The Rogue

The Rogue is trained in ambush tactics, represented by their hallmark ability: the sneak attack. They can also access many different abilities that can adapt the sneak attack to different applications. They also get the most in the way of skill tricks. Rogues excel as assassins and thieves, although with the right abilities they can contribute greatly to the front line as well.

The Rogue has three variants - The Ninja, The Spelunker, and The Scoundrel.

## The Default Rogue

The Rogue has a d6 Hit Die and 8 skill points per level

### Skill Tricks

The Rogue gets bonus skill tricks as they level. They begin with two and receive another at every level not divisible by three. These skill tricks do not count against a player's normal maximum of skill tricks.

These skill tricks are good for one tier one skill trick. Up to two can be held between levels at any time, and they may be combined to purchase higher-tier tricks. Additionally, these bonus skill tricks can be combined to unlock character skills by spending three at a time.

These skill tricks cannot be used to purchase combat maneuvers unless the combat maneuver is also considered a skill trick.

### Sneak Attack

At every odd level, the Rogue gains 1d6 sneak attack damage. This damage may be applied against a foe that has been denied their dexterity bonus to AC (see list of situations here). Foes that are protected against critical hits are also protected against sneak attacks.

There are many ways to modify the sneak attack, as detailed on this page.

## The Ninja

The Ninja has a d8 Hit Die and 8 skill points per level

The Ninja is a Rogue variant that trades skill tricks for survivability. They differ from the default Rogue in that they have a higher hit dice in exchange for a slower acquisition of skill tricks.

### Skill Tricks

The Ninja gets bonus skill tricks as they level. They gain a skill trick at every even level. These skill tricks do not count against a player's normal maximum of skill tricks.

These skill tricks are good for one tier one skill trick. Up to two can be held between levels at any time, and they may be combined to purchase higher-tier tricks. Additionally, these bonus skill tricks can be combined to unlock character skills by spending three at a time.

These skill tricks cannot be used to purchase combat maneuvers unless the combat maneuver is also considered a skill trick.

### Sneak Attack

At every odd level, the Ninja gains 1d6 sneak attack damage. This damage may be applied against a foe that has been denied their dexterity bonus to AC (see list of situations here). Foes that are protected against critical hits are also protected against sneak attacks.

There are many ways to modify the sneak attack, as detailed on this page.

## The Spelunker

The Spelunker has a d6 Hit Die and 8 skill points per level

The spelunker is a Rogue variant that trades sneak attacks for survivability. They gain bonuses to their saves in exchange for a slower rate of sneak attack progression.

### Skill Tricks

The Spelunker gets bonus skill tricks as they level. They begin with two and receive another at every level not divisible by three. These skill tricks do not count against a player's normal maximum of skill tricks.

These skill tricks are good for one tier one skill trick. Up to two can be held between levels at any time, and they may be combined to purchase higher-tier tricks. Additionally, these bonus skill tricks can be combined to unlock character skills by spending three at a time.

These skill tricks cannot be used to purchase combat maneuvers unless the combat maneuver is also considered a skill trick.

### Sneak Attack

Starting at level one and at every other odd level afterwards, the Spelunker gains 1d6 sneak attack damage. This damage may be applied against a foe that has been denied their dexterity bonus to AC (see list of situations here). Foes that are protected against critical hits are also protected against sneak attacks.

There are many ways to modify the sneak attack, as detailed on this page.

### Save Bonus

Starting at level three and at every other odd level afterwards, the Spelunker gains one bonus save point which can be added to any save they desire. This bonus point stacks with all other bonuses.

## Scoundrel

The Scoundrel has a d8 Hit Die and 8 skill points per level

The Scoundrel is a Rogue variant that has a little bit of everything. They differ from the default Rogue in that they have a higher hit dice and additional save bonuses in exchange for fewer skill tricks and a slower progression of sneak attacks.

### Skill Tricks

The Scoundrel gets bonus skill tricks as they level. They gain a skill trick at every even level. These skill tricks do not count against a player's normal maximum of skill tricks.

These skill tricks are good for one tier one skill trick. Up to two can be held between levels at any time, and they may be combined to purchase higher-tier tricks. Additionally, these bonus skill tricks can be combined to unlock character skills by spending three at a time.

These skill tricks cannot be used to purchase combat maneuvers unless the combat maneuver is also considered a skill trick.

### Sneak Attack

Starting at level one and at every other odd level afterwards, the Scoundrel gains 1d6 sneak attack damage. This damage may be applied against a foe that has been denied their dexterity bonus to AC (see list of situations here). Foes that are protected against critical hits are also protected against sneak attacks.

There are many ways to modify the sneak attack, as detailed on this page.

### Save Bonus

Starting at level three and at every other odd level afterwards, the Scoundrel gains one bonus save point which can be added to any save they desire. This bonus point stacks with all other bonuses.