Ir rogue
Rogues are skilled and adaptable individuals who operate on the borders of the acceptable. Brazen and well practiced, they excel in getting what others don't want them to have. This makes them able spies, scouts, investigators, diplomats or even thugs and thieves. Though the Impilturan government has little tolerance for crime, a versatile and cunning Rogue can get away with much even under their noses.

Most mischievous Rogues can count on the support and easy forgiveness of the common people, being as low bred as anyone but possessed of a charming flair and daring. When that fails, they must rely on their own danger sense, reflexes and other skills instead.



All Rogues have the ability to craft Poisons.


  • Sneak Attack - When flanking an enemy or catching them flatfooted, the Rogue's attacks deal an additional d6 damage per rank. This damage is not multiplied upon a critical hit. The Sneak Attack dice are halved (rounded down) when using a weapon other than an unarmed attack, club, dagger, handaxe, kama, kukri, light hammer, light pick, mace, rapier, shortsword, sickle or whip.
  • Evasion - Upon any successful Reflex save for half damage, the Rogue takes no damage instead.
  • Uncanny Dodge - A flat-footed Rogue does not lose their DEX bonus to AC. Every rank after the first grants a +1 Reflex bonus vs Traps.

Bonus feat list: