Thief is such an ugly word, one most rogues are offended by. True, they do lurk in shadowy alleys and sometimes may need to cut a purse to afford a mug of ale. But that hardly makes them thieves, does it? No, rogues are simply skilled adventures making their way in a difficult world.
They are practiced in everything from disguise to diplomacy, traps to stealth, lockpicking to scaling walls. Thieves rogues are the preeminent skillmasters, essential to any party wishing to explore ancient ruins or dungeons.
Hit Points Per Level: 8
Base Attack Bonus Per Level: .75
Class Skills: Acrobatics (DEX), Appraise (INT), Athletics (STR), Bluff (CHA), Craft (INT), Diplomacy (CHA), Disable Device (DEX), Disguise (CHA), Escape Artist (DEX), Intimidate (STR, CHA), Knowledge (dungeoneering)(INT), Knowledge (local) (INT), Linguistics (INT), Peception (WIS), Perform (CHA), Profession (WIS), Sense Motive (WIS), Sleight of Hand (DEX) and Stealth (DEX).
Skill Ranks Per Level: 10 + INT modifier
.
Class Features
Rogues have access to the following class features.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow and short sword. They are proficient with light armor, but not shields.
Sneak Attack: In a rogue catches an opponent flat-footed they may deliver a devestating sneak attack. This attack is valid whenever an opponent would be denied their dex bonus to AC. It deals 1d6 extra damage at level 1, 2d6 at level 3, 3d6 at level 5 and 4d6 at level 6.
Trap Sense: The rogue adds her level in perception checks to locate or disable traps. A rogue can use DisableDevice to disable magical traps.
Evasion: At 2nd level rogues gain the Evasion ability. If they make a successful reflex save against a spell or ability that does damage they take no damage instead of the usual half.
Rogue Talents: At 2nd level the rogue gains access to the rogue talents list. She gains an additional talent at 4th and 6th level. The list of Talents include:
Bleeding Attack, Combat Trick, Fast Stealth, Finesse Rogue, Ledge Walker, Quick Disable, Resiliency, Rogue Crawl, Slow Reactions, Stand Up, Surprise Attack, Trap Spotter and Weapon Training
Uncanny Dodge: At 3rd level the rogue gains the Uncanny Dodge ability. She cannot be caught flat-footed even if the attack is invisible. She still loses her dex bonus to AC if she is immobilized. If the rogue already has Uncanny Dodge they gain Improved Uncanny Dodge.
Improved Uncanny Dodge: At 5th level a rogue gains Improved Uncanny Dodge. The rogue can no longer be flanked.
Advanced Talents: At 6th level the rogue can select from the advanced talents instead when purchasing a rogue talent. These include:
Crippling Strike, Defensive Roll, Dispelling Attack, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind or Feat.
Master Strike: At 6th level a rogue becomes even more deadly. Whenever she successfully uses sneak attack she may add on of the following effects: put target to sleep for 1d4 hours, paralyze target for 2d6 rounds or slay target. The target makes a fort save DC 10 + rogue’s level + INT modifier to resist the effect. The rogue may only use master strike against any given target once in a 24 hour period.