1d8 + Con 8 + Int +1 — +1 — —
Your hit points increase by 1d8 + your Constitution modifier. Unlike 1st at level, you must roll for these hit points.
You also gain a number of skill ranks equal to 8 + your Intelligence modifier. If you’re human, don’t forget the bonus skill rank per level.
Your base attack bonus and Reflex save bonus each increase by 1.
Evasion: This ability reduces damage you take from area-effect attacks like a burning hands spell or dragon breath. Instead of taking half the normal damage if you succeed at your save, you take no damage at all.
Rogue Talent: You learn a special trick that sharpens your skills, confounds your enemies, or hones your combat abilities. You gain an additional rogue talent at each even level. Trap spotter is a very useful talent for any rogue, for it allows you to automatically attempt a Perception check when you get close to a trap (even when you’re not actively searching). However, traps can be rare in some campaigns, so this may not be a good choice (ask the GM whether traps are common enough that this talent is worth taking).
Consider bleeding attack, combat trick, finesse rogue, or weapon training. All of these make you a more effective combatant.
Consider fast stealth, ledge walker, or rogue crawl, help you to move faster in difficult conditions. Alternatively, quick disable helps you perform your skills more quickly, and minor magic lets you acquire magical tricks.
2nd Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 +1 — +1 +1d6
Feat: You gain another feat. You should consider some of the same choices you had at 1st level. If you have Combat Expertise, consider Improved Feint, which allows you to distract your enemies and use sneak attack. If you have Dodge, consider Mobility to move around the battlefield more safely. If you have Nimble Moves, consider Acrobatic Steps, which increases the distance that you can move in difficult terrain. If you have Point Blank Shot, consider Precise Shot (to shoot accurately around your allies) or Rapid Shot (to let you shoot more quickly—even before the enemy has acted).
Trap Sense +1: This ability lets you dodge traps more easily, and it improves every 3 levels. It’s still probably not a good idea to trigger traps unless you have to.
3rd Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 — +1 — —
Ability Score Increase: You gain a permanent +1 increase to one ability score of your choice. This should be added to an ability score that’s important to you—like Strength or Dexterity—especially if you have an odd number in either of them, as your modifiers increase at even numbers.
Rogue Talent: You gain another rogue talent. If you took minor magic earlier, consider taking major magic to expand your toolbox of arcane tricks.
Trapfinding: Your bonus on Perception checks to locate traps and Disable Device checks to disable them increases to +2.
Uncanny Dodge: Your senses are so sharp that you react to danger instinctively, making it virtually impossible to catch you unaware. You cannot be caught flat-footed, and you only rarely lose your Dexterity bonus to Armor Class.
4th Level
ROGUE
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int — — — — +1d6
Feat: You gain another feat.
5th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 — — — +1d6
Feat: You gain another feat.
7th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 +1 +1 +1 —
Rogue Talent: You gain another rogue talent.
Trapfinding: Your bonus on Perception checks to locate traps and Disable Device checks to disable them increases to +3.
Trap Sense +2: The bonuses from your trap sense ability increase by 1.
6th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 — +1 — —
Ability Score Increase: You gain a permanent +1 increase to an ability score of your choice.
Attack Bonus: Now that your base attack bonus is +6, you gain a second attack (at an attack bonus of +1) whenever you make a full attack (see page 122). From now on, any bonuses to your BAB apply to this attack as well.
Improved Uncanny Dodge: You become impossible to flank, unless it’s by a rogue who’s much more powerful than you.
Rogue Talent: You gain another rogue talent.
Trapfinding: Your bonus on Perception checks to locate traps and Disable Device checks to disable them increases to +4.
8th Level
Feats that may not seem that strong by themselves sometimes serve as prerequisites for more powerful feats. Consider using the combat trick rogue talent to gain extra feats and work your way through feat chains to get access to the formidable feats at the end of the chain.
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 — — — +1d6
Feat: You gain another feat.
11th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int — +1 — +1 +1d6
Feat: You gain another feat. If you have Two-Weapon Fighting, consider choosing Improved Two-Weapon Fighting, which grants you another off-hand attack.
