====== Rogue ====== **Hit die**: d8\\ **Skill points**: (8 + int modifier)\\ **Value of starting equipment:** 30gp\\ **Starting gold:** 2d6 **Weapon and Armor Proficiency:** \\ The rogue is 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. ====== DER MANGLER STADIG EN MASSE EVNER, MEN DET HER ER EN BASE AT ARBEJDE UD FRA ====== ====== Progression ====== ^Level ^BAB ^Fort ^Ref ^Will ^Class features ^Sneak Attack ^Ambush Feats | ^1st |+0 |+0 |+2 |+0 |**Sneak Attack** |1d6+2 | | ^2nd |+1 |+0 |+3 |+0 |**Dodge** |1d6+4 | | ^3rd |+2 |+1 |+3 |+1 |**Evasion** |1d6+6 | | ^4th |+3 |+1 |+4 |+1 |**Uncanny Dodge, Scheme** |1d6+8 | | ^5th |+3 |+1 |+4 |+1 |**Ambush Feat** |2d6+10 | Ambush Feat | ^6th |+4 |+2 |+5 |+2 |**Mobility** |2d6+12 | | ^7th |+5 |+2 |+5 |+2 |**Improved Feint** |2d6+14 | | ^8th |+6/+1 |+2 |+6 |+2 |**Improved Evasion** |2d6+16 | | ^9th |+6/+1 |+3 |+6 |+3 |**Spring Attack** |3d6+18 | Ambush Feat | ^10th |+7/+2 |+3 |+7 |+3 | |3d6+20 | | ^11th |+8/+3 |+3 |+7 |+3 |**Scheme Mastery** |3d6+22 | | ^12th |+9/+4 |+4 |+8 |+4 |**Improved Uncanny Dodge** |3d6+24 | | ^13th |+9/+4 |+4 |+8 |+4 | |4d6+26 | Ambush Feat | ^14th |+10/+5 |+4 |+9 |+4 | |4d6+28 | | ^15th |+11/+6/+1 |+5 |+9 |+5 | |4d6+30 | | ^16th |+12/+7/+2 |+5 |+10 |+5 | |4d6+32 | | ^17th |+12/+7/+2 |+5 |+10 |+5 | |5d6+34 | Ambush Feat | ^18th |+13/+8/+3 |+6 |+11 |+6 | |5d6+36 | | ^19th |+14/+9/+4 |+6 |+11 |+6 | |5d6+38 | | ^20th |+15/+10/+5 |+6 |+12 |+6 | |5d6+40 | | === Sneak Attack (Ex) === At 1st level, the rogue can deal extra damage when his opponent is either flat-footed, or flanked by the rogue.\\ Each round the rogue has access to a pool of precision damage. At 1st level, the pool is 1d6+2. This damage pool increases by +2 damage per level. At 5th, 9th, 13th and 17th level, the damage pool increases by 1d6. \\ This can be spend on any attack or held back and used later in that round.\\ The pool replenishes at the start of your turn. You don't have to spend points from the damage pool before you know wether the attack hits or not. === Dodge === At 2nd level, the rogue gains the Dodge feat. === Evasion === At 3rd level, the rogue gains the Evasion feature as normal. === Uncanny Dodge === At 4th level, the rogue gains the Uncanny Dodge feature as normal. === Scheme === At 4th level, the rogue chooses a scheme. A scheme is a collection of bonuses to certain skills.\\ Each skill listed gains a +2 bonus. At 9th level, and every five levels thereafter, this bonus increases by +1. At 11th level, the rogue gains Skill Mastery with all the skills associated with his scheme. ^Scheme ^Skills | ^Acrobat |Balance, Jump, Tumble. | ^Burglar |Escape Artist, Open Lock, Search | ^Manipulator |Bluff, Diplomacy, Sense Motive | ^Scout |Gather Information, Listen, Spot | ^Stalker |Hide, Move Silently, Sleight of Hand | === Ambush Feat === At 5th, 9th, 13th and 17th level, the rogue gains an ambush feat. He must still meet the requirements to use it. === Mobility === At 6th level, the rogue gains the Mobility feat. === Improved Feint === At 7th level, the rogue gains the Improved Feint feat. === Improved Evasion === At 8th level, the rogue gains the Improved Evasion feature as normal. === Spring Attack === At 9th level, the rogue gains the Spring Attack feat. === Improved Uncanny Dodge === At 12th level, the rogue gains the Improved Uncanny Dodge feature as normal. My suggestion is that you could use the below effects as often as you liked. This list is not exhaustive. And their effects are a little weak for limited usage.\\ //6 ranks Acrobatics:// **Kip Up** - Get up from Prone as a minor action provoking no AoO.\\ //9 ranks Acrobatics:// **Twisting Speed** - Make one 90 degree turn while running or charging per turn.\\ //12 ranks Acrobatics:// **Tight Squeeze** - Move at full speed while squeezing instead of half.\\ //6 ranks Athletics:// **Corner Perch** - No need to make climb checks to stay on a wall if you have an adjacent wall to brace against.\\ //9 ranks Athletics:// **Speedcrawl** - Crawl 15 ft. with a move action rather than just 5.\\ //12 ranks Athletics:// **Wallrun** - May trace movement on vertical walls as if they were floor. Fall if not on floor at end of turn.\\ //12 ranks Perception:// **Clarity of Vision** - Know where invisible creatures are if they moved last turn.\\ //9 ranks Thievery:// **Opening Gambit** - When you get up from prone you may make an attack against an adjacent enemy.\\ //6 ranks Nature:// **Stabilize** - May stabilize adjacent dying creature as a minor action with no check.\\ //12 ranks Thievery:// **Concealed Casting** - May conceal one component from casting a spell making it harder to identify.\\ \\