A class that is not available to noble characters, the lowly Rogue lives by his wits. He makes a living stealing what he can. Advanced Rogues can become highly prosperous, acquiring the status of robber kings in their home region.
Undesirable as they are, Rogues do have their place. Generals of armies employ Rogues as scouts. Sometimes, a Rogue will be commissioned by a rich patron to steal an item for him. It is quite common for Rogues to be hired as assassins, too. In the ancient world, there is no separation of the offices of Rogue, Thief, and Assassin. A Rogue is one who can be trusted to be untrustworthy. Many Rogues are little better than hired thugs and most thieves will happily put their conscience to one side in return for hard cash.

Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck.

Role: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.

Usually Hermes, Hecate, Apophis or Set.

Hit Die:

Skill Points at 1st Level:
(8 + Int modifier) x 4.

Skill Points at Each Additional Level:
8 + Int modifier.

Class Skills
The Rogue class skills are

Weapon and Armor Proficiency
The Rogue is proficient with the club, dagger, sling, quarterstaff, short stabbing sword (Cretan sword if from Crete), Xiphos, and with light armor. He is not proficient with heavier armor or with shields.

Sneak Attack:
If a Rogue can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The thief ’s attack deals extra damage any time his target would be denied a Dexterity bonus to Active Defense (whether the target actually has a Dexterity bonus or not) or when the Rogue flanks his target. Should the Rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can be made as sneak attacks within a range of 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Death Attack:
If a Rogue studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Rogue’s choice). Studying the victim is a standard action. The death attack fails if the target detects the Rogue or recognizes the Rogue as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Active Defense or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the Rogue’s class level + the Rogue’s Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Rogue. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Rogue has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes his save) or if the Rogue does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

The thief learns to stay out of the way of trouble. As he is not a combatant by nature, he has to make sure that he can survive if combat should find him. He receives a bonus of the degree indicated to all Active Defense checks.

A Rogue can attempt to place a blow so that it lands on a part of the opponent’s body that is not covered by armor. A Rogue may take a full-round action to make a single attack against an opponent, which must be made with a small melee weapon that does piercing damage. If the attack hits, the DC of the coverage check that the target makes for his armor is increased by the factor indicated. A backstab may be combined with the bonuses of a sneak attack if the opponent is being flanked or does not have the benefit of his Dexterity bonus to Active Defense.

Uncanny Dodge:
The Rogue cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to Active Defense if immobilized. An Rogue with this ability can still lose his Dexterity bonus to Active Defense if an opponent successfully uses the feint action against him.

The rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.

Rogue Talents:
As a rogue gains experience, he learns a number of talents that aid him and confound his foes. A rogue cannot select an individual talent more than once. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.


Advanced Rogue Talents
Starting at level 6, all future Rogue Talents may be selected from the Advanced Rogue Talents list below. Previous talents cannot be replaced and must be chosen at the level they are granted.

Advanced Talents:

Trap Sense
The rogue gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Active Defense against attacks made by traps. These bonuses rise as the Rogue levels.

Dagger Finesse:
The Rogue gains the Weapon Finesse feat for any light weapon or short-sword he chooses, even if he does not meet the prerequisites. He loses this benefit if he wields a weapon other than light weapons or short-swords, or if he wears a shield, or armor heavier than light.

Hidden Weapons:
The Rogue becomes a master at hiding weapons on his body. He adds his Rogue level to all Sleight of Hand skill checks made to prevent others from noticing them.

Dagger Fighting:
The Rogue gains the Two-Weapon Fighting feat, even if he does not meet the prerequisites. He loses this benefit if he wields a weapon other than light weapons or short-swords, or if he wears a shield, or armor heavier than light.

Quiet Death:
Whenever a Rogue kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the Rogue to avoid detection.

Swift Death:
Once per day, a Rogue can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.

Dagger Mastery
The Rogue is one with his daggers. Henceforth, he gains a +2 bonus on all attack rolls he makes with the weapon he chose for Dagger Finesse, and the critical threat range of this weapon increases by 1 when he wields it. In addition, he may use his sneak attacks and critical attacks to deal nonlethal damage at no penalty (effects other than damage do not apply to these attacks, however).

Master Strike:
The rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, he can choose one of the following three effects:

The target can be…

  • put to sleep for 1d4 hours
  • paralyzed for 2d6 rounds, or
  • slain
    Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.


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