Jane_Smith
2009-04-08, 08:37 PM
Updated!
http://img14.imageshack.us/img14/7867/l0f4930d5688e33c355a031.jpg
~~~~~~~~~~~~~~~~The Rogue~~~~~~~~~~~~~~~~
Rogue
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Sneak Attack +1d6, Trapfinding
2nd|
+1|
+0|
+3|
+0|Evasion, Special, Trap Sense +1
3rd|
+2|
+1|
+3|
+1|Sneak Attack +2d6
4th|
+3|
+1|
+4|
+1|Uncanny Dodge, Special
5th|
+3|
+1|
+4|
+1|Sneak Attack +3d6
6th|
+4|
+2|
+5|
+2|Special, Trap Sense +2
7th|
+5|
+2|
+5|
+2|Sneak Attack +4d6
8th|
+6/+1|
+2|
+6|
+2|Special, Thief's Luck
9th|
+6/+1|
+3|
+6|
+3|Sneak Attack +5d6
10th|
+7/+2|
+3|
+7|
+3|Special, Trap Sense +3
11th|
+8/+3|
+3|
+7|
+3|Sneak Attack +6d6
12th|
+9/+4|
+4|
+8|
+4|Improved Evasion, Special
13th|
+9/+4|
+4|
+8|
+4|Sneak Attack +7d6
14th|
+10/+5|
+4|
+9|
+4|Special, Trap Sense +4
15th|
+11/+6/+1|
+5|
+9|
+5|Sneak Attack +8d6
16th|
+12+7/+2|
+5|
+10|
+5|Improved Uncanny Dodge, Special
17th|
+12/+7/+2|
+5|
+10|
+5|Sneak Attack +9d6
18th|
+13/+8/+3|
+6|
+11|
+6|Special, Trap Sense +5
19th|
+14/+9/+4|
+6|
+11|
+6|Sneak Attack +10d6
20th|
+15/+10/+5|
+6|
+12|
+6|Rogue's Luck, Special
[/table]
Hit Dice: d8
Base Attack: Moderate.
Saves: Poor Fortitude, Good Reflexes, Poor Willpower.
Class Skills
A rogues class skills (and the key ability to each) are 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).
Skill Points at 1st Level: (8 + Int Modifier) x 4.
Skill Points at Each Additional Level: 8 + Int Modifier.
Class Features
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword and a single martial weapon of their choice. Rogues are proficient with light armor, but not with shields.
Sneak Attack: At 1st level, 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: At 1st level, rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical 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 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.
Special Abilities: At 2nd level and at every two levels thereafter, a rogue gains a special ability of her choice from among the following options. A rogue may only take a special ability once unless it says otherwise.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Brutal (Ex): The rogue's sneak attack damace dice improves to d8.
Careful Stride (Ex): A rogue does not provoke attacks of opportunity when moving through threatened areas. However, she still provokes attacks of opportunity when moving faster than her normal movement speed, such as by charging or running.
Combat Prowess (Ex): The rogues base attack bonus becomes good. All base attack gained from previous rogue levels revert to good, and all levels of rogues gained are treated as good. This works in all ways just like a normal good base attack progression, including gaining additional attacks, meeting the prerequisites of feats and prestige classes, and so forth.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 1 point of Dexterity and Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Daring Posture (Ex): A rogue can use her posture and talk to provoke enemies into making mistakes and attacking poorly. As a swift action, she adds her Charisma bonus (if positive) as a dodge bonus to AC against all opponents that have intelligence of 3 or more and can see and understand her. Creatures immune to mind-affecting effects ignore this AC bonus.
Death Blow (Ex): A rogue has learned to quickly and efficiency deal with helpless foes and can now perform a coup de grace attack against a helpless defender as a standard without provoking an attack of opportunity. Creature's killed by this attack cannot be revived by any means less then a resurrection spell or greater.
