Darkness (Necromancy. 10' radius circle spell creates magical darkness, all creatures
gain 50% concealment and the 'unable to see' condition. Duration 4 rounds + 1 per two levels.)
Hold Person (Enchantment. Select an enemy humanoid in medium range. It is
paralyzed for 1 round per level if it fails on a Willpower saving throw. The subject
can cast stilled spells, activate a psionic power, or, as a full-round action, attempt
to break free by succeeding on another Willpower saving throw)
Invisibility (Enchantment. Duration Until End of Combat. Touch spell. The recipient
becomes invisible until he attacks or casts an offensive spell.)
Silence (Conjuration. Long Range. 20' radius circle. The spell prevents casting
of verbal spells and protects against sonic damage. Duration Three rounds + one round per
level.)
Hideous Laughter (Enchantment. Mind affecting. Select a target in close range.
It must succeed on a willpower save (DC reduced by 4 if the target's type is different
from the caster's type) or gain the Hideous Laughter condition. Affected creatures fall
prone, laughing uncontrollably. For 1 round per level, they can take no other action.)
Deep Slumber (Enchantment. 15' radius circle. Same as Sleep, but this spell affects
up to 10 Hit Dice + 1 Hit Dice per two levels of creatures.)
Flaming Sphere (Evocation, Medium Range. 10' radius burst, reflex negates. Deals 2d6 fire
damage. From caster level 5, the spell deals 3d6 fire damage. From CL 7, the spell deals
4d6. From CL 9, the spell deals 5d6. Creatures who fail their save also gain the 'burning'
condition for 1d2 rounds. The condition deals 1d6 points of fire damage per round.
Casting spells while suffering from burns requires a concentration check of DC 14 +
burning damage dealt on that round + spell level.)
LEVEL 3: 8 spells
Displacement (Enchantment. Touch spell. The recipient appears to be 2 feet away from
his real location, giving him 50% concealment for 1 round per level.)
Hold Monster (Enchantment. Single living creature in medium range is paralyzed
for 1 round per level. Willpower negates.)
Poison (Necromancy. Melee touch attack inflicts 2d10 points of constitution ability
damage to the target. A special fortitude saving throw negates the effect.)
Deeper Darkness (Necromancy. 20' radius circle spell creates magical darkness, all creatures
gain 50% concealment and the 'unable to see' condition. Duration 4 rounds + 1 per two levels.)
False Life (Necromancy. Personal. You gain 1d10 temporary hit points plus one per level.)
Confusion (Enchantment. 15' radius circle. All creatures in the area of effect are confused for
2d6 rounds if they fail on a Willpower save. Each round, a confused subject rolls a D100 to determine what
it will do: Attack an enemy creature (01-10), Act normally (11-20), Do nothing (21-50), Run away (51-70),
Attack the nearest creature (71-100). Medium Range.)
Bestow Curse (Necromancy. Melee touch. Curses a single living target. Each round, a cursed
creature has a 50% chance of losing its turn. Willpower negates. Permanent.)
Slow (Alteration. 10' radius circle. Close Range. Willpower negates. 1 round per level. Slowed
creatures may not perform full attacks or other full-round actions. Speed is halved and the creature
takes -1 penalties on Reflex saving throws, AC, and attack rolls.)
LEVEL 4: 6 spells
True Seeing (Touch spell, Duration Until End of Combat, the recipient
gains the true seeing ability.)
Mass Darkvision (Alteration. 10' radius circle. Duration Until End of Combat. All allies in the area
of effect gain the ability to see through magical darkness.)
Freedom of Movement, Touch (Enchantment. 1 round per level. Touch spell. The recipient is freed
from the following conditions: Paralyzed, Slowed, Stuck, Entangled, Quicksand. The subject also
gains immunity to all these effects for the spell's duration. The spell does not affect the spell
Grease, underwater movement, being grappled or pinned or swallowed whole.)
Greater Invisibility (Enchantment. Touch spell. 1 round per level. The creature touched becomes
invisible. The effect remains even if the creature attacks.)
Slay Living (Necromancy. Melee touch attack kills a living creature,
Fortitude saving throw negates.)
Stone Body (Alteration. The spell totally blocks level/2 melee and
ranged hits on the caster before disappearing. Both the damage and magical
effects from the hits are negated.)
Rogue Feats
Orb Master: When you cast the spell Chromatic Orb, you can select one of the lower-level effects.
For example, at level 7, you can select either confusion, reduction, slowness or sickness. The damage
dealt remains the amount that applies normally for your level. Requirements: Chromatic Orb spell, Level 3.
Greater Dodge: A character with this feat benefits from another +1 dodge bonus to AC.
Requirements: Dodge; Dexterity 13; Intelligence 13; Level 4 Monk, Death Knight or Rogue.
Fast Invisibility: The character casts the spells Invisibility, Displacement and Greater Invisibility
with a move action rather than a standard action. Req: Level 7 Rogue.
Melee Focus: You gain a competence bonus of +1 to all melee attack rolls. Req: Level 10 Psychic Warrior, Rogue or Monk.
Rogue Spell Focus: The DC of all spells with a saving throw increases by 1.
Greater Rogue Spell Focus: The DC of all spells with a saving throw increases by another 1.

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