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Class: Rogue
 
Rogues have a sixth sense when it comes to avoiding danger. Experienced rogues develop near-mystical powers as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, rogues can "fake it" well enough to cast spells from scrolls, activate wands, and use most magic items.

Rogues have little in common with one another. Some are stealthy thieves. Some are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, or a guard's trust.


Standard Role
The rogue's stealth and trap-finding ability make her an amazing scout.

Alignment
Any alignment

Hit Dice
d6

Proficiencies
All simple weapons (plus rapier, short sword and shortbow), light armor, and no shields.

Skill Points
(8 + INT modifier) * 4 at first level; 8 + INT modifier each additional level

Advancement Summary
Level Base
Attack
Bonus
Saving Throws Special
Fort Reflex Will
1+0+0 +2+0Sneak attack 1d6
2+1+0 +3+0Evasion
3+2+1 +3+1Sneak attack 2d6
4+3+1 +4+1Uncanny dodge
5+3+1 +2+1Sneak attack 3d6
6+4+2 +5+2 
7+5+2 +5+2Sneak attack 4d6
8+6+2 +6+2Improved uncanny dodge
9+6+3 +6+3Sneak attack 5d6
10+7+3 +7+3Improved evasion

Classes
Barbarian
Bard
Cleric
Fighter
Paladin
Ranger
Rogue
Sorcerer
Wizard
 
 
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