Advertisement

 


Rogue
Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance to a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.

Important Attribute(s): Dexterity, Intelligence, Wisdom

Hit Points per level: 1d6

Class Features: Sneak Attack, Evasion, Uncanny Dodge, Special Feats at 10th Level, 2x Skill Points

Advantages:
  • Proficient with all simple weapons, the martial weapon bows and light armor.


  • Rogues receive a larger number of skill points per level than any other character class. They can use the extra skill points to buy class skills like Disable Device to remove traps, Hide, Pick Pockets and Use Mage Device.


  • Sneak Attack: To use Sneak Attack, attack an enemy's back when you have a melee weapon equipped. Your first successful attack a the creature's back will do normal damage plus 1-6 points of damage with an additional 1-6 points at 3rd level and every two levels thereafter.


  • 2nd level: Evasion. When a rogue reaches 2nd level, he or she gains the ability to evade damage from area affect spells. Whenever a rogue makes a successful reflex save against an area effect spell that allows for a reflex save for half damage, he or she takes no damage.


  • 3rd level: Uncanny Dodge. Rogues retain their Dexterity bonus to Armor Class if they are attacked by invisible foes.


  • 6th level: Uncanny Dodge. Rogues can't be Sneak Attacked by another rogue unless the attacker is four or more levels higher.


  • 10th level: Special Abilities: The rogue now gains access to a number of new feats available only to rogues. These include Crippling Strike, Improved Evasion and Slippery Mind.