- Weapon and Armor Proficiency: Rogues are proficient
with all simple weapons, plus the hand crossbow, rapier,
sap, shortbow, and short sword. Rogues are proficient
with light armor, but not with shields.
- Sneak Attack: If a rogue can catch an opponent when he
is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target
would be denied a Dexterity bonus to AC (whether the target
actually has a Dexterity bonus or not), or when the rogue
flanks her target. This extra damage is 1d6 at 1st level, and
it increases by 1d6 every two rogue levels thereafter. Should
the rogue score a critical hit with a sneak attack, this extra
damage is not multiplied. Ranged attacks can count as
sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can
make a sneak attack that deals nonlethal damage instead
of lethal damage. She cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not
even with the usual –4 penalty.
The rogue must be able to see the target well enough
to pick out a vital spot and must be able to reach such a
spot. A rogue cannot sneak attack while striking a creature
with concealment or striking the limbs of a creature whose
vitals are beyond reach.
- Trapfinding: Rogues (and only rogues) can use the
Perception skill to locate traps when the task has a
Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 10, or
higher if it is well hidden. Finding a magic trap has a DC
of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device
skill to disarm magic traps. A magic trap generally has a
DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a
Disable Device check can study a trap, figure out how it
works, and bypass it (with her party) without disarming it.
- Evasion (Ex): At 2nd level and higher, a rogue can avoid
even magical and unusual attacks with great agility. If she
makes a successful Ref lex saving throw against an attack
that normally deals half damage on a successful save, she
instead takes no damage. Evasion can be used only if the
rogue is wearing light armor or no armor. A helpless rogue
does not gain the benefit of evasion.
- Rogue Talents: As a rogue gains experience she learns
a number of talents that aid her and confound her foes.
Starting at 2nd level, a rogue gains one rogue talent. She
gains an additional rogue talent for every 2 levels of rogue
attained after 2nd level. A rogue cannot select an individual
talent more than once.
- Fast Stealth (Ex): This ability allows a rogue to move at
full speed using Stealth without penalty.
- Finesse Rogue: A rogue may gain the Weapon Finesse feat
in place of a rogue talent.
- Ledge Walker (Ex): This ability allows a rogue to move
along narrow surfaces at full speed using Acrobatics
without penalty.
- Minor Magic (Sp): A rogue with this talent gains the
ability to cast a 0-level spell from the wizard/sorcerer spell
list. This spell can be cast 2/day as a spell-like ability. The
caster level for this ability is equal to half her rogue level.
The save DC for this spell is determined using the rogue’s
Intelligence modifier:
Prestidigitation- Major Magic (Sp): A rogue with this talent gains the
ability to cast a 1st-level spell from the wizard/sorcerer
spell list. This spell can be cast 2/day as a spell-like ability.
The caster level for this ability is equal to half her rogue
level. The save DC for this spell is determined using the
rogue’s Intelligence modifier. A rogue must have the minor
magic rogue talent before choosing this talent:
Lesser Orb of Acid(Does 3d8 Acid damage on a successful Ranged Touch Attack.)
- Resiliency (Ex): Once per day, a rogue with this ability
can gain a number of temporary hit points equal to the
rogue’s level. Activating this ability is an immediate
action that can only be performed when she is brought to
below 0 hit points. This ability can be used to prevent her
from dying. These temporary hit points last for 1 minute.
If the rogue’s hit points drop below 0 due to the loss of
these temporary hit points, she falls unconscious and is
dying as normal.[/list]
- Trap Sense (Ex): At 3rd level, a rogue gains an intuitive
sense that alerts her to danger from traps, giving her a +1
bonus on Reflex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses
rise to +2 when the rogue reaches 6th level, to +3 when she
reaches 9th level, to +4 when she reaches 12th level, to +5 at
15th, and to +6 at 18th level.
- Uncanny Dodge (Ex): Starting at 4th level, a rogue can
react to danger before her senses would normally allow her
to do so. She retains her Dexterity bonus to AC (if any) even if
she is caught flat-footed or struck by an invisible attacker. She
still loses her Dexterity bonus to AC if immobilized.
- Improved Uncanny Dodge (Ex): A rogue of 8th level or
higher can no longer be f lanked.
This defense denies another rogue the ability to sneak
attack the character by f lanking her, unless the attacker
has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above)
from another class, the character automatically gains
improved uncanny dodge instead, and the levels from the
classes that grant uncanny dodge stack to determine the
minimum rogue level required to f lank the character.
- Advanced Talents: At 10th level, and every two levels
thereafter, a rogue can choose one of the following
advanced talents in place of a rogue talent.
- Dispelling Attack (Su): Opponents that are dealt sneak
attack damage by a rogue with this ability are affected by a
targeted dispel magic, targeting the lowest level spell effect
active on the target. The caster level for this ability is equal
to the rogue’s level. A rogue must have the major magic
rogue talent before choosing dispelling attack.
- Improved Evasion (Ex): This ability works like evasion, except
that while the rogue still takes no damage on a successful
Ref lex saving throw against attacks, she henceforth takes
only half damage on a failed save. A helpless rogue does not
gain the benefit of improved evasion.
- Skill Mastery: The rogue becomes so certain in the use
of certain skills that she can use them reliably even under
adverse conditions.
Upon gaining this ability, she selects a number of skills
equal to 3 + her Intelligence modifier. When making a skill
check with one of these skills, she may take 10 even if stress
and distractions would normally prevent her from doing
so. A rogue may gain this special ability multiple times,
selecting additional skills for it to apply to each time:
Acrobatics,
Bluff,
Perception,
Stealth,
Swim[/list][/list]