Rogue
    BAB        F/R/W            Defense        Special
1    0        0-2-0            1        Sneak attack, Trap finding
2    1        0-3-0            2            Evasion
3    2        1-3-1            3            SA+1 Trap sense +1
4    3        1-4-1            4            Uncanny dodge
5    3        1-4-1            5            SA +2
6    4        2-5-2            6            Trap sense +2
7    5        2-5-2            7            SA +3
8    6/1        2-6-2            8        Improved Uncanny Dodge
9    6/1        3-6-3            9            SA + 4 Trap sense +3
10    7/2        3-7-3            10            Crippling Strike
11    8/3        3-7-3            11            SA +5
12    9/4        4-8-4            12            Trap sense + 4
13    9/4        4-8-4            13            SA +6
14    10/5        4-9-4            14
15    11/6/1        5-9-5            15            SA +7 Trap sense +5
16    12/7/2        5-10-5            16
17    12/7/2        5-10-5            17            SA + 8
18    13/8/3        6-11-6            18            Trap sense + 6
19    14/9/4        6-11-6            19            SA +9
20    15/10/5     6-12-6            20            
Sneak Attack:  A sneak can be done once per opponent per round. It may use only melee weapons that are not large and the rogue is proficient with.  The opponent must be caught unaware (Flat footed) or flanked in order for the sneak attack to work. Also the rogue must be able to penetrate the targets DR (i.e. use a blunt weapon vs. Skeletons). If the creature is strange and unfamiliar to the rogue they must spend time observing it or roll an immediate knowledge check (takes 1 round 1/per combat). The DC = Targets HD after combat or Targets HD +10 if in combat. A rogue should keep track of the creatures it knows how to fight.
A sneak attack is rolled to hit normally ( the target may suffer from being flat footed) and if a hit is made the target rolls an AVS - sneak attack bonus, if it fails then the attack automatically counts as being a critical hit and the target must roll vs. damage done or die ( Fort Save).


Trap finding: Rogues, and only rogues, have the ability to use the Perception skill to find traps and the Device skill to disarm them.


Evasion: Against spells that allow for a REF save for partial damage the rogue will ignore the damage if the save is made.


Trap sense: The rogue gains a +1 REF or DEF vs. traps.


Uncanny Dodge: The rogue cannot be caught flat footed except by a rogue 4 levels higher than himself. If he is incapacitated he still loses dex to AC.


Improved Uncanny Dodge: The rogue no longer suffers a minus for being flanked and cannot be sneak attacked by another rogue if flanked unless that rogue is 4 levels higher than himself.


Crippling Strike: If a target saves vs. a rogues sneak attack they suffer a -5 to hit, damage and ref saves. Does not stack.


Skills: 8+int
General Skills:  Stealth, Bluff
Appraise, Balance, Climb, Decipher Script, Diplomacy, Device, Disguise, Escape Artist, Forgery, Gather Information, Stealth, Intimidate, Jump, Knowledge(General), Knowledge(Arcana), Knowledge(Nature), Knowledge (Local), Perception, Sense Motive, Sleight of hand, Swim, Tumble


Feat Classes:


General:


Improved Stealth
- The rogue may move at half speed (instead of 1/4) while stealthed.
Improved Initiative - The rogue may choose to go first, after rolls are made, in any round before it starts. If another person with improved initiative tries to go first than whoever had the best rolled initiative goes first.
Ranged Sneak Attack - The rogue may make a sneak attack with a ranged weapon if they are within 120 feet.
Hidden Weapon - The rogue may draw a concealed weapon as a free action. The enemy gets to roll a perception test vs. the rogues Sleight of hands, if the enemy fails to spot the weapon then rogue's next attack counts as a sneak attack


Assassination: (Preq. Ranged Sneak Attack)
2 - Poison Master: The rogue may apply poisons in combat as a move action and may use poisons without a chance to poison himself.
4 - Improved Sneak attack- You gain an additional +1 to your sneak attack to penetrate AVS
6 - Poison Maker: You may make poison from natural substances or harvest it from a poisonous creature. (Preq. Poison Master)
8 - Aim - If opponent is observed in combat for at least 1 round you gain a +1 to hit and damage, stacks for each round that passes. ( Preq. Improved sneak attack)
10 - Vanish - You may vanish from combat with a stealth check DC 20 +1 for every enemy that threatens you.
12- Shadowing Shot: You may shoot into melee without penalty and if you are stealthed your target can not determine your location. (Preq. Aim)
14 - Climb - Can scale walls and surfaces that are below DC 15 at normal speed and without check (Preq. Climb Skill)
16 - Read action- May make any other single action instead of an AoO (Preq. Improved Sneak attack)
18 Poison immunity- After a dealing with poison for so long you have become immune. (Preq. Poison Maker.)
20 Assassinate - You may make use up to two attacks on a single opponent and count them both as sneak attacks. Add the damage together to determine the opponents Fort save or die.


