D&D 3.5 Rogue: 5 Tactical Builds

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Article-At-A-Glance

  • The Rogue Class: Masters of stealth, precision, and adaptability, Rogues thrive on high skills, sneak attacks, and outmaneuvering their foes.
  • Arcane Shadow[1]: A versatile hybrid of Rogue and Wizard, excelling in both spellcasting and sneaky combat.
  • Guild Master[2]: A flying Kobold rogue who dominates with ranged Sneak Attacks and unmatchable mobility.
  • Knife Master[3]: A dagger-focused Rogue capable of overwhelming foes with rapid, precise strikes.
  • Slayer of Domiel[4]: A holy assassin specialized in countering undead and evil enemies with divine-infused Sneak Attacks.
  • The White Wolf[5]: A primal predator blending natural attacks and rogue stealth to devastating effect.
Rogue
Build NameMajor StrengthMajor Weakness
Arcane Shadow[1]Access to powerful utility and combat spells like Greater Invisibility combined with Sneak Attack for high versatility in combat and infiltration.Low hit points and reliance on situational sneak attacks make it fragile in prolonged encounters.
Guild Master[2]Incredible mobility from flight and devastating ranged Sneak Attacks against touch AC.Fragile defenses due to low Constitution and heavy reliance on maintaining advantageous positioning.
Knife Master[3]Capable of making up to 64 attacks per round with optimized throwing techniques and enchantments.Heavy reliance on specific equipment and feats; disarm or resource constraints can cripple effectiveness.
Slayer of Domiel[4]Bypasses undead and construct immunity to Sneak Attack while retaining rogue utility and divine damage boosts.Focus on niche enemies (undead/evil) may leave it less effective against general threats.
The White Wolf[5]Natural attacks combined with Sneak Attack and enhanced tracking abilities make it a versatile and dangerous predator.Reliance on hybrid form and vulnerability to silver weapons or antimagic environments.
Arcane Shadow

Arcane Shadow

A nimble blend of Rogue and Wizard, the Arcane Shadow[1] uses magical stealth and precision attacks to excel in infiltration and combat. With spells up to 8th level and Sneak Attack synergy, this build offers unparalleled versatility as both a caster and a skill monkey.

  • Access to powerful utility and combat spells like *Greater Invisibility* and *Antimagic Field*, combined with Sneak Attack for devastating melee and ranged capabilities.
  • Low hit points and reliance on both spell slots and situational sneak attack opportunities make the Arcane Shadow[1] fragile in prolonged encounters.
  • Use Contingency paired with defensive spells for an automatic lifesaver when caught off-guard.

Guild Master

The Guild Master[2] is a flying Kobold thief specializing in ranged Sneak Attacks, leading their underworld empire with a mix of cunning and raw damage. This build maximizes Sneak Attack progression, utilizing mobility and ranged attacks to devastating effect.

  • Incredible mobility from flight and devastating ranged Sneak Attacks against touch AC make the Guild Master[2] a lethal sniper.
  • Fragile defenses due to low Constitution and reliance on positioning to remain effective in combat.
  • Use the *Improved Dragon Wings* feat and *Hand Crossbow Focus* to optimize your aerial sneak attacks and become an untouchable rogue from above.
Guild Master
Knife Master Rogue

Knife Master

The Knife Master[3] is a whirlwind of daggers, capable of unleashing an absurd number of attacks per round with precision and efficiency. This build excels in Touch AC attacks and overwhelming opponents with sheer volume of strikes.

  • The ability to make up to 64 attacks per round using optimized throwing techniques and enchantments like Splitting.
  • Heavy reliance on equipment and feats to achieve optimal performance, which can be hindered by resource constraints or disarm effects.
  • Enchant shurikens with Returning and Adaptive to reduce costs and ensure your dagger minigun stays well-stocked in prolonged battles.

Slayer of Domiel

A holy assassin built to counter undead and evil creatures, the Slayer of Domiel[4] combines rogue agility with divine power to bypass typical Sneak Attack immunity. This build is a hybrid of martial and divine abilities, offering unique versatility.

  • Bypasses undead and construct immunity to Sneak Attack while retaining excellent rogue utility and divine damage boosts.
  • Limited spellcasting and a focus on niche enemies may leave the Slayer of Domiel[4] less effective against general threats.
  • Use *Sanctify Martial Strike* to ensure your Sneak Attacks deal extra damage to evil-aligned foes, combining divine and rogue strengths seamlessly.
Slayer of Domiel
The White Wolf Rogue

The White Wolf

A primal predator blending Rogue precision with Werewolf ferocity, the White Wolf[5] uses natural attacks and stealth to dominate enemies. This build leverages high mobility, powerful natural abilities, and Sneak Attack synergy for a versatile combatant.

