Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
Lvl | BAB | Saves | Feats | HP | Sneak attack |
|||
---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | ||||||
1st | +1 | +0 | +2 | +0 | 6 | 1d6 | ||
2nd | +2 | +0 | +3 | +0 | Evasion | 12 | 1d6 | |
3rd | +3 | +1 | +3 | +1 | Uncanny Dodge I | 18 | 2d6 | |
4th | +4 | +1 | +4 | +1 | 24 | 2d6 | ||
5th | +4 | +1 | +4 | +1 | 30 | 3d6 | ||
6th | +5 | +2 | +5 | +2 | Uncanny Dodge II | 36 | 3d6 | |
7th | +6/+1 | +2 | +5 | +2 | 42 | 4d6 | ||
8th | +7/+2 | +2 | +6 | +2 | 48 | 4d6 | ||
9th | +8/+3 | +3 | +6 | +3 | 54 | 5d6 | ||
10th | +9/+4 | +3 | +7 | +3 | Special Bonus Feat | 60 | 5d6 | |
11th | +10/+5 | +3 | +7 | +3 | Uncanny Dodge III | 66 | 6d6 | |
12th | +11/+6/+1 | +4 | +8 | +4 | 72 | 6d6 | ||
13th | +11/+6/+1 | +4 | +8 | +4 | Special Bonus Feat | 78 | 7d6 | |
14th | +12/+7/+2 | +4 | +9 | +4 | Uncanny Dodge IV | 84 | 7d6 | |
15th | +13/+8/+3 | +5 | +9 | +5 | 90 | 8d6 | ||
16th | +14/+9/+4 | +5 | +10 | +5 | Special Bonus Feat | 96 | 8d6 | |
17th | +14/+9/+4 | +5 | +10 | +5 | Uncanny Dodge V | 102 | 9d6 | |
18th | +15/+10/+5 | +6 | +11 | +6 | 108 | 9d6 | ||
19th | +16/+11/+6/+1 | +6 | +11 | +6 | Special Bonus Feat | 114 | 10d6 | |
20th | +17/+12/+7/+2 | +6 | +12 | +6 | Uncanny Dodge VI+ | 120 | 10d6 |
Sneak Attack: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.
Evasion: Whenever a reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.
Uncanny Dodge: The character retains his dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. Furthermore, they receive a +1 to reflex saves vs traps at levels 5, 10, 13, 16, and 19, up to a total of +5.
Rogue Feats: On achieving 10th level and every three levels thereafter (13th, 16th and 19th), the rogue can choose one of these feats. This is replaced by epic bonus feat progression once the character becomes epic rogue.
Uncanny Dodge: The uncanny dodge bonus vs traps improves by +1 at levels 22, 25, and 28.
Bonus Feats: the epic rogue gains a bonus feat every four levels after 20th. In other words, at levels 24, 28, 32, 36, and 40.
Epic Rogue Bonus Feats: blinding speed, crippling strike, defensive roll, epic dodge, epic reputation, epic skill focus (all but animal empathy, perform, use magic device), improved evasion, improved sneak attack, opportunist, self concealment, skill mastery, slippery mind, superior initiative