Roark
Rogue-3.jpg

Roark is a human of Ralani descent who, while well-traveled, spent most of his life in the Shadowshore district of Sasserine. While not specifically aligned with the gang known as the “Shadowshore Boys,” Roark was very familiar with them, including one of their rank named Idae.

Roark’s many adventures, both in, around and beyond Sasserine, eventually found him imprisoned by the infamous pirates of Crimson Fleet. He saw some very frightening things in his brief time aboard the Brine Harlot, and was quite grateful to be rescued after an intense battle at Farshore near the infamous Isle of Dread. Despite the haunting name, he found Farshore an inviting, peaceful community, led by the beautiful noblewoman; Lavinia Vanderboren. Trust was understandably tentative, but Roark’s perfect recall of his personal possessions convinced Lavinia to order them separated from the spoils of the battle and returned to him.

Roark is a tall, lanky human with short cropped dark brown hair. His olive skinned face is hardened, with hazel eyes, a hawk-like nose, and a sardonic half-smile. Dressed in darkened studded leather armor, a dark cloak wraps around his shoulders. Two short swords hang from twin sword belts at his waist, while a bandoleer is strapped across his chest. Along with a haversack, a short bow is slung across his shoulders. A dagger is strapped to his right boot.

RPG STATS:


Traits (scale of 1-10)

Courtesy 6; Being polite in a den of thieves often saves one from being stabbed in the back, but never a good thing to be too polite.
Valor 5; 8 when it comes to pulling off a job or increasing his fame.
Self-sacrifice 1; Um, not in his nature. better others do the scarificing.
Generosity 3; 6 to those from the slums.
Sobriety 8
Optimism 8; iI he wasn't optimistic, he wouldn't be able to pull off some spectacular jobs others might not think possible.
Forgiveness 3; Only begrudingly.
Patience 8; Patience is a virtue, rushing a job will cause it to fail.
Helpfulness 6; He's out for number one, but he doesn't mind teaming up with others as long he gets what he thinks he deserves.
Temper 3; Slow to boil.
Curiosity 8; As far as what can be stolen.
Cheerfulness 7; Not really any reason not to be cheerful.
Honesty 5; Um, he's a thief.
Loyalty 7; Oddly enough, while he's out for number one, at his core he wants to find something to latch onto.


[https://drive.google.com/file/d/0B1zg08q_w1MwUVVhVUE4NWFlQTg/edit?usp=sharing]


Male Human rogue 12 / fighter 6
CN medium humanoid (human)
Init +8; Senses Darkvision (60 ft.), Perception +27,
Languages Common, Ralani, Thieves Cant


AbilitiesStr20,Dex26,Con16,Int14,Wis14,Cha10
AC 35, touch 22, flat-footed 35, Two-Weapon Defense
hp 183 (18HD)
Fort +16, Ref +22, Will +14, +4 Reflex to avoid traps
Defensive Abilities Evasion, Improved Uncanny Dodge, Trap Sense +4, Uncanny Dodge,


Speed 40 ft. (8 squares)
Face5 ft.Reach5 ft.
Base Atk +15; CMB +20; CMD 42
Atk Options Power Attack, Bleeding Attack, Crippling Strike, Deadly Sneak, Powerful Sneak, Sneak Attack 6d6,
Special Actions** Opportunist,
Melee sword +3 (short/holy)+27/+22/+17 (1d6+8/17-20)
Melee sword +3 (short/holy) [power attack (off-hand)]+23/+18/+13 (1d6+12/17-20)
Melee sword +3 (short/holy) [power attack (light)]+23/+18/+13 (1d6+16/17-20)
Melee masterwork dagger+24/+19/+14 (1d4+5/19-20)
Ranged masterwork dagger (thrown)+24/+19/+14 (1d4+5/19-20)
Melee dagger +1+24/+19/+14 (1d4+6/19-20)
Ranged dagger +1 (thrown)+24/+19/+14 (1d4+6/19-20)
Melee dagger +2 (bane (humanoids (human)))+25/+20/+15 (1d4+7/19-20)
Ranged dagger +2 (bane (humanoids (human))/thrown)+25/+20/+15 (1d4+7/19-20)
Melee sun blade (short)+26/+21/+16 (1d10+7/17-20)
Melee masterwork sap+24/+19/+14 (1d6+5)
Ranged shortbow +1 (composite/strength rating+3)+24/+19/+14 (1d6+4/x3)
Magic Item Prepared Spell List


