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Playbook:
Thieving Rogue

By James Beck

Play A Rogue If You Want To...

  • Sneak up on foes to deal more damage

  • Steal things without being seen

  • Excel at a variety of skills

Level 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10

Perception

  • Trained in Perception

Saving Throws

  • Expert in Fortitude

  • Trained in Reflex

  • Expert in Will

Skills

  • Trained in Religion

  • Trained in one skill determined by your choice of deity

  • Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

  • Trained in simple weapons

  • Trained in the favored weapon of your deity. If your deity’s favored weapon is uncommon, you also gain access to that weapon

  • Trained in unarmed attacks

Defenses

  • Trained in light armor

  • Trained in medium armor

  • Trained in unarmored defense

Class DC

  • Trained in divine spell attacks

  • Trained in divine spell DCs

Ancestry

Dwarf

Dwarves make for excellent medium or heavy armored ancestries because of the feat Unburdened Iron which removes any speed penalties a piece of armor or shield imposes.

Heritage

Ancient-Blooded Dwarf OR Death Warden

The +1 from Ancient-Blooded’s reaction can be a lifesaver and a lot of particularly potent spells are from the Necromancy school, so treating a success as a critical success is incredibly helpful.

Dwarven heroes of old could shrug off their enemies’ magic, and some of that resistance manifests in you. You gain the Call on Ancient Blood reaction.

Call on Ancient Blood

Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.

Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save.

OR

Your ancestors have been tomb guardians for generations, and the power they cultivated to ward off necromancy has passed on to you. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.

Background

Warrior

You're trained in the Intimidation skill, and the Warfare Lore skill. You gain the Intimidating Glare skill feat.

Ability Scores

Sources

Ancestry: +2 Strength, +2 Charisma (using the variant ancestry ability scores)

Background: +2 Strength, +2 Charisma

Class: +2 Wisdom

Free Boosts: +2 Strength, +2 Dexterity, +2 Constitution, +2 Charisma

Spells will not be used offensively, so Wisdom will not need to start off very high. 12 Dexterity is the cap for Breastplate, so it will not need to be increased further.

Attribute

Strength

Constitution

Dexterity

Score

16

12

12

Modifier

+3

+1

+1

Attribute

Wisdom

Intelligence

Charisma

Score

12

10

16

Modifier

+1

+0

+3

Starting Equipment

Price: 13 gp; Bulk 4 Bulk, 2 light; Money Left Over 2 gp

Armor Breastplate

Weapons Warhammer, Clan Dagger (Free for being a Dwarf)

Gear adventurer’s pack, climbing kit, silver religious symbol

Starting Proficiencies

Anathama

Class Feature

Your Anathema is largely roleplay based, but something to keep in mind. You cannot tell lies or cheat, intentionally craft inferior works, or show mercy to the enemies of our people.

Devine Spellcasting

Class Feature

Despite the Warpriest's low wisdom, you will still focus on divine casting. These are more spells than we have access to, and Bless is first and foremost our bread and butter early on.

Cantrip

Very nice in a boss fight. Keep in mind that you can’t select yourself with this spell and it’s sustained, so it will require an action every round to maintain it.

Cantrip

A nice one action spell. There are better options in combat, but it can still be handy. Out of combat you can assist allies or yourself before attempting a skill check.

Cantrip

With our set up we won’t be carrying around a shield, and our Clan Dagger will be a substantial help to us with its parry trait, but Shield’s ability to deflect some incoming damage can be worth going for instead of a parry.

Cantrip

A particularly situational cantrip, but a good one nonetheless depending on what you’re going up against. A nice spell to have in your back pocket.

1st Level Spell

Give yourself and allies in a 5-foot emanation a +1 status bonus to attack rolls. We can also use an action to extend the effect, but otherwise Bless is not sustained. This will be one of our key spells until we get Heroism.

1st Level Spell

A very simple spell that gives us a small damage boost, but it could make all the difference. We can target two weapons with this, so we can give it to both our Warhammer and our Clan Dagger.

1st Level Spell

Situational, but nice. Keep in mind we’ll only ever be striking, at most, twice per round. We won’t be casting this often, but it might help once in a while.

1st Level Spell

Not necessarily for casting on ourselves or our allies, but particularly potent if you need to protect a non combatant.

Divine Font

Class Feature

We’ll be going for Healing Font as healing is more focused on buffs and support, whereas Harmful Font is focused more on making will saves, which we’re not great at. Because of our high Charisma, we also get a lot more healing.

Healing Font

Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.

Doctrine - Warpriest

Class Feature

Warpriest gains is increased defenses that makes it better as a front line supporter.

First Doctrine

You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat, a reaction to reduce damage with a shield. If your deity’s weapon is a simple weapon or an unarmed attack, you gain the Deadly Simplicity cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.

Action Combos

Extend Aura

COMBO Level 1

1st Action: Increase the emanation of Bless; 2nd Action: Strike with Warhammer3rd Action: Shove
With the emanation of Bless extended, there’s more wiggle room to allow allies to benefit from the spell. We strike to do a bit of damage, and then Shove with our Warhammer to push them back. This means that for the enemy to attack us on their turn, they have to move forward. Use this based on the situation as this could interfere with your teammates.

