Rogue

A Rogue is a martial class that focuses on making use of stealth and trickery to overwhelm their opponents. They provide an adventuring party with a powerful skill set, focusing upon the detection and disarming of traps, picking of locks, and other such underhanded techniques. Alternately a rogue may be a negotiator of sorts, gifted in diplomacy, or deception. The rogue class covers such things as spies, con-artists, scouts, infiltrators, thieves or just plain thugs and bandits. Regardless of their profession, a rogue is defined by versatility, and preferring to avoid the fair fight.

Attributes
Dexterity is very valuable to a rogue in combat, making up for the deficiency in their armour, as well as benefiting some of their important skills. Intelligence allows a rogue to take more skills, which is also valuable, as well as benefitting a number of their skills. Wisdom and Charisma are also very useful for rogue skills, while Strength is important for a rogue looking to focus on combat.

Hit Dice: D6

Class Skills
Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge(local), Move Silently, Open Lock, Perception, Perform, Profession, Search, Sense Motive, Sleight of Hand, Swim, Tumble, Use Magic Device, Use Rope

Skill Points per Level: 8 + Int Modifier

Level Chart
Level-BAB-Fort-Ref-Will--Special

1st+0+0---+2--+0---Sneak attack +1d6, trapfinding

2nd---+1+0---+3--+0---Evasion

3rd+2+1---+3--+1---Sneak attack +2d6, trap sense +1

4th+3+1---+4--+1---Uncanny dodge

5th+3+1---+4--+1---Sneak attack +3d6

6th+4+2---+5--+2---Trap sense +2

7th+5+2---+5--+2---Sneak attack +4d6

8th+6+2---+6--+2---Improved uncanny dodge

9th+6+3---+6--+3---Sneak attack +5d6, trap sense +3

10th--+7+3---+7--+3---Special ability

11th--+8+3---+7--+3---Sneak attack +6d6

12th--+9+4---+8--+4---Trap sense +4

13th--+9+4---+8--+4---Sneak attack +7d6, special ability

14th--+10--+4---+9--+4---

15th--+11--+5---+9--+5---Sneak attack +8d6, trap sense +5,

16th--+12--+5--+10-+5---Special ability

17th--+12--+5--+10-+5---Sneak attack +9d6

18th--+13--+6--+11-+6---Trap sense +6

19th--+14--+6--+11-+6---Sneak attack +10d6, special ability

20th--+15--+6--+12-+6---

Sneak Attack
Sneak Attack functions according to the rules presented in the core rulebook on page 50, with two exceptions:
 * Nonlethal damage may be dealt with any weapon as a sneak attack
 * Any creature may be sneak attacked.