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Instead of discussing a new Pathfinder Second Edition PF2 mechanic at the beginning of this entry, I wanted to touch on a bit of formatting in the Core Rulebook. Formatting is easy to do, but difficult to do well, and Paizo certainly stepped up their game with the new ruleset. The beginning of each Class chapter walks through the characteristics of that class.

Similar to this Character Concepts series, the writers give a handy overview before providing key aspects of the class. At the top, we get a general summary showcasing the main bullet points of the class.

Underneath that is a short section on your Key Ability and Hit Points. Then the right column lists mechanical benefits like proficiencies, saving throws, skills, and attacks.

Probably the most helpful section, however, is below the mechanical information. It gives you some stepping stones on what your character might do in certain situations like combat or exploration.

Reading through the initial page of each class in the Core Rulebook will do wonders to spark your imagination during character creation. I highly recommend spending some time doing so! Rogues are generally a sneaky bunch. Deception is their specialty. In fact, their trickery shines on the battlefield through sneak attacks, and it also is prevalent in social situations through disguise. Most of the time, Rogues are seen as rulebreakers and criminals.

This is a by-product of their association with assassination and thievery. At their core, Rogues typically value their status as an individual first, and their dedication to a group second.

After all, the rewards are worth it! Rogues are often hard to trust and may take awhile to trust others. Some see their actions as a means to an end, while others may place a higher value on their societal reputation. They are quick, versatile, and resourceful, using every opportunity to their advantage.

And double-cross? You have a keen eye to see what the criminals see. That fence? It should angle outward at the top to thwart burglars from climbing over. That old lock?At 1st level you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Skills Trained in Stealth Trained in one or more skills determined by your rogue's racket. Trained in a number of additional skills equal to 7 plus your Intelligence modifier. Attacks Trained in simple weapons Trained in the rapier, sap, shortbow, and shortsword Trained in unarmed attacks. Defenses Trained in light armor Trained in unarmored defense. You move about stealthily so you can catch foes unawares. Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.

You sneak to get the drop on foes and scout for danger or traps. You might pick pockets or trade in illegal goods. You gain these abilities as a Rogue. Debilitation: Debilitations apply conditions and other negative effects to a creature. When the creature is affected by a new debilitation, any previous one it was affected by ends.

Flourish: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn. In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background. At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class. As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities.

Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. The rackets presented in this book are as follows. You prefer to strong-arm or intimidate others rather than rely on finesse or fancy tricks.Kevin has been playing tabletop games for almost as long as he can remember and currently edits for Jon Brazer Enterprises.

Final Fantasy Wiki. They are no longer confined to percentile rolls to perform core tasks like finding traps and moving silently.

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But, few games take place in a combat-free vacuum, and so the trick to creating an effective rogue is to find a balance between skill mastery and combat prowess. In Pathfinderrogues gained access to unique talents, in addition to their skills and feats, increasing the extent to which you can customize your character.

Consequently, the two pillars of the rogue—combat and skills—can be adequately addressed primarily through feats for the former and talents for the latter.

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This basic approach will allow for a capable and well-rounded rogue in many campaigns; however, in games that focus more prominently on one or the other, you may find it useful to dedicate more feats toward skill use or more rogue talents toward combat. This guide will, on the whole, be divided into three sections: skills, combat, and builds. The first section will lay out essential and other useful skills, as well as talents and archetypes that complement them. Once this baseline is established, the next section will discuss common ways to be an effective rogue in combat, including appropriate feats, rogue talents, and archetypes of note.

A Guide to the Rogue (Pathfinder)—Skills, Combat Styles, and Sample Builds

The final section will provide sample builds that demonstrate how the two sides of the class come together to create a unique whole. Many of the ones covered here are must-haves, while others are great additions to a strong foundational skillset. Skills not discussed below are largely optional and can be taken as is appropriate for your build and character concept.

This prevents a bad roll from getting you killed in a crucial situation. Recommended skills for use with skill mastery include. If you have the Intelligence score to allow you to choose extra skills, stick to ones that your character will use often or that you really want to excel at.

Most rogues will want the maximum number of ranks in Acrobatics. It allows greater mobility out of combat, whereas in combat, it provides you with the crucial ability to avoid attacks of opportunity provoked by movement. Especially for rogues who specialize in melee combat, maneuvering to a flanking position is key to maintaining a respectable amount of damage, which means moving through a lot of threatened areas over the course of the game. A high Acrobatics skill modifier will let you avoid them entirely.