Special Qualities Bonus Feat, Bonus Feats, Bonus Rogue Talent (6x), Catch Off-Guard, Dirty Maneuvers, Fast Stealth, Payback, Skilled, Skills, Trapfinding, Trap Spotter, Weapon and Armor Proficiency, , , , , ,
Feats Alertness, Armor Proficiency, Light, Catch Off-Guard, Dodge, Double Slice, Improved Critical (Sword (Short)), Improved Critical (Sword (Short)), Improved Two-Weapon Fighting, Iron Will, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Weapon Finesse, Weapon Focus (Sword (Short))
Skills Acrobatics +27, Acrobatics (Jump) +36, Appraise +9, Bluff +16, Climb +16, Craft (Untrained) +2, Disable Device +33, Escape Artist +19, Fly +6, Heal +2, Knowledge (Local) +8, Knowledge (Planes) +4, Knowledge (Religion) +3, Perception +27, Perception (Trapfinding) +33, Ride +13, Sense Motive +19, Sleight of Hand +25, Stealth +27, Survival +2, Swim +3, Use Magic Device +15,


Possessions
amulet of natural armor +4
goggles of night
helm of comprehend languages and read magic
bracers of protection +2
gloves of dexterity +4
ring of freedom of movement
ring of invisibility
sword +3 (short/holy) (x2)
sword +3 (short/holy) (x2)
sword +3 (short/holy) (x2)
belt of giant strength +4
celestial armor
cloak of resistance +4
outfit (explorer's)
boots of striding and springing
ioun stone, dusty rose prism
signal whistle
masterwork sap
Bandoleer (Masterwork) [ Dust of Disappearance; Dust of Tracelessness; Flash pellet (x5); Ring of Telekinesis; Ring of Swimming; Lens of Detection; Ear Plugs; Mirror (Small/Steel); Magnet (Small); ]
Money Belt [ Coin (Copper Piece) (x13); Coin (Platinum Piece) (x7); Coin (Silver Piece) (x10); Coin (Gold Piece) (x20); ]
Potion Belt (Masterwork) [ Potion of Cure Serious Wounds (x2); Potion of Cure Moderate Wounds (x3); Potion of Cure Light Wounds (x2); Potion of Remove Disease; Potion of Neutralize Poison; Potion of Haste; ]
Potion Belt (Masterwork) ; Potion Belt (Masterwork) ; Potion Belt (Masterwork) [ Potion of Delay Poison (x3); Potion of Remove Curse; Potion of Cure Light Wounds (x3); Potion of Cure Moderate Wounds (x4); ]
Potion Belt (Masterwork) [ Potion of Remove Blindness/Deafness; Potion of Water Breathing (x2); Potion of Fly (x2); ]
Potion Belt (Masterwork) [ Potion of Tongues; Potion of Spider Climb (x2); Potion of Cat's Grace (x2); Potion of Reduce Person (x2); Potion of Blur; ]
Pouch (Belt) [ Tanglefoot Bag (x2); ]
Pouch (Belt) [ Masterwork Thieves' Tools; Lockslip Grease (x5); Suregrip (x5); ]
Pouch (Belt) [ Flash pellet (x10); ]
Pouch (Belt) ; Pouch (Belt) [ Ring of Force Shield; Ring of Protection +1; Ring of Protection +2; Ring of Protection +3; Ring of Protection +4; Ring of Protection +5; ]
Pouch (Belt) [ Coin (Gold Piece) (x225); Coin (Platinum Piece) (x187); Coin (Silver Piece) (x12); ]
Pouch (Belt) [ Jade; Jasper (x7); Jet (x2); Amethyst (x5); Black Pearl; Golden Pearl; Zircon; Red Spinel; ]
Pouch (Belt) [ Bracelet (Gold); ]
Pouch (Belt) [ Obsidian Shard (x55); ]
Pouch (Belt) ; Pouch (Belt) [ Vial (x2); ]
Pouch (Belt) ; Pouch (Belt) [ Ink (1 oz. Vial); Inkpen; Chalk (1 Piece) (x14); ]
Sheath (Boot) [ Masterwork Dagger; ]
Sheath (Dagger) [ Dagger +1 (x2); ]
Sheath (Wrist) [ Dagger +2 (Bane (Humanoids (Human))); ]
Bag of Holding (Type II) [ Sheath (Sword); Sheath (Sword); Sheath (Sword); ]
Sheath (Sword) [ Sun Blade (Short); ]
Sheath (Sword) ; Sheath (Sword) ; Handy Haversack [ Studded Leather +3; Climber's Kit; Cloak of the Manta Ray; Crowbar; Field Provisions Box; Everburning Torch (x2); Marked Cards; Flint and Steel; Glass Cutter; Grappling Hook (Collapsible); Hacksaw (Superior); Ascender/Slider; Listening Cone; Magnifying Glass; Manacles (Medium); Masterwork Thieves' Tools (Longspoon); Oil (1 Pint Flask) (x2); Potion Belt (Masterwork); Potion Belt (Masterwork); Potion Belt (Masterwork); Potion Belt (Masterwork); Potion Belt (Masterwork); Bedroll; Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Bolt Cutters; Quiver; Quiver; Robe of Useful Items; Rope (Silk/50 ft.); Rope of Entanglement; Rope of Climbing; Sack (x5); Pouch (Belt); Shoes (Silent); Smokestick (x5); Caltrops (Bag); Spyglass; Stonebreaker Acid (x3); Tanglefoot Bag (x3); Whetstone; Waterskin (Filled); Card Deck; Case (Map or Scroll); Case (Map or Scroll); Catstink (x3); ]
Case (Map or Scroll) [ Paper (Sheet) (x10); ]
Case (Map or Scroll) ; Vial ; Quiver [ Arrow (x20); ]
Quiver [ Arrow (x20); ]
Quiver [ Arrow (x20); ]
Sack ; Shortbow +1 (Composite/Strength Rating+3) ;



