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Rogue Shadows
2013-01-05, 11:56 AM
Claim

The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+0|Sneak attack +1d6, trapfinding
2nd|+1|+0|+3|+0|Evasion
3rd|+2|+1|+3|+1|Sneak attack +2d6, trap sense +1
4th|+3|+1|+4|+1|Uncanny dodge
5th|+3|+1|+4|+1|Sneak attack +3d6
6th|+4|+2|+5|+2|Trap sense +2
7th|+5|+2|+5|+2|Sneak attack +4d6
8th|+6/+1|+6|+2|+2|Improved uncanny dodge
9th|+6/+1|+6|+3|+3|Sneak attack +5d6, trap sense +3
10th|+7/+2|+3|+7|+3|Special ability
11th|+8/+3|+3|+7|+3|Sneak attack +6d6
12th|+9/+4|+4|+8|+4|Trap sense +4
13th|+9/+4|+4|+8|+4|Sneak attack +7d6, special ability
14th|+10/+5|+4|+9|+4|
15th|+11/+6/+1|+5|+9|+5|Sneak attack +8d6, trap sense +5
16th|+12/+7/+2|+5|+10|+5|Special ability
17th|+12/+7/+2|+5|+10|+5|Sneak attack +9d6
18th|+13/+8/+3|+6|+11|+6|Trap sense +6
19th|+14/+9/+4|+6|+11|+6|Sneak attack +10d6
20th|+15/+10/+5|+6|+12|+6|[/table]

Hit Die: d6
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) 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.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Trap Sense (Ex): At 3rd level, a rogue 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.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

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

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.

Ah, the Rogue. Personally it's my favorite class, with Beguiler coming in close second, but then again a Beguiler is basically just a magic-using Rogue anyway.

The Rogue is technically a late-comer to the D&D party; the original box set release gave us the Cleric, the Fighting-Man, and the Magic User. The Thief wasn't released until Greyhawk was. The Thief is notable in that it was the first class designed to be useful outside of combat: the Cleric, Fighting-Man, and Magic-User, while they certainly could do things other than hit stuff, blast stuff, and heal stuff, weren't really designed with that in mind. But the thief was introduced both to provide a sneaky backstabber and, more importantly, to deal with traps.

Of course, when 1st edition proper rolled around, the Thief was right there alongside the other five base classes in the Player's Handbook (Cleric, Fighter, Magic User, Bard (sort of), and...Monk? Really? Neat).

But these days, it kind of languishes in Tier-4, if you believe in Tiers, which you might not, and that's okay. The point is that this class really should be better at...something. It's no Fighter, but it does need help.

Despite the rocky start, the GitP community Fighter fix thread is actually going pretty okay, aside conversations about adamantine and splatbooks and such. As such, I thought I'd start this thread up as a sort of companion.

Da Rules
1) Don't be a ****

2) Claim a turn before posting a change. This will establish a change-order based on who's claimed first. For example, Mike claims, then gets to work on his change, then Mindy claims and patiently waits for Mike while working on her own change, then John makes a change without waiting, then Mark claims, and patiently waits for Mike and Mindy. Mike sees John's change but notes that John didn't have a claim, so just ignores John's change and posts his change. Then Mindy posts hers, then Mark posts his. John, you should have been patient.

3) When you claim, clearly mark that you have done so by putting the word "Claim" in bold at the top of your post.

4) No More than 3 people can have a claim at a time. Mike claims, then Mindy claims, then Mark claims. John has to wait before making his claim. For fairness' sake, if you've made a claim, you can't make another claim for 4 hours. Further, if someone makes a claim, but then does not do anything, they're skipped after 1 hour.

5) How To Make Changes: on your turn... do what ever you want. If you think the rogue should be a wizard with an animal companion, by all means make it so.

5a) When you go to make a change, you can just ignore the version of the rogue posted last. So Mindy could ignore Mike's changes to the fighter, but if Mindy used them Mark has to use it, but can ignore Mindy's change. Mark could always edit it back to the version before Mike's changes, but that would require a change log for everything he did.

6) Polite discussion is encouraged, of course.

6a) If the discussion boils down to two conflicting views on what a rogue should be, stop after 2 post and responses.

7) Having made a change and posted it, please include it in an up-to-date table, list of rogue class features, a change log of all changes besides minor spelling errors, and if you insert abilities and/or change the text of existing abilities put the changes in red or another color.

8) We want this to be playable with just the SRD/online material, but also to be forward compatible with the rest of 3.5. So adding maneuvers is cool as WotC has posted them all up online, but referencing a rogue ACF from races of some setting is not cool.

And just to get the ball rolling: Claim

Side Note to Wizards of the Cost: Nothing at 20th level? Seriously?

Rogue Shadows
2013-01-05, 12:02 PM
Changelog

I gave Sneak Attack its own column on the table.
Get thee a capstone ability, Rogue! Stolen from Pathfinder because, well, it's a start.

The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Sneak Attack
1st|+0|+0|+2|+0|Trapfinding|+1d6
2nd|+1|+0|+3|+0|Evasion|+1d6
3rd|+2|+1|+3|+1|Trap sense +1|+2d6
4th|+3|+1|+4|+1|Uncanny dodge|+2d6
5th|+3|+1|+4|+1||+3d6
6th|+4|+2|+5|+2|Trap sense +2|+3d6
7th|+5|+2|+5|+2||+4d6
8th|+6/+1|+6|+2|+2|Improved uncanny dodge|+4d6
9th|+6/+1|+6|+3|+3|Trap sense +3|+5d6
10th|+7/+2|+3|+7|+3|Special ability|+5d6
11th|+8/+3|+3|+7|+3||+6d6
12th|+9/+4|+4|+8|+4|Trap sense +4|+6d6
13th|+9/+4|+4|+8|+4|Special ability|+7d6
14th|+10/+5|+4|+9|+4||+7d6
15th|+11/+6/+1|+5|+9|+5|Trap sense +5|+8d6
16th|+12/+7/+2|+5|+10|+5|Special ability|+8d6
17th|+12/+7/+2|+5|+10|+5||+9d6
18th|+13/+8/+3|+6|+11|+6|Trap sense +6|+9d6
19th|+14/+9/+4|+6|+11|+6||+10d6
20th|+15/+10/+5|+6|+12|+6|Master Strike|+10d6[/table]

Hit Die: d6
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) 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.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Trap Sense (Ex): At 3rd level, a rogue 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.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

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

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.

Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Done

I think our first goal should be to plug in all the dead levels the rogue has (it now has 6), rather than change any existing class features. Our first goal, not our final goal.

Sgt. Cookie
2013-01-05, 12:14 PM
The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Sneak Attack
1st|+0|+0|+2|+0|Trapfinding|+1d6
2nd|+1|+0|+3|+0|Evasion|+1d6
3rd|+2|+1|+3|+1|Trap sense +1|+2d6
4th|+3|+1|+4|+1|Uncanny dodge|+2d6
5th|+3|+1|+4|+1|Deft feint|+3d6
6th|+4|+2|+5|+2|Trap sense +2|+3d6
7th|+5|+2|+5|+2||+4d6
8th|+6/+1|+6|+2|+2|Improved uncanny dodge|+4d6
9th|+6/+1|+6|+3|+3|Trap sense +3|+5d6
10th|+7/+2|+3|+7|+3|Special ability|+5d6
11th|+8/+3|+3|+7|+3||+6d6
12th|+9/+4|+4|+8|+4|Trap sense +4|+6d6
13th|+9/+4|+4|+8|+4|Special ability|+7d6
14th|+10/+5|+4|+9|+4||+7d6
15th|+11/+6/+1|+5|+9|+5|Trap sense +5|+8d6
16th|+12/+7/+2|+5|+10|+5|Special ability|+8d6
17th|+12/+7/+2|+5|+10|+5||+9d6
18th|+13/+8/+3|+6|+11|+6|Trap sense +6|+9d6
19th|+14/+9/+4|+6|+11|+6||+10d6
20th|+15/+10/+5|+6|+12|+6|Master Strike|+10d6[/table]

Hit Die: d6
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) 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.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Trap Sense (Ex): At 3rd level, a rogue 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.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Deft feint (Ex)
A Rogue can use her Dexterity modifer, rather than her Charisma modifer, on bluff checks to feint.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

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

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.

Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Something nice, and quick. Helps the Rogue get sneak attacks in more.

Loki_42
2013-01-05, 12:17 PM
Hmm... I can work better with rogues than I can fighters, but right now I'm not sure how to plug in those dead levels. Let me think about it for a while.

Rockphed
2013-01-05, 12:27 PM
I hereby claim.

The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Sneak Attack
1st|+0|+0|+2|+0|Trapfinding|+1d6
2nd|+1|+0|+3|+0|Evasion|+1d6
3rd|+2|+1|+3|+1|Trap sense +1|+2d6
4th|+3|+1|+4|+1|Uncanny dodge|+2d6
5th|+3|+1|+4|+1|Deft feint, Jack of all Trades 1/day|+3d6
6th|+4|+2|+5|+2|Trap sense +2|+3d6
7th|+5|+2|+5|+2|Jack of all Trades 2/day|+4d6
8th|+6/+1|+6|+2|+2|Improved uncanny dodge|+4d6
9th|+6/+1|+6|+3|+3|Trap sense +3, Jack of all Trades 3/day|+5d6
10th|+7/+2|+3|+7|+3|Special ability|+5d6
11th|+8/+3|+3|+7|+3|Jack of all Trades 4/day|+6d6
12th|+9/+4|+4|+8|+4|Trap sense +4|+6d6
13th|+9/+4|+4|+8|+4|Special ability, Jack of all Trades 5/day|+7d6
14th|+10/+5|+4|+9|+4||+7d6
15th|+11/+6/+1|+5|+9|+5|Trap sense +5, Jack of all Trades 6/day|+8d6
16th|+12/+7/+2|+5|+10|+5|Special ability|+8d6
17th|+12/+7/+2|+5|+10|+5|Jack of all Trades 7/day|+9d6
18th|+13/+8/+3|+6|+11|+6|Trap sense +6|+9d6
19th|+14/+9/+4|+6|+11|+6|Jack of All Trades 8/day|+10d6
20th|+15/+10/+5|+6|+12|+6|Master Strike|+10d6[/table]

Hit Die: d6
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) 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.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Trap Sense (Ex): At 3rd level, a rogue 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.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Deft feint (Ex)
A Rogue can use her Dexterity modifer, rather than her Charisma modifer, on bluff checks to feint.

Jack of All Trades Beginning at 5th level a rogue can apply a bonus of 1/2 his level to one skill check per day that uses a skill on his class list that he does not have ranks in, or 1/4 his level on a skill not on his class list that he does not have ranks in, or 1/2 his level to a skill not on his class list that he does have ranks in.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

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

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.

Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Something to fill some dead levels and decrease a rogue's reliance on very high intelligence. It probably needs some work.

Djinn_in_Tonic
2013-01-05, 01:02 PM
An empty level at 14th level? I think we can do something with this...

Claim

Djinn_in_Tonic
2013-01-05, 01:13 PM
The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Sneak Attack
1st|+0|+0|+2|+0|Trapfinding|+1d6
2nd|+1|+0|+3|+0|Evasion|+1d6
3rd|+2|+1|+3|+1|Trap sense +1|+2d6
4th|+3|+1|+4|+1|Uncanny dodge|+2d6
5th|+3|+1|+4|+1|Deft feint, Jack of all Trades 1/day|+3d6
6th|+4|+2|+5|+2|Trap sense +2|+3d6
7th|+5|+2|+5|+2|Jack of all Trades 2/day|+4d6
8th|+6/+1|+6|+2|+2|Improved uncanny dodge|+4d6
9th|+6/+1|+6|+3|+3|Trap sense +3, Jack of all Trades 3/day|+5d6
10th|+7/+2|+3|+7|+3|Special ability|+5d6
11th|+8/+3|+3|+7|+3|Jack of all Trades 4/day|+6d6
12th|+9/+4|+4|+8|+4|Trap sense +4|+6d6
13th|+9/+4|+4|+8|+4|Special ability, Jack of all Trades 5/day|+7d6
14th|+10/+5|+4|+9|+4|Perfect Stealth|+7d6
15th|+11/+6/+1|+5|+9|+5|Trap sense +5, Jack of all Trades 6/day|+8d6
16th|+12/+7/+2|+5|+10|+5|Special ability|+8d6
17th|+12/+7/+2|+5|+10|+5|Jack of all Trades 7/day|+9d6
18th|+13/+8/+3|+6|+11|+6|Trap sense +6|+9d6
19th|+14/+9/+4|+6|+11|+6|Jack of All Trades 8/day|+10d6
20th|+15/+10/+5|+6|+12|+6|Master Strike|+10d6[/table]

Hit Die: d6
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) 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.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Trap Sense (Ex): At 3rd level, a rogue 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.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Deft feint (Ex)
A Rogue can use her Dexterity modifer, rather than her Charisma modifer, on bluff checks to feint.

