Sneak (3.5e NPC Class)

Sneak
Abilities: Sneaks need to be sneaky, making Dexterity important. Then again, Constitution will keep them alive, and skills are good, so more skills with high Intelligence can't hurt. Having a Charisma score to to talk one's way out of jail is good too.

Races: Any.

Alignment: Any.

Starting Age: As rogue.

Class Features
All of the following are class features of the Sneak.

Weapon and Armor Proficiency: The sneak is proficient in all simple weapons, the short sword, sap, and shortbows, and light armor. They are not proficient in shields.



The sneak'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 sneak flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 at 5th and every five levels thereafter. Should the sneak 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 sneak 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 sneak 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 sneak 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.

SRD:Evasion and Improved Evasion (Ex): At 2nd level and higher, a sneak 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 sneak is wearing light armor or no armor. A helpless sneak does not gain the benefit of evasion.

 (Ex): At 3rd level, a sneak 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. 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 bonuses gained from multiple classes stack.

 (Ex): This ability works like evasion, except that while the 19th level sneak still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless sneak does not gain the benefit of improved evasion.