Four directions for L6+. All four are Feint-free and Intim-free. Off-guard comes from Tumble Behind / Gang Up / Underhanded Assault. A keeps the L1–L5 sheet intact; B / C / D propose retro-respecs of the early picks (need GM approval to actually retrain).
Locks (cannot move): Tailed Goblin (heritage), Goblin Weapon Familiarity (L1 anc), Battle Medicine (L1 Field Medic bg), Godless Healing (L2 skill), Fleet (L3 gen), Tree Climber (L5 anc), Weapon Tricks (L5 class auto), Thief racket. Dogslicers (one Bane vs horses, one Flaming) + Crunchy Crown (+2 Intim vs Birdcrunchers).
Community sourcing (2026-05-06): Build picks researched against RPGBOT Rogue handbook, TheGamer Remaster guide, Paizo goblin-dogslicer thread, and AoN rogue-feat list. Nimble Dodge and Tumble Behind are universal Sky Blue picks. Sly Striker is the most-cited reliability hedge for Thief. Off-guard without Feint/Intim: Tumble Behind (Acrobatics roll → off-guard), Gang Up (adjacent ally — no roll), Underhanded Assault (concealment → off-guard).
L1–L5 actual sheet (Build A keeps this; B/C/D propose retro-changes — see each panel)
* L1 sheet shows Combat Climber (a L4 general feat) — likely sheet anomaly. Nimble Dodge inferred from reaction list.
A · Field Medic No respec needed — L1–L5 sheet kept
Drops the old Intim/Demoralize plan. Keeps every L1–L5 pick on the current sheet. L6+ doubles down on what's already invested: Tumble Behind already grants off-guard, so we add a damage payoff (Sly Striker) and push the medic identity (Continual Recovery, Master Medicine).
L6 Picks
Slot
Pick
Why
Class feat
Sly Striker (L4, retro-pick legal at L6)
+1d6 precision on every Strike that hits, even when the target isn't off-guard. Removes the "Tumble Behind missed → no sneak attack damage" failure mode. Most-cited reliability hedge for Thief in community guides.
Skill feat
Continual Recovery (L2, Expert Medicine)
Treat Wounds immunity drops to 10 minutes per ally. Field Medic background + Battle Medicine + Godless Healing already invest the kit — this finally pays off out of combat.
Skill increase
Medicine → Expert
Prereq for Continual Recovery. Sneaky becomes the party's reliable second-stringer healer behind Rrrahäh.
Pros
Sneak Attack now happens every hit — no whiff round (Sly Striker for non-off-guard, Sneak Attack for off-guard)
Continual Recovery unlocks fast healing chains between fights
Zero re-spec; absolutely minimum disruption
Works on any enemy — no fear-immune carve-outs, no Will save check
Cons
No party buff (Build B/C have Gang Up which helps allies; this build is selfish)
Sly Striker only triggers on hits with sneak-attack-eligible weapons (dogslicer qualifies — agile, finesse)
Pure damage uplift is modest (+1d6 vs Build C's snare-deploy battlefield control)
Full L6–L10 Progression
Lvl
Class feat
Skill feat
Skill increase
Anc / Gen / Other
6
Sly Striker (L4, retro-pick)
Continual Recovery (L2)
Medicine → Expert
—
7
—
Robust Recovery (L2, Expert Medicine — +2 vs disease/poison)
Ward Medic (L2, Expert Medicine — Treat Wounds 2 targets)
Medicine → Master
—
9
—
Magical Shorthand (L2, Expert any tradition skill)
Acrobatics → Master
Cave Climber (L9 goblin)
10
Twist the Knife (L6, retro — persistent bleed = sneak attack dice when off-guard hit landed)
Pickpocket (L1, Trained Thievery)
Athletics → Expert
Ability boosts (DEX cap, CON, WIS, CHA)
Off-guard triggers in this build: Tumble Behind (L4 class feat — already on sheet) and Underhanded Assault (L2 class feat — already on sheet, Strike from concealment).
B · Roof-Runner Mobility / Climbing — proposes retro-respec
Vertical-mobility identity. Sets up sneak attack via Tumble Behind + Gang Up, never via Feint. Original L1–L5 picks (Assurance Stealth, Underhanded Assault, Quiet Allies, Assurance Medicine, Tumbling Teamwork) are fine but several can be retro-swapped for tighter parkour synergy.