Jack of All Trades Beginning at 5th level a rogue can apply a bonus of 1/2 her level to one skill check per day that uses a skill on her class list that she does not have ranks in, or 1/4 her level on a skill not on her class list that she does not have ranks in, or 1/2 her level to a skill not on her class list that she does have ranks in.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

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

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.

Perfect Stealth (Ex): Upon reaching 14th level, a rogue becomes a true master of stealth and deception. By taking a standard action in any situation where the rogue could ordinarily make a Hide check, she gains a natural invisibility that lasts until she takes an action which directly harms a creature. Aside from its non-magical nature, treat this ability as the spell invisibility, except that the rogue is not revealed by such effects as invisibility purge or true seeing, as the effect is non-magical and based purely on innate skill at concealment.

A creature who detects the rogue through non-visual means (scent, hearing, life-sense, tremorsense, or another such ability) may make a Spot check at a -10 penalty against the (rogue's Hide modifier + 10) to pick the rogue out of her surroundings. On a success, the creature is able to see the rogue normally, and may point out the rogue to his or her allies, allowing them to see the rogue. Such vision functions as normal: new checks must be made if the rogue successfully hides again.

Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.[/spoiler]

toapat
2013-01-05, 01:33 PM
Claim: Short and dirty coming up.

The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Sneak Attack
1st|+0|+0|+2|+0|Trapfinding|+1d6
2nd|+1|+0|+3|+0|Evasion|+1d6
3rd|+2|+1|+3|+1|Penetrating Strike|+2d6
4th|+3|+1|+4|+1|Uncanny dodge|+2d6
5th|+3|+1|+4|+1|Deft feint, Jack of all Trades 1/day|+3d6
6th|+4|+2|+5|+2|Trap sense +1|+3d6
7th|+5|+2|+5|+2|Jack of all Trades 2/day|+4d6
8th|+6/+1|+6|+2|+2|Improved uncanny dodge|+4d6
9th|+6/+1|+6|+3|+3|Trap sense +2, Jack of all Trades 3/day|+5d6
10th|+7/+2|+3|+7|+3|Special ability|+5d6
11th|+8/+3|+3|+7|+3|Jack of all Trades 4/day|+6d6
12th|+9/+4|+4|+8|+4|Trap sense +3|+6d6
13th|+9/+4|+4|+8|+4|Special ability, Jack of all Trades 5/day|+7d6
14th|+10/+5|+4|+9|+4|Perfect Stealth|+7d6
15th|+11/+6/+1|+5|+9|+5|Trap sense +4, Jack of all Trades 6/day|+8d6
16th|+12/+7/+2|+5|+10|+5|Special ability|+8d6
17th|+12/+7/+2|+5|+10|+5|Jack of all Trades 7/day|+9d6
18th|+13/+8/+3|+6|+11|+6|Trap sense +5|+9d6
19th|+14/+9/+4|+6|+11|+6|Jack of All Trades 8/day|+10d6
20th|+15/+10/+5|+6|+12|+6|Master Strike|+10d6[/table]

Hit Die: d8
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) 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.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Penetrating Strike (Ex): At third Level, a rogue May deal one half her sneak attack dice to an attack that would qualify for sneak attack, even if the creature is immune to critical hits or precision damage. This ability wipes Factotums from existance if they duplicate it using Cunning Briliance.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Deft feint (Ex)
A Rogue can use her Dexterity modifer, rather than her Charisma modifer, on bluff checks to feint.

Jack of All Trades Beginning at 5th level a rogue can apply a bonus of 1/2 her level to one skill check per day that uses a skill on her class list that she does not have ranks in, or 1/4 her level on a skill not on her class list that she does not have ranks in, or 1/2 her level to a skill not on her class list that she does have ranks in.

Trap Sense (Ex): At 3rd level, a rogue 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 9th level, to +3 when she reaches 12th level, to +4 when she reaches 15th level, to +5 at 18th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

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

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.

Perfect Stealth (Ex): Upon reaching 14th level, a rogue becomes a true master of stealth and deception. By taking a standard action in any situation where the rogue could ordinarily make a Hide check, she gains a natural invisibility that lasts until she takes an action which directly harms a creature. Aside from its non-magical nature, treat this ability as the spell invisibility, except that the rogue is not revealed by such effects as invisibility purge or true seeing, as the effect is non-magical and based purely on innate skill at concealment.

A creature who detects the rogue through non-visual means (scent, hearing, life-sense, tremorsense, or another such ability) may make a Spot check at a -10 penalty against the (rogue's Hide modifier + 10) to pick the rogue out of her surroundings. On a success, the creature is able to see the rogue normally, and may point out the rogue to his or her allies, allowing them to see the rogue. Such vision functions as normal: new checks must be made if the rogue successfully hides again.

Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.[/spoiler]

Midwoka
2013-01-05, 01:40 PM
Claim! Fixed hidden dead levels...

The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Sneak Attack
1st|+0|+0|+2|+0|Trapfinding|+1d6
2nd|+1|+0|+3|+0|Evasion|+1d6
3rd|+2|+1|+3|+1|Penetrating Strike, Trap Sense +1|+2d6
4th|+3|+1|+4|+1|Uncanny dodge|+2d6
5th|+3|+1|+4|+1|Deft feint, Jack of all Trades 1/day|+3d6
6th|+4|+2|+5|+2|Tendon Stroke (-2), Trap sense +2|+3d6
7th|+5|+2|+5|+2|Jack of all Trades 2/day|+4d6
8th|+6/+1|+6|+2|+2|Improved uncanny dodge|+4d6
9th|+6/+1|+6|+3|+3|Trap sense +3, Jack of all Trades 3/day|+5d6
10th|+7/+2|+3|+7|+3|Special ability|+5d6
11th|+8/+3|+3|+7|+3|Jack of all Trades 4/day|+6d6
12th|+9/+4|+4|+8|+4|Tendon Stroke (-4), Trap sense +4|+6d6
13th|+9/+4|+4|+8|+4|Special ability, Jack of all Trades 5/day|+7d6
14th|+10/+5|+4|+9|+4|Perfect Stealth|+7d6
15th|+11/+6/+1|+5|+9|+5|Trap sense +5, Jack of all Trades 6/day|+8d6
16th|+12/+7/+2|+5|+10|+5|Special ability|+8d6
17th|+12/+7/+2|+5|+10|+5|Jack of all Trades 7/day|+9d6
18th|+13/+8/+3|+6|+11|+6|Tendon Stroke (-6), Trap sense +6|+9d6
19th|+14/+9/+4|+6|+11|+6|Jack of All Trades 8/day|+10d6
20th|+15/+10/+5|+6|+12|+6|Master Strike|+10d6[/table]

