Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
- Base Attack Bonus: +3 / 4 Levels.
- Hit Die: d6.
- Primary Saving Throw: Reflex.
- Proficiencies: Proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword and light armor. Rogues are not proficient with shields.
- Skill Points (*4 at 1st level): 8 + Int Modifier.
Class Skills: Antagonize, Appraise, Disable Trap, Disguise, Heal, Hide, Influence, Listen, Lore, Move Silently, Open Lock, Parry, Perform, Search, Set Trap, Sleight of Hand, Spot, Tumble, Use Magic Device.
Unavailable Skills: Animal Empathy.
Bonus Feat Progression:
1: Sneak Attack 1d6 - Deal bonus damage when flanking.
2: Evasion - A successful Reflex save for half damage results in no damage.
3: Sneak Attack 2d6.
Uncanny Dodge I - Retain Dexterity bonus to AC, even when flat-footed.
5: Sneak Attack 3d6.
6: Uncanny Dodge II - +1 bonus on reflex saves vs traps. Can no longer be flanked.
7: Sneak Attack 4d6.
9: Sneak Attack 5d6.
11: Sneak Attack 6d6.
Uncanny Dodge III - +2 bonus on Reflex saves vs. traps.
13: Sneak Attack 7d6.
14: Uncanny Dodge IV - +3 bonus on Reflex saves vs. traps.
15: Sneak Attack 8d6.
17: Sneak Attack 9d6.
Uncanny Dodge V - +4 bonus on Reflex saves vs. traps.
19: Sneak Attack 10d6.
20: Uncanny Dodge VI - +5 bonus on Reflex saves vs. traps.
Upon reaching the 10th level, the Rogue may begin selecting the following abilities as bonus feats:
Cripping Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind.