Basic

;Numbers: ? ;Skill List: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Assassins and Bards also gain Concentration (Con), Knowledge (arcana) (Int), and Spellcraft (Int).

Special Abilities

Acrobatics

You are naturally fleet of foot and gain the following benefits:

Evasion

You may apply your Dodge chance against area effects, to a maximum of 10% per Rogue level.

Trap Sense

You gain the following benefits:

Uncanny Dodge

You may apply your Dodge chance against attackers of whom you are not aware or cannot even perceive, to a maximum of 5% per Rogue level.

Preparation

You gain a bonus of +1 per 2 rogue levels to initiative checks. Rogues of level 3 or higher may take 10 on initiative checks.

The following is true for rogues of level 5 or higher:

Sneak Attack

When you have Combat Advantage on a foe, your attacks (weapon and spell) gain bonus damage equal to your normal critical bonus damage. Like critical bonus damage, this damage is subject to avoidance through Fortification. This bonus damage does not preclude you from achieving a Critical Hit.

Example:

Tactical Insertion

The following is true for rogues of level 10 or higher:

At the beginning of each combat wherein you are not surprised, you may remove yourself from the battle mat. Upon your first turn, you may insert yourself at any location within Short range, as long as it would have been possible for you to reach that destination through all means of locomotion available to you, and it is not currently occupied by anyone else.

Maneuvers

You know 8 maneuvers at 1st level, and learn 2 more of your choice each level. The categories are just for ease of use; you may learn maneuvers from any category.

Duelist

Most duelist maneuvers inflict damage with only a single weapon. The ideal style is to use a medium one-handed weapon. An offhand dagger or mein gauche can be useful for extra parrying.

Rank 1

;Attack:

;Buff:

;Defense:

;Opportunity:

Rank 2

;Attack:

Skirmisher

Skirmishers benefit from dual wielding and high mobility.

Rank 1

;Attack:

;Buff:

;Control:

;Mobility:

Trickster

Trickster maneuvers are not specific to either combat style.

Rank 1

;Buff:

;Control:

;Debuff:

;Defense:

;Opportunity: