ROGUE
Alignment: Any.
Hit Die: d6.
Class Skills:
The rogue’s class
skills (and the key ability for each skill) are Appraise (Int), Balance (Dex),
Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha),
Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather
Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int),
Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis),
Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str),
Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st
Level: (8 + Int
modifier) x 4.
Skill Points at Each
Additional Level: 8 + Int modifier.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons,
plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are
proficient with light armor, but not with shields.
Attack Bonus |
|||||
| 1 | +0 | +0 | +2 | +0 | Sneak attack +1d6, trapfinding |
| 2 | +1 | +0 | +3 | +0 | Evasion |
| 3 | +2 | +1 | +3 | +1 | Sneak attack +2d6, trap sense +1 |
| 4 | +3 | +1 | +4 | +1 | Uncanny dodge |
| 5 | +3 | +1 | +4 | +1 | Sneak attack +3d6 |
| 6 | +4 | +2 | +5 | +2 | Trap sense +2 |
| 7 | +5 | +2 | +5 | +2 | Sneak attack +4d6 |
| 8 | +6/+1 | +2 | +6 | +2 | Improved uncanny dodge |
| 9 | +6/+1 | +3 | +6 | +3 | Sneak attack +5d6, trap sense +3 |
| 10 | +7/+2 | +3 | +7 | +3 | Special ability |
| 11 | +8/+3 | +3 | +7 | +3 | Sneak attack +6d6 |
| 12 | +9/+4 | +4 | +8 | +4 | Trap sense +4 |
| 13 | +9/+4 | +4 | +8 | +4 | Sneak attack +7d6, special ability |
| 14 | +10/+5 | +4 | +9 | +4 | |
| 15 | +11/+6/+1 | +5 | +9 | +5 | Sneak attack +8d6, trap sense +5 |
| 16 | +12/+7/+2 | +5 | +10 | +5 | Special ability |
| 17 | +12/+7/+2 | +5 | +10 | +5 | Sneak attack +9d6 |
| 18 | +13/+8/+3 | +6 | +11 | +6 | Trap sense +6 |
| 19 | +14/+9/+4 | +6 | +11 | +6 | Sneak attack +10d6, special ability |
| 20 | +15/+10/+5 | +6 | +12 | +6 | |
| 21 | +16/+11/+6/+1 | +7 | +12 | +7 | Sneak attack +11d6 , trap sense +7 |
| 22 | +16/+11/+6/+1 | +7 | +13 | +7 | |
| 23 | +17/+12/+7/+2 | +7 | +13 | +7 | Sneak attack +12d6 |
| 24 | +17/+12/+7/+2 | +8 | +14 | +8 | Trap sense +8, bonus feat |
| 25 | +18/+13/+8/+3 | +8 | +14 | +8 | Sneak attack +13d6 |
| 26 | +18/+13/+8/+3 | +8 | +15 | +8 | |
| 27 | +19/+14/+9/+4 | +9 | +15 | +9 | Sneak attack +14d6, trap sense +9 |
| 28 | +19/+14/+9/+4 | +9 | +16 | +9 | Bonus feat |
| 29 | +20/+15/+10/+5 | +9 | +16 | +9 | Sneak attack +15d6 |
| 30 | +20/+15/+10/+5 | +10 | +17 | +10 | Trap sense +10 |
Sneak
Attack: If a rogue
can catch an opponent when he is unable to defend himself effectively from her
attack, she can strike a vital spot for extra damage.
The
rogue’s attack deals extra damage any time her target would be denied a
Dexterity bonus to AC (whether the target actually has a Dexterity bonus or
not), or when the rogue flanks her target. This extra damage is 1d6 at 1st
level, and it increases by 1d6 every two rogue levels thereafter. Should the
rogue score a critical hit with a sneak attack, this extra damage is not
multiplied.
Ranged
attacks can count as sneak attacks only if the target is within 30 feet.
With a sap
(blackjack) or an unarmed strike, a rogue can make a sneak attack that deals
nonlethal damage instead of lethal damage. She cannot use a weapon that deals
lethal damage to deal nonlethal damage in a sneak attack, not even with the
usual –4 penalty.
A rogue can
sneak attack only living creatures with discernible anatomies—undead,
constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
Any creature that is immune to critical hits is not vulnerable to sneak attacks.