Proposed L1–L5 retro-respec (vs current sheet)
Lvl
Slot
Was
Replace with
Why
1
Free skill
Assurance (Stealth)
Cat Fall (L1, Trained Acrobatics)
Roof-runners fall a lot. +5/15/25 ft no-damage threshold scales with Acrobatics.
2
Class feat
Underhanded Assault
Mobility (L2 Rogue)
Stride at half speed without provoking reactions. Core to the parkour identity. Underhanded Assault still works in concealment but Mobility fits the theme.
3
Skill feat
Quiet Allies
Quick Jump (L1 Trained Athletics)
High Jump / Long Jump in 1 action. Quiet Allies is a party-stealth-mode feat — less load-bearing if Build B is the parkour solo-scout.
4
Skill feat
Assurance (Medicine)
Combat Climber (L1 Trained Athletics)
Climb without one hand free + Strike while climbing. Direct combat utility from elevated ground.
5
Skill feat
Tumbling Teamwork
Powerful Leap (L2, Expert Athletics)
Requires Athletics → Expert (push at L3 skill increase). +5 ft horizontal Long Jump, vertical Leap = 5 ft. Roof-to-roof staple.
Skill-increase plan to make Powerful Leap legal at L5: L2 → Stealth Expert (or Acrobatics), L3 → Athletics → Expert, L5 → Acrobatics → Master? No — Master needs L7 char level. So L5 → Thievery Expert. Athletics Master at L7 unlocks Wall Jump.
L6 Picks
Slot
Pick
Why
Class feat
Gang Up (L6 Rogue)
Adjacent enemies are off-guard whenever an ally is also adjacent. Zero action, zero roll, works on mindless foes. Highest-rated rogue L6 feat in community guides.
Skill feat
Acrobat (L1, Trained Acrobatics)
Tumble Through doesn't trigger reactions. Stacks with Mobility (L2) — Sneaky becomes a reaction-immune mover.
Skill increase
Acrobatics → Master
Unlocks Wall Jump (L7) and feeds Tumble Through DC math against high-prof enemies.
Pros
Always-on sneak attack via Gang Up + adjacent ally — no roll, no action tax
Tumble Behind (L4) still backs up off-guard when solo
Mobility + Acrobat = move through enemy zones without reactions
* Acrobatics → Master at L6 is invalid — Master needs character L7. Push that increase to L7 and take a different L6 increase (e.g. Athletics → Expert if not already, or Acrobatics → Expert).
C · Trapper-Saboteur NEW concept — proposes retro-respec
Sneaky doesn't just stab — Sneaky pre-deploys the battlefield. Ambush prep with Hampering, Marking, Alarm, and Spike snares; combat opens with enemies already debuffed. Skirmish Strike kites them into deployed snares. Heavy Crafting investment from L1.
Proposed L1–L5 retro-respec (vs current sheet)
Lvl
Slot
Was
Replace with
Why
1
Free skill
Assurance (Stealth)
Snare Crafting (L1, Trained Crafting)
Foundation feat — without it, no snares. Goblin background gives Crafting Trained or pick it as a skill choice.
2
Class feat
Underhanded Assault
Mobility (L2 Rogue) or keep Underhanded Assault
Mobility lets Sneaky deploy snares mid-fight without provoking. If party uses scout-and-position approach, keep Underhanded Assault for ambush opener.
3
Skill feat
Quiet Allies
Concealing Legerdemain (L1, Trained Thievery)
Hide trap reagents on person before deployment — sets up snare ambushes during peaceful approach.
4
Class feat
Tumble Behind (KEEP)
Tumble Behind
Still anchors melee sneak attack. Trapper isn't pure-ranged.
4
Skill feat
Assurance (Medicine)
Snare Specialist (L4, Expert Crafting)
Cornerstone feat — 4 free prepared snares/day at Expert (8 at Master). Requires Crafting → Expert at L3 skill increase.
5
Skill feat
Tumbling Teamwork
Lengthy Diversion (L1, Trained Stealth)
Extends pre-fight Diversion duration — buys time to plant snares before initiative.
