Rogue
"You said you wanted to be around when I made a mistake, well, this could be it, sweetheart."
Rogues get a lot of skills and can strike at weak spots for massive damage.
- HD: 1d6+ConMod (6+ConMod at 1st level)
- BAB: Medium
- Saves: Good Reflex, Poor Fortitude and Will
- Skill Points: 11/level (44 at 1st level)
- Starting Equipment:
- Simple weapon of any kind (plus 30 bolts if it's a crossbow)
- Light Simple weapon
- Leather Armor
- Thieves' Tools
- Weapons And Armor Proficiency: Simple weapons as well as with any five other weapons of choice, and Light Armor.
Lvl | BAB | Fort | Reflex | Will | Abilities |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Sneak Attack (1d6) |
2nd | +1 | +0 | +3 | +0 | Evasion |
3rd | +2 | +1 | +3 | +1 | Sneak Attack (2d6), Plot Sense (+1) |
Sneak Attack (Ex): Whenever a rogue flanks a target or attacks a target that is currently denied their dexterity bonus to AC, they deal +1d6 damage. At 3rd level they deal +2d6 damage instead. Sneak attack works on non-biological creatures, but is ineffective against creatures that have a completely uniform body, such as Oozes, most Elementals, and Swarms. It relies on precision, and so it also doesn't work when the rogue is affected by a miss chance for any reason, or if the target is more than 30ft away from the rogue. It does not work against objects.
Evasion (Ex): When a 2nd level rogue makes a successful reflex save against an effect that deals half damage or some other effect even on a successful save, the rogue is not affected at all.
Plot Sense (Ex): A 3rd level rogue gets +1 AC and +1 on Reflex saves against all traps as well as against surprise attacks.