Burglar

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The Burglar

To take this advanced class, the Burglar must have six levels in the Scout class, and six levels in the Rogue class.

Feat Progression Table, Concise Feat Table, General Feats

Hit Points per Level: 16

'''Base Attack Bonus  Saves:''' Fortitude - Low, Reflex - High, Will - Low

Base Skill Points: 6 + Intelligence Modifier per level, x4 at first level.

Class Skills: These skills are available at a cost of one point per skill rank. Maximum skill points that can be assigned to these class skills is Character Level + 3


 * Appraise, Bluff, Disable Device, Heal, Hide, Listen, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Tactician, Tumble and Use Artifact

Cross Class Skills: These skills are available but cost two points per skill rank. Maximum skill points that can be assigned to these cross class skills is (Character Level + 3)/2 (rounded down)


 * Battle Training, Concentration, Diplomacy, Intimidate, Lore, Piety, Spellcraft, Survival and Taunt

Automatic Feats Granted:


 * At Level 1: Advanced TrapSetting I - The Burglar is a master trap maker, he automatically gains this feat at level 1. The size of all traps created by the Burglar have size increased by 10% and damage increased by 10%.
 * At Level 2: Contrivance Mastery I - The Burglar is a master trap maker and automatically gains benefits to trapmaking via these feats. All traps created by the Burglar have a 10% bonus to cause critical damage.
 * At Level 3: Sneak Attack (+6d6) - Whenever the character makes a successful attack against an opponent who is Flat Footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is 6d6, this extra damage is not multiplied in the case of a critical hit. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.


 * At Level 6: Sneak Attack (+7d6) - Whenever the character makes a successful attack against an opponent who is Flat Footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is 7d6, this extra damage is not multiplied in the case of a critical hit. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.

Master Feats Eligibility:


 * Ambusher's Way I - III


 * Battle Intuition I - VI


 * Natural Cunning I - IX


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'''Feats available at Character Levels (1, 3, 6, 9, 12, 15 &amp; 18) if you meet the prerequisites ''' *** Available to all classes

New Feats not previously available to the Rogue Custom Feats - one can be selected at each level up if you meet the prerequisites