Rogue

=Rogue=

Skills
Skill Points at 1st Level: (8 + Intelligence modifier) x4.

Skill Points at Each Additional Level: 8 + Intelligence modifier.

Advancment table
 


 * Starting Proficiencies
 * Simple Weapons
 * The Following Martial Weapons and Exotic Weapons
 * hand crossbow
 * rapier
 * sap
 * shortbow
 * short sword
 * Light Armor

Level 1

 * Sneak Attack (active): This feat adds 1d6 damage when attacking enemies while stealthed or if the enemy is engaged in melee combat with another character. This feat can be used with missile weapons within 30 ft. The damage benefit increases by 1d6 at levels 3, 5, 7 and 9. Sneak Attack does not affect the undead, plants, constructs or oozes.
 * Trap Finding (active): 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 and 9.

Level 4

 * Uncanny Dodge (active): Activating this feat provides a temporary (15 seconds) modifier of +4 Armor Class and +4 to reflex saving throws.

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 bonus to their armor class and their reflex saving throws for a short time.

Level 10

 * Improved Evasion (passive): This ability works like evasion, except that while the rogue still takes no damage on a successful reflex saving throw against attacks, the thief takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Enhancements
See Rogue Enhancements