Rogue

The wind was a torrent of darkness among the gusty trees,
The moon was a ghostly galleon tossed upon cloudy seas,
The road was a ribbon of moonlight over the purple moor,
And the highwayman came riding—
Riding—riding—
The highwayman came riding, up to the old inn-door.
- Alfred Noyes

Hit Dice: d8.

Level Base Attack Bonus Magic Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +0 +0 +0 +1 +0 Sneak Attack +1d6
2 +1 +0 +0 +2 +0 Kip Up, Skill Discount
3 +2 +1 +1 +2 +1 Sneak Attack +2d6
4 +3 +1 +1 +3 +1 Uncanny Dodge
5 +3 +1 +2 +3 +2 Quickness, Sneak Attack +3d6
6 +4 +2 +2 +4 +2 Lucky and Good
7 +5 +2 +3 +4 +3 Sneak Attack +4d6
8 +6 +2 +3 +5 +3 Canny Defense
9 +6 +3 +4 +5 +4 Sneak Attack +5d6
10 +7 +3 +4 +6 +4 Improved Quickness

Sneak Attack (Ex): At 1st level, if a rogue can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the rogue’s target would be denied his Dexterity bonus to Defense (whether he actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue’s attack deals extra damage. The extra damage starts at +1d6 and increases by an additional +1d6 at 3rd, 5th, 7th, and 9th level.

Ranged Attacks can count as sneak attacks only if the target is within 30 feet. The rogue can’t strike with deadly accuracy from beyond that range. A rogue can only sneak attack a living creature with a discernible anatomy—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Kip Up (Ex): At 2nd level a rouge may stand up from a prone position as an immediate action.

Skill Discount: Choose 6 skills. These skills may be bought at a 50% discount.

Uncanny Dodge (Ex): From 4th level and above, the rogue cannot be caught flat-footed, nor does he lose his Dexterity bonus to his Defense if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to his Defense if an opponent successfully uses the feint action against him.

Quickness (Ex): From 5th level onwards, the rogue gets a +4 dodge bonus to his Defense against attacks of opportunity caused when he moves out of or within a threatened area. If the rogue already has Mobility from some other source, he gains Improved Quickness instead (see below). Note that mobility does not apply if the rogue is mounted.

Lucky and Good (Ex): Once per hour, the rogue may treat any skill roll as if it was a natural twenty. He may use this ability after rolling the skill, but before the result is declared.

Canny Defense (Ex): When not wearing armor or using a shield, a rogue adds his Intelligence bonus (if any) to his Dexterity bonus to modify Defense while wielding a melee weapon. If a rogue is caught flat-footed or otherwise denied his Dexterity bonus, she also loses this bonus.

Improved Quickness (Ex): From 10th level onwards the rogue never provokes attacks of opportunity, no matter what he does, so long as he moves at least 10 feet during that combat round.

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