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She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. Trap sense bonuses gained from multiple classes stack. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap Sense (Ex): At 3rd 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.
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A helpless rogue (such as one who is unconscious or paralyzed) does not gain the benefit of evasion. Evasion can be used only if the rogue is wearing light armor or no armor. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. A magic trap generally has a DC of 25 + the level of the spell used to create it.Ī 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.Įvasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility.
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Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A rogue cannot sneak attack while striking a creature with concealment (see page 152) or striking the limbs of a creature whose vitals are beyond reach. 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. Any creature that is immune to critical hits is not vulnerable to sneak attacks. (See Nonlethal Damage, page 146.)Ī rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. A rogue can't strike with deadly accuracy from beyond that range. (See Table 8-5: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, page 151, for combat situations in which the rogue flanks an opponent or the opponent loses his Dexterity bonus to AC.) Ranged attacks can count as sneak attacks only if the target is within 30 feet. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Basically, 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. Sneak Attack: 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. Rogues are proficient with light armor, but not with shields.
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Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.
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