Sneaking and attacking
| Level | Base Attack Bonus | Actions per turn | Reflex Save | Fortitude Save | Will Save | Special |
| 1 | 0 | 2 | 3 | 0 | 0 | Sneak Attack, Rogue’s Tools |
| 2 | 1 | 2 | 3 | 1 | 0 | Underworld Connections |
| 3 | 1 | 2 | 4 | 1 | 0 | |
| 4 | 2 | 2 | 5 | 2 | 0 | Trap Finding |
| 5 | 3 | 2 | 6 | 2 | 1 | Track |
| 6 | 4 | 3 | 7 | 3 | 1 | |
| 7 | 4 | 3 | 8 | 3 | 1 | |
| 8 | 5 | 3 | 9 | 4 | 1 | Combat Feat, Disguise Buff |
| 9 | 6 | 3 | 10 | 4 | 2 | |
| 10 | 7 | 3 | 11 | 5 | 2 | Prestige Class: Scoundrel or Phantom |
| 11 | 7 | 3 | 11 | 5 | 2 | |
| 12 | 8 | 3 | 12 | 6 | 2 | |
| 13 | 8 | 3 | 13 | 7 | 3 | Bonus Feat |
| 14 | 9 | 3 | 14 | 7 | 3 | |
| 15 | 9 | 3 | 15 | 8 | 3 | |
| 16 | 10 | 4 | 16 | 8 | 3 | |
| 17 | 11 | 4 | 17 | 9 | 4 | |
| 18 | 11 | 4 | 18 | 9 | 4 | |
| 19 | 12 | 4 | 19 | 10 | 5 | Bonus Feat |
| 20 | 12 | 4 | 20 | 10 | 5 |
Skills 5+int (x4 at first level)
Class Skills: Craft, Acrobatics, Burgling, Sleight of Hand, Stealth, History, Investigation, Nature, Piloting, Animal Handling, Insight, Perception, Survival, Deception, Intimidation, Performance, and Persuasion
Weapon Proficiency: Daggers
Special
Sneak Attack: Gain sneak attack damage on all enemies who are flat footed.
Sneak Attack damage is 1D6+int mod+Dex mod+level.
Rogue’s Tools: At level 1,Rogues gain access to Rouge’s tools, a set of interchangeable items. They may only hold Int Mod sets of Tools at a time, however, they may be swapped out and kept at a safe location. The list is as follows:
Rope and Hook: 100 Feet of Rope with a hook on it.
Cherry Bombs: Large Firecrackers. Use them to destroy crumbling walls.
Lock Pick: Gain advantage on burgling checks to open locks.
Smoke Bombs: Creates smoke in a 10 foot radius. You cant see more than 5 feet in the smoke. Users of the smoke bombs are unaffected by the smoke.
Rogue’s Capsules: A capsule that free you from any non physical effects. Deals 5 damage when used.
Coin Purse: Scatter a purse of fake coins to draw a crowd.
Scope: Allows for distant scouting. +5 to perception.
Oil Vial: A throwable vial of oil that makes things slippery and more flammable.
Sleep Dart: A small dart that makes the target fall asleep (fort check 20).
Rogue’s Cloak: A cloak that makes you invisible at night past 50 Feet.+5 to disguise.
Denizen’s Pass: A pass that can get you into most disreputable places.
Bite Down: A capsule that allows you to become unconscious and undetectable by magic for 4 hours. Gain 20 Passive stealth.
Lesser Bag of Holding: Small purse used to hold loot (1 cubic meter).
Climbing Claws: Gain +5 on all climbing checks.
Air Reed: Breathe underwater for up to 10 Minutes.
Weighted Dice: 2 Weighted dice, loaded to roll 6’s more often.
Underworld Connections: You may roll an investigation check in any town/settlement to attempt to find a trader. The trader may not always be reputable.
Trap Finding: Int Mod times per day, You may detect all traps within 20 Feet of you.
Track: You can track any target of that creature type given you have a clue or an item of the target, as long as they are within 5 miles.
Combat Feat: Gain a bonus combat feat.
Disguise Buff: Gain advantage on all Deception checks.
Prestige Class: Scoundrel or Phantom
Choose One:
Scoundrel: Gain +5 to Stealth, Persuasion, and Deception.
Reroll the first crit miss you roll each day.
Gain +5 to Burgling
Phantom: Sneak Attack damage is 1D6+(int mod*Dex mod)+level.
You may use 3 additional rogue’s tools.
Gain +5 Stealth.
Bonus Feat: Gain a bonus feat.