Rogue with specialty in melee combat.
| Level | Base Attack Bonus | Actions Per Turn | Saves | Special | ||
| Reflex | Fortitude | Will | ||||
| 1 | 1 | 2 | 1 | 1 | 0 | Heavy Sneak Attack, Rogue’s Tools |
| 2 | 2 | 2 | 2 | 1 | 0 | |
| 3 | 3 | 2 | 3 | 2 | 1 | Athletic |
| 4 | 4 | 2 | 3 | 2 | 1 | |
| 5 | 5 | 2 | 4 | 3 | 1 | Short Dash |
| 6 | 6 | 3 | 5 | 3 | 2 | Flurry |
| 7 | 7 | 3 | 6 | 4 | 2 | |
| 8 | 8 | 3 | 6 | 4 | 2 | |
| 9 | 9 | 3 | 7 | 5 | 2 | |
| 10 | 9 | 3 | 8 | 5 | 3 | Prestige Class: Apex or Myrmidon |
| 11 | 10 | 3 | 9 | 6 | 3 | |
| 12 | 10 | 3 | 9 | 6 | 3 | |
| 13 | 11 | 4 | 10 | 7 | 3 | Bonus Feat |
| 14 | 12 | 4 | 11 | 7 | 4 | |
| 15 | 12 | 4 | 12 | 8 | 4 | |
| 16 | 13 | 4 | 12 | 8 | 4 | |
| 17 | 13 | 4 | 13 | 9 | 4 | |
| 18 | 14 | 4 | 14 | 9 | 5 | |
| 19 | 15 | 4 | 15 | 10 | 5 | Bonus Feat |
| 20 | 15 | 4 | 15 | 10 | 5 | |
Skills: 3 + int mod (x4 at first level)
Class Skills: Craft, Athletics, Acrobatics, Burgling, Sleight of Hand, Stealth, Investigation, Nature, Insight, Medicine, Perception, Survival, Deception, Intimidation, and Persuasion
Weapon Proficiencies: Dagger and Swords
Special
Heavy Sneak Attack: Gain sneak attack damage on all enemies who are flat footed or who have already taken damage from you this turn.
Heavy Sneak Attack damage is 1D6+int mod+str mod+level.
Rogue’s Tools: At level 1, Assassins 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.
Athletic: Gain advantage on athletic checks.
Short Dash: Once per turn, during your turn, you may move up to 10 feet with a successful athletics check as a free action.
Flurry: Double the amount of actions you take as long as you did not use an action to move (free actions do not count)
Prestige Class: Apex or Myrmidon
Choose one:
Apex: Sneak attacks that catch enemies unaware deal 50 bonus damage.
You may carry any number of rogue’s tools.
Gain +5 Perception and Stealth.
Myrmidon: Gain +5 to hit and damage
Sneak attack damage is 1d6+level+(str * int)
Gain +5 to Athletics
Bonus Feat: Gain a Bonus Feat.