Hit Die: d8
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) 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.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Penetrating Strike (Ex): At third Level, a rogue May deal one half her sneak attack dice to an attack that would qualify for sneak attack, even if the creature is immune to critical hits or precision damage. This ability wipes Factotums from existance if they duplicate it using Cunning Brilliance.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Deft feint (Ex)
A Rogue can use her Dexterity modifer, rather than her Charisma modifer, on bluff checks to feint.

Jack of All Trades Beginning at 5th level a rogue can apply a bonus of 1/2 her level to one skill check per day that uses a skill on her class list that she does not have ranks in, or 1/4 her level on a skill not on her class list that she does not have ranks in, or 1/2 her level to a skill not on her class list that she does have ranks in.

Trap Sense (Ex): At 3rd level, a rogue 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 9th level, to +3 when she reaches 12th level, to +4 when she reaches 15th level, to +5 at 18th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Tendon Stroke (Ex): When a rogue of 6th level or higher deals sneak attack damage to a creature, that creature suffers a -2 penalty to either its Strength or Dexterity (the rogue's choice) for 1 round per 2 rogue levels. The penalty improves to -4 at 12th level, and to -6 at 18th level. This penalty cannot reduce the subject's Strength or Dexterity scores below 1, and it does not stack with itself when applied to the same ability.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

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

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.

Perfect Stealth (Ex): Upon reaching 14th level, a rogue becomes a true master of stealth and deception. By taking a standard action in any situation where the rogue could ordinarily make a Hide check, she gains a natural invisibility that lasts until she takes an action which directly harms a creature. Aside from its non-magical nature, treat this ability as the spell invisibility, except that the rogue is not revealed by such effects as invisibility purge or true seeing, as the effect is non-magical and based purely on innate skill at concealment.

A creature who detects the rogue through non-visual means (scent, hearing, life-sense, tremorsense, or another such ability) may make a Spot check at a -10 penalty against the (rogue's Hide modifier + 10) to pick the rogue out of her surroundings. On a success, the creature is able to see the rogue normally, and may point out the rogue to his or her allies, allowing them to see the rogue. Such vision functions as normal: new checks must be made if the rogue successfully hides again.

Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Levels 6, 12, and 18 pretended to have abilities, but it was just another +1 from Trap Sense. Not even any Sneak Attack increase...

But I gave those levels the gift of hey-look-it's-actually-a-thing =)

Rogue Shadows
2013-01-05, 01:44 PM
Hit Die: d8

Not sure how I feel about that. A rogue is generally trying to avoid being hit, rather than be able to absorb hits; they're the definition of a glass cannon, and I'm not sure an average of +1 hp/level will really help them, anyway.


Penetrating Strike (Ex): At third Level, a rogue May deal one half her sneak attack dice to an attack that would qualify for sneak attack, even if the creature is immune to critical hits or precision damage. This ability wipes Factotums from existance if they duplicate it using Cunning Briliance.

Look, we get it already, a factotum killed your family; you don't have to keep bringing them up.

In all honesty rather than this I'd rather add a special ability to the Rogue list that lets them deal full SA damage to constructs, and a separate one for undead.

Dienekes
2013-01-05, 01:52 PM
If I can make a suggestion, one thing that Pathfinder did right in my opinion is the creation of Rogue Talents that allowed a player to customize their Rogue to do what they want. You can make a Rogue that does not focus on Stealth, or not Bluff, or whatever. Some of the abilities, while definitely cool, shoehorns the Rogue into certain niches, and I have a feeling that when when the playground keeps adding things on it'll just look like a tangled mess. I suggest stealing the Rogue Talents, maybe split the talents up to only be available at certain levels and then create our own talents that are better than Pathfinder's attempt.

toapat
2013-01-05, 02:01 PM
Look, we get it already, a factotum killed your family; you don't have to keep bringing them up.

In all honesty rather than this I'd rather add a special ability to the Rogue list that lets them deal full SA damage to constructs, and a separate one for undead.

actually, no. Factotums cant get penetrating strike in 3.5 because of the wording

I just added a clause to stop them from taking it

Dienekes
2013-01-05, 02:12 PM
I guess I'll Claim after Midwoka then. Basically going to do what I wrote above, to be liked or ignored as it will.

Grod_The_Giant
2013-01-05, 03:11 PM
actually, no. Factotums cant get penetrating strike in 3.5 because of the wording

I just added a clause to stop them from taking it

Because it's normally an ACF? In any case, the clause is unnecessary-- if a 19th level Factotum wants to copy two rogue class features for 1 minute once per day, let him. It's not taking anything away from the Rogue.

Also, claim.

Rockphed
2013-01-05, 03:24 PM
I would like to propose a rule that if people post between when you claim and add your changes you should post your changes in a new post. Or at least make a post saying "changes added" so we can see that you made your changes without having to go back over every previous post to find everything.

FYI, Midwoka added changes to levels 6, 12, and 18.

I agree that we should keep the d6 hit die. If we want rogues to be more durable, we should add more evasion type options and give them more bonuses to dodging.

I'm not sure how I feel about Master Strike and Tendon Stroke. They both seem very powerful and are useable limitless times per day. I guess I can see Tendon Stroke being useable all the time, but Master Strike feels like an improved assassin's death strike without the 3 round observation time. It is a capstone though, so I guess it fits. Thoughts?

Dienekes
2013-01-05, 03:35 PM
Ok here's what I got. I probably could have brought Tendon Stroke into the Talent system as well, but I figured I'd readjusted enough things.