Trap Sense +3: The bonuses from your trap sense ability increase by 1.
9th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 — +1 — —
Advanced Talents: You gain access to a new set of options that you can choose from every time you gain a new rogue talent. Slippery mind is a valuable talent for any rogue, as it grants you a second chance to break free of an enchantment spell or effect. Improved evasion is attractive because it means you never take full damage from spells and effects that deal only half the normal damage if you succeed at a Reflex saving throw. However, your Reflex save bonus is probably good (which means your chance of failing a Reflex save is low), so this might not be the best choice for you. Using a rogue talent to gain a feat is often a good idea—particularly once you’ve grabbed the other talents that you really want.
Consider crippling strike to quickly weaken any enemy you sneak attack. Opportunist is excellent for allowing you to make even more attacks each round. Defensive roll gives you a way to escape in emergencies that may save your life.
Skill mastery is an excellent talent. By now your bonuses for your favorite skills are probably exceptional, so taking 10 would still mean success. It also means is that you are unlikely to fail if you roll a low number. For a dedicated thief, this talent may be worth taking at least one more time.
Rogue Talent: You gain another rogue talent. This can be used to choose from the advanced talents to which you now have access (see above), or you can choose another (non-advanced) rogue talent.
Trapfinding: Your bonus on Perception checks to locate traps and Disable Device checks to disable them increases to +5.
10th Level
ROGUE
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int — — — — +1d6
Feat: You gain another feat.
13th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int — — — — +1d6
Feat: You gain another feat.
17th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 — +1 — —
Rogue Talent: You gain another rogue talent.
Trapfinding: Your bonus on Perception checks to locate traps and Disable Device checks to disable them increases to +7.
14th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 — — — +1d6
Feat: You gain another feat.
19th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 +1 +1 +1 —
Ability Score Increase: You gain a permanent +1 increase to an ability score of your choice.
Rogue Talent: You gain another rogue talent.
Trapfinding: Your bonus on Perception checks to locate traps and Disable Device checks to disable them increases to +6.
Trap Sense +4: The bonuses from your trap sense ability increase by 1.
12th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 +1 — +1 +1d6
Attack Bonus: Now that your base attack bonus is +11, you gain a third attack (at an attack bonus of +1) whenever you make a full attack (see page 122). From now on, any bonuses to your BAB apply to this attack as well.
Feat: You gain another feat. If you have Improved Two-Weapon Fighting, consider Greater Two-Weapon Fighting, which grants a third attack with your off-hand weapon (see page 123).
Trap Sense +5: The bonuses from your trap sense ability increase by 1.
15th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 +1 +1 +1 —
Rogue Talent: You gain another rogue talent.
Trapfinding: Your bonus on Perception checks to locate traps and Disable Device checks to disable them increases to +9.
Trap Sense +6: The bonuses from your trap sense ability increase by 1.
18th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 — +1 — —
Ability Score Increase: You gain a permanent +1 increase to an ability score of your choice.
Master Strike: You have perfected the art of the sneak attack to the point that every such attack can instantly knock out, paralyze, or kill the target.
Rogue Talent: You gain another rogue talent.
Trapfinding: Your bonus on Perception checks to locate traps and Disable Device checks to disable them increases to +10.
20th Level
HP SKILL RANKS BAB FORT REF WILL SNEAK ATTACK
1d8 + Con 8 + Int +1 — +1 — —
Ability Score Increase: You gain a permanent +1 increase to an ability score of your choice.
Rogue Talent: You gain another rogue talent.
Trapfinding: Your bonus on Perception checks to locate traps and Disable Device checks to disable them increases to +8.
16th Level
ABILITY SCORES
Gaining conscious control over inborn powers takes unshakeable confidence and a forceful personality, so you’ll want a high Charisma score. Low hit points and lack of armor make both Constitution and Dexterity good scores to boost.
SORCERER
Sorcerers’ instinctive command of eldritch power is a birthright, and their bloodlines give them unique powers that distinguish them from other spellcasters with a wealth of additional abilities and benefits.