User:Balmz/rogue1

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Rogue[edit]

Making a Rogue[edit]

Alignment: Any.

Starting Age: Simple.

Table: The Rogue

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Sneak Attack +1d8, Trapfinding, Trap Sense +1
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Sneak Attack +2d8, Trap Sense +2
4th +3 +1 +4 +1 Uncanny Dodge
5th +3 +1 +4 +1 Sneak Attack +3d8
6th +4 +2 +5 +2 Trap Sense +3
7th +5 +2 +5 +2 Sneak Attack +4d8
8th +6/+1 +2 +6 +2 Improved Uncanny Dodge
9th +6/+1 +3 +6 +3 Sneak Attack +5d8, Trap Sense +4
10th +7/+2 +3 +7 +3 Special Ability
11th +8/+3 +3 +7 +3 Sneak Attack +6d8
12th +9/+4 +4 +8 +4 Trap Sense +5
13th +9/+4 +4 +8 +4 Sneak Attack +7d8, Special Ability
14th +10/+5 +4 +9 +4 Expert Uncanny Dodge
15th +11/+6/+1 +5 +9 +5 Sneak Attack +8d8, Trap Sense +6
16th +12/+7/+2 +5 +10 +5 Special Ability
17th +12/+7/+2 +5 +10 +5 Sneak Attack +9d8
18th +13/+8/+3 +6 +11 +6 Trap Sense +7
19th +14/+9/+4 +6 +11 +6 Sneak Attack +10d8, Special Ability
20th +15/+10/+5 +6 +12 +6

Class Skills (10 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), 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),Knowledge (architecture and engineering), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, handaxe, rapier, whip, shuriken, sap, shortbow, scimitar, and short sword. Rogues are proficient with light armor and bucklers.

Sneak Attack: If a rogue can catch an opponent when they are unable to defend themselves effectively from the rogue's attack, they can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks their target. This extra damage is 1d8 at 1st level, and it increases by 1d8 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 + 5 feet per 5 rogue levels.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. The rogue 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 naturally 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 normally sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

A creature that is immune to critical hits that is not immune to critical hits naturally can be hit with a sneak attack but it deals one half of the regular sneak attack damage and if the sneak attack would have have partial effect on a successful save, the creature instead takes no extra effect.

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 traps 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 their party) without disarming it.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If the rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the rogue instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex): At 1th level, a rogue gains an intuitive sense that alerts them to danger from traps, giving them and allies a +1 bonus on Reflex saves made to avoid traps , a +1 dodge bonus to AC against attacks made by traps as well as 1+ to damage reduction/- against traps that hurt them. These bonuses rise to +2 when the rogue reaches 3rd level, to +3 when she reaches 6th level, to +4 when the rogue reaches 9th level, to +5 at 12th, to +6 at 15th level, to 7+ at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before their senses would normally allow them to do so. The rogue retains their Dexterity bonus to AC (if any) even if the rogue is caught flat-footed or struck by an invisible attacker. However, the rogue still loses their Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class the rogue automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Expert Uncanny Dodge (Ex): A rogue of 14th level can no longer be caught flat-footed and does not provoke an attack of opportunity when moving out of or within a threatened area unless the attacker has at least 4 more rogue levels then the rogue does.


Strike Arts: At first level a rogue gains 4 strike arts of their choice which alter their sneak attack and 2 more special abilities every level there after from among the following options.

The Difficulty Class for a saving throw against a rogue's special ability is 10 + the spell level + the rogue’s Dexterity modifier.

Strike Arts allow the rogue to alter their sneak attack and functions, however only one ability can be used at a time for the sneak attack unless otherwise stated. Foes naturally immune to sneak attacks can not be affected by most strike arts and their effects if any unless otherwise stated. Foes not naturally immune to sneak attacks or critical hits can be affected by strike arts but they take one half your sneak attack damage and with a successful save they negate any extra effect completely.

Strike arts that cause penalties to ability scores can't reduce an ability score to less then 1 though any ability damage can. Penalties do stack with each other as does ability damage and penalties to attack and damage rolls.

Different Strike Arts may have different requirements or things needed to use them or improve them.


