Rogue

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The Rogue class is

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

At level 13, the Rogue can elect to become a Burglar or a Dervish.

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, Taunt, 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 and Survival

Automatic Feats Granted:


 * At Level 1: Weapon Finesse - At L1, the Rogue automatically gains Weapon Finesse. A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).  This feat works automatically when using any of the following weapons: dagger, handaxe, light hammer, mace, rapier, short sword, sickle, and unarmed strike.


 * At Level 1: Two Weapon Fighting A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -10  to the off-hand becomes -4 for the primary hand and -4 for the off-hand.  Best results are achieved if the off-hand weapon is light, further  reducing the penalty for both the primary and off-hand by 2 (to -2/-2).
 * At Level 1: Weapon Focus Dagger, Handaxe, Mace, Rapier, and Shortsword become available as Bonus Feats in addition to being available as normal feats.


 * At Level 2: Sneak Attack (+3d6). - 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 3d6, 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 3: Opportunist - The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.


 * At Level 4: Weapon Specialization (Rogue) - The Rogue automatically gains weapon specialization for all of the following weapons (Dagger, Handaxe, Mace, Rapier, and Shortsword) for which he has taken a weapon focus feat. Further, any of the specific weapon specialization feats that he does not gain automatically will still be available to him to select as a feat if he obtains the required weapon focus feat at a later point.


 * At Level 4: Sneak Attack (+4d6) - 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 4d6, 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 5: Crippling Strike - 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.


 * At Level 6: Sneak Attack (+5d6) - 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 5d6, 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 - VI


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You complete your Rogue training at level 12 and will have to select your final path when you gain L13. The Rogue must choose his progression path; either as a Burglar or a Dervish.


 * Burglar desc


 * Dervish desc

'''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 Scout

Custom Feats - one can be selected at each level up if you meet the prerequisites