Keep your modifier high, as your Acrobatics check has to beat the Combat Maneuver Defense of your opponent in order to avoid the attack. Expert leaper allows you to make all of your jumps as if you had a running start. Ledge walker lets you move at full speed while balancing. Peerless maneuver allows you to roll twice for a single Acrobatics check per day and more checks per day as you gain levelstaking the best result.

The best of these, though, is the fast tumble advanced talent, which allows you to move at full speed when using Acrobatics to avoid attacks of opportunity.

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It removes your armor check penalties from light armor on Acrobatics and a few other skills, and gives you a limited reroll ability for Acrobatics checks in place of trap sense. The swashbuckler archetype also replaces trapfinding and is again not recommended.Toggle Theme.

Pathfinder 2 Rogue Class

Archives of Nethys. You must satisfy any prerequisites before taking the feat. Nimble Dodge 1 RogueSwashbuckler — You deftly dodge out of the way.

Whenever your Strike is a critical hit and deals damage, the target is flat-footed against your attacks until the end of your next turn. Agents of Edgewatch Stella's Stab and Snag 6 RogueSwashbucklerUncommon expert in Thievery You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement — Twist the Knife 6 Rogue — After stabbing your opponent in a weak spot, you tear the wound open.

Agents of Edgewatch Blind-Fight 8 RogueFighterInvestigatorRanger master in Perception Your battle instincts make you more aware of concealed and invisible opponents.

Agents of Edgewatch Eldritch Debilitations 10 Rogue eldritch trickster racket, Debilitating Strike You know how to apply debilitations that are particularly troublesome for spellcasters. Agents of Edgewatch Critical Debilitations 12 RogueIncapacitation Debilitating Strike Your debilitations are especially effective on your most powerful attacks. You Sneak while leaving a decoy behind. Age of Ashes Hidden Paragon 20 Rogue legendary in Stealth When you put your mind to slipping out of sight, you disappear completely.

Extinction Curse. Nimble Dodge. Overextending Feint. When you trick a foe, instead of catching them off guard, you goad them into overextending their next attack. Plant Evidence. You can put a single item you're holding of light or negligible Bulk onto a person without them noticing.

pathfinder 2e rogue feats

Trap Finder. Tumble Behind Rogue. Twin Feint.

pathfinder 2e rogue feats

You make a dazzling series of attacks with both weapons, using the first attack to throw your foe of guard against a second attack at a different angle. You're Next. RogueEmotionFearMentalSwashbuckler. Brutal Beating. Clever Gambit. Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage.

Distracting Feint. Fane's Fourberie. RogueStanceSwashbucklerUncommon. Stella Fane has perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic.

Minor Magic. Quick Draw. Strong Arm. When you Strike with a thrown weapon, the weapon's range increment increases 10 feet. Unbalancing Blow.You are skilled and opportunistic. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills. Dexterity or Other. You increase your maximum number of HP by this number at 1st level and every level thereafter.

pathfinder 2e rogue feats

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way. Trained in a number of additional skills equal to 7 plus your Intelligence modifier. You gain these abilities as a rogue. In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class. As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work.

A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. The rackets presented in this book are as follows.

\\Pathfinder 2E/ Min-Maxing For Fun And Profit XX- Rogue Optimization: LONG LIVE DEX TO DAMAGE!

When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might even be on the up-and-up, hired to test magical defenses or even build them yourself. Choose a multiclass archetype that has a basic, expert, and master spellcasting feat.

For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score. Where others might use sleight of hand or a silver tongue to achieve their objectives, you rely on your intellect to craft intricate schemes.

You likely view your operations as a chess game, always planning 10 steps ahead where others might plan three. You might be a detective determined to solve crimes or a spymaster in the service of a powerful family or nation. If you operate outside the law, you might be an aspiring crime lord or information broker, excellent at directing others toward suitable jobs.

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None of this is good, especially if you want those who are searching for your product online to see a mixture of good reviews.

pathfinder 2e rogue feats

Having no reviews at all will spark suspicion and negative reviews turn customers away. However, the first step in getting a product or service reviewed is to realise that people don't actually want to review it. When you eat at a restaurant, the waiter will ask you whether you like the food. It's accepted as common practice, but how many times do brands ask us what we think of their products.

It's the same principle, so if I'm using your product, at anytime and anywhere, just ask me what I think. Get customer email addresses at the point of purchase, even if you sell stock offline.

Hotel Chocolat give away a small bar of chocolate if you give them your email address in store. Another thing Amazon does well is to use my reviews to recommend other products that I may like in the future. So by reviewing products, I am helping myself to discover other products that I'd like to buy. Although I'm helping Amazon sell me more stuff by doing so, I still do it. It's a win-win for Amazon, and useful for me as a customer.