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Rogue

 HitDie: d6  Mana: d6  Skills: 12 Saves: fRw Defense: 1/2
 +toHit: Archery 75%, Brawl 75%, Melee 75%, Thrown 75%
 
  She might be a cutpurse, a wayfarer, an assassin, a scoundrel or simply an everywoman who slipped into the adventuring life and chose to rely on quick wits, light fingers, clever plans and stealth instead of might or magic. Regardless, she's a rogue, and the world is like an oyster to her. Members of this class are not powerful, and can be difficult to play effectively, but their grab-bag abilities and wide range of skills make them highly proficient in areas where other characters would be helpless.
  Rogues have only a d6 for Hit Dice and mediocre combat skills (though they can be quite proficient as archers or using thrown weapons) but they receive the most skill points, and the widest selection of class skills, of any class in the game. This means that if they can survive the dungeon, they have a lot of unusual options open to them for advancing, and for gaining valuable magic items. Rogues inflict extra damage when attacking from surprise, have excellent defense values and gain a number of special abilities describing their danger sense, good instincts and ability to avoid harmful surprises.

CLASS SKILLS
   More than any other character type, the rogue depends upon her skills. The class skills of the rogue are Alchemy, Appraise, Athletics, Balance, Bluff, Climb, Craft, Decipher Script, Disguise, Diplomacy, Disable Device, Escape Artist, Find Weakness, Healing, Hide, Ride, Intimidate, Intuition, Jump, Knowledge (all), Listen, Lockpicking, Move Silently, Perform, Pick Pocket, Poison Use, Searching, Spot, Tumble and Use Magic Device.
   Like all classes that receive 8 or more base skill points per level, the Rogue doubles his Intelligence bonus for determining skill points gained every level.