The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Sneak Attack
1st|+0|+0|+2|+0|Trapfinding|+1d6
2nd|+1|+0|+3|+0|Basic Rogue Talent, Evasion|+1d6
3rd|+2|+1|+3|+1|Penetrating Strike|+2d6
4th|+3|+1|+4|+1| Basic Rogue Talent, Uncanny dodge|+2d6
5th|+3|+1|+4|+1| Jack of all Trades 1/day|+3d6
6th|+4|+2|+5|+2| Tendon Stroke (-2), Basic Rogue Talent, Trap sense +1|+3d6
7th|+5|+2|+5|+2|Jack of all Trades 2/day|+4d6
8th|+6/+1|+6|+2|+2|Basic Rogue Talent, Improved uncanny dodge|+4d6
9th|+6/+1|+6|+3|+3|Trap sense +2, Jack of all Trades 3/day|+5d6
10th|+7/+2|+3|+7|+3|Advanced Rogue Talent|+5d6
11th|+8/+3|+3|+7|+3|Jack of all Trades 4/day|+6d6
12th|+9/+4|+4|+8|+4| Tendon Stroke (-4), Advanced Rogue Talent, Trap sense +3|+6d6
13th|+9/+4|+4|+8|+4| Jack of all Trades 5/day|+7d6
14th|+10/+5|+4|+9|+4| Advanced Rogue Talent |+7d6
15th|+11/+6/+1|+5|+9|+5|Trap sense +4, Jack of all Trades 6/day|+8d6
16th|+12/+7/+2|+5|+10|+5| Advanced Rogue Talent|+8d6
17th|+12/+7/+2|+5|+10|+5|Jack of all Trades 7/day|+9d6
18th|+13/+8/+3|+6|+11|+6|Tendon Stroke (-6), Advanced Rogue Talent, Trap sense +5|+9d6
19th|+14/+9/+4|+6|+11|+6|Jack of All Trades 8/day|+10d6
20th|+15/+10/+5|+6|+12|+6|Mastery Rogue Talent|+10d6[/table]

Hit Die: d8
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) 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.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Basic Rogue Talent: On attaining 2nd level, and at every two levels thereafter until reaching 10th level, a rogue gains a special ability of her choice from among the following options.

Penetrating Strike (Ex): A rogue may deal one half her sneak attack dice to an attack that would qualify for sneak attack, even if the creature is immune to critical hits or precision damage. This ability wipes Factotums from existence if they duplicate it using Cunning Brilliance.

Deft feint (Ex): A Rogue can use her Dexterity modifier, rather than her Charisma modifier, on bluff checks to feint.

Lucky: Once per encounter you can spend a swift action to gain a +5 luck bonus on your next skill check.

Not the Face!: Once per encounter you can turn a critical hit against you into a normal hit.

Vicious Sneak Attack: You gain +2d6 Sneak Attack die.

Kip Up: Once per round you can make an Acrobatics check DC 15 as a free action to stand up without provoking attacks of opportunities.

Befuddle: You may use your Bluff check in place of your Acrobatics check to move through squares without provoking attacks of opportunity.

Hamstring: After making a successful Sneak Attack you can choose to subtract 2d6 Sneak Attack damage dice from your damage roll and instead halve the opponents movement speed for the next 1d4 rounds.

Must Go Faster: Your base land speed increases by 10 feet so long as you are wearing light or no armor and carrying no more than a light load.

Do You Bite Your Thumb At Me?: You can make a Bluff check as a standard action against any opponent within 30 feet of you, if the check is successful that opponents Will Save is lowered by 5 until the start of your next turn.

What’s Yours is Mine: After making a successful Sneak Attack you can choose to subtract 3d6 Sneak Attack damage dice from your damage roll and instead make a free Sleight of Hand check to take something from the target.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Jack of All Trades Beginning at 5th level a rogue can apply a bonus of 1/2 her level to one skill check per day that uses a skill on her class list that she does not have ranks in, or 1/4 her level on a skill not on her class list that she does not have ranks in, or 1/2 her level to a skill not on her class list that she does have ranks in.

Trap Sense (Ex): At 3rd level, a rogue 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 9th level, to +3 when she reaches 12th level, to +4 when she reaches 15th level, to +5 at 18th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Tendon Stroke (Ex): When a rogue of 6th level or higher deals sneak attack damage to a creature, that creature suffers a -2 penalty to either its Strength or Dexterity (the rogue's choice) for 1 round per 2 rogue levels. The penalty improves to -4 at 12th level, and to -6 at 18th level. This penalty cannot reduce the subject's Strength or Dexterity scores below 1, and it does not stack with itself when applied to the same ability.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Rogue Talents: On attaining 10th level, and at every two levels thereafter until 20th level, a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

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

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.

Perfect Stealth (Ex): Upon reaching 14th level, a rogue becomes a true master of stealth and deception. By taking a standard action in any situation where the rogue could ordinarily make a Hide check, she gains a natural invisibility that lasts until she takes an action which directly harms a creature. Aside from its non-magical nature, treat this ability as the spell invisibility, except that the rogue is not revealed by such effects as invisibility purge or true seeing, as the effect is non-magical and based purely on innate skill at concealment.

A creature who detects the rogue through non-visual means (scent, hearing, life-sense, tremorsense, or another such ability) may make a Spot check at a -10 penalty against the (rogue's Hide modifier + 10) to pick the rogue out of her surroundings. On a success, the creature is able to see the rogue normally, and may point out the rogue to his or her allies, allowing them to see the rogue. Such vision functions as normal: new checks must be made if the rogue successfully hides again.

Improved Vicious Sneak Attack: You gain an additional +3d6 Sneak Attack die. This talent stacks with the Sneak Attack dice from Vicious Sneak Attack for a total of +5d6 Sneak Attack dice.
The Vicious Sneak Attack talent is a prerequisite for this talent.

Distracting Attack: After a successful Sneak Attack you may choose to subtract 5d6 from your Sneak Attack damage dice. If you do all allies within reach may make an attack of opportunity against that opponent.

Sniper: You may deal Sneak Attack damage against any opponent within the first 3 range increments of a ranged weapon.

Stab Back: Once per encounter, you may make a free attack of opportunity that deals Sneak Attack damage against any opponent that damaged or cast a spell on you.

Talent Mastery: You gain the benefits of any 3 Basic Rogue Talents.

Mastery Rogue Talent: At 20th level a rogue gains a special ability of her choice from among the following options.

Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Advanced Talent Mastery: You can gain the benefits of any 3 Advanced Rogue Talents.

Djinn_in_Tonic
2013-01-05, 03:54 PM
Ok here's what I got. I probably could have brought Tendon Stroke into the Talent system as well, but I figured I'd readjusted enough things.