Basic Strike Arts[edit]

These strikes are the first strike arts that rogues can use. These can be chosen from level 1.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their blows weaken and hamper them. An opponent damaged by one of their sneak attacks that fails a fortitude saving throw also takes 1d4 points of Strength damage. A successful save instead causes a penalty of 1d4 to the target's strength for 1 minute.

Enfeeble Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their blows wreck coordination. An opponent damaged by one of their sneak attacks that fails a fortitude saving throw also takes 1d4 points of Dexterity damage. A successful save instead causes a penalty of 1d4 to the target's Dexterity for 1 minute.

Concussion Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their blows disorient them. An opponent damaged by one of their sneak attacks that fails a fortitude saving throw also takes 1d4 points of wisdom damage. A successful save instead causes a penalty of 1d4 to the target's wisdom for 1 minute.

Dimwit Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their blows wreck their minds. An opponent damaged by one of their sneak attacks that fails a fortitude saving throw also takes 1d4 points of intelligence damage. A successful save instead causes a penalty of 1d4 to the target's Intelligence for 1 minute.

Infirm Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their blows wreck their bodies health. An opponent damaged by one of their sneak attacks that fails a fortitude saving throw also takes 1d4 points of constitution damage. A successful save instead causes a penalty of 1d4 to the target's constitution for 1 minute.

Vitiate Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their blows wreck their physical force. An opponent damaged by one of their sneak attacks that fails a fortitude saving throw also takes 1d4 points of [[Charisma|Charisma] damage. A successful save instead causes a penalty of 1d4 to the target's Charisma for 1 minute.

Bleeding Strike (Ex): A rogue with this ability can sneak attack opponents and cause horrible bleeding injuries. A foe that has blood or equivalent hit by this that fails a fortitude save takes 1 point of bleeding damage each round for 1 minute. This bleeding does not stop unless the target is healed for at least half the damage the strike did or is treated with a Heal Check equal to the sneak attack's DC. Multiple bleeding strikes do stack with each other, each strike requires a separate heal check to treat.

Impeding Strike (Ex): A rogue with the sneak attack ability can interfere with foes combat prowess. A foe struck by this must make a fortitude save or take a penalty of 1d3 to attack and damage rolls for 1 minute. A successful save reduces this to one round. A Heal Check equal to the sneak attack DC or healing equal to half the damage the strike did removes this effect.


Effect Strikes[edit]

These strikes are intended to cause bad effects on foes when used properly. These can be chosen and used at level 1.

Knockout Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their attack knocks out a foe. An opponent damaged by one of their sneak attacks that fails a fortitude saving throw falls unconscious for 1d4 rounds as well as takes 1 point of intelligence and wisdom damage. A successful save instead causes the foe to be dazed for 1 round. Note this is not a sleep effect and can affect foes immune to sleep.

Confounding Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their blows confound foes. An opponent damaged by one of their sneak attacks that fails a fortitude saving throw is confused for 1 minute. A successful save reduces this to 1 round. You must be able to hit the target's head.

Battering Strike (Ex): A rogue with this ability can sneak attack opponents and cause hampering damage. A foe strike by this that fails a fortitude save takes an equal amount of sneak attack damage that is non lethal damage and is staggered for 1 minute. A successful save negates the nonlethal damage and reduces the stagger duration to 1 round.

Bleeding Strike (Ex): A rogue with this ability can sneak attack opponents and cause horrible bleeding injuries. A foe that has blood or equivalent hit by this that fails a fortitude save takes additional bleeding damage equal to the rogue's dexterity bonus. This bleeding does not stop unless the target is healed for at least half the damage the strike did or is treated with a DC 20 Heal Check. Multiple bleeding strikes do stack with each other, each strike requires a separate healing or check to treat.

Disarming Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that their can disarm them. An opponent damaged by one of their sneak attacks that fails a reflex saving throw is disarmed, takes a 1d6 penalty to attack and damage rolls for 1 minute and has their held items land in an adjacent square. A successful save instead gives a 1d4 penalty to the target's attack and damage rolls for one minute.