Skirmish Strike + Snares = forced movement onto traps every round
Strong synergy with party's existing scout doctrine (Quiet Allies on the goblin party already)
Marking Snare on a tagged target shares its location with Bubble for ranged bombing
Cons
Open-field encounters = snares wasted (no chokepoints)
Heavy retro-respec required — touches L1, L3, L4, L5
Loses Assurance Medicine — Battle Medicine still works, but rolls vary
Requires session-prep (party scouts, then Bubble plants); not always practical at-table
Full L6–L10 Progression
Lvl
Class feat
Skill feat
Skill increase
Anc / Gen / Other
6
Skirmish Strike (L6)
Cat Fall (L1)
Stealth → Expert
—
7
—
Quick Snares (L6, Master Crafting)
Crafting → Master
Toughness (gen); Stealth → Master (rogue class auto)
8
Twist the Knife (L6, retro — bleed payoff for melee snare-kited targets)
Plentiful Snares (L6, Master Crafting)
Acrobatics → Master
—
9
—
Snare Hopping (L7, Master Crafting — move snares as a free action)
Thievery → Master
Cave Climber (L9 goblin)
10
Sneak Savant (L10)
Robust Recovery (L2, Expert Medicine)
Survival → Expert
Ability boosts
D · Tomb Raider NEW concept — Thievery king + magic-item user
Sneaky as the party's tool specialist. Picks every lock, disables every trap, identifies every magic item, and uses any wand/scroll the party finds via Trick Magic Item — without taking a caster archetype. Combat sneak attack via Tumble Behind + Underhanded Assault; no spell DCs to worry about, no archetype tax.
Proposed L1–L5 retro-respec (vs current sheet)
Lvl
Slot
Was
Replace with
Why
1
Free skill
Assurance (Stealth)
Pickpocket (L1, Trained Thievery)
Foundation theft feat — Steal items as a free action when adjacent + non-noticing.
2
Class feat
Underhanded Assault (KEEP)
Underhanded Assault
Concealment-opener still anchors first-round sneak attack; tomb raiders favor the dark.
3
Skill feat
Quiet Allies
Subtle Theft (L1, Trained Thievery)
Steal at -2 to enemy Perception, witnesses don't notice unless they crit. Stacks with Pickpocket.
Use any wand/scroll regardless of class. Massive utility — every found magic item becomes usable. Requires one tradition skill at Trained — pick Occultism (synergy with Pendant of the Occult + Staff of Impossible Visions).
5
Skill feat
Tumbling Teamwork
Concealing Legerdemain (L1, Trained Thievery)
Hide a small object during Sleight of Hand — pair with Pickpocket to make stolen-item recovery harder.
Theme rationale: Sneaky already owns the Pendant of the Occult and Staff of Impossible Visions. The old Build D forced a Witch archetype to use them as a caster — but Trick Magic Item gets ~80% of that value at zero archetype cost. The pendant adds Occultism Trained baseline; the staff acts as a focus item for any occult spell scrolls/wands the party finds. No spell DC required — just the Trick check.
Side-by-side comparison
Axis
A · Field Medic
B · Roof-Runner
C · Trapper-Saboteur
D · Tomb Raider
L6 Class feat
Sly Striker (L4 retro)
Gang Up
Skirmish Strike
Skirmish Strike
Off-guard trigger
Tumble Behind + Underhanded Assault
Gang Up (ally adj) + Tumble Behind
Snares (Hampering, Spike) + Tumble Behind
Underhanded Assault + Tumble Behind
Damage rider
+1d6 every hit (Sly Striker)
Sneak attack on every Gang Up
Snare debuffs + sneak attack on snared
None — pure sneak attack
L1–L5 respec needed?
No (sheet kept)
Yes — 4 skill feats + 1 class feat
Yes — heavy (Crafting investment)
Yes — 4 skill feats moved
Mindless enemy?
Works
Works
Works
Works
Range play
OK
Melee only
Strong (snares + ranged)
OK
Party utility
Backup medic
Vertical scout
Battlefield prep + alarms
Item identification, scrolls/wands
Combat pace
Slow-and-steady
Fast (mobility)
Setup-heavy
Versatile
Decision shortcut: If "no respec" matters → A. If you want Sneaky to be the party's position specialist → B. If you want Sneaky to be the party's setup specialist → C. If you want Sneaky to be the party's tool specialist (locks, traps, scrolls, wands) → D.