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Adapted from Rogue - PathfinderWiki
Thief, vagabond, scout, con man. These are just some of the terms that might refer to a rogue. They are the clever tricksters of the world, the consummate professional criminals, or even the highly trained informants and spies. Where Fighter rely on their martial training, Wizard on their mastery of arcane power, and Cleric on the grace of their deity, the rogue relies on training of the body and mind to overcome obstacles. They are any combination of athletic, cunning, shifty, convincing, learned, and crafty. They augment their training with a precise working knowledge of anatomy: where to deliver a knock-out blow when the situation requires.   Rogues typically begin their training alone—learning from various teachers in secret, on the hard streets, or in the wild. The so-called "thieves" guilds of Avistan and Garund rarely take such training upon themselves, preferring to recruit able members and avoid the messy physical and financial costs of training new ones. Depending on the location, guilds might operate in secret (the most common method), in the open (such as Absalom and Sedeq), or even with some degree of authority. Fortunately, constant wars between rival guilds often limit the resources and effectiveness of these ubiquitous organizations.   Adventuring rogues are common, thanks to their unique skills set. Though guilds frown on thieves operating independently, they have no control over other occupations, though adventuring does often attract their attention thanks to the enormous wealth that can be accrued by such activity.




A rogue relies on their evasive abilities to fill their roles.
  • Rogue's Racket - As you started on the path of the rogue, you began to develop your own to pursue your illicit activities.
  • Perception⁣⁣- Perception measures your ability to be aware of your environment..
  • Stealth- You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item.

Career Progression

  • Hone your skills through intense practice, both on your own and out in the world.
  • Know where to attain illicit goods.
  • Skirt or break the law because you think it’s meaningless or have your own code.

Other Benefits

Third Level

  • Deny Advantage
    Deny Advantage - Class Feature 3

    Description As someone who takes advantage of others’ defenses, your foes struggle to pass your defenses.
    Applications You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Class Feats

First Level

  • Nimble Dodge
    Nimble Dodge - Class Feat 1

    Requirements You are not encumbered.
    Trigger A creature targets you with an attack and you can see the attacker.

    Applications You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
  • Twin Fient
    Twin Feint - Feat 1

    Requirements You are wielding two melee weapons, each in a different hand.
    Description You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. 
    Applications Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat‑footed against the second attack. Apply your multiple attack penalty to the Strikes normally.



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.

In downtime

You might pickpockets or trade in illegal goods. You can also become part of a thieves’ guild, or even found one of your own.

Social Status

• Find you charming or fascinating, even if they think they know better than to trust you. • Come to you when they need someone who is willing to take risks or use questionable methods. • Suspect you’re motivated primarily by greed.


— Core Rulebook pg. 178 2.0
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Pathfinder 2e, Class, Rogue

Hit Points


Key Ability

Dexterity or an option from rogue’s racket.


Level Benefits
1st Ancestry and background initial proficiencies rogue’s racket sneak attack 1d6
2nd Rogue feat skill feat skill increase
3rd Deny advantage general feat skill feat skill increase
4th Rogue feat skill feat skill increase
5th Ability boosts ancestry feat skill feat skill increase
6th Rogue feat skill feat skill increase
7th Evasion general feat skill feat skill increase
8th Rogue feat skill feat skill increase
9th Ancestry feat debilitating strike great fortitude skill feat
10th Ability boosts rogue feat skill feat skill increase
11th General feat rogue expertise skill feat skill increase
12th Rogue feat skill feat skill increase
13th Ancestry feat improved evasion incredible senses light armor expertise
14th Rogue feat skill feat skill increase
15th Ability boosts double debilitation general feat greater weapon specialization
16th Rogue feat skill feat skill increase
17th Ancestry feat skill feat skill increase slippery mind
18th Rogue feat skill feat skill increase
19th General feat light armor mastery master strike skill feat
20th Ability boosts rogue feat skill feat skill increase



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