Rogue
General
Hit Dice: d6
Base Attack Bonus: Average
Saves: Good Reflex, bad Fortitude and Will
Weapons: All simple weapons, Rapiers, Shortswords, Shortbows and Hand Crossbows
Armour: Light and medium armour
Class Skills: Appraise, Balance, Bluff, Climb, Craft(Poisonmaking), Craft(Trapmaking), Decipher
Script, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump,
Knowledge(Architecture and Engineering), Knowledge(Local), Listen, Move Silently, Open Lock,
Perform, Ride, Search, Sense Motive, Sleight Of Hand, Spot, Swim, Tumble
Skill points per level: 8 + Intelligence Modifier
Level BAB Fort Ref Will Features Sneak Attack
1 +0 +0 +2 +0 Sneak Attack, Trapfinding 1d6
2 +1 +0 +3 +0 Evasion, Trap Sense, Bonus Feats 1d6
3 +2 +1 +3 +1 - 2d6
4 +3 +1 +4 +1 Improved Finesse, Uncanny Dodge 2d6
5 +3 +1 +4 +1 Dirty Fighting, Bonus Feat 3d6
6 +4 +2 +5 +2 - 3d6
7 +5 +2 +5 +2 Improved Evasion 4d6
8 +6 +2 +6 +2 Bonus Feat 4d6
9 +6 +3 +6 +3 - 5d6
10 +7 +3 +7 +3 Cunning Strike 5d6
11 +8 +3 +7 +3 Bonus Feat 6d6
12 +9 +4 +8 +4 - 6d6
13 +9 +4 +8 +4 Danger Sense 7d6
14 +10 +4 +9 +4 Bonus Feat 7d6
15 +11 +5 +9 +5 Hide in Plain Sight 8d6
16 +12 +5 +10 +5 - 8d6
17 +12 +5 +10 +5 Trap Mastery, Bonus Feat 9d6
18 +13 +6 +11 +6 - 9d6
19 +14 +6 +11 +6 Exceptional Footwork 10d6
20 +15 +6 +12 +6 Inhuman Reflexes, Bonus Feat 10d6
The Rogue
Class Features
Sneak Attack (Ex): If a rogue can catch an effectively from her attack, she can strike a vital
opponent when he is unable to defend himself spot for extra damage.
The rogue’s attack deals extra precision damage Bonus Feats: At 2nd level, and every 3 levels
any time her target would be denied a Dexterity thereafter the rogue gains a bonus feat.
bonus to AC, or when the rogue flanks her target. The feats a rogue can select as bonus feats are all
This extra damage is 1d6 at 1st level, and it feats that have a rogue class feature or rogue level
increases by 1d6 every two Rogue levels as a prerequisite.
thereafter.
Improved Finesse (Ex): Starting at 4th level, the
A rogue can sneak attack only living creatures rogue can add her Dexterity modifier instead of
with discernible anatomies; some creatures such her Strength modifier to damage rolls with
as undead and elementals lack vital areas to finesse or ranged weapons. This damage is
attack. Any creature that is immune to critical precision damage.
hits is not vulnerable to sneak attacks.
Uncanny Dodge (Ex): Beginning at 4th level, a
The rogue must be able to see the target well rogue is never flat-footed, although she might
enough to pick out a vital spot and must be able still lose her Dexterity bonus to AC due to being
to reach such a spot. As such a rogue cannot immobilised or otherwise restrained.
sneak attack while striking a creature with
Dirty Fighting (Ex): Starting at 5th level, the
concealment or striking the limbs of a creature
rogue can perform a dirty trick manoeuvre as a
whose vitals are beyond reach.
swift action.
Trapfinding (Ex): The rogue can use the Search
Improved Evasion (Ex): Starting at 7th level, the
skill to locate traps when the task has a Difficulty
rogue’s ability to evade magical and unusual
Class higher than 20. Finding a non magical trap
attacks improves so that she only takes half
has a DC of at least 20, or higher if it is well
damage on a failed Reflex save.
hidden.
This ability has the same restrictions as evasion.
Finding a magic trap has a DC of 25 + the level of
the spell used to create it. Additionally, the rogue Cunning Strike (Ex): Starting at 10th level, the
can use the Disable Device skill to disarm magic rogue may study an enemy as a swift action.
traps. A magic trap generally has a DC of 25 + the The next attack against that enemy deals an
level of the spell used to create it. additional 2d6 precision damage and the rogue is
A rogue who beats a trap’s DC by 10 or more with considered to have the Anatomy Study feat
a Disable Device check can study a trap, figure against her target for that attack.
out how it works, and bypass it if it is possible Danger Sense (Ex): Starting at 13th level, the
(with her party) without disarming it. rogue can no longer be flanked or surprised.
Evasion (Ex): Starting at 2nd level, if a rogue
makes a successful Reflex saving throw against an
attack that normally deals half damage on a
successful save, he instead takes no damage.
Evasion can be used only if the rogue is wearing
light armor or no armor.
If the rogue is unconscious or restrained he does
not gain the benefit of this ability.
Trap Sense (Ex): At 2nd level, a rogue gains an
intuitive sense that alerts her to danger from
traps, giving her a bonus on Reflex saves made to
avoid traps and a dodge bonus to AC against
attacks made by traps equal to 1/2 of her Rogue
level.
Additionally, the rogue always treats any disable
Hide in Plain Sight (Ex): Starting at 15th level, device roll as a natural 20 when disarming or
the rogue can attempt to hide even while being otherwise tampering with traps.
observed as long as she has at least partial cover Exceptional Footwork (Ex): Starting at 19th level,
or concealment. the rogue’s movement no longer provokes attacks
Additionally, the rogue can attempt to hide as a of opportunity.
swift action. Inhuman Reflexes (Ex): At 20th level the rogue
Trap Mastery (Ex): Starting at 17th level the has reflexes that are greater than even those of
rogue is so familiar with traps that she always many mythical creatures.
succeeds in saving throws against traps, and When initiative is rolled, the rogue can take a
attacks made by traps always miss against her. turn before the first round of combat begins.
During this turn, all creatures are surprised.
Alternate Class Features
Assassin
Lose: Your sneak attack damage dice are halved when your opponent is aware of your presence.
Gain: Your sneak attack damage dice are doubled when your opponent is unaware of your presence.
Hotshot
Lose: You can only sneak attack once per turn.
Gain: Improve your sneak attack so that you gain 1d6 of sneak attack damage per rogue level.
Martial Adept
Lose: Trapfinding, Trap Sense
Gain: Consider your base attack bonus to be equal to your rogue level for the purpose of fulfilling feat
prerequisites and calculating your combat maneuver bonuses. Additionally, you may select feats that
have a base attack bonus prerequisite as Rogue bonus feats.
Skirmisher
Lose: Sneak Attack
Gain: Skirmish for bonus damage equal to your sneak attack column
Spell Sense
Lose: Trap Sense
Gain: Spell Sense
Spell Sense (Ex): At 2nd level, a rogue’s reflexes allow her deftly evade spells, granting her a
dodge bonus to AC against spell attacks equal to 1/2 of her Rogue level.
Not a Thief
Lose: Trapfinding, Trap Sense
Gain: Skill Focus as a bonus feat at level 1