Skill Points: 8+int
*Decipher Script (Int)
*Disable Device (Int)
*Escape Artist (Dex)
*Gather Information (Cha)
*Knowledge (Local) (Int)
*Move Silently (Dex)
*Open Lock (Dex)
*Sense Motive (Wis)
*Sleight of Hand (Dex)
Sneak Attack – If a Rogue can successfully move silently to a target, flank the target from behind, or the target is prone, they can strike a vital point for extra damage. The target’s Dexterity bonus to AC does not apply during this attack. Ranged attacks can be used as sneak attacks, but only if the target is within 30 feet. When Sneak Attacks are ranged, the bonus does not apply for flanking the target. When unarmed, the rogue can deal nonlethal damage using this ability.
Trapfinding – Rogues can use the Search skill to locate magical or nonmagical traps. In addition, they can use the Disable Device skill to disarm magic traps. Magical traps have a save 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 the trap, figure out how it works, and bypass it (with their party) without disarming it.
Evasion – When a rogue makes a Reflex save against attack that normally deals half damage on a successful save, they instead take no damage.
Uncanny Dodge – Rogues can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC even if caught by an invisible attacker.
Improved Uncanny Dodge – The rogue can no longer be flanked. This denies other rogues the ability to sneak attack by flanking.
Special Abilities – At 10th, 13th, 16th, and 20th level, a rogue can select one ability from the following options.
*Crippling Strike – Sneak attack opponents and cripple them, dealing 2 points of Strength damage. Ability points lost to damage recover at 1 point per day for each damaged ability.
*Defensive Roll – Roll with a potentially lethal blow to halve the damage taken. When hit with an attack that would reduce you to 0 or fewer HP by damage from a melee weapon, roll a Reflex save. The Save DC is equal to the amount of damage dealt. If the safe succeeds, take half damage. You must be aware of your attack and able to react to it in order to use this ability.
*Improved Evasion – Works as Evasion, except you now take half damage on failed Reflex saves. This does not apply if you’re prone.
*Opportunist – Once per round, rogues can make an attack of opportunity against an opponent who has just been struck for damage in melee combat by another character. Even a rogue with the Combat Reflexes feat cannot use this ability more than once per round.
*Skill Mastery – The rogue becomes so certain in the use of certain skills that they can use them reliably even under adverse conditions. Upon gaining this ability, select skills equal to 3+Int. When making a skill check with one of these skills, they may take 10 even if stress and distractions would normally prevent them from doing so.
*Slippery Mind – This gives the rogue the ability to wriggle free from magical effects that would otherwise control or compel them. Any time the Rogue is effected in this way and fails their save, they get one more attempt next round at the same DC. This is the only extra attempt they get.
*Bonus Feat – You may gain a bonus feat in place of a special ability.