
If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A rogue can use Disable Device to disarm magic traps.Įvasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue cannot sneak attack while striking a creature with concealment. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

They are proficient with light armor, but not with shields.
PATHFINDER ROGUE PLUS
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. The following are class features of the rogue. Skill Ranks per Level: 8 + Int modifier.Table: Rogue The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Role: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat.

In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck.

Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Life is an endless adventure for those who live by their wits.
