Rogues are Azeroth's jacks-of-all-trades. They possess a wide range of skills that allow them to accomplish feats from disarming traps to finding secret doors to smacking a magic item until it works. They are decent in a fight, and if they can strike quickly or unseen — or are flanking an enemy with the help of a thoughtful ally — they can be truly deadly. Of course, they excel at stealth.
Some rogues sacrifice some of their versatility to focus on their passion: ultimate competition, with their lives at stake. These rogues maintain their stealth — indeed, it is most important to them — but disregard many of the standard rogue dungeoneering abilities. They are not particularly good at finding secret doors, opening locks or disarming traps. Instead, a contender's preferred tactic is to confront an opponent and relieve him of his weapon. A contender is supremely confident in his fighting abilities; sneaking around is beneath him. After surprising his mark, the contender hands him a blade and challenges him to a duel to the death. This duel is the height of adrenaline for a contender. The challenge gives the contender the opportunity to test his abilities against a worthy opponent. Since losing means death, the contender knows he will not hold anything back; he can see his true mettle.
Simply knifing someone in the back is beneath this supremely confident, professional killer. The contender's focus is competition. The possibility of failure drives him. By facing an opponent who might best him, he faces the fears within himself — and overcomes them.
Contenders target anyone they consider worthy opponents, especially individuals from opposing factions.
Contenders possess fewer class skills than normal rogues and gain fewer skill points, as shown below. They possess different weapon and armor proficiencies. In addition, they do not gain the trapfinding ability at 1st level or trap sense at 6th, 12th or 18th level. They gain fewer special abilities than other rogues: A
contender gains a special ability at 4th level and every 4 levels thereafter (8th, 12th, 16th and 20th level). A contender cannot gain skill mastery as a special ability.
Instead, contenders possess the following class features at the indicated levels:
• lst-Level — Class Skills: The contender's class skills (and the key ability for each skill) are Balance (Agy), Bluff (Cha), Climb (Str), Escape Artist (Agy), Jump (Str), Listen (Spt), Profession (Spt), Sleight of Hand (Agy), Spot (Spt), Stealth (Agy), Swim (Str), Tumble (Agy), and Use Rope (Agy).
• Skill Points at 1st Level: (4 + Int modifier) x 4.
• Skill Points at Each Additional Level: 4 + Int modifier.
• lst-Level — Weapon and Armor Proficiency: Contenders are proficient with simple ranged weapons and with all simple and martial melee weapons, except two-handed martial weapons. They are proficient with light armor but not with shields.
• lst-Level—Prowess of the Flashing Blade: The contender's base attack bonus progression changes to "good." That is, his rogue base attack bonus is equal to his rogue level, just as a warrior's base attack bonus is equal to his warrior level. The contender gains iterative attacks when his base attack bonus equals +6, +11, and +16, as normal.
• 5th-Level — Greater Disarm (Ex): At 5th level, the contender gains Improved Disarm as a bonus feat, even if he does not meet the prerequisites. In addition, when the contender disarms an opponent, he may flip the weapon (or other item) up to 15 feet in any direction. A creature standing in the space in which the weapon lands may make a DC 15 Reflex save to catch it. (The DC is 25 if the contender does not wish the creature to catch the weapon.)
• lOth-Level — Duelist (Ex): At 10th level, the contender gains a supreme adrenaline rush when facing an opponent one-on-one. If the contender is in melee with an opponent, and no other creatures are adjacent to either of them, the contender gains a +2 morale bonus on attack and damage rolls and a +2 morale bonus to AC.
• 15th and 20th-Level — Bonus Feat: At 15th level and 20th level, the contender gains a bonus feat chosen from the list of feats warriors can take as bonus feats. He must meet all the normal prerequisites for a feat he takes.
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