Bleeding Attack (Ex) ** You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 6 additional points of damage each round. Bleeding creatures that that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
**Bonus Feat ** Humans select one extra feat at 1st level.
**Bonus Feats ** At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
**Bonus Rogue Talent (6x) ** The human gains +1/6 of a new rogue talent.
**Catch Off-Guard ** At 3rd level, the cad gains the Catch Off-Guard feat. This ability replaces armor training 1.
**Child of the Streets ** You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
**Crippling Strike (Ex) ** You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.
**Deadly Sneak
(Ex) ** Whenever a rogue with this talent uses the powerful sneak rogue talent, she treats all 1s and 2s on the sneak attack damage dice as 3s. A rogue must have the powerful sneak rogue talent before choosing this talent.
**Dirty Maneuvers (Ex) ** At 2nd level, a cad becomes skilled at deceiving and discomfiting his opponents. The cad gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. The cad also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and steal combat maneuvers. These bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery.
**Evasion (Ex) ** You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
**Fast Stealth (Ex) ** This ability allows you to move at full speed using Stealth without penalty.
**Improved Uncanny Dodge (Ex) ** You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 16.
**Opportunist (Ex) ** Once per round, you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even if you have the Combat Reflexes feat, you can't use the Opportunist ability more than once per round.
**Payback (Ex) ** At 5th level, a cad gains a +1 bonus on attack and damage rolls against any creature that has attacked the cad since the beginning of his last turn. This bonus increases by +1 for every four levels beyond 5th (to a maximum of +4 at 17th level). This ability replaces weapon training 1, 3, and 4.
**Powerful Sneak (Ex) ** Whenever a rogue with this talent takes a full attack action, she can elect to take a -2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.
**Skilled ** Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
**Skills ** Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Sleight of Hand (Dex), and Stealth (Dex) are class skills for a cad.
**Sneak Attack (Ex) ** If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 6d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
**Trapfinding (Ex) ** You add +6 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
**Trap Sense (Ex) ** You gain a +4 bonus on Reflex saves made to avoid traps, and a +4 dodge bonus to AC against attacks made by traps.
**Trap Spotter (Ex) ** Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
**Uncanny Dodge (Ex) ** You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
**Vagabond Child (urban) (Sleight of Hand) ** You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
**Weapon and Armor Proficiency ** A cad is not proficient with medium armor, heavy armor, or tower shields.