The rogue must be able to see the target well enough to pick out a vital spot
and must be able to reach such a spot. A rogue cannot sneak attack while
striking a creature with concealment or striking the limbs of a creature whose
vitals are beyond reach.
Trapfinding:
Rogues (and only rogues) can use the Search skill to locate traps when the task
has a Difficulty Class higher than 20.
Finding a
nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding
a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and
only rogues) can use the Disable Device skill to disarm magic traps. A magic
trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who
beats a trap’s DC by 10 or more with a Disable Device check can study a trap,
figure out how it works, and bypass it (with her party) without disarming it.
Evasion
(Ex): At 2nd level
and higher, a rogue can avoid even magical and unusual attacks with great
agility. If she makes a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, she instead takes no damage.
Evasion can be used only if the rogue is wearing light armor or no armor. A
helpless rogue does not gain the benefit of evasion.
Trap
Sense (Ex): At 3rd
level, a rogue gains an intuitive sense that alerts her to danger from traps,
giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus
to AC against attacks made by traps. These bonuses rise to +2 when the rogue
reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th
level, to +5 at 15th, and to +6 at 18th level.
Trap sense
bonuses gained from multiple classes stack.
Uncanny
Dodge (Ex): Starting
at 4th level, a rogue can react to danger before her senses would normally allow
her to do so. She retains her Dexterity bonus to AC (if any) even if she is
caught flat-footed or struck by an invisible attacker. However, she still loses
her Dexterity bonus to AC if immobilized.
If a rogue
already has uncanny dodge from a different class she automatically gains
improved uncanny dodge (see below) instead.
Improved
Uncanny Dodge (Ex): A
rogue of 8th level or higher can no longer be flanked.
This
defense denies another rogue the ability to sneak attack the character by
flanking her, unless the attacker has at least four more rogue levels than the
target does.
If a
character already has uncanny dodge (see above) from a second class, the
character automatically gains improved uncanny dodge instead, and the levels
from the classes that grant uncanny dodge stack to determine the minimum rogue
level required to flank the character.
Special
Abilities: On
attaining 10th level, and at every three levels thereafter (13th, 16th, and
19th), a rogue gains a special ability of her choice from among the following
options.
Crippling
Strike (Ex): A rogue
with this ability can sneak attack opponents with such precision that her blows
weaken and hamper them. An opponent damaged by one of her sneak attacks also
takes 2 points of Strength damage. Ability points lost to damage return on their
own at the rate of 1 point per day for each damaged ability.
Defensive
Roll (Ex): The rogue
can roll with a potentially lethal blow to take less damage from it than she
otherwise would. Once per day, when she would be reduced to 0 or fewer hit
points by damage in combat (from a weapon or other blow, not a spell or special
ability), the rogue can attempt to roll with the damage. To use this ability,
the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save
succeeds, she takes only half damage from the blow; if it fails, she takes full
damage. She must be aware of the attack and able to react to it in order to
execute her defensive roll—if she is denied her Dexterity bonus to AC, she
can’t use this ability. Since this effect would not normally allow a character
to make a Reflex save for half damage, the rogue’s evasion ability does not
apply to the defensive roll.
Improved
Evasion (Ex): This
ability works like evasion, except that while the rogue still takes no damage on
a successful Reflex saving throw against attacks henceforth she henceforth takes
only half damage on a failed save. A helpless rogue does not gain the benefit of
improved evasion.
Opportunist
(Ex): Once per round,
the rogue can make an attack of opportunity against an opponent who has just
been struck for damage in melee by another character. This attack counts as the
rogue’s attack of opportunity for that round. Even a rogue with the Combat
Reflexes feat can’t use the opportunist ability more than once per round.
Skill
Mastery: The rogue
becomes so certain in the use of certain skills that she can use them reliably
even under adverse conditions.
Upon
gaining this ability, she selects a number of skills equal to 3 + her
Intelligence modifier. When making a skill check with one of these skills, she
may take 10 even if stress and distractions would normally prevent her from
doing so. A rogue may gain this special ability multiple times, selecting
additional skills for it to apply to each time.
Slippery
Mind (Ex): This
ability represents the rogue’s ability to wriggle free from magical effects
that would otherwise control or compel her. If a rogue with slippery mind is
affected by an enchantment spell or effect and fails her saving throw, she can
attempt it again 1 round later at the same DC. She gets only this one extra
chance to succeed on her saving throw.
Feat: A
rogue may gain a bonus feat in place of a special ability.