Deathly Precision (Ex): You may apply sneak attack damage to creatures who normally are immune. However, they are still immune to critical hits and other precision based effects, only your sneak attack damage applys. You gain a bonus on your attack rolls whenever you would be capable of doing sneak attack damage equal to your number of sneak attack damage dice.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per encounter as an immediate action, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or spell-like 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, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she 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. An encounter is considered over when 5 minutes or more have passed without any stressful activity.
Double Strike (Ex): As a full-round action, a rogue can make an attack against a target, and then follow up that attack with a deadly blow. This combination strike requires that the first melee attack hits the target successfully and does damage. The rogue may then make a second attack, which is rolled using the rogue's normal attack bonus. If the second attack hits, the attack also deals sneak attack damage to the enemy. The finishing strike must be declared before the first attack roll is made.
Insightful Reaction (Ex): A rogue learns to sense and react to dangers before they happen, with astonishing accuracy. She adds her Intelligence modifier (if positive) to all Reflex saving throws and Initiative checks.
Merciless (Ex): The rogue may use the Intimidate action to demoralize enemys as a standard action. When using the intimidate skill in this manner, the rogue gains a bonus equal to his sneak attack damage dice.
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 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.
Sense Concealment (Ex): A rogue may automatically roll a search check to find secret containers, doors and traps within a 30 feet of her as if she was actively looking for them.
Shadow (Ex): A rogue can use the Hide skill even while being observed, and can use the Hide skill in any sort of terrain, even if the terrain doesn’t grant cover or concealment.
Silencing Strike (Ex): When a rogue attacks an opponent that is denied his Dexterity bonus to AC, a rogue may declare the use of silencing strike as an immediate action. If attack is successful, the rogue does not deal sneak attack damage with her attack (the attack still does its normal damage, however). Instead, the victim cannot make any articulate sounds or cast spells that have verbal components. A successful Heal check (DC 20) removes effects of this ability, as does healing all damage taken by this ability naturally or magically.
Skill Mastery (Ex): The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier (if positive). When making a skill check with one of these skills, she may take 10, even if circumstances or distractions would not otherwise allow her to do so. For every five levels of rogue she possesses, she may select an additional number of skills equal to her Intelligence modifier (minimum 1) in which this ability applys.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. For every five levels of rogue she possesses, she gains a +1 insight bonus on the second saving throw.
Sniping Mastery (Ex): A rogue who has hidden at least 10 feet away from her target can make one or more range attacks, then immediately hide again as a free action. She takes only a -10 penalty on her Hide check to do so. In addition, she may apply sneak attack damage and precision based feats and effects (such as Point Blank Shot) with a maximum range of effect to any ranged attack out to a range of its range increment, whichever is higher.
Sprint (Ex): The rogue may move up to 10 feet as a swift action. This movement does not provoke attacks of opportunity from moving in or out a threatened space. When using the charge or run action, the rogue gains a +2 bonus on all reflex saving throws and a +2 dodge bonus to armor class for 1 round.
Trap Calling (Ex): A rogue shares her bonus on Reflex saves made to avoid traps and dodge bonus to AC against attacks made by traps from Trap Sense with all allies within 30 feet away from her.
Way with Words (Ex): The rogue suffers only –5 penalty when making rushed Diplomacy checks, and when she is bluffing, the lie never provides more than a +5 bonus on opposed Sense Motive checks.
Feat: A rogue may gain a bonus feat in place of a special ability. She must meet the prerequisites to take this feat.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. 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. 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 2nd 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 increase by +1 every four levels afterwords.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Thief's Luck (Ex): At 8th level, a rogue may reroll any saving throw as a immediate action. If she chooses to use this ability (which must be decided before the result of the original roll is known), she must abide by the second roll, even if its worse.
Improved Evasion (Ex): Starting at 12th level, this ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): A rogue of 16th level or higher can no longer be flanked. This defense denies a ranger or another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more ranger or rogue levels than the target does rogue levels. If a character already has uncanny dodge 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 ranger or rogue level required to flank the character.