This seems like a HUGELY major change, since you added so many things at once.

Further, you really messed up some balance things here. According to this, my 14th level ability (which is effectively permanent [Ex] invisibility at the cost of a standard action) can be gotten at 10th level, and is valued alongside a ranged sneak attack, Skill Mastery, and Improved Evasion. Is this at all accurate?

I really like the idea, honestly, but I think if we use it we actually want to strip the Rogue of everything but Sneak Attack, divide the Rogue abilities up into at least 1 additional rank, and start with THAT framework as a base. Then we can figure out what should be default abilities for every Rogue, and what abilities should be in the talent system.

I'd say such a Rogue would get Trapfinding, Evasion, Skill Mastery, Improved Evasion, Uncanny Dodge, and maybe Slippery Mind or Lucky as base abilities, as those fit almost every canny trickster/thief/rogue archetype. The other abilities could enter a 4-5 stage talent system.

Dienekes
2013-01-05, 04:01 PM
Yeah figured as much would be a problem. But hey, if it won't work it won't work and whoevers next can just ignore me as posted by the rules. This was just my attempt to try and prevent what I see occurring in the Fighter where a lot of stuff is getting added with little in the way of cohesion leading into a bunch of arguments.

Also, as you may have noticed. I'm a terrible eye for late ability balance.

Djinn_in_Tonic
2013-01-05, 04:05 PM
Yeah figured as much would be a problem. But hey, if it won't work it won't work and whoevers next can just ignore me as posted by the rules. This was just my attempt to try and prevent what I see occurring in the Fighter where a lot of stuff is getting added with little in the way of cohesion leading into a bunch of arguments.

No worries. I really like this, and I think I can really clean this up and give us a great base to work with. Unfortunately, I have to let it sit for another hour before I can do so, which is problematic: I really want to just be able to step in and change something NOW. :smallfrown:


Also, as you may have noticed. I'm a terrible eye for late ability balance.

No worries. Late-game balance is a pain in the ass. :smalltongue:

Grod_The_Giant
2013-01-05, 04:10 PM
I really like the choices inherent in the new system-- all classes should be built like that, if you ask me. I yield my claim for now.

Djinn_in_Tonic
2013-01-05, 04:16 PM
I really like the choices inherent in the new system-- all classes should be built like that, if you ask me. I yield my claim for now.

And I, in turn, am working on revising Dieneke's system into a single, easy-to-use base. This may take me an hour or two, which is good: should have it ready just in time to post my claim. :smallbiggrin:

Dienekes
2013-01-05, 04:22 PM
I really like the choices inherent in the new system-- all classes should be built like that, if you ask me. I yield my claim for now.

I actually agree (except in spellcaster classes I guess), and would have suggested something similar in the Fighter thread but by that time I saw it, it had already had a bunch of abilities that would not have worked in a talent system and so adding one would just be adding another level of complexity to an already sprawling class.


And I, in turn, am working on revising Dieneke's system into a single, easy-to-use base. This may take me an hour or two, which is good: should have it ready just in time to post my claim. :smallbiggrin:

Good luck, and glad I could help. Even if it was just pointing to Pathfinder and saying they have a half decent idea there to work with.

Djinn_in_Tonic
2013-01-05, 05:06 PM
Claimed, since it's now 3 minutes past when I can claim. :smallbiggrin:

Djinn_in_Tonic
2013-01-05, 05:33 PM
So here's the deal. This Rogue is a skilled, evasive character with a sneak attack by default. It also includes 11 customization options over 20 levels, to let the player tailor the character to their specific playstyle.

I'd recommend that any abilities related to being evasive and/or generally skilled go in the class table itself (we've got 5 dead levels in this build, starting at 11th), and all other abilities be placed in the appropriate level tier of rogue talents. We can tweak or shuffle them around as needed: the important thing is that we now have a functional, easy-to-understand framework for building a versatile rogue any way you want to.

So, without further ado...consider everything in this build to be in red. You'll have to read it.


*****

The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Sneak Attack|Rogue Talents
1st|+0|+0|+2|+0|Minor Rogue Talents, Trapfinding|+1d6|1

2nd|+1|+0|+3|+0|Evasion|+1d6|2

3rd|+2|+1|+3|+1|Uncanny dodge|+2d6|2

4th|+3|+1|+4|+1|Skill Mastery (1 skill)|+2d6|3

5th|+3|+1|+4|+1|Jack of All Trades|+3d6|3

6th|+4|+2|+5|+2| Major Rogue Talents|+3d6|4

7th|+5|+2|+5|+2| Skill Mastery (2 skills)|+4d6|4

8th|+6/+1|+6|+2|+2| Improved uncanny dodge|+4d6|5

9th|+6/+1|+6|+3|+3|Improved Evasion|+5d6|5

10th|+7/+2|+3|+7|+3|Superior Rogue Talents, Skill Mastery (3 skills) |+5d6|6

11th|+8/+3|+3|+7|+3||+6d6|6

12th|+9/+4|+4|+8|+4||+6d6|7

13th|+9/+4|+4|+8|+4| Skill Mastery (4 skills)|+7d6|7

14th|+10/+5|+4|+9|+4| Master Rogue Talents|+7d6| 8

15th|+11/+6/+1|+5|+9|+5|| +8d6|8

16th|+12/+7/+2|+5|+10|+5| Skill Mastery (5 skills)|+8d6|9

17th|+12/+7/+2|+5|+10|+5||+9d6|9

18th|+13/+8/+3|+6|+11|+6| Grandmaster Rogue Talents|+9d6|10

19th|+14/+9/+4|+6|+11|+6| Skill Mastery (6 skills)|+10d6|10

20th|+15/+10/+5|+6|+12|+6||+10d6|11[/table]

Hit Die: d8
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) 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.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Rogue Talents: At 1st level a rogue gains a Basic rogue talent. She gains an additional rogue talent at second level, and at every even level thereafter. When she reaches 6th level she may instead select Major rogue talents, when she reaches 10th level she may select Superior rogue talents, when she reaches 14th level she may select Master rogue talents, and when she reaches 18th level she may select Grandmaster rogue talents. She may always choose to select a talent on a lower tier if she so desires.

Unless otherwise specified, all rogue talents are extraordinary abilities.

