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.
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 |
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.
At 2nd level, the rogue gains the Dodge feat.
At 3rd level, the rogue gains the Evasion feature as normal.
At 4th level, the rogue gains the Uncanny Dodge feature as normal.
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 |
At 5th, 9th, 13th and 17th level, the rogue gains an ambush feat. He must still meet the requirements to use it.
At 6th level, the rogue gains the Mobility feat.
At 7th level, the rogue gains the Improved Feint feat.
At 8th level, the rogue gains the Improved Evasion feature as normal.
At 9th level, the rogue gains the Spring Attack feat.
At 12th level, the rogue gains the Improved Uncanny Dodge feature as normal.