This is the Rogue, the new "Skilled" core class for the Realmz Project d20 RPG. While it looks like a secondary damage dealer at first glance, the new rules for Skills make the rogue a powerhouse in utility.
Rogue BAB Fort Ref Will Abilities
1 +0 +# +# +# Sneak Attack +1d6, Trapfinding
2 +1 +# +# +# Evasion, Reflexive Aptitude
3 +2 +# +# +# Sneak Attack +2d6
4 +3 +# +# +# Uncanny Dodge
5 +3 +# +# +# Sneak Attack +3d6
6 +4 +# +# +# Vital Strike, Improved Stealth
Alignment
Any.
Hit Die
d6.
Class Skills
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level
(8 + Modifiers) ×4.
Skill Points at Each Additional Level
8 + Modifiers.
Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
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.
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. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. 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. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding:Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A 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.
Evasion (Ex):At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Reflexive Aptitude (Ex):At 2nd level a rogue gains an innate sense of how to accomplish her goals using the skills at hand. Her minimum roll on a skill check is always 1 plus her rogue level.
Uncanny Dodge (Ex):Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Vital Strike (Ex):At 6th level, a Rogue gains the ability to make a Vital Strike. This strike follows all the same rules as a Sneak Attack, except the foe must be unaware of the Rogue's presence. A foe hit by a Vital Strike must make a fortitude save (DC=Total Attack roll of the rogue) or become Disabled. The foe continues to lose 1 hit point per round until magical healing is applied. Fast healing does not stop this effect.
Improved Stealth (Su): When you hide, creatures with special senses must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you.
Credits:
Pity Crit for the original idea for Reflexive Aptitude