Rogue



Description: 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.

Race Restrictions: None

Alignment restrictions: None

Hit die: d6

Proficiencies: armor (light), weapons (rogue)

Skill points: 8 + int modifier ( (8 + int modifier) * 4 at 1st level)

Skills: Appraise, Athletics, Bluff, Craft Trap, Disable Trap, Heal, Intimidate, Knowledge: Runes and Glyphs, Open Lock, Persuade, Sleight of Hand, Stealth, Taunt, Use Magic Device

Primary saving throw(s): reflex

Base attack bonus: +3/4 levels

Weapon Finesse

 * At 1st level, the rogue gains Weapon Finesse.

Improved Evasion
On achieving 10th level and every three levels thereafter (13th, 16th and 19th), the rogue can choose one of these feats. On achieving 20th level, a rogue may choose one of the Epic Skill Focus feats.
 * At 10th level, the rogue gains improved evasion.
 * defensive roll
 * opportunist
 * skill mastery
 * slippery mind
 * skill focus