Rogues
High-level rogues are masters of wit and misdirection. Although their special abilities are never more than 95% effective, they receive extra abilities at 21st level. They continue to receive extra proficiencies and hit points until level 30. In addition, rogues also have access to a host of special skills beginning at 11th level.

Thieving Abilities

Rogues of 10th level or lower are limited to scores of 95% or less in thieving skills such as pick pockets and find traps. Once a single skill reaches 95%, the character must spend discretionary points on other skills. If all the character’s thieving skill scores are 95%, the discretionary points are lost.

Once a rogue reaches 11th level, however, this limitation is removed, and there is no limit to how far a character can improve a skill, although any discretionary points the character lost earlier are not regained. No matter what the skill score, any roll of 96% or higher is an automatic failure. Any penalties to the roll, however, are subtracted from the base score.

For example, if Jobare has a find/remove traps score of 120%, he has a 60% chance to find or remove a magical trap (magical traps reduce the score by half, see
Player’s Handbook, Chapter 3). Likewise, if Jobare’s open locks score is 100%, he has a 40% chance to open a masterful lock (which imposes a penalty of –60%, see Dungeon Master Guide, Table 24).

Table of Contents