|1st||+0||+0||+2||+0||Sneak attack +1d6, trapfinding|
|3rd||+2||+1||+3||+1||Sneak attack +2d6, trap sense +1|
|5th||+3||+1||+4||+1||Sneak attack +3d6, special ability|
|6th||+4||+2||+5||+2||Trap sense +2|
|7th||+5||+2||+5||+2||Sneak attack +4d6|
|8th||+6/+1||+2||+6||+2||Improved uncanny dodge|
|9th||+6/+1||+3||+6||+3||Sneak attack +5d6, trap sense +3|
|11th||+8/+3||+3||+7||+3||Sneak attack +6d6|
|12th||+9/+4||+4||+8||+4||Trap sense +4|
|13th||+9/+4||+4||+8||+4||Sneak attack +7d6|
|15th||+11/+6/+1||+5||+9||+5||Sneak attack +8d6, trap sense +5, special ability|
|17th||+12/+7/+2||+5||+10||+5||Sneak attack +9d6|
|18th||+13/+8/+3||+6||+11||+6||Trap sense +6|
|19th||+14/+9/+4||+6||+11||+6||Sneak attack +10d6|
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. Basically, 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't strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual —4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.
The extra damage does not apply against oozes. A rogue cannot sneak attack while striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: 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.
Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally 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 (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue (such as one who is unconscious or paralyzed) 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.
If a rogue already has uncanny dodge from a different class (a rogue with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. 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 5th level, and at every five levels thereafter (10th, 15th, and 20th), 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. Multiple sneak attacks in the same round still only results in 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. 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 such as a dragon's breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless rogue (such as one who is unconscious or paralyzed) 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 her saving throw.
Feat: A rogue may gain a bonus feat in place of a special ability.
Alternative Class Features
Bonus Feats: At 1st level, a rogue gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The rogue gains an additional bonus feat at 2nd level and every two rogue levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A rogue must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. If a rogue with this feature multiclasses into the fighter class, add the levels together to determine whether the character gets a bonus feats. (For example, if a 4th level rogue with this feature takes a fighter level, she would not gain a bonus feat, since she would be treated as a fifth level fighter, which does not receive a bonus feat.)
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A rogue is not limited to the list of fighter bonus feats when choosing these feats.
This ability replaces Sneak Attack.
Spell Reflection (Ex): A rogue is trained to reflect magical attacks upon their creator. When an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back on its originator. The spell or spell-like ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability.
This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection.
If a single spell or ability misses the rogue more than once at the same time (such as scorching ray cast by a high-level caster), she can redirect each portion of the spells that missed.
This ability replaces Evasion. When a rogue would later gain Improved Evasion, she gains Evasion instead.
Spell Sense (Ex): A rogue gains fine-tuned preternatural awareness of magical attacks. Beginning at 3rd level, she gains a +1 dodge AC bonus to her AC against spells and spell-like abilities. This bonus increases by 1 for every three levels thereafter. This is an extraordinary ability.
This ability replaces Trap Sense.
Disruptive Attack (Ex): Beginning at 4th level, through careful study, a rogue is able to find exploitable flaws in any creature's tactics and defenses. Whenever she hits a target that is flat-footed against her attack, or whenever you hit a target that you flank, you can choose to sacrifice your sneak attack damage in order to apply a -5 penalty to that creature's AC for 1 round. Multiple hits on the same target don't stack. This extraordinary ability works even against creatures normally immune to extra damage from sneak attacks, such as ooze.
This ability replaces Uncanny Dodge. When a rogue would later gain Improved Uncanny Dodge, she gains Uncanny Dodge instead.