Sanity Points - Total: 70 Current: 68
Negative Levels - 1


Resources Used:

Arms & Equipment Guide
Ascender/Slider
Bolt Cutters
Ear Plugs
Flash pellet
Grappling Hook, Collasible
Hacksaw, Superior
Magnet, small
Money Belt
Shoes, silent
Stonebreaker Acid

Complete Adventurer
Catstink
Glass Cutter
Listening Cone
Lockslip Grease
Suregrip
Thieves Tools, Longspoon

Forgotten Realms Campaign Setting
Bandoleer

Magic Items Compendum
Field Provisions Box

--
3.5 version


CR 17
Male Human rogue 11 / thug 6
CN medium humanoid (human)
Init +7; Senses Darkvision (60 ft.), Listen +19, Spot +20,
Languages Common, Ralani, Thieves Cant


AC 32, touch 20, flat-footed 32, Evasion, Dodge, Two-Weapon Defense
hp 145 (17HD)
Fort +15, Ref +20, Will +13


Speed 40 ft. (8 squares)
Face5 ft.Reach5 ft.
Base Atk +14; Grp+19
Atk Options Crippling Strike,
Special Actions Sneak Attack +6d6,
Melee sword +3 (short/holy)+25/+20/+15 (1d6+8/17-20)
Melee sun blade (short)+24/+19/+14 (1d10+7/17-20)
Melee dagger +1+22/+17/+12 (1d4+6/19-20)
Ranged dagger +1 (thrown)+22/+17/+12 (1d4+6/19-20)
Melee masterwork dagger+22/+17/+12 (1d4+5/19-20)
Ranged masterwork dagger (thrown)+22/+17/+12 (1d4+5/19-20)
Melee dagger +2 (bane (humanoids (human)))+23/+18/+13 (1d4+7/19-20)
Ranged dagger +2 (bane (humanoids (human))/thrown)+23/+18/+13 (1d4+7/19-20)
Melee masterwork sap+22/+17/+12 (1d6+5)
Ranged shortbow +1 (composite str +3)+22/+17/+12 (1d6+4/x3)
Magic Item Prepared Spell List


Abilities Str 20, Dex 24, Con 16, Int 14, Wis 15, Cha 10
Special Qualities Evasion, Humanoid Traits, Human Skill Bonus, Improved Uncanny Dodge, Trapfinding, Trap Sense +3, Uncanny Dodge,
Feats Alertness, Armor Proficiency (Light), Dodge, Improved Critical (Sword (Short)), Iron Will, Martial Weapon Proficiency, Nimble Fingers, Simple Weapon Proficiency, Tactile Trapsmith, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Sword (Short))
Skills Appraise +10, Balance +14, Bluff +7, Climb +12, Concentration +3, Craft (Untrained) +2, Diplomacy +4, Disable Device +28, Disguise (Act in character) +2, Escape Artist +10, Forgery +2, Gambling +9, Gather Information +1, Heal +2, Hide +17, Intimidate +2, Jump +20, Knowledge (Local) +4, Listen +19, Move Silently +17, Open Lock +26, Ride +10, Search +27, Sense Motive +10, Sleight of Hand +17, Spot +20, Survival +2, Survival (Find or follow tracks) +4, Swim +2, Tumble +17, Use Rope +10, Use Rope (Bind someone) +12,