Rogue's Luck (Ex): At 20th level, a rogue may roll twice when making any saving throw, and take the better result. This ability replaces Thief's Luck.
http://img14.imageshack.us/img14/7867/l0f4930d5688e33c355a031.jpg
~~~~~~~~~~~~~~~~The Rogue~~~~~~~~~~~~~~~~
Rogue
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Sneak Attack +1d6, Trapfinding
2nd|
+1|
+0|
+3|
+0|Evasion, Special, Trap Sense +1
3rd|
+2|
+1|
+3|
+1|Sneak Attack +2d6
4th|
+3|
+1|
+4|
+1|Uncanny Dodge, Special
5th|
+3|
+1|
+4|
+1|Sneak Attack +3d6
6th|
+4|
+2|
+5|
+2|Special, Trap Sense +2
7th|
+5|
+2|
+5|
+2|Sneak Attack +4d6
8th|
+6/+1|
+2|
+6|
+2|Special, Thief's Luck
9th|
+6/+1|
+3|
+6|
+3|Sneak Attack +5d6
10th|
+7/+2|
+3|
+7|
+3|Special, Trap Sense +3
11th|
+8/+3|
+3|
+7|
+3|Sneak Attack +6d6
12th|
+9/+4|
+4|
+8|
+4|Improved Evasion, Special
13th|
+9/+4|
+4|
+8|
+4|Sneak Attack +7d6
14th|
+10/+5|
+4|
+9|
+4|Special, Trap Sense +4
15th|
+11/+6/+1|
+5|
+9|
+5|Sneak Attack +8d6
16th|
+12+7/+2|
+5|
+10|
+5|Improved Uncanny Dodge, Special
17th|
+12/+7/+2|
+5|
+10|
+5|Sneak Attack +9d6
18th|
+13/+8/+3|
+6|
+11|
+6|Special, Trap Sense +5
19th|
+14/+9/+4|
+6|
+11|
+6|Sneak Attack +10d6
20th|
+15/+10/+5|
+6|
+12|
+6|Rogue's Luck, Special
[/table]
Hit Dice: d8
Base Attack: Moderate.
Saves: Poor Fortitude, Good Reflexes, Poor Willpower.
Class Skills
A rogues class skills (and the key ability to each) are 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).
Skill Points at 1st Level: (8 + Int Modifier) x 4.
Skill Points at Each Additional Level: 8 + Int Modifier.
Class Features
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword and a single martial weapon of their choice. Rogues are proficient with light armor, but not with shields.
Sneak Attack: At 1st level, 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: At 1st level, rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical 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 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.
Special Abilities: At 2nd level and at every two levels thereafter, a rogue gains a special ability of her choice from among the following options. A rogue may only take a special ability once unless it says otherwise.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Brutal (Ex): The rogue's sneak attack damace dice improves to d8.
Careful Stride (Ex): A rogue does not provoke attacks of opportunity when moving through threatened areas. However, she still provokes attacks of opportunity when moving faster than her normal movement speed, such as by charging or running.
Combat Prowess (Ex): The rogues base attack bonus becomes good. All base attack gained from previous rogue levels revert to good, and all levels of rogues gained are treated as good. This works in all ways just like a normal good base attack progression, including gaining additional attacks, meeting the prerequisites of feats and prestige classes, and so forth.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 1 point of Dexterity and Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Daring Posture (Ex): A rogue can use her posture and talk to provoke enemies into making mistakes and attacking poorly. As a swift action, she adds her Charisma bonus (if positive) as a dodge bonus to AC against all opponents that have intelligence of 3 or more and can see and understand her. Creatures immune to mind-affecting effects ignore this AC bonus.
Death Blow (Ex): A rogue has learned to quickly and efficiency deal with helpless foes and can now perform a coup de grace attack against a helpless defender as a standard without provoking an attack of opportunity. Creature's killed by this attack cannot be revived by any means less then a resurrection spell or greater.