Nulling Strike (Ex): The rogue if they hit a target with a sneak attack can interfere with active magic/psionic effects. The target if they are hit with the nulling strike and the target has any currently active magic effects that they have cast themselves must make a DC 10 + damage dealt concentration check or have any magic/psionics they have cast/manifested that is currently active be ended immediately on themselves, other creatures or objects.

Deafen Strike (Ex): A foe hit by this sneak attack must make a fortitude save or be deafened for 5 minutes or until they receive healing equal to half the damage the strike did or a DC 20 Heal Check is done. A successful save instead causes a penalty to all things that require hearing equal to the rogue's dexterity modifier for 1 minute.

Mundane Strike (Ex): The rogue can use their sneak attack to wreck a foe's magic/psionics. A foe hit by a mundane strike must make a will save or lose a number of prepared or non at will daily use spells/spl/su/power points equal to the rogue's dexterity bonus. The highest level spells or spl with use limits are always lost first. A successful save reduces the loss to just 1. A foe reduced to 0 power points that uses them also loses psionic focus.

Hamstring Strike (Ex): A foe hit by this sneak attack that has legs must make a fortitude save or have their movement speed cut in half. This reduced movement speed lasts until the creature is healed of at least half the damage the attack did or a DC 20 Heal check is done. Quadrupeds can be affected but get a 5+ on their save. Creatures with more then 4 legs may or may not be affected or may require more then one hamstring strike, use common sense based on the creature. Swim, climb and burrow speeds are affected but not flight speed. Creatures who do save against the effect are treated as flatfooted for 1 round instead.

Arm Strike (Ex):The rogue attempts to incapacitate the target's arms and hands with their sneak attack. If the sneak attack hits, the foe must make a fortitude save or be unable to use their arms and hands until they receive healing equal to half the damage dealt or a DC 20 Heal check is done. This also prevents use of magic with Somatic parts. A successful save instead causes a penalty to rolls and checks using hands and arms equal to the rogue's dexterity bonus for 1 minute. Also using magic during the minute with a Somatic requires a DC 15 + spell level spellcraft check or the caster loses the spell/spl. Creatures with more then 2 arms can be affected but will likely require more then one hit.

Paralyzing Strike (Ex): A rogue with this ability can sneak attack opponents and paralyze lesser foes. A foe hit by this strike must make a fortitude save or be paralyzed for 1 round. A successful save instead causes the foe to be slowed for 1 round. Note that this is a physical effect not mental or magical and can affect creatures otherwise immune to paralyze effects but not sneak attacks, though they get a 5+ on their save.

Trueself Strike (Ex): A rogue with this ability can sneak attack opponents and cause shifted foes to unshift. A foe hit by the trueself strike that is either using the alternative form ability,is polymorphed willingly, is a foe with the shapeshifter subtype, is using wildshape or using some form of magic or psionics to be a different form, shape or appearance must make a fortitude save or be forced back into their original form and unable to change themselves for 1 minute. Note this is not a dispel effect but an actual attempt to disturb the changing energies and the target's body and as such can affect supernatural abilities.

Silent Strike (Ex): A rogue with this ability can sneak attack opponents to prevent them from using speech. A foe damaged by this ability must make a fortitude save or be unable to use anything or magic or abilities that require verbal parts or use of the voice or breath or breath weapons for 1 minute. A successful save instead causes for 1 minute any abilities or magic using verbal parts, magic or breath or breath weapons to require a DC 15 + spell level concentration check to successfully cast magic. For non magic casting, it gives the following effects for 1 minute; talking requires a swift action not a free action, items needing use of the mouth or a command word require a DC 20 Concentration check to successfully use them. Note the check still applies to supernatural breath weapons due to this being a physical effect not an antimagic effect.

Shredding Strike (Ex): A rogue that uses this sneak attack can lower enemy energy resistance. If the sneak attack hits a foe, the foe must make a fortitude save or lose energy resistance equal to the rogue's dexterity modifier. The foe can regain when it is healed for at least half the damage the shredding strike did or a DC 22 heal check is done. Energy types covered are fire, cold, electric, force, acid and sonic. The shredding strike can not give negative resistance.



