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Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.
Sneak Attack: (1d6) When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Rogue's Racket: (Thief) Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows, or even a consultant, testing clients’ vaults for openings.
When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon or finesse melee unarmed attack, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
You are trained in Thievery.
Hyper: You're full of energy, and you often bound into action faster than your friends can keep up. Your Speed increases by 5 feet.
Scrabbler Skittermander: You never mastered coordinating all six of your arms for manual manipulation, instead using the lowest two limbs for the extra mobility, balance, and stabilization of a natural climber. You have four arms (rather than six) and four legs (rather than two). You gain a climb Speed equal to your base land Speed and can climb using your feet, leaving your four arms free.