  • Natural attacks combined with Sneak Attack and tracking abilities like Scent and Mindsight make this build a hunter’s nightmare.
  • High reliance on maintaining hybrid form and specific feats can make the build vulnerable in antimagic environments or when faced with silver weapons.
  • Utilize *Wild Aspect* and *Animal Growth* for temporary but powerful combat boosts, enhancing your already formidable natural attacks.

FAQ

What makes the Rogue class stand out in D&D 3.5?

Rogues are known for their exceptional versatility, excelling in skills, stealth, and precision damage through Sneak Attacks. Their adaptability allows them to fit into nearly any party role, from combat support to infiltration specialist.

How does the Arcane Shadow[1] Rogue balance spellcasting and sneak attacks?

The Arcane Shadow[1] combines the Rogue’s stealth and Sneak Attack with the Wizard’s powerful spellcasting. This hybrid excels in situations requiring both magical utility and precise, high-damage strikes.

Is the Rogue Knife Master[3]’s attack strategy viable in all encounters?

The Knife Master[3]’s strategy of rapid, high-volume attacks is devastating, but it relies heavily on specific equipment and positioning. In situations where resources are constrained or enemies counter ranged attacks, this build may struggle.

What sets the Slayer of Domiel[4] apart from other rogue builds?

The Slayer of Domiel[4] specializes in defeating undead and evil creatures, using divine abilities to bypass traditional Sneak Attack immunities. It retains the Rogue’s skill versatility while adding unique counters to niche threats.

How does the White Wolf[5] use its natural abilities in combat?

The White Wolf[5] leverages the Werewolf’s natural attacks and tracking skills, combining them with Rogue abilities like Sneak Attack. This synergy allows it to thrive in melee combat while maintaining stealth and scouting prowess.

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Author

  • Andrew Wilson

    Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

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Terms definitions
1. ↑ Rogue – Arcane Shadow – D&D 3.5 ( Arcane Shadow )

Core Only

Arcane Shadow

The young Nobleman was making his way in the dark alley without a sound. He had to avoid detection by the patrols as they might recognize him. If they did, well, it would make his task far more difficult to accomplish. He mind was focused on the traveling lady who paid him a lot of gold. A royal sum, even for a noble like him. It was a fairly simple matter: gather information on killings that had recently occurred in the city. Simple doesn’t mean easy, though.

It’s the so called White Wolf, a notorious killer who had taken the city’s underground by surprise years ago. She was as hard to track as it gets. But the young man wasn’t merely the son of one of the high noble houses, but a fantastic self-taught rogue and a magician extraordinaire.

When he arrived in front of the barracks, he observed the place swiftly. A few magical words uttered and he became invisible – his goal, the captain’s office. Entrance was easy, but he knew the door was locked. A simple cantrip, though, and the door was opened. There were only a scant few minutes before he had to get out of there. With great haste, he rummaged through the papers.

-“Bingo.” He whispered. He had his lead. Now to get out…

Race

Human

Class

Rogue 5/Wizard 5/Arcane Trickster 10

Ability Scores

Str 8/Dex 16/Con 14/Int 16/Wis 8/Cha 14

Skills

Decipher Script 7, Disable Devices 7, Escape Artist 7, Knowledge(Arcana) 4 Equipment: A Rapier, a Hand Crossbow, a Studded Leather Armor(at first, which you ditch out soon)

Goal

The ultimate swiss army knife. With the abilities to melee and ranged decently with your sneak attack; Spring Attack in and out of melee; and cast wizard spells up to 8th level. You get access to completely ridiculous goodies like Greater Invisibility, Fly, Polymorph, Dimension Door, the sky’s near the limit. Plus you have excellent skills all around to fall back on unlike a wizard, and can even use a Contingency spell for those very few things that might catch you off-guard.

Let’s not forget that you can also cast Antimagic Field and massacre the poor wizard with your Sneak Attacks.

Progression Chart

LevelClassHDFeatSpecial
1Rogue8Improved Initiative, DodgeSneak Attack +1d6, Trapfinding
2Rogue1d6+2–Evasion
3Rogue1d6+2Weapon FinesseSneak Attack +2d6, Trap Sense +1
4Rogue1d6+2–Uncanny Dodge, +1 Dex
5Rogue1d6+2–Sneak Attack +3d6
6Wizard1d4+2Scribe Scroll, MobilityFind Familiar
7Wizard1d4+2––
8Wizard1d4+2–+1 Dex
9Wizard1d4+2Spring Attack–
10Wizard1d4+2Silent Spell–
11Arcane Trickster1d4+2–Ranged Legerdemain 1/Day
12Arcane Trickster1d4+2Quick DrawSneak Attack +4d6, +1 Int
13Arcane Trickster1d4+2–Impromptu Sneak Attack 1/Day
14Arcane Trickster1d4+2–Sneak Attack +5d6
15Arcane Trickster1d4+2Two-Weapons FightingRanged Legerdemain 2/Day
16Arcane Trickster1d4+2–Sneak Attack +6d6, +1 Int
17Arcane Trickster1d4+2–Impromptu Sneak Attack 2/Day
18Arcane Trickster1d4+2Improved Two-Weapons FightingSneak Attack +7d6
19Arcane Trickster1d4+2–Ranged Legerdemain 3/Day
20Arcane Trickster1d4+2–Sneak Attack +8d6, +1 Dex
2. ↑ Rogue – Guild Master – D&D 3.5 ( Guild Master )

Guild Master

Guild Master

As the young man made his way inside the thieves guild hideout, many heads turned his way. He knew the risks, but he had to do it. After what the traveling woman had told him about the White Wolf, he had to help. His mark had to be stopped, less the consequences destroy the city – if not, even, the kingdom.

Perhaps it was his idiotic noble ideals resurfacing, or maybe he was just trying to do something right for once in his life. It even could have been that he was a sucker for a pretty face. Possibly just the gold, half in advance and half after the task was complete.

At least the task itself, once he found her was to be simple enough. In any case, he was thinking himself a fool to have become so embroiled in this mess. If it got out that he was here, the consequences for his House would be dire. Or at least more paperwork.

Yet here he stood, in front of a pile of gold and silver pieces upon which a Bastard Sword was raised. A Kobold with draconic wings sat atop the pile, and stared at the nobleman. The Kobold, leader of the Thieves Guild, played idly with his crossbow. A crossbow that was known to be quick to fire, and the temper behind it even quicker to kill.

–“I suspected you would eventually come to me noble scum. You’ve been snooping around a lot lately. Again, even though I had warned you to stay in your place. What kind of idiocy have you found yourself stuck in?”

The young man took a deep breath. Even if the Guild Leader was a Kobold, that needle shooter was vicious, he had to play this out carefully.

–“I may know how to root out the White Wolf for you.”

Silence fell in the chatty hall. The Kobold’s eyes stared at him even more intensely.

-“I’m listening.”

Race

Kobold

Class

Rogue 5/Assassin 3/Thug Fighter 5/Nightsong Enforcer 1/Ronin 1/Spellthief 1/Guild Thief 1/Justiciar of Taiia 1/Ninja 1/Shadow Thief of Amn 1

Ability Scores

Str 8/Dex 20/Con 12/Int 17/Wis 11/Cha 11

Skills

Bluff 4, Disguise 4, Gather Information 3, Hide 10, Intimidate 3, Knowledge(Religion) 6, Move Silently 10

Flaws

Noncombattant, Vulnerable

Equipment

A Hand Crossbow, eventually a buckler, a Chain Shirt

Goal

Hey dawg, I heard you liked Sneak Attacks. So you’re a Winged Kobold who has the highest Sneak Attack I could give it without cheesing too much, and we all know that the guy with the highest sneak attack gets to be the Guild Leader. What do you mean that’a not how that works? Bonus Points by the way because the flavor somehow works all too well? (Dragon Kobold Thief Guild Leader sitting on a pile of gold, don’t you dare tell me it doesn’t fit). Also, bonus for flying ranged sneak attack rogue.