CLASS FEATURES
   All the following are class features of the rogue.
   * Proficiencies -- The rogue is proficient with all simple weapons, daggers, short blades, thrown weapons, flexible weapons, archery and light armour.
   * Sneak Attack -- A rogue has the ability to inflict extra dice of damage when they can attack an opponent in such a manner as to slip past their defenses. The rogue gains 1d6 points of bonus damage on sneak attacks at 1st level, and another 1d6 for every odd rogue level she possesses; for example, a fifth level rogue gains +3d6 points of damage on a successful sneak attack. Certain weapons are expecially useful for sneak attacks and allow the rogue to roll eight-sided dice instead, while an unskilled unarmed sneak attack is only rolled on four-sided dice. Creatures which are immune to critical hits are also immune to the bonus damage of a rogue's sneak attack. The damage from a sneak attack is not multiplied if that attack also turns out to be a critical hit. A rogue can peform a sneak attack in the following situations:
   Surprise: If the rogue can take her target completely by surprise -- that is, the target is unaware of the rogue's presence, usually due to her using Hide and Move Silently -- then she can perform a sneak attack.
   Off-Guard: If a rogue can catch her enemy off-guard (i.e., strike the first blow against a given enemy that has been out of combat for several rounds before it can respond and attempt to strike her), she gets her sneak attack damage.
   Flanking: If a rogue has an ally in the square directly opposite her, and an enemy trapped between the two of them, the enemy must turn her back partially on the rogue, and she can thus gain her sneak attack damage.
   Exposure: If an enemy is unable to focus her defenses as a result of being stunned, paralyzed, charging, off-balance after performing a Great Blow or is currently engaging in grappling combat with someone other than the rogue, then the rogue can gain her sneak attack damage on all attacks against that creature.
   Sneak attacks require freedom of movement, and a rogue cannot perform them while she is grappled or ensnared.
   * Evasion -- Starting at 2nd level, when a rogue successfully makes a Reflex saving throw against an area-effect attack that allows a Reflex save for half damage (such as a dragon's fiery breath or a mage's lightning bolt), he takes no damage at all. At 10th level and above, the rogue takes only half damage on a failed Saving Throw.
   Levels of this ability from the monk and rogue classes stack.
   * Uncanny Dodge -- Like the barbarian, the rogue is possessed of preternatural agility and instincts that allow her to avoid harm. Starting at 3rd level and beyond, the rogue is never caught off-guard -- no matter how many rounds have passed since her last combat exchange, she is always alert. At 5th level, her uncanny instincts allow her to wake alert if she has an encounter while resting, while off-guard, vulnerable to Coup de Grace attacks and being able to act immediately as the encounter begins. At 6th level and above, she suffers no ill effects from having enemies on either side and is effectively immune to flanking. Starting at 9th level and above, the rogue receives gradually increasing bonuses to all saving throws against traps -- her instincts tell her exactly when to dodge or pull back.
   Levels of this ability from the barbarian and rogue classes stack.
   * Stealth -- While rangers and, in truth, members of any class can gain skill with stealth, rogues excel at it beyond all others. They receive a +1 class bonus to Hide in Shadows and Move Silently at 8th level and this bonus increases by 1 for every even level thereafter.
   * Special Abilities -- Starting at 6th level, and then every third level thereafter (at 6th, 9th, 12th, 15th and 18th), a rogue can choose one of the following special abilities:
   Trick Magic: A Rogue possessed of this ability can use her Bluff and Use Magic skills in conjunct to 'trick' a magic item normally reserved for a specific race, class or alignment into accepting her as a legitimate wielder. The strength of this ability is based on the sum of her Use Magic and Bluff skill ratings, with a total of 30 or higher allowing her to use nearly any item she might find.
   Skill Mastery: This rogue has achieved such a transcendant mastery of her skills that she is always guaranteed some minimum degree of success. The lowest she can ever roll on any skill roll for a rogue class skill (i.e., the 1d20 roll, not the entire skill check) is 7 + her intelligence modifier (maximum 15). If the roll would normally come out lower, it is adjusted up to this level. Thus a rogue with Intelligence 18, Move Silently +13 and this ability would always score at least 24 on a Move Silently check.
   No Mind: In studying this ability, a rogue learns a number of meditative exercises and philosophies that she can apply to attain a state of transcendant nothingness. Thereafter, she is invisible to telepathy as an innate, permanent and non-magical ability.
   Crippling Strike: Whenever a rogue possessed of this ability successfully executes a sneak attack against a creature with blood, the attack inflicts a bleeding wound, causing the victim to lose a number of hit points each turn from blood loss equal to the total of the rogue's sneak attack dice. The bleeding lasts for 1d6+1 turns; further sneak attacks on a creature already bleeding as a result of this ability do not increase the bleeding damage; instead, they extend its duration for 1d6 rounds per strike.
   Slippery Mind: A rogue with this ability has naturally trained mental defenses against enchantment effects. At the end of the turn after she succumbed to some form of enchantment, she may make a second saving throw with a +4 retry bonus to the save DC. Success allows her to shrug off the enchantment effect.
   Soft Steps: By training in a very specific and difficult manner, a rogue can learn to walk across a surface without causing any vibration inside that surface's volume. This causes her to be effectively invisible to tremorsense, and is a constant, permanent and non-magical ability.
   Unearthly Reflexes: A rogue who chooses this special ability has training her reaction time to a nearly inhuman degree, and receives a +6 bonus to her Reflex saves.
   Peerless Accuracy: When a rogue learns this ability, she becomes a master of thrown weapons -- she never misses. Well, almost never. She gains a permanent and inherent +5 bonus to hit when using thrown weapons. This does not apply to archery.
   Defensive Roll: If you have this ability, you are able to move with the impact from blows, lessening their effect even if they do hit you. This ability does not function in heavy armour. When you are struck by a creature that needs a 15 or greater to hit you, you only suffer a certain fraction of the damage, starting at 5/6th. The number of sixths of the total damage can be further reduced in the following circumstances, to a minimum of 1/6th:
   * You are Small and your foe is Medium-sized or larger (-1/6th).
   * Your foe can only hit you on a natural 20 (-1/6th).
   * You are unarmoured (-2/6ths) or in light armour (-1/6th).
   This ability does not function if you have spells active which simulate the effect of heavy armour (such as Spirit Armour) and Mage Armour is treated as medium armour for this purpose.
   Bonus Feat: In lieu of choosing a rogue special ability, a rogue can elect to gain a bonus feat chosen from a list of all feats in the game that do not have other feats as prerequisites.
   * Thief in the Night -- Characters of most classes gain experience by moving through the dungeon killing monsters, but rogues have the option to avoid the killing entirely. If a single-classed rogue enters a region and handles every single magical item within that region, and then leaves without the monsters or NPCs who dwell there being even slightly aware of her presence, she will receive experience for every enemy in the room just as if she had killed them normally. In this context, handling an item means holding it in one's hands -- the rogue can then decide if she want to keep it or leave it where she finds it to remain unburdened.
   This has to be executed flawlessly to function. If even one monster is aware of the rogue's presence -- as a result of seeing her, notcing her with an ability like blindsight, tremorsense, telepathy or scent or hearing noise she made (by casting a noisy spell or kicking open a door, for example), then she does not gain any experience upon leaving the region. If one enemy becomes aware of her and she kills that enemy, however, she gains the experience for any remaining oblivious foes. If foes in the room carry valuable magic items, those must be removed from them (perhaps using the Pick Pockets skill) for this experience to be gained.
   Rogues do not gain XP for monsters twice; if they meet these conditions and gain XP upon leaving the region, later killing the monsters gives them nothing. They also gain nothing for entering and leaving regions that have no treasure, regardless of how stealthy they are. Multi-class characters with rogue levels gain this stealth XP an a proportionate percent equal to their rogue levels -- a Rogue 2/Warrior 6 gains 25% of the total experience value of creatures via this method, and can claim the remaining 70% by going back to kill them.
   * Starting Benefits -- Rogues start with a short sword, a weapon from the daggers group, a few potions of healing, some tanglefoot bags, a cloak of nondetection (which prevents monsters from smelling them while they hide, for example) and a fair amount of gold. They always have a ranged weapon -- a short bow unless their race gives them something else. Rogues also begin play with a second, random magical item suitable to the skills of a sneak. Finally, evil rogues also begin play with two vials of poison.

THE ROGUE
   Level  Def  Fort Refl Will Special Abilities
     1    +0    +0   +2   +0  Sneak Attack +1d6
     2    +1    +0   +3   +0  Evasion
     3    +1    +1   +3   +1  Never Off-Guard,
                              Sneak Attack +2d6
     4    +2    +1   +4   +1                    
     5    +2    +1   +4   +1  Sneak Attack +3d6,
                              Wake Alert       
     6    +3    +2   +5   +2  Imm. to Flanking,
                              Special Ability
     7    +3    +2   +5   +2  Sneak Attack +4d6
     8    +4    +2   +6   +2  Stealth +1        
     9    +4    +3   +6   +3  Sneak Attack +5d6,
                              Special Ability   
     10   +5    +3   +7   +3  St. +2, Evasion II
     11   +5    +3   +7   +3  Sneak Attack  6d6
     12   +6    +4   +8   +4  Stealth +3,       
                              Special Ability

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