Minor Rogue Talents

Deft Feint: A rogue who learns Deft Strike may feint as a move action instead of a standard action, and is treated as if she had the Improved Feint feat for the purposes of meeting prerequisites (although she is not treated as having any of the prerequisites to Improved Feint unless she otherwise possesses them). Additionally, she may use her Dexterity modifier in place of her Charisma modifier on bluff checks made to feint in combat.

Pinpoint Weakness: A rogue who learns Pinpoint Weakness may deal sneak attack damage to creatures who would normally be immune to sneak attacks or precision damage. Note that this only allows her to deal additional damage: the target is still considered immune to sneak attacks for the purposes of other abilities or effects that may accompany the damage.

Not the Face: Once per encounter, as an immediate action, a rogue who learns Not the Face may treat an attack that would critically hit her as a non-critical hit for the purposes of both damage and any effect that would trigger on critical hits.

Kip Up: Once per round, as a Swift action, a rogue who learns Kip Up may stand up from prone without provoking attacks of opportunity.

Befuddling Movement: A rogue who learns Befuddle gains a +1 bonus to all attack rolls she makes after making a successful Tumble check, and deals an additional +1 damage per sneak attack die on any sneak attacks she makes after making a successful Tumble check. Additionally, she may use her Bluff check in place of her Tumble check to move through squares without provoking attacks of opportunity.

Hamstring: A rogue who learns Hamstring may choose may choose to reduce her sneak attack damage dice by 1. If she does, her opponent’s movement speed is halved for the next 2 rounds.

What’s Yours is Mine: After making a successful Sneak Attack, a rogue who learns What’s Yours is Mine may choose to reduce her sneak attack damage dice by any number up to the maximum number of sneak attack damage dice she possesses. If she does, she may make a free Sleight of Hand check to take something from the target, with a bonus equal to the number of dice she reduced her sneak attack by. If the sneak attack would deal no additional sneak attack damage (the target is immune to precision damage and the rogue has not learned Pinpoint Weakness), the rogue may use this ability without sacrificing the sneak attack damage die.

Trap Sense: A rogue who learns Trap Sense gains an intuitive sense that alerts her to danger from traps, giving her a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Trap sense bonuses gained from multiple classes stack.

Street Knowledge: A rogue who learns Street Knowledge may make a special street knowledge check with a bonus equal to her rogue level + her Intelligence modifier to learn information about local people, local customs, local people of interest, criminal activity, or general information about the local area. This ability otherwise functions as the Bardic Knowledge ability.

Bonus Feat: A rogue may gain a bonus feat instead of learning a special ability. She must meet all prerequisites for this feat.


Major Rogue Talents

Catfall: A rogue who learns Catfall treats all falls as being 30 feet less than they actually are (a rogue who falls 30 feet or less takes no falling damage).

Defensive Roll: A rogue who learns Defensive Roll can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per encounter, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = 10 + ½ her attacker’s Hit Dice + the ability modifier her attack used to make the attack). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Slippery Mind: A rogue who learns Slippery Mind may wriggle free from magical effects that would otherwise control or compel her. She gains a +2 bonus to Will Saves. Additionally, if she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Sniper: A rogue who learns Sniper may deal sneak attack damage against any opponent within the first 3 range increments of whatever ranged weapon she wields.

Contortionist: A rogue who learns Contortionist can fit through spaces that are almost impossibly small. She may fit through any space at least half the size of her body without slowing her movement, and may fit through any space at least a quarter the size of her body at the expense of 10ft of movement for every 5ft of space actual movement.


Superior Rogue Talents

Tendon Strike: Whenever a rogue who learns Crippling Strike deals sneak attack damage to a creature not immune to precision damage, she may also deal 2 points of either Strength or Constitution damage (at her choosing). Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Opportunist: Once per round, as a Swift action, a rogue who learns Opportunist can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Wallrunner: A rogue who learns Wallrunner may move up vertical surfaces at her full normal movement speed, provided she ends her turn by either standing on a surface that can support her weight, or by making a successful Climb check to catch hold wherever she ends up.


Superior Rogue Talents

Phantom: A rogue who learns Phantom becomes a true master of stealth and deception. By taking a standard action in any situation where the rogue could ordinarily make a Hide check, she gains a natural invisibility that lasts until she takes an action which directly harms a creature. Aside from its non-magical nature, treat this ability as the spell invisibility, except that the rogue is not revealed by such effects as invisibility purge or true seeing, as the effect is non-magical and based purely on innate skill at concealment.

A creature who detects the rogue through non-visual means (scent, hearing, life-sense, tremorsense, or another such ability) may make a Spot check at a -10 penalty against the (rogue's Hide modifier + 10) to pick the rogue out of her surroundings. On a success, the creature is able to see the rogue normally, and may point out the rogue to his or her allies, allowing them to see the rogue. Such vision functions as normal: new checks must be made if the rogue successfully hides again.[

Grandmaster Rogue Talents

Master Assassin: A rogue who learns Master Assassin becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage against a target that is denied its Dexterity bonus to Armor Class, she can choose one of the following three effects: the target can be put to rendered unconscious for 1d4 hours, paralyzed for 2d6 rounds, or immediately reduced to -1 hit points. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to (10 + 1/2 the rogue's level + the rogue's Intelligence modifier). Once a creature has been the target of this effect, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.


Uncanny Dodge (Ex): Starting at 3rd level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Skill Mastery (Ex): Beginning at 4th level, a rogue may select a single skill she has ranks in. She may always take 10 on checks with that skill, even if stress and distractions would normally prevent her from doing so. At 7th level and every 3 levels afterwards (10th, 13th, 16th, and 19th levels) she may choose an additional skill to apply this ability to.

Jack of All Trades Beginning at 5th level, a rogue makes skills checks as if she had ranks in that skill equal to half her rogue class level (rounded down) or her actual number of ranks, whichever is greater.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (Ex): At 9th level, a rogue gains Improved Evasion. this ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Grod_The_Giant
2013-01-05, 05:41 PM
Jack of All Trades, as it currently stands, seems to be moving a little too far into the Factotum territory. I think that there's room for the two classes to stand side-by-side, or space to combine them, but not for the rogue to sort-of-kind-of sidle into that space.

Other than that, looks very pretty.

Djinn_in_Tonic
2013-01-05, 05:45 PM
Jack of All Trades, as it currently stands, seems to be moving a little too far into the Factotum territory. I think that there's room for the two classes to stand side-by-side, or space to combine them, but not for the rogue to sort-of-kind-of sidle into that space.

Other than that, looks very pretty.