Progression Chart

LevelClassHDFeatSpecial
1Rogue7Dragonwrought , Dragon Wings, PersuasiveSneak Attack +1d6, Trapfinding
2Rogue1d6+1–Evasion
3Rogue1d6+1Hand Crossbow FocusSneak Attack +2d6
4Rogue1d6+1–Uncanny Dodge, Trap Sense +1, +1 Dex
5Rogue1d6+1–Sneak Attack +3d6
6Guild Thief1d6+1Improved Dragon WingsDoublespeak, Sneak Attack +4d6
7Shadow Thief of Amn1d6+1–Doublespeak, Sneak Attack +5d6
8Spellthief1d6+1–Sneak Attack +6d6, Steal Spell (0 or 1st lvl), +1 Dex
9Thug Fighter1d10+1CravenSneak Attack +7d6
10Thug Fighter1d10+1––
11Ninja1d6+1–Sudden Strike +1d6, Ki Power
12Thug Fighter1d10+1Improved InitiativeSneak Attack +8d6, +1 Dex
13Nightsong Enforcer1d8+1–Sneak Attack +9d6, Teamwork
14Justiciar of Taiia1d6+1Exotic Weapon Proficiency(Bas tard Sword)Sneak Attack +10d6
15Ronin1d10+1Point-Blank ShotInfamy, Sneak Attack +11d6
16Assassin1d6+1–Death Attack, Sneak Attack +12d6, Poison Use, +1 Dex
17Assassin1d6+1–+1 Save vs Poisons, Improved Uncanny Dodge
18Assassin1d6+1Rapid ShotSneak Attack +13d6
19Thug Fighter1d10+1––
20Thug Fighter1d10+1–Sneak Attack +14d6, +1 Wis
3. ↑ Rogue – Knife Master – D&D 3.5 ( Knife Master )

Knife Master

Knife Master

He sat at a table, on the terrace of his favorite restaurant, while he sipped some wine thoughtfully. Before him was his plans to draw out the White Wolf. With an attentive eye he reviewed the details he recorded from his meeting with the Thieves Guild, the final key he had been missing. It had taken some time, some favors, and some high risks to even get this far. Should have asked for more, he thought. He was close and the plan just needed a scant few more details to hedge down someone who was known as being a ghost.

Even so, he couldn’t stay focused, and his gaze was repeatedly drawn towards the plaza next to the terrace. Over there, a young woman was engaged in a duel with several other miscreants. She wore her blonde hair short, in no effort to camouflage her heavily scarred face. If anything, the stray hairs served to emphasize just how well fought she had been. The scars, too, did not mar her beauty, in fact they added an air of mystique to this woman. It was something particular about her he admired. It was also why he couldn’t keep his focus on his plans.

She proved her prowess in this little spat, one in a very long series, and it was one where she would earn no more scars. None of her assailants, thugs and brutes as they were, even got close to striking her. All this in spite of the fact that her foes had longswords, and she? Merely puny daggers.

-“I won’t wait for you forever” The man yelled at her, half-annoyed and half amused at her antics. Though his mirth echoed louder.

–“Yeah, yeah, gimme a second.” She replied in a laugh.

And, indeed, a second it took. For after that second, all the miscreants simultaneously found themselves on the ground. Each ran through with dozens of daggers. Left alive, but down for the count.

She walked to the table nonchalantly and took a seat.

Truly worlds apart, her low-born attire contrasted against his more noble coat. And yet, they looked at each other like any young couple.

–“So, you need my help to root out this White Wolf I heard?”

Race

Human

Class

Rogue 5/Invisible Blade 5/Master Thrower 5/Streetfighter

Ability Scores

5 Str 16/Dex 16/Con 12/Int 14/Wis 10/Cha 6

Skills

Bluff 8, Intimidate 5, Knowledge(Local) 5, Sense Motive 6, Sleight of Hand 4 Flaws: Pathetic, Poor Reflexes

Equipment

A bunch of daggers. Switch eventually to a bunch of Shurikens with the splitting, Returning and Adaptive Enchantments to turn them back into daggers for extra cheap magical throwing daggers that will let you attack 64 times/round… Oh, and like a Chain Shirt I guess.

Goal

You stab people with daggers real good. If you’ve followed my instructions in the equipment section, by level 20, yes, you are in fact attacking 64 times per rounds. Let me show you how

Your BAB is +18, meaning four Iterative Attacks. Rapid Shot+Greater Two Weapons-Fighting add four attacks to your iterative for 8 Attacks. Palm Throw lets you throw two daggers per attack (16). Two with One Blow lets you attack two adjacent creatures per attack (32).

Splitting enchantment make all attacks hit twice (64). Plus if you are throwing your daggers, you always attack against Touch AC. Enjoy being a dagger minigun.

