Rogue

Class summary

 * Alignment: Any


 * Hit die: d6


 * Skill points: (8 + Intelligence modifier) x4 at creation, then 8 + Intelligence modifier at each additional Rogue level


 * Class skills:
 * Balance (Dex)
 * Bluff (Cha)
 * Diplomacy (Cha)
 * Disable Device (Int)
 * Haggle (Cha)
 * Hide (Dex)
 * Intimidate (Cha)
 * Jump (Str)
 * Listen (Wis)
 * Move Silently (Dex)
 * Open Lock (Dex)
 * Repair (Int)
 * Search (Int)
 * Spot (Wis)
 * Swim (Str)
 * Tumble (Dex)
 * Use Magic Device (Cha)


 * Starting Proficiencies
 * Simple weapons
 * The following Martial weapons:
 * Rapier
 * Shortbow
 * Shortsword
 * Light armor

Level 1

 * Sneak Attack (passive): This feat adds 1d6 damage when attacking enemies who are not targeting you. This feat can be used with ranged weapons within 30 ft. The damage benefit increases by 1d6 at levels 3, 5, 7, 9, and 11. Sneak Attack does not affect the undead, plants, constructs or oozes.
 * Trap Finding (passive): Rogues (and only rogues) can use the Search skill to locate difficult traps when the task has a Difficulty Class higher than 20.

Level 2

 * Evasion (passive):

Level 3

 * Trap Sense (passive): This feat grants the following bonuses. +1 on reflex saving throws vs. traps and +1 Armor Class vs. trap attacks. The bonuses increase at levels 6, 9, and 12.

Level 4

 * Uncanny dodge (active): When activated, provides a 15 second boost of +4 to Armor Class and +4 to Reflex saves.

Level 8

 * Improved Uncanny Dodge (passive and active): This feat provides two benefits to the character. The first is that the feat prevents monsters from receiving the flanking bonus when the character is attacked from behind. This portion of the feat is actually passive. The second is that it can be activated by the character to receive a +6 bonus to their armor class and a +6 bonus to their reflex saving throws for 15 seconds.

Level 10

 * Special Ability: Select one of Crippling Strike, Improved Evasion, Slippery Mind, Skill Mastery, or Defensive Roll.

Level 13

 * Special Ability: Select one of Crippling Strike, Improved Evasion, Slippery Mind, Skill Mastery, or Defensive Roll.

Level 16

 * Special Ability: Select one of Crippling Strike, Improved Evasion, Slippery Mind, Skill Mastery, or Defensive Roll.

DC lists
Check our work-in-progress traps and locks DC list