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 anytime her
target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when
the rogue f lanks her target. This extra damage is 1d6
at 1st level, and 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 weapon that deals nonlethal damage (like a sap,
whip, 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.
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.
Trapfinding: A rogue adds 1/2 her level to Perception
skill checks made to locate traps and to Disable Device
skill checks (minimum +1). A rogue can use Disable Device
to disarm magic traps.