Progression Chart

LevelClassHDFeatSpecial
1Rogue7Point-Blank Shot, Far Shot, Precise Shot, Combat ExpertiseSneak Attack +1d6, Trapfinding
2Rogue1d6+1–Evasion
3Rogue1d6+1Weapon Focus(Dagger)Sneak Attack +2d6
4Rogue1d6+1–Uncanny Dodge, Trap Sense +1, +1 Dex
5Rogue1d6+1–Sneak Attack +3d6
6Invisible Blade1d6+1Improved FeintDagger Sneak Attack +1d6, Unfettered Defense
7Invisible Blade1d6+1–Bleeding Wound
8Invisible Blade1d6+1–Dagger Sneak Attack +2d6, Uncanny Feint(Move Action), +1 Dex
9Invisible Blade1d6+1Two-Weapons FightingFeint Mastery
10Invisible Blade1d6+1–Dagger Sneak Attack +3d6, Uncanny Feint(Free Action)
11Master Thrower1d8+1Quick DrawPalm Throw
12Master Thrower1d8+1Rapid ShotImproved Evasion, +1 Dex
13Master Thrower1d8+1–Two with One Blow
14Master Thrower1d8+1Snatch Arrow–
15Master Thrower1d8+1Improved Two-Weapons Fighting, Improved Critical(Dagger)Critical Throw, Weak Spot
16Streetfighter1d8+1–Always Ready+1, Streetwise, +1 Dex
17Streetfighter1d8+1–Stand Tough 1/Day
18Streetfighter1d8+1Greater Two-Weapons FightingAlways Ready +2, Sneak Attack +4d6
19Streetfighter1d8+1–Stand Tough 2/Day
20Streetfighter1d8+1–Always Ready +3, Improved Uncanny Dodge, +1 Dex
4. ↑ Rogue – Slayer of Domiel – D&D 3.5 ( Slayer of Domiel )

Slayer of Domiel

Slayer of Domiel

-“I know you know something about the White Wolf.” The young nobleman’s tone revealed an inquisitive mind behind the question.

The old gravekeeper scratched his beard.

–“And why would a nobleman like you would care about this?” The man was seated atop a tombstone nonchalantly, surrounded by skeletal corpses that had risen during the night. He was clearly unaffected by this situation – more, even, in his element. His voice had a sense of whimsy, of a man that had nothing at all at concern from whence he sat.

-“Why would an ex-member of the Thieves Guild become a gravekeeper?”

-“I have my reasons.”

-“And you henceforth have my answer to your question.” The old man smiled.

-“You’ve got guts for a fancy schmuck, and a sharp tongue. Two things I appreciate. Here’s the deal, stay here with this old man tonight, keep me company and help me deal with these things and I’ll tell you what I know.”

Race

Human

Class

Rogue 6/Slayer of Domiel 9/Knight of the Raven 3/Skullclan Hunter 2

Ability Scores

Str 16/Dex 14/Con 14/Int 8/Wis 14/Cha 10

Skill

Hide 8, Knowledge(Religion) 8, Move Silently 8 Equipment: Two Heavy Maces, a Chainshirt

Goal

I made this build specifically for the annoying people who keep complaining about creatures like undead being immune to Sneak Attack. Well this build can sneak attack undead all day long. It can also Turn Undead, Destroy Undead, etc. All the while remaining primarily a rogue, with all the sneak attacks and the skill monkeying.

Progression Chart

LevelClassHDFeatSpecial
1Rogue8Servant of the Heavens, CravenSneak Attack +1d6, Trapfinding
2Rogue1d6+2–Evasion
3Rogue1d6+2Weapon Focus(Heavy Mace)Sneak Attack +2d6
4Rogue1d6+2–Uncanny Dodge, Trap Sense +1, Str +1
5Rogue1d6+2–Sneak Attack +3d6
6Rogue1d6+2Sanctify Martial StrikeTrap Sense +2
7Slayer of Domiel1d6+2–Death Touch 1/Day, Sneak Attack +4d6, Detect Evil
8Knight of the Raven1d8+2–Raven Harrier(Harry), Speak with Ravens, +1 Str
9Knight of the Raven1d8+2DarkstalkerSmite Undead 1/Day
10Knight of the Raven1d8+2–Turn Undead, Sun Domain, Raven Harrier (Baffle)
11Skullclan Hunter1d6+2–Track Undead
12Skullclan Hunter1d6+2Two-Weapons FightingDivine Strike, +1 Str
13Slayer of Domiel1d6+2–Divine Grace
14Slayer of Domiel1d6+2–Sneak Attack +5d6
15Slayer of Domiel1d6+2Improved Two Weapons FightingDeath Touch 2/Day
16Slayer of Domiel1d6+2–Sneak Attack +6d6, +1 Str
17Slayer of Domiel1d6+2–Improved Evasion
18Slayer of Domiel1d6+2Greater Two-Weapons FightingSneak Attack +7d6
19Slayer of Domiel1d6+2–Death Touch 3/Day
20Slayer of Domiel1d6+2–Sneak Attack +8d6
5. ↑ Rogue – The White Wolf – D&D 3.5 ( The White Wolf )

