Rogues are the sneaks, scoundrels, pickpockets, and criminals of the world. Rouges are from Carthage.
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) ×4.
Hit Points at 1st Level
10 + Con modifier
Weapon and Armor Proficiency
Rogues begin play with one weapon proficiency. They may select any Simple Weapon, or any Light or Ranged Martial weapon. They are proficient with Light armor.
|1st||Sneak Attack 1||11th||Sneak Attack 6|
|2nd||Improved Initiative||12th||Improved Uncanny Dodge|
|3rd||Sneak Attack 2||13th||Sneak attack 7|
|4th||Dodge||14th||Split Second Reflexes|
|5th||Sneak Attack 3||15th||Sneak Attack 8|
|7th||Sneak Attack 4||17th||Sneak Attack 9|
|8th||Uncanny Dodge||18th||Dexterous Fortitude|
|9th||Sneak Attack 5||19th||Sneak Attack 10|
|10th||Improved Evasion||20th||Epic Dodge|
Sneak Attack (Ex)
If a rouge can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This can be done either by attacking when the target is unaware of the rouge or if the they are attacking from the target from the rear.The rouge does an additional 1 points of damage for each level of sneak attack. The rouge can only sneak attack with daggers or short swords.
Improved Initiative (Ex)
Rouges receive a +4 bonus to their initiative.
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent.
If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.
Uncanny Dodge (Ex)
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.
Improve 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 takes only half damage on a failed save.
Improved Uncanny Dodge (Ex)
The rogue 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.
Split Second Reflexes (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 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 no damage ; if it fails, he takes only half damage.
Dexterous Fortitude (Ex)
Once per round, when targeted by an effect that requires a Fortitude saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable).
Dexterous Will (Ex)
Once per round, when targeted by an effect that requires a Will saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable).
Epic Dodge (Ex)
Once per round, when struck by an attack from an opponent you have designated as the object of your dodge, you may automatically avoid all damage from the attack.