Rogue
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Hit die: d6
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), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha), and Use Rope (Dex).
Skill Points at each level: 8 + Int modifier.
Class Features:
The following are class features of the Rogue class.
Weapon and Armor Proficiency: A rogue is proficient with half weapons and light armor, but not shields.
Sneak Attack: If a rogue can catch an opponent who is unable to defend himself or herself effectively from the rogue�s attack, the rogue can strike a vital spot for extra damage. Basically, any time the rogue�s target would be denied their Dexterity bonus to AC (whether they actually have a Dexterity bonus or not), or when the rogue flanks their target, the rogue�s attack deals extra damage. The extra damage begins at 1d6 and increases as the rogue increases in level. With a sap or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.
Ranged attacks only count as a sneak attack if the target is within 30 feet, or the target has no idea the rogue is there. The sneak attack can only be made against living creatures with discernible anatomies, and the creature must not be immune to critical hits. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach said spot. The rogue can�t sneak attack while striking a target with concealment or striking the limbs of a target whose vitals are beyond reach.
Bonus Rogue Feat: At 1st, 4th, 8th, 12th, 16th, and 20th level a rogue gains a feat that pertains to their rogue studies. The GM must approve of the feat.
Evasion: At 2nd level a rogue gains the ability to avoid damage. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue instead takes no damage on a successful save and only half damage all the time. Evasion is an extraordinary ability.
Defy Fate: At 2nd level a rogue gains the Defy Fate Feat.
Uncanny Dodge: At 4th level a rogue gains the extraordinary ability to react to danger before their senses would normally allow them to do so in a stage process. At 2nd level and beyond a rogue may retain their Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. If immobilized a rogue will still lose their Dexterity bonus.
At 7th level the rogue can no longer be flanked. The rogues� peripheral vision is enhanced so that opponents� attacks on opposite sides of them are not as effective. This defense also denies a character with the flank attack for sneak attack damage, their bonus. However if a character with this ability is at least four levels higher than the rogue, their flank still works.
At 13th level a rogue gains an intuitive sense that alerts them to danger from traps, giving them a +1 bonus to Reflex saves made to avoid traps and a +1 to AC against attacks by traps. At 20th level these bonuses rise to +2.
Skill Emphasis: At 5th, 10th, 15th, and 20th level a rogue gains the Skill Emphasis Feat.
Improved Evasion: At 7th level a rogue�s evasion ability improves. The rogue still takes no damage on a successful Reflex saving throw, but henceforth they take no damage on a failed save.
Special Abilities: Starting at 8th level and every three levels later a rogue gains a special ability:
Canny Defense: A rogue with this ability has learned that to fight well they need to use their brain. The rogue adds their Intelligence modifier to their AC, stacking with their Dexterity modifier. If the rogue is in a situation where they are denied their Dexterity bonus to AC, they also lose this ability.
Crippling Strike: A rogue with this extraordinary attack can sneak attack opponents with such precision that their blows weaken and hamper them. When the rogue damages an opponent with a sneak attack, that character also takes 1 point of Strength damage, which will be regained in 24 hours.
Enhanced Mobility: This ability represents the rogue�s ability to avoid attacks of opportunities. When wearing light or no armor, the rogue can add +4 to AC to avoid attacks of opportunity. This bonus stacks with the Mobility Feat.
Defensive Roll: The rogue can roll with a potentially lethal blow to take less damage from it. Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat, the rogue can attempt to roll with the damage. The rogue makes a Reflex saving throw (DC = damage dealt) and, if they are successful, the take only half damage from the blow. The rogue must be aware of the attack to use this ability.
Opportunist: 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 takes up the entirety of the rogue�s attacks of opportunity for that round, superceding the Combat Reflexes Feat.
Skill Mastery: The rogue selects a number of skills equal to 3 + their Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent them from doing so. The rogue becomes so certain in that skill that they can use that skill reliably even under adverse conditions. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind: This extraordinary ability represents the rogue�s ability to wriggle free from magical effects that would otherwise control or compel them. If a rogue with a slippery mind is affected by an enchantment and fails their saving throw, 1 round later they can attempt their saving throw again. The rogue gets this one extra chance to succeed at their saving throw.
Feat: A rogue may choose any feat in place of a special ability.
Bonus Feat: At 10th level a rogue gains a bonus feat of their choice.
| Class Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Def | Rep | Special |
| 1 | +0 | +0 | +2 | +0 | +3 | +0 | Sneak Attack 1d6, BRF |
| 2 | +1 | +0 | +3 | +0 | +4 | +1 | Evasion, Defy Fate |
| 3 | +2 | +1 | +3 | +1 | +4 | +1 | |
| 4 | +3 | +1 | +4 | +1 | +4 | +1 | Uncanny Dodge (I), BRF |
| 5 | +4 | +1 | +4 | +1 | +5 | +2 | SA 2d6, Skill Emphasis |
| 6 | +5 | +2 | +5 | +2 | +5 | +2 | |
| 7 | +6/1 | +2 | +5 | +2 | +6 | +3 | Uncanny Dodge (II), Improved Evasion |
| 8 | +6/1 | +2 | +6 | +2 | +6 | +3 | BRF, Special Ability |
| 9 | +7/2 | +3 | +6 | +3 | +6 | +3 | SA 3d6 |
| 10 | +8/3 | +3 | +7 | +3 | +7 | +4 | Bonus Feat, SE |
| 11 | +9/4 | +3 | +7 | +3 | +7 | +4 | SA 4d6, Special Ability |
| 12 | +9/4 | +4 | +8 | +4 | +8 | +5 | BRF |
| 13 | +10/5 | +4 | +8 | +4 | +8 | +5 | Uncanny Dodge (III) |
| 14 | +11/6/1 | +4 | +9 | +4 | +8 | +5 | SA 5d6, Special Ability |
| 15 | +12/7/2 | +5 | +9 | +5 | +9 | +6 | SE |
| 16 | +12/7/2 | +5 | +10 | +5 | +9 | +6 | BRF |
| 17 | +12/7/2 | +5 | +10 | +5 | +10 | +7 | SA 6d6, Special Ability |
| 18 | +13/8/3 | +6 | +11 | +6 | +10 | +7 | |
| 19 | +14/9/4 | +6 | +11 | +6 | +10 | +8 | SA 7d6 |
| 20 | +15/10/5 | +6 | +12 | +6 | +11 | +8 | Uncanny Dodge (IV), BRF |