The Rogue Paragon
Hit Die: d6
Class Skills (8 + Int)
Level BAB Saves Special 1 +0 +0/+2/+0 Sneak Attack +1d6, Trapfinding, Weapon Finesse 2 +1 +0/+3/+0 Evasion, Weapon Insight, Low-Light Vision 3 +2 +1/+3/+1 Sneak Attack +2d6, Enhanced Stealth (Scent), Trap Sense +1 4 +3 +1/+4/+1 Uncanny Dodge, Freedom of Movement, Enhanced Stealth (Darkvision) 5 +3 +1/+4/+1 Sneak Attack +3d6, Climbing Mastery, Special Ability 6 +4 +2/+5/+2 Enhanced Stealth (Tremorsense), Trap Sense +2, Skill Mastery 2 7 +5 +2/+5/+2 Sneak Attack +4d6, Improved Uncanny Dodge, Darkvision 8 +6 +2/+6/+6 Enhanced Stealth (Blindsense), Special Ability, Skill Mastery 4 9 +6 +3/+6/+3 Sneak Attack +5d6, Hide in Plain Sight, Trap Sense +3 10 +7 +3/+7/+3 Enhanced Stealth (Everything), Skill Mastery 6 11 +8 +3/+7/+3 Sneak Attack +6d6, Special Ability 12 +9 +4/+8/+4 Uncanny Pockets, Trap Sense +4, Skill Mastery 8 13 +9 +4/+8/+4 Sneak Attack +7d6, Talented Defense 14 +10 +4/+9/+4 Special Ability, Skill Mastery 10 15 +11 +5/+9/+5 Sneak Attack +8d6, Trap Sense +5 16 +12 +5/+10/+5 Cosmic Concealment, Skill Mastery 12 17 +12 +5/+10/+5 Sneak Attack +9d6, Special Ability 18 +13 +6/+11/+6 Trap Sense +6, Skill Mastery 14 19 +14 +6/+11/+6 Sneak Attack +10d6, Legendary Infiltrator 20 +15 +6/+12/+6 Greater Skill Mastery, Special Ability, Skill Mastery 16
Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Infornation, Hide, Intimidate, Jump, Knowledge (All), Listen, Move Silently, Open Lock, Peform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Psionic Device, Use Rope
Weapon Finesse: A rogue gains Weapon Finesse as a bonus feat at level one.
Weapon Insight (Ex): A second level rogue can substitute her Intelligence modifier on attack rolls with finessable weapons.
Low-Light Vision (Ex): Living in the shadows makes a rogue adept at seeing through them. At second level, a rogue gains Low-Light Vision. If she already has Low-Light Vision because of her race, she, instead, gains Improved Low-Light Vision.
Enhanced Stealth (Ex): A trained rogue knows how to hide from even the most extraordinary senses. A rogue of the appropriate level that is Hiding and/or Moving Silently can no longer be automatically detected by various senses. Other creatures with these senses must still make Listen and Spot checks to find the sneaking rogue.
At level three, a rogue can hide from Scent. At level four, she can hide from Darkvision. At level six, she can hide from Tremorsense. At level eight, she can hide from Blindsense. At level ten, she can hide from all forms of alternate senses.
Freedom of Movement (Ex): At fourth level, a rogue always acts as if under the effects of Freedom of Movement.
Climbing Mastery (Ex): Rogues are skilled at getting to places they aren't supposed to be. At fifth level, a Rogue gains a climb speed equal to one half her land speed (round up to the nearest 5 ft). If she already has a climb speed because of her race, it improves by 10 ft.
Special Ability: At level five and every three levels after, a rogue gains one of the following abilities. Each ability can only be chosen once except for Improved Sneak Attack. A rogue may also gain a bonus feat, meeting all prerequisites, instead of selecting a Special Ability.
Arcane Tinkering (Su): You can make a melee touch attack followed by a Disable Device check opposed by the target's Caster Level check to dispel the highest level active spell effect on a target.
Defensive Roll (Ex): <Unchanged>
Dexterous Strike (Ex): You can substitute your Dexterity modifier on damage rolls with finessable weapons.
Improved Evasion (Ex): <Unchanged>
Improved Sneak Attack: Increase your sneak attack damage by +1d6.
Insightful Strike (Ex): You can substitute your Intelligence Modifier on damage rolls with finessable weapons.
Opportunist (Ex): <Unchanged>
Rogue Step (Su): Once per 1d4 rounds, you can, as part of your movement, teleport up to 5 ft/2 levels.
Slippery Mind (Ex): <Unchanged>
Skill Mastery (Ex): At level six, a Rogue chooses two skills in which she has at least one rank. She can take 10 on those skills even when threatened. Every two levels thereafter, she chooses two more skills.
Darkvision (Ex): At level seven, a rogue's perception improves further, and she gains Darkvision out to 60 ft. If she already has Darkvision because of her race, it improves by 30 ft.
Hide in Plain Sight (Su): A rogue of ninth level can use the Hide skill even while being observed. If she is standing in less than bright illumination, she can hide herself from view without anything to actually hide behind.
Uncanny Pockets (Su): Rogues always seem to have deeper pockets than most and can hide things in the most unlikely of places. At level twelve, she gains a personal pocket dimension in which to store her equipment. This extradimensional space can be accessed through the folds of her clothing, though it is tied to her and not what she wears. Only the rogue can access her own pocket dimension, and other beings cannot even identify that she has it.
Placing or removing an object into or from her pocket dimension is a move action, and she always grabs whatever item she wants. If she attempts to draw a weapon from her pocket dimension, she can do so as a free action if she has the Quick Draw feat.
The pocket dimension can hold any volume of items up to a total weight in pounds equal to her rogue level times her Intelligence modifier (minimum 1). Items within the pocket dimension do not count towards encumbrance.
If a rogue enters an anti-magic field, she cannot access her pocket dimension, but any items in there remain and still do not add to encumbrance.
Talented Defense (Ex): Rogues are experts in the greatest of all defensive strategies: don't get hit. At level thirteen, she gains a miss chance equal to her rogue level plus her dexterity modifier. Whenever she is denied her dexterity bonus to armor class, she loses this miss chance.
Cosmic Concealment (Ex): Rogues live in ambiguity and mystery. The best way to avoid your enemies is to make sure they don't know who you are or that you even exist. At level sixteen, a rogue has become so good at hiding, that she can shroud herself from the very universe. She becomes immune to all spells and other magical effects attempting to acquire information about her, such as divinations.
Legendary Infiltrator (Su): There is no place that is secure from the greatest of thieves. At level nineteen, a rogue becomes incoporeal while moving, gaining a fly speed equal to her land speed with perfect maneuverability. She can pass through any physical object while in this state, even force effects such as a Wall of Force.
Greater Skill Mastery (Ex): At level twenty, a Rogue can now take 15 on all skills that she has mastered.