Rogues use stealth and a variety of masterful techniques to disarm traps, unlock doors, and take down enemies with devastating sneak attacks.
Solo Ability: Challenging.
| Field | Value |
|---|---|
| HP / Level | 8 |
| Skill Points / Level | 8 + Intelligence modifier |
| Play Style | Support |
| Spell DC Ability | Intelligence |
Stealthy and sly, rogues pride themselves on their skill. They are among the best at finding secret doors and traps and are the only class that can disarm traps. They can also pick locks to gain access to special areas and treasure chests.
Rogues also have a powerful ability called the sneak attack. With proper skill and strategy, they can use this to devastating effect.
Rogues make great scouts and are easily able to blend with the shadows and go undetected. Combining stealth with sneak attacking can be a powerful combination.
You were an Arcane Trickster a past life. You delight in illusions and have a knack for applying physical force with magic. Each time you acquire this feat you gain +3 Force Spell Power and a +1 bonus to Illusion DCs. This feat can be stacked up to three times.
| Level | BAB | Fort | Ref | Will | Special | Spell Points | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +0 | +0 | +2 | +0 |
|
20 | ||||
| 2 | +1 | +0 | +3 | +0 |
|
35 | ||||
| 3 | +2 | +1 | +3 | +1 |
|
50 | 1 | |||
| 4 | +3 | +1 | +4 | +1 | 65 | 1 | ||||
| 5 | +3 | +1 | +4 | +1 |
|
80 | 2 | |||
| 6 | +4 | +2 | +5 | +2 |
|
95 | 2 | |||
| 7 | +5 | +2 | +5 | +2 |
|
110 | 2 | |||
| 8 | +6 | +2 | +6 | +2 |
|
125 | 2 | 1 | ||
| 9 | +6 | +3 | +6 | +3 |
|
140 | 2 | 1 | ||
| 10 | +7 | +3 | +7 | +3 | 155 | 2 | 2 | |||
| 11 | +8 | +3 | +7 | +3 |
|
170 | 2 | 2 | 1 | |
| 12 | +9 | +4 | +8 | +4 |
|
185 | 2 | 2 | 2 | |
| 13 | +9 | +4 | +8 | +4 |
|
200 | 2 | 2 | 2 | |
| 14 | +10 | +4 | +9 | +4 | 215 | 3 | 2 | 2 | 1 | |
| 15 | +11 | +5 | +9 | +5 |
|
230 | 3 | 2 | 2 | 2 |
| 16 | +12 | +5 | +10 | +5 |
|
245 | 3 | 3 | 2 | 2 |
| 17 | +12 | +5 | +10 | +5 |
|
260 | 3 | 3 | 2 | 2 |
| 18 | +13 | +6 | +11 | +6 |
|
275 | 4 | 3 | 2 | 2 |
| 19 | +14 | +6 | +11 | +6 |
|
290 | 4 | 4 | 4 | 3 |
| 20 | +15 | +6 | +12 | +6 | 305 | 4 | 4 | 4 | 4 |
Every Arcane Trickster spell, by level ›
Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
You can Spot and Search for difficult traps.
Without this feat, difficult traps cannot be found, even with expert skills.
When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage.
Allows you to attempt to bluff a target with your mage hand with an enhanced duration. Bluffed enemies become more vulerable to sneak attacks and you attacks produce less hate for it's duration. While stealthed you can bluff enemies to walk away from their friends.
Allows you to attempt to disarm traps at a distance using your mage hand.
Increases your maximum spell points by 80, increases your spell critical chance by 5%, and grants Echoes of Power if you drop below 12 spell points.
(Granted automatically by Alchemist, Artificer, Cleric, Druid, Favored Soul, Sorcerer, Warlock, or Wizard level one.)
Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
While this metamagic feat is active, you gain 75 Spell Power while casting spells affected by Empower Spell, but they consume 15 additional spell points.
While this metamagic feat is active, spells have twice the range, but they consume 10 additional spell points.
While this metamagic feat is active, normal material components are not required, but spells consume 2 additional spell points.
While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Requires: Ability to cast 2nd level spells
While this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost by 5 per level raised.
Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. Also increases your spell critical chance by 1%.
(You must be able to cast 3rd-level spells to take this feat)
While this metamagic feat is active, you gain 150 Spell Power while casting spells affected by Maximize Spell, but they consume 25 additional spell points.
Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. Also increases your spell critical chance by 1%.
While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 additional spell points.
Your spells from the Abjuration school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Conjuration school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Enchantment school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Evocation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Illusion school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Necromancy school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Transmutation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
Your offensive instantaneous damaging spells deal additional 1d6 force damage equal to your sneak attack dice. Scales with 50% of spell power.
Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
While this metamagic feat is active, you gain 75 Spell Power while casting spells affected by Empower Spell, but they consume 15 additional spell points.
While this metamagic feat is active, spells have twice the range, but they consume 10 additional spell points.
While this metamagic feat is active, normal material components are not required, but spells consume 2 additional spell points.
While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Requires: Ability to cast 2nd level spells
While this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost by 5 per level raised.
Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. Also increases your spell critical chance by 1%.
(You must be able to cast 3rd-level spells to take this feat)
While this metamagic feat is active, you gain 150 Spell Power while casting spells affected by Maximize Spell, but they consume 25 additional spell points.
Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. Also increases your spell critical chance by 1%.
While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 additional spell points.
Your spells from the Abjuration school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Conjuration school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Enchantment school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Evocation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Illusion school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Necromancy school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Transmutation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
Your melee and missile attacks that strike targets who have spells grant spell points. 1d20 spell points on a 5 second cooldown for melee attacks. Ranged is a 10 second cooldown.
Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
While this metamagic feat is active, you gain 75 Spell Power while casting spells affected by Empower Spell, but they consume 15 additional spell points.
While this metamagic feat is active, spells have twice the range, but they consume 10 additional spell points.
While this metamagic feat is active, normal material components are not required, but spells consume 2 additional spell points.
While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Requires: Ability to cast 2nd level spells
While this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost by 5 per level raised.
Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. Also increases your spell critical chance by 1%.
(You must be able to cast 3rd-level spells to take this feat)
While this metamagic feat is active, you gain 150 Spell Power while casting spells affected by Maximize Spell, but they consume 25 additional spell points.
Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. Also increases your spell critical chance by 1%.
While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 additional spell points.
Your spells from the Abjuration school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Conjuration school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Enchantment school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Evocation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Illusion school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Necromancy school of magic are harder to resist, receiving a +1 bonus on save DCs.
Your spells from the Transmutation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.