Strike Improvements[edit]

These strike arts improve your current strikes or increase your damage or add an extra effect to your strikes. These can be chosen by the rogue when the character has 4 levels in rogue.

Keen Strike (Ex): Choose from a creature type that is immune to sneak attacks naturally. Whenever you flank the chosen creature type that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked unless they are incapacitated or distracted in someway. This can be chosen multiple times, each time picking a new creature type that is naturally immune to sneak attacks.

Studied Strike (Ex): Choose from a creature type from the favored enemy group list not naturally immune to sneak attacks. Your sneak attack does an extra 3d8 damage to that creature type. This can be chosen many times, each time choosing a new creature type not already chosen.

Practiced Strike (Ex): The rogue can focus on strikes they have already chosen that have saving throws as part of the effect. When chosen the DC of the chosen strike increases by 3. The rogue can take this many times, each time picking a new strike that has not been chosen for this ability already.

Improved Basic Ability Strike (Ex): The rogue can focus on basic ability strikes that deal ability damage or penalties they have already learned before. When chosen the ability damage or ability penalty listed in the strike is increased to 2d3 for that strike instead of 1d4. This can be chosen many times, each time choosing an already known basic ability score not chosen already.

Unhealing Strike (Ex): The rogue can improve strikes that require healing of hp to remove any bad conditions caused by the strike. This when chosen makes the chosen strike require the target to be healed for the full amount of damage the sneak attack did instead of half the damage to remove the effect. This can be chosen many times, each time to a new strike inflicting a bad condition that is not a basic ability strike.



Rogue Aptitude: At level 1 a rogue gains 6 special abilities of their choice from among the following options. Each level after level 1 the rogue gains 3 more special abilities.


Ally Shield (Ex): The rogue can if the ally is the same size or one size larger run or movement in the same square as the ally and gain partial concealment for the time they pass in the square. Additionally any adjacent allies to the rogue that are the same size as the rogue or larger give the rogue improved cover and allow them to make a hide check as long as the ally is giving improved cover.

Attack In Darkness (Ex): Long periods of time in darkness have helped the rogue adapt and learn how to fight in poor lighting. In areas with shadowy illumination, the rogue can attempt sneak attacks on foes but the sneak attack is a regular one only and has a 45% chance to fail(though the attack if it hits still does regular damage), additionally the rogue does not need to pay 2 squares of movement to move in darkness thought they can't run or charge.

Blood Trail (Ex): If a rogue or ally damages a target who has blood or a similar body fluid who is invisible, concealed or attempting to hide and the target is not fully healed or is bleeding for whatever reason, the rogue may once a round as a swift action make a DC 20 spot or search check to attempt to follow their blood trail and track where the foe is. Once found or at least the rogue knows the general area the target is, the rogue can even if the foe is invisible perform a regular sneak attack that has a 45% chance to miss though if the attack hits, the regular attack still harms the foe.

Flawed Foe (Ex): As a swift action the rogue may make a DC 15 + target's CR appraise or spot check. If they succeed, they find either weak spots, an opening or flaws in the target for themselves and their allies. Next round the rogue can as a free action point out the flaws to nearby allies in 30 feet, the rogue and allies then for the duration of the encounter treat the foe as having less ac equal to 1/2 the rogue's chosen skill. Failure prevents the rogue from attempting this move against that specific foe for 1 minute.

Flee The Area (Ex): A rogue when leaving a threatened area, using the withdraw action or fleeing combat gains +15 feet to their movement speed. Additionally using the withdraw action is now a move action instead of a full action round.

Group Flank (Ex): A rogue who is flanking an opponent that an ally is also attacking gains a +4 bonus on attacks instead of a +2 bonus on attacks. Any other allies flanking the same opponent also benefit from this improved bonus.


Poison Training: Rogues are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon or rolling a natural 1 on an attack roll in battle.They may also add their dexterity bonus to the DC of poisons they use on foes.


Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than the rogue otherwise would. Once per encounter, when they would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, they take only half damage from the blow; if it fails, they take full damage. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll—if they are denied their Dexterity bonus to AC, they can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll unless greater evasion is known.

(Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. The rogue must first know evasion before taking this.

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee or range by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that the rogue can use them reliably even under adverse conditions.

Upon gaining this ability, the rogue selects a number of skills equal to 4 + their Intelligence modifier. When making a skill check with one of these skills, they may take 10 even if stress and distractions would normally prevent them from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time. If they wish they can pick the same skills a second time and can take 15 instead of 10. Use magic device can have take 10 or 15 with this ability.

Defensive Recoil (Ex): A number of times per encounter equal to 1/2 rogue level plus dexterity bonus, if the rogue is damage in combat with a melee or non siege range attack and is wielding melee weapons or has a buckler equipped, the rogue can reduce the damage dealt by a number equal to 1/2 rogue level + dexterity bonus, though all attacks that damage the rogue always do at least 1 point of damage.

Grapple Strike (Ex): If being grappled by a foe no bigger then 1 size category then you while you are using melee weapons, you can make a DC 25 reflex save, if you succeed you can attempt a regular sneak attack on the foe. If it hits you automatically break free of the grapple or pin as a swift action.


Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise demoralize, control or compel them. If a rogue with slippery mind is affected by an enchantment or morale spell or effect and fails their saving throw, they can attempt it again 1 round later at the same DC. The rogue gets only this one extra chance to succeed on their saving throw.

Defensive Jump (Ex): When you are either using a ranged weapon or reloading one, or using a magic item that is not a potion or using a flask weapon, you may a number of times per encounter equal to 1/2 rogue level + dexterity bonus take a 5 foot step while using the weapon. This can be done once a round and does not count as your usual 5 foot step.

Defensive Battle (Ex): You may fight defensively as a move action instead of a standard action, only take a -2 instead of -4 to attack rolls and may make 1 attack of opportunity per round.

Fast Magic Item Use (Ex):The rogue may choose a magic item type that is not a potion such as a wand, staff, rod, ring, oil or scroll. Using the chosen item type is now a move action that does not provoke an attack of opportunity instead of a standard action. This can be chosen many times, each time applying to a new magic item type

Quick Death (Ex): Performing a coup de grace is now a move action instead of a full round action.


Flask Master (Ex): Using a flask weapon such as acid, holy water, lamp oil etc is now a move action that does not provoke an attack of opportunity instead of a full round action.


Fast Draw (Ex): Drawing and Sheathing weapons regular or hidden is now a swift action. Taking this twice allows it to be done as a free action.

Rough Living (Ex): The rogue halves the penalties to rolls and checks taken from being in rainy or snowy conditions


Fast Escape (Ex): Escaping from a net or an animate rope, command plants, control plants, entangle spell or similar effect is a move action instead of a full round action.

Light Feet (Ex): When moving at a speed greater than one-half but less than your normal speed, you no longer take a –5 penalty. Additionally any traps or trapdoors which you might trigger by you moving on them or setting them off somehow have a 40% chance to fail to trigger.

No Sensing Feet (Ex): When taking physical actions against something in the range of the creature's tremorsense or blindsight/blindsense that uses vibrations or hearing, the rogue can make a Move Silently Check against the creature. The DC of the check is 10 + 1/2 creature's HD + creature's wisdom modifier. If the rogue succeeds, for one round that creature does not notice the rogue with their senses though other senses might be able to detect the rogue. The rogue makes this check each round they are in range of the creature's sense and are taking physical actions.

Light Armor Training (Ex): The rogue can reduce the armor check penalty for any light armor by 2 to a minimum of 0. This can be chosen many times, each time choosing a new type of light armor.

Mobile Armor (Ex): The rogue can choose a type of light armor, when chosen it allows the rogue when wearing the armor to no longer be limited with their Maximum Dex Bonus while wearing the armor, the rogue now treats the armor as if they were wearing no armor for the purposes of max dexterity bonus. This can be chosen many times, each time it is chosen, it applies to a new type of armor.

Arcane Unlock (Ex): The rogue may attempt to unlock things affected by an arcane lock spell or similar effect. Add 10 to the Open Lock check but otherwise the rogue can attempt this


Feat: A rogue may gain a bonus feat in place of a special ability.