Pick Pocket
2 - Master Pick Pocket- May take 10 to pick pocket or conceal a weapon when not in combat.
4 - Spell Thief - May use Use Magic Device to cast  prepared wizard spells you obtain. (Preq. Master Pick Pocket.)
    DC = 5 + Spell Level


    Modifier table
    You do not know which spell you are trying to cast -20
    You have never seen the effects of the spell in action - 5
    You know the spell and its effects 0
    You have had the spell explained to you and are very familiar with it +5


    Mishap Table - If you roll a 1 or 20, you must roll on the mishap table. In the case of a 20 the spell and the mishap table affect both go off.  Roll a D20
    1 - The spell goes horribly wrong. The spell is somehow transformed into something different and terrible, only the DM can determine the effects of such a thing. To give you an idea if you messed up a 5th level spell it is likely that everything in the area is now dead or worse...
    2-5 - The spell backfires and cast only on you, even if it is an area effect. If it was a spell that provided buffs, such as magical armor or stone skin, the opposite affect is applied. (I.e. stoneskin- instead of providing you with DR it now makes you take more damage). You receive no save for the effect even if skills, magic items, or abilities would have been able to negate it.
    6-10 - The spell is cast upon one of your allies chosen at random that are in line of sight and functions like a roll 2-5, if no allies are in line of sight or range of the spell it is instead cast upon you.
    11-15 - The spell fails to cast. Except on a roll of 20.
    16-19 - The spell goes off but it does 1/2 of all of its numerical values, including its save. In the case of a 20 two spells are cast.
    20 - The spell has reached a height that is way beyond your abilities to control. All of its numerical values are doubled (including its DC). However, its immense power recoils through you causing you to take 2d6 dmg per level of the spell and be knocked prone. Also it makes a very loud bang which automatically reveals your position to everyone. In the case of a 20, two spells are cast.


6 -Acrobatic - May take 10 when performing a climb, jump, tumble or balance skill even when in combat.
8 -Sleight of Hands - May use the sleight of hands skill to displace and hide objects that you have in your possession  up to 5 feet from you.( Preq. Master pick pocket)
10 -Combat Pick Pocket - May use Sleight of hands as a single attack action. (Preq. Sleight of Hands Feat)
12 -Ranged Disarm- May attempt to use a ranged weapon to disarm an opponent up to 100 feet away. To hit, Damage, and AVS is rolled normally. Full round action
14 - Dismantle - You may use your Sleight of hands ability to pull opponents armor apart. May do it once per attack, to hit roll is replaced by sleight of hands and no AVS is allowed. Target still gets a perception check to notice what you are doing and if he succeeds he gains an AoO. Each time you do this the target loses 1 AVS and once he has lost all his AVS his armor falls off. (Preq. Combat Pick Pocket)
16 -Silence- Your sneak attack silences the target making them unable to speak for the rest of combat.
18 -Master Spell thief - If a spell mishap result is made you may reroll on the table.( Preq. Spell Thief)
20 - Wizard! - You have been using spells for a long time and some might confuse you for a real wizard. You may now choose 1d8+2 spells lvl 3   and lower and prepare up to 5 of any spell level. However, you still use the casting style of a spell thief.


Misdirection (Preq. Hidden Weapon)
2 - Feint - You may, as a move action, make a bluff check in combat against a single opponent. If the target fails his sense motive check then you may attempt to hide or make a sneak attack. You may only attempt to hide if no other opponents threaten you. You may make a free 5 foot step, however, if this step puts you in a square that is threatened by another opponent your hide automatically fails.
4 - Liar - You may lie even if magic would compel you to tell the truth. Also you gain a +5 bonus to all bluff checks
6 - Changeling - When using the disguise skill you may go so far as to mimic any humanoid race that is no more than 1 size category larger or smaller than you without penalty.  (Preq. Disguise)
8 - Improved Feint - You may now feint as a free action. (Preq. Feint)
10 - Language Master - You have enough skill to communicate in the most basic ways in any language, even supernatural ones. There is a 20% chance that you misinterpret or others misinterpret you. (Preq. Changeling)
12 - Combat Dancer - You twirl and move around your opponent continuously. Each round you must make a 5ft step around your opponent, if you do so you count as flanking him. (Preq. Improved Feint)
14 - Now you see it!.. - You may now use the disguise skill mid combat to imitate one of your enemies. If you try to look like a particular enemy you gain a -10. If you do it while not stealthed the enemies gain a +10 bonus to their perception.(Preq. Changeling)
16 - Stronger than he appears! - You may add your CHA bonus to damage as well as your strength. (Preq. Combat Dancer)
18 - Displacement - You have become so good at moving, dodging, and generally getting out of the way that in combat if you are hit you may forgo your AVS for a 50% chance that the enemy outright misses you. Does not work if you count as being flat footed or flanked. (Preq. Combat Dancer. )
20 - Master of Lies - You receive a +20 bonus on your sense motive check vs. bluffs and you may take 20 when bluffing yourself. (Preq. Liar)


Burglary(Preq. Improved Stealth)
2 - Ambush - Make take a normal round's worth of action during a surprise attack.
4 - Sap - Full round action, Instead of making a sneak attack you may knock your opponent unconscious. Roll to hit normally, AVS is negated; target must roll a fort save DC 5 + your level + your STR or fall unconscious.
6 - Improved Ambush - As a master of ambushing you can feel when you’re walking into one. You may roll initiative even if you are the one being surprised. (Preq. Ambush)
8 - Master of Stealth- You may move at normal speed when stealthed without penalty. You may also double move at -5 or run at -10 to your stealth check.
10 - Lock Master - You may open locks as a free action.
12 - Improved Sap - You may make a single sap attempt per attack. (Preq. Sap)
14 - Over any obstacle - You may move at normal speed even if difficult terrain or obstacles would slow you. You may also move at normal speed while swimming or climbing. (Preq. Master of stealth)
16 - Throw voice - You may throw your voice and make any number of sounds up to 100 feet away from you. This does not give away your position. (Preq. Over any Obstacle)
18 - Master Ambusher - If you are surprised you may make an immediate, and free action, to hide. (Preq. Improved Ambush. )
20 - Pass doors- You have become so good at lock picking that you may take 20 on any lock, also you may pick magical locks or disarm magicked doors.Any may even be able to pass magical barriers. (Preq. Lock Master)