Deathly Precision (Ex): You may apply sneak attack damage to creatures who normally are immune. However, they are still immune to critical hits and other precision based effects, only your sneak attack damage applys. You gain a bonus on your attack rolls whenever you would be capable of doing sneak attack damage equal to your number of sneak attack damage dice.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per encounter as an immediate action, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or spell-like 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, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she 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. An encounter is considered over when 5 minutes or more have passed without any stressful activity.
Double Strike (Ex): As a full-round action, a rogue can make an attack against a target, and then follow up that attack with a deadly blow. This combination strike requires that the first melee attack hits the target successfully and does damage. The rogue may then make a second attack, which is rolled using the rogue's normal attack bonus. If the second attack hits, the attack also deals sneak attack damage to the enemy. The finishing strike must be declared before the first attack roll is made.
Insightful Reaction (Ex): A rogue learns to sense and react to dangers before they happen, with astonishing accuracy. She adds her Intelligence modifier (if positive) to all Reflex saving throws and Initiative checks.
Merciless (Ex): The rogue may use the Intimidate action to demoralize enemys as a standard action. When using the intimidate skill in this manner, the rogue gains a bonus equal to his sneak attack damage dice.
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 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.
Sense Concealment (Ex): A rogue may automatically roll a search check to find secret containers, doors and traps within a 30 feet of her as if she was actively looking for them.
Shadow (Ex): A rogue can use the Hide skill even while being observed, and can use the Hide skill in any sort of terrain, even if the terrain doesn’t grant cover or concealment.
Silencing Strike (Ex): When a rogue attacks an opponent that is denied his Dexterity bonus to AC, a rogue may declare the use of silencing strike as an immediate action. If attack is successful, the rogue does not deal sneak attack damage with her attack (the attack still does its normal damage, however). Instead, the victim cannot make any articulate sounds or cast spells that have verbal components. A successful Heal check (DC 20) removes effects of this ability, as does healing all damage taken by this ability naturally or magically.
Skill Mastery (Ex): The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier (if positive). When making a skill check with one of these skills, she may take 10, even if circumstances or distractions would not otherwise allow her to do so. For every five levels of rogue she possesses, she may select an additional number of skills equal to her Intelligence modifier (minimum 1) in which this ability applys.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. For every five levels of rogue she possesses, she gains a +1 insight bonus on the second saving throw.
Sniping Mastery (Ex): A rogue who has hidden at least 10 feet away from her target can make one or more range attacks, then immediately hide again as a free action. She takes only a -10 penalty on her Hide check to do so. In addition, she may apply sneak attack damage and precision based feats and effects (such as Point Blank Shot) with a maximum range of effect to any ranged attack out to a range of its range increment, whichever is higher.
Sprint (Ex): The rogue may move up to 10 feet as a swift action. This movement does not provoke attacks of opportunity from moving in or out a threatened space. When using the charge or run action, the rogue gains a +2 bonus on all reflex saving throws and a +2 dodge bonus to armor class for 1 round.
Trap Calling (Ex): A rogue shares her bonus on Reflex saves made to avoid traps and dodge bonus to AC against attacks made by traps from Trap Sense with all allies within 30 feet away from her.
Way with Words (Ex): The rogue suffers only –5 penalty when making rushed Diplomacy checks, and when she is bluffing, the lie never provides more than a +5 bonus on opposed Sense Motive checks.
Feat: A rogue may gain a bonus feat in place of a special ability. She must meet the prerequisites to take this feat.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. 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. 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 2nd 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 increase by +1 every four levels afterwords.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Thief's Luck (Ex): At 8th level, a rogue may reroll any saving throw as a immediate action. If she chooses to use this ability (which must be decided before the result of the original roll is known), she must abide by the second roll, even if its worse.
Improved Evasion (Ex): Starting at 12th level, this ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): A rogue of 16th level or higher can no longer be flanked. This defense denies a ranger or another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more ranger or rogue levels than the target does rogue levels. If a character already has uncanny dodge 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 ranger or rogue level required to flank the character.
Rogue's Luck (Ex): At 20th level, a rogue may roll twice when making any saving throw, and take the better result. This ability replaces Thief's Luck.