Possessions
amulet of natural armor +4
goggles of night
helm of comprehend languages and read magic
bracers of protection +2
gloves of dexterity +4
ring of freedom of movement
ring of invisibility
sword +3 (short/holy) (x2)
belt of giant strength +4
celestial armor
cloak of resistance +4
explorer's outfit
boots of striding and springing
ioun stone (dusty rose)
signal whistle
masterwork sap
Bag of Holding (Type 2) [ Sheath (Sword); Sheath (Sword); Sheath (Sword) (x2); ]
Sheath (Sword) ; Sheath (Sword) ; Sheath (Sword) [ Sun Blade (Short); ]
Bandoleer (Masterwork) [ Dust of Disappearance; Flash pellet (x5); Ring of Telekinesis; Ring of Swimming; Magnet (Small); Dust of Tracelessness; Lens of Detection; Mirror (Small/Steel); Ear Plugs; ]
Handy Haversack [ Quiver; Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Shoes (Silent); Studded Leather +3; Hacksaw (Superior); Oil (1 Pt. Flask) (x2); Grappling Hook (Collapsible); Masterwork Thieves' Tools - Longspoon; Caltrops (Bag); Rope (Silk/50 Ft.); Waterskin (Filled) (x2); Case (Map or Scroll); Quiver; Bedroll; Potion Belt (Masterwork); Potion Belt (Masterwork); Potion Belt (Masterwork); Rope of Climbing; Field Provisions Box; Spyglass; Whetstone; Crowbar; Case (Map or Scroll); Bolt Cutters; Ascender/Slider; Glass Cutter; Everburning Torch (x2); Listening Cone; Smokestick (x5); Potion Belt (Masterwork); Climber's Kit; Mess kit; Pouch (Belt); Sack (x5); Card Deck; Catstink (x3); Potion Belt (Masterwork); Stonebreaker Acid (x3); Tanglefoot Bag (x3); Robe of Useful Items; Rope of Entanglement; Pouch (Belt); Cloak of the Manta Ray; Flint and Steel; Magnifying Glass; Manacles (Medium); Cloak of Charisma +2; Pouch (Belt); ]
Case (Map or Scroll) [ Paper (Sheet) (x10); ]
Case (Map or Scroll) [ Paper (Sheet) (x10); ]
Mess kit ; Potion Belt (Masterwork) [ Potion of Cure Serious Wounds (x2); Potion of Cure Moderate Wounds (x3); Potion of Cure Light Wounds (x2); Potion of Remove Disease; Potion of Neutralize Poison; Potion of Haste; ]
Potion Belt (Masterwork) ; Potion Belt (Masterwork) ; Potion Belt (Masterwork) [ Potion of Tongues; Potion of Spider Climb (x2); Potion of Cat's Grace (x2); Potion of Reduce Person (x2); Potion of Blur; ]
Potion Belt (Masterwork) [ Potion of Delay Poison (x3); Potion of Remove Curse; Potion of Cure Light Wounds (x4); Potion of Cure Moderate Wounds (x3); ]
Potion Belt (Masterwork) [ Potion of Deafness Remove Blindness; Potion of Water Breathing (x2); Potion of Fly (x2); Potion of Haste; ]
Pouch (Belt) [ Lockslip Grease (x5); Suregrip (x5); Masterwork Thieves' Tools; ]
Pouch (Belt) [ Tanglefoot Bag; ]
Pouch (Belt) [ Inkpen; Ink (1 Oz. Vial); Chalk (1 piece) (x5); ]
Pouch (Belt) [ Art (Bracelet (Gold)); ]
Pouch (Belt) [ Vial (x2); ]
Pouch (Belt) [ Flash pellet (x15); ]
Pouch (Belt) [ Ring of Force Shield; Ring of Protection +1; Ring of Protection +2; Ring of Protection +3; Ring of Protection +5; Ring of Protection +4; ]
Pouch (Belt) ; Pouch (Belt) [ Red Spinel; Zircon; Jet; Black Pearl (x8); Golden Pearl; Jade; Jasper (x7); Amethyst (x5); ]
Pouch (Belt) [ Obsidian shard (x55); ]
Pouch (Belt) [ Coin (Gold) (x225); Coin (Platinum) (x187); Coin (Silver) (x12); ]
Vial ; Quiver [ Arrow (x20); ]
Quiver [ Arrow (x20); ]
Quiver [ Arrow (x20); ]
Sack ; Money Belt [ Coin (Copper) (x13); Coin (Silver) (x10); Coin (Platinum) (x7); Coin (Gold) (x20); ]
Sheath (Boot) [ Dagger +1 (x2); ]
Sheath (Dagger) [ Masterwork Dagger; ]
Sheath (Wrist) [ Dagger +2 (Bane (Humanoids (human))); ]
Shortbow +1 (Composite STR +3) ;


**Crippling Strike (Ex) ** An opponent damaged with Sneak Attack also takes 2 points STR damage.
**Evasion (Ex) ** If subjected to an attack that allows a Reflex save for half damage, you take no damage on a successful save.
**Humanoid Traits ** Humanoids eat/sleep/breathe
**Humanoid Traits **
**Human Skill Bonus ** Humans gain 1 extra skill point per level.
**Improved Uncanny Dodge (Ex) ** Can't be flanked except by a level 15 rogue
**Negative Levels ** 0 negative level(s) (-0 effective level(s) and loses access to 0 spell(s) from the highest spell level castable)
**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. The rogue's attack deals extra damage any time 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. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. 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. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
**Trapfinding ** Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
**Trap Sense (Ex) ** At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
**Uncanny Dodge (Ex) ** Dex bonus to AC


Sanity Points - Total: 70 Current: 68
Negative Levels - 1


Resources Used:

Arms & Equipment Guide
Ascender/Slider
Bolt Cutters
Ear Plugs
Flash pellet
Grappling Hook, Collasible
Hacksaw, Superior
Magnet, small
Money Belt
Shoes, silent
Stonebreaker Acid

Complete Adventurer
Catstink
Glass Cutter
Listening Cone
Lockslip Grease
Suregrip
Thieves Tools, Longspoon

Forgotten Realms Campaign Setting
Bandoleer

Magic Items Compendum
Field Provisions Box

Unearthed Arcana
Thug class

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