Get Ready, Everyone!

COMBO Level 1

1st and 2nd Action: Bless; 3rd Action: Stride or Strike
This allows you to buff yourself and any adjacent allies, and then strike with your new buffed up stats.

The Best Defense

COMBO Level 1

1st Action: Increase the emanation of Bless; 2nd Action: Strike with Warhammer3rd Action: Parry
The nice thing about using a Clan Dagger is it can act as both offense and defense, since it has the parry trait.

Is a Good Offense

COMBO Level 1

1st Action: Strike with Warhammer; 2nd Action: Strike with Clan Dagger3rd Action: Parry
Sometimes you don’t need to extend the range of Bless, and as such you can make use of your Clan Dagger, using its Agile trait to attack with a lower MAP. We go for a Parry instead of a Shove for this very reason.

Glaring Strike

COMBO Level 1

1st Action: Strike with Warhammer; 2nd Action: Strike with Clan Dagger3rd Action: Parry
Frightened is a particularly potent debuff that doesn’t require casting a spell and only takes a single action. With Intimidating Glare we also no longer need to meet the language requirement of Demoralize.

1st Level

Deity - Torag

Class Feature

Your deity determines things like your favored weapon and what domains you have access to. Torag’s favored weapon is a Warhammer.

There are a number of different feats that you could choose from here, and what you pick will largely depend on your campaign. If you’re fighting fiends, you will want to use Holy Castigation. If you’re fighting undead, you have a lot more freedom. Emblazon Armament is almost always worth it.

Quick Draw

Class Feat

You Interact to draw a weapon, then Strike with that weapon.

Opening Feint

COMBO Level 2

1st Action: Feint2nd Action: Quick Draw3rd Action: Strike
This allows you to get the creature flat-footed and then draw your weapon quickly and punish the creature.

Action Combos

2nd Level

3rd Level

Deny Advantage

Class Feature

As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. 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.

Action Combos

Tripping Feint

COMBO Level 3

1st Action: Feint2nd Action: Trip3rd Action: Strike
This allows you to knock a creature down and then punish them while they’re on the ground.

4th Level

Scouts Warning

Class Feat

Trigger You’re about to roll a Perception or Survival check for initiative; Effect You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively. Opening W

Action Combos

Opening Warning

COMBO Level 4

Free Action: Scout's Warning; Opening Feint Combo
This allows you to get the creature flat-footed and then draw your weapon quickly and punish the creature.

Action Combos

5th Level

Weapon Tricks

Class Feature

You gain expert proficiency in simple weapons as well as the rapiersapshortbowshortsword, and unarmed attacks. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or unarmed attack, or when using any of the listed weapons, you apply the critical specialization effect for that weapon or unarmed attack.

Sneaking Feint

COMBO Level 5

1st Action: Feint2nd Action: Strike3rd Action: Hide
This allows you to get a creature flat-footed, deal sneak attack, then protect yourself from future attacks.

Action Combos

Twisting Pain

COMBO Level 6

1st Action: Feint2nd Action: Strike3rd Action: Twist the Knife
This allows you to get a creature flat-footed quickly and then cause them to take persistent bleed damage.

6th Level

Twist the Knife

Class Feat

Requirements Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target; Effect You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.

Hidden Bleed

COMBO Level 6

1st Action: Quick Draw2nd Action: Twist the Knife3rd Action: Hide
This works best when you are Striking a creature who is already flat-footed as this is a quick Strike and then become hidden.

Weapon Specialization

Class Feature

You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.

Action Combos

7th Level

Evasion

Class Feature

Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Vigilant Senses

Class Feature

Your proficiency rank for Perception increases to master.

Distracting Injury

COMBO Level 7

1st Action: Strike2nd Action: Twist the Knife3rd Action: Create a Diversion
This allows you to deal sneak attack damage and then become hidden from a creative distraction.

Action Combos

Opportune Rogue

COMBO Level 8

End Any Combo Adjacent to a Foe and an Ally
This will increase your chances of triggering your opportune backstab.

8th Level

Opportune Backstab

Class Feat

Trigger A creature within your melee reach is hit by a melee attack from one of your allies; Effect Make a Strike against the triggering creature.

Action Combos

Slow Your Pace

COMBO Level 9

Deal Sneak Attack and Apply the Speed Penalty Debilitation
This will allow you to make a quick escape or make the creature spend additional actions trying to get closer to you.

Don't Punch Me

COMBO Level 9

Deal Sneak Attack and Apply the Enfeebled Debilitation
This will lower a creature’s melee attacks.

9th Level

Debilitating Strike

Class Feature

Trigger Your Strike hits a flat-footed creature and deals damage; Effect You apply one of the following debilitations, which lasts until the end of your next turn.

  • Debilitation The target takes a –10-foot status penalty to its Speeds.

  • Debilitation The target becomes enfeebled 1.

Action Combos

Bleeding Punishment

COMBO Level 10

End Any Combo Adjacent to a Foe and an Ally
This will increase your chances of triggering your opportune backstab.

10th Level

Precise Debilitation

Class Feat

You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

  • Debilitation The target takes an additional 2d6 precision damage from your attacks.

  • Debilitation The target becomes flat-footed.

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