Rogue
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Rogue | ||||||||||
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Hit Die | d6 | |||||||||
Skills | 8 + INT | |||||||||
Proficiencies | Simple Weapons, Handaxe, Rapier, Shortbow, Shortsword, Light Armor | |||||||||
Class Skills | Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Skill, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope | |||||||||
Alignment |
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Source: Player's Handbook, p. 49-51 |
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Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
Class Features
Level | BAB | Fortitude | Reflex | Will | Special |
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1 | +0 | +0 | +2 | +0 | Sneak Attack (+1d6), Trapfinding |
2 | +1 | +0 | +3 | +0 | Evasion |
3 | +2 | +1 | +3 | +1 | Sneak Attack (+2d6), Trap Sense (+1) |
4 | +3 | +1 | +4 | +1 | Uncanny Dodge |
5 | +3 | +1 | +4 | +1 | Sneak Attack (+3d6) |
6 | +4 | +2 | +5 | +2 | Trap Sense (+2) |
7 | +5 | +2 | +5 | +2 | Sneak Attack (+4d6) |
8 | +6/+1 | +2 | +6 | +2 | |
9 | +6/+1 | +3 | +6 | +3 | Sneak Attack (+5d6), Trap Sense (+3) |
10 | +7/+2 | +3 | +7 | +3 | Special Ability |
11 | +8/+3 | +3 | +7 | +3 | Sneak Attack (+6d6) |
12 | +9/+4 | +4 | +8 | +4 | Trap Sense (+4) |
13 | +9/+4 | +4 | +8 | +4 | Sneak Attack (+7d6), Special Ability |
14 | +10/+5 | +4 | +9 | +4 | |
15 | +11/+6/+1 | +5 | +9 | +5 | Sneak Attack (+8d6), Trap Sense (+5) |
16 | +12/+7/+2 | +5 | +10 | +5 | Special Ability |
17 | +12/+7/+2 | +5 | +10 | +5 | Sneak Attack (+9d6) |
18 | +13/+8/+3 | +6 | +11 | +6 | Trap Sense (+6) |
19 | +14/+9/+4 | +6 | +11 | +6 | Sneak Attack (+10d6), Special Ability |
20 | +15/+10/+5 | +6 | +12 | +6 |
Special Ability
At 10th, 13th, 16th, and 19th level, a rogue gains a special ability of her choice between Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, or Slippery Mind. Alternatively, the rogue may opt to select a normal bonus feat.