The rogue's
class skills (and the key ability for each skill) are
Appraise (Int),
Balance (Dex),
Bluff (Cha),
Climb (Str),
Craft (Int),
Decipher Script (Int),
Diplomacy (Cha),
Disable Device (Int),
Disguise (Cha),
Escape Artist (Dex),
Forgery (Int),
Gather Information (Cha),
Hide (Dex),
Intimidate (Cha),
Jump (Str),
Knowledge (local) (Int),
Listen (Wis),
Move Silently (Dex),
Open Lock (Dex),
Perform (Cha),
Profession (Wis),
Search (Int),
Sense Motive (Wis),
Sleight of Hand (Dex),
Spot (Wis),
Swim (Str),
Tumble (Dex),
Use Magic Device (Cha), and
Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x.4.
Skill Points at Each Additional Level: 8 + Int modifier.
Weapon and Armor Proficiency: Rogues are 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.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital
spot for extra
damage.
The rogue's attack deals extra
damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra
damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a
sneak attack, this extra
damage is not multiplied.
Ranged attacks can count as
sneak attacks only if the target is within 30 feet.
A rogue can
sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is 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. A rogue cannot
sneak attack while striking a creature with
concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the
Search skill to locate
traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical
trap has a DC of at least 20, or higher if it is well hidden. Finding a
magic trap has a DC of 25 + the level of the spell used to create it.
A rogue who beats a
trap's DC by 10 or more with a
Disable Device check can study a
trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex
saving throw against an attack that normally deals half
damage on a successful save, she instead takes no
damage.
Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of
evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from
traps, giving her a +1 bonus on Reflex saves made to avoid
traps and a +1
dodge bonus to AC against attacks made by
traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue
the ability to
sneak attack the character by
flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has
uncanny dodge (see above) from a second class, the character automatically gains
improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a
special ability of her choice from among the following options.
Crippling Strike (Ex): A rogue with this ability can
sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her
sneak attacks also takes 2 points of Strength
damage. Ability points lost to
damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less
damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer
hit points by
damage in combat (from a weapon or other blow, not a spell or
special ability), the rogue can attempt to roll with the
damage. To use this ability, the rogue must attempt a Reflex
saving throw (DC =
damage dealt). If the save succeeds, she takes only half
damage from the blow; if it fails, she takes full
damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half
damage, the rogue's
evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like
evasion, except that while the rogue still takes no
damage on a successful Reflex
saving throw against attacks henceforth she henceforth takes only half
damage on a failed save. A helpless rogue does not gain the benefit of improved
evasion.
Opportunist (Ex): Once per round, the rogue can make an
attack of opportunity against an opponent who has just been struck for
damage in melee by another character. This attack counts as the rogue's
attack of opportunity for that round. Even a rogue with the
Combat Reflexes feat can't use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse
conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a
skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this
special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her
saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on