Rogue

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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.

Hit Dice: 1d6

Proficiencies: Armor Proficiency (Light), Weapon Proficiency (Rogue)

Skill Points: 8 + Int mod

Class Skills: Appraise, Bluff, Craft armor, Craft trap, Craft weapon, Disable trap, Heal, Hide, Intimidate, Listen, Lore, Move silently, Open lock, Parry, Persuade, Pick pocket, Search, Set trap, Spot, Tumble, Use magic device

Primary Saving Throw(s): Reflex

Base Attack Bonus: +3/4 levels

Requirements

Alignment: Any

Base Attack Bonus: Any

Classes: None

Factions: All except Northern Coalition

Feats: None

Race: Any

Skills: None

Spellcasting: None


Special Abilities and Feats

LevelFeat(s)
1Sneak Attack +1d6
Weapon Proficiency (Rogue)
2Evasion
3Sneak Attack +2d6
Uncanny Dodge I
5Sneak Attack +3d6
6Uncanny Dodge II
7Sneak Attack +4d6
9Sneak Attack +5d6
10Rogue Only Feat*
11Sneak Attack +6d6
Uncanny Dodge III
13Sneak Attack +7d6
Rogue Only Feat*
14Uncanny Dodge IV
15Sneak Attack +8d6
16Rogue Only Feat*
17Sneak Attack +9d6
Uncanny Dodge V
19Sneak Attack +10d6
Rogue Only Feat*
20Uncanny Dodge VI

Epic Rogue

Epic Feat Progression: 4

Epic Feats: Blinding Speed, Crippling Strike, Defensive Roll, Epic Dodge, Epic Reputation, Epic Skill Focus, Improved Evasion, Improved Sneak Attack, Opportunist, Self Concealment, Skill Mastery, Slippery Mind, and Superior Initiative.

Notes