The White Wolf

The White Wolf

He hid across the plaza, swallowed by the shadows of the buildings. At first, the fires set by the guild were minimal, but now they silhouetted the various boats and shipments of cargo. The heavy lights of the entire gravekeeper corps illuminating the graveyard and its environs. Meanwhile the streets and rooftops behind him were patrolled by his girlfriend’s group of thugs and streetfighters.

There was no way out except through the plaza for her. Even so, he trembled at the idea of confronting such a mythical underworld figure.

Finally, he heard them, the howls of the White Wolf’s pack. He took a long, deep breath and walked straight to the middle of the plaza. As he walked a sense of impending doom washed over him. His neck hair stood on end and he growled under his breath. Gigantic wolves surrounded him from each alleyway that surrounded the dim lighted plaza. None were moved beyond the shadows, though, but now it was him with no way out.

-“You were looking for me. Here I am.”

The female voice made the young man’s heart jump in fear. He looked up and saw her standing at the edge of a tall building, alone, dressed in a white flowing robe. The robe was tattered and had blood splattered throughout – and clearly not her blood. She wore a white wolf mask, which concealed her face. This was the legend, and both his target and source of terror: The White Wolf.

-“I was looking for you, yes. I have a message for you.”

She took a step and dropped three stories down to the ground, the impact cracking the paved road. She slowly strode toward him and her hands turned into vicious claws.

-“Is that so?”

His heart pounded in his throat, the fear was so much he was about to get sick as she raised a clawed hand up

-“Yes, your sister is waiting for you outside the gates. She wishes to talk.” As he uttered these words she lowered her arm.

-“My sister…is here?” Her voice was no longer projected terror to the man from behind the mask, but..sorrow?

-“Yes, please, let me lead you to her.”

A long moment they stood still. His life was hanging by a thread. She simply nodded in acquiescence.

-“Yes, it is time for us to meet again.”

Race

Human

Class

Werewolf 2/Rogue 6/Animal Lord 10/Warshaper 2 (2 LA Buyback)

Ability Scores

Str 14/Dex 16/Con 14/Int 10/Wis 12/Cha 14

Skills

Handle Animal 4, Knowledge(Nature) 2, Survival 4 Equipment: Chain Shirt, a decorative Rapier and daggers I guess?

Goal

Sneak Attack + Natural Attacks work very well together. Add to this your early high resilience and your capability to disappear from sight, see people across walls with your mind, use Scent to further scout, and high hp/attacks, making you an enemy not to be trifled with.

Progression Chart

LevelClassHDFeatSpecial
1Werewolf10Iron Will, Track, Weapon Focus(Bite)Shape Change, DR 10/Silver
2Werewolf1d8+2––
3Rogue1d6+2Weapon FinesseSneak Attack +1d6, Trapfinding
4Rogue1d6+2–Evasion, +1 Dex
5Rogue1d6+2–Sneak Attack +2d6
6Rogue1d6+2MultiattackUncanny Dodge, Trap Sense +1
7Rogue1d6+2–Sneak Attack +3d6
8Rogue1d6+2–Trap Sense +2, +1 Dex
9Animal Lord1d10+2Improved InitiativeAnimal Bond, Detect Animal, Wild Empathy
10Animal Lord1d10+2–First Totem(+4 Survival), Low-Light Vision
11Animal Lord1d10+2–Wild Aspect 1/Day
12Animal Lord1d10+2Imperious CommandSpeak with Animals,+1 Cha
13Animal Lord1d10+2–Summon Animal
14Animal Lord1d10+2Improved TripSecond Totem, Wild Aspect 2/Day
15Animal Lord1d10+2Improved Natural Attack (Bite)Animal Growth
16Animal Lord1d10+2–Animal Telepathy, +1 Dex
17Animal Lord1d10+2–Wild Aspect 3/Day
18Animal Lord1d10+2MindsightThird Totem (+2 Str)
19Warshaper1d8+2–Morphic Immunities, Morphic Weapons
20Warshaper1d8+42–+4 Str, +4 Con, +1 Dex

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