There's a bard alternate class feature that basically gives that ability (found on page 34 of the PHB2), so I think it's safe to assume that it's generally a good skill-based character ability. I don't feel to bad about stepping into Factotum territory a bit, since it's ability to use many skills really isn't its identifying characteristic. It's ability-stealing, psuedo-casting, action-economy-breaking stuff is its real identity.

That being said, I'd honestly rather combine them and see the Factotum slowly die, 'cause that class does strange things to balance. :smalltongue:

MrLemon
2013-01-05, 06:03 PM
Claim
I'll fix a typo, and will add Rogue Talents.
I like how Rogue Talents work similar to Invocations.


*****

The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Sneak Attack|Rogue Talents
1st|+0|+0|+2|+0|Minor Rogue Talents, Trapfinding|+1d6|1

2nd|+1|+0|+3|+0|Evasion|+1d6|2

3rd|+2|+1|+3|+1|Uncanny dodge|+2d6|2

4th|+3|+1|+4|+1|Skill Mastery (1 skill)|+2d6|3

5th|+3|+1|+4|+1|Jack of All Trades|+3d6|3

6th|+4|+2|+5|+2| Major Rogue Talents|+3d6|4

7th|+5|+2|+5|+2| Skill Mastery (2 skills)|+4d6|4

8th|+6/+1|+6|+2|+2| Improved uncanny dodge|+4d6|5

9th|+6/+1|+6|+3|+3|Improved Evasion|+5d6|5

10th|+7/+2|+3|+7|+3|Superior Rogue Talents, Skill Mastery (3 skills) |+5d6|6

11th|+8/+3|+3|+7|+3||+6d6|6

12th|+9/+4|+4|+8|+4||+6d6|7

13th|+9/+4|+4|+8|+4| Skill Mastery (4 skills)|+7d6|7

14th|+10/+5|+4|+9|+4| Master Rogue Talents|+7d6| 8

15th|+11/+6/+1|+5|+9|+5|| +8d6|8

16th|+12/+7/+2|+5|+10|+5| Skill Mastery (5 skills)|+8d6|9

17th|+12/+7/+2|+5|+10|+5||+9d6|9

18th|+13/+8/+3|+6|+11|+6| Grandmaster Rogue Talents|+9d6|10

19th|+14/+9/+4|+6|+11|+6| Skill Mastery (6 skills)|+10d6|10

20th|+15/+10/+5|+6|+12|+6||+10d6|11[/table]

Hit Die: d8
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She CANuse a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, with the usual -4 penalty.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Rogue Talents: At 1st level a rogue gains a Basic rogue talent. She gains an additional rogue talent at second level, and at every even level thereafter. When she reaches 6th level she may instead select Major rogue talents, when she reaches 10th level she may select Superior rogue talents, when she reaches 14th level she may select Master rogue talents, and when she reaches 18th level she may select Grandmaster rogue talents. She may always choose to select a talent on a lower tier if she so desires.

Unless otherwise specified, all rogue talents are extraordinary abilities.

Minor Rogue Talents

Deft Feint: A rogue who learns Deft Strike may feint as a move action instead of a standard action, and is treated as if she had the Improved Feint feat for the purposes of meeting prerequisites (although she is not treated as having any of the prerequisites to Improved Feint unless she otherwise possesses them). Additionally, she may use her Dexterity modifier in place of her Charisma modifier on bluff checks made to feint in combat.

Pinpoint Weakness: A rogue who learns Pinpoint Weakness may deal sneak attack damage to creatures who would normally be immune to sneak attacks or precision damage. Note that this only allows her to deal additional damage: the target is still considered immune to sneak attacks for the purposes of other abilities or effects that may accompany the damage.

Not the Face: Once per encounter, as an immediate action, a rogue who learns Not the Face may treat an attack that would critically hit her as a non-critical hit for the purposes of both damage and any effect that would trigger on critical hits.

Kip Up: Once per round, as a Swift action, a rogue who learns Kip Up may stand up from prone without provoking attacks of opportunity.

Befuddling Movement: A rogue who learns Befuddle gains a +1 bonus to all attack rolls she makes after making a successful Tumble check, and deals an additional +1 damage per sneak attack die on any sneak attacks she makes after making a successful Tumble check. Additionally, she may use her Bluff check in place of her Tumble check to move through squares without provoking attacks of opportunity.

Hamstring: A rogue who learns Hamstring may choose may choose to reduce her sneak attack damage dice by 1. If she does, her opponent’s movement speed is halved for the next 2 rounds.

What’s Yours is Mine: After making a successful Sneak Attack, a rogue who learns What’s Yours is Mine may choose to reduce her sneak attack damage dice by any number up to the maximum number of sneak attack damage dice she possesses. If she does, she may make a free Sleight of Hand check to take something from the target, with a bonus equal to the number of dice she reduced her sneak attack by. If the sneak attack would deal no additional sneak attack damage (the target is immune to precision damage and the rogue has not learned Pinpoint Weakness), the rogue may use this ability without sacrificing the sneak attack damage die.

Trap Sense: A rogue who learns Trap Sense gains an intuitive sense that alerts her to danger from traps, giving her a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Trap sense bonuses gained from multiple classes stack.

Street Knowledge: A rogue who learns Street Knowledge may make a special street knowledge check with a bonus equal to her rogue level + her Intelligence modifier to learn information about local people, local customs, local people of interest, criminal activity, or general information about the local area. This ability otherwise functions as the Bardic Knowledge ability.

Bonus Feat: A rogue may gain a bonus feat instead of learning a special ability. She must meet all prerequisites for this feat.


Major Rogue Talents

Catfall: A rogue who learns Catfall treats all falls as being 30 feet less than they actually are (a rogue who falls 30 feet or less takes no falling damage).

Defensive Roll: A rogue who learns Defensive Roll can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per encounter, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = 10 + ½ her attacker’s Hit Dice + the ability modifier her attack used to make the attack). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Slippery Mind: A rogue who learns Slippery Mind may wriggle free from magical effects that would otherwise control or compel her. She gains a +2 bonus to Will Saves. Additionally, if she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Sniper: A rogue who learns Sniper may deal sneak attack damage against any opponent within the first 3 range increments of whatever ranged weapon she wields.

Contortionist: A rogue who learns Contortionist can fit through spaces that are almost impossibly small. She may fit through any space at least half the size of her body without slowing her movement, and may fit through any space at least a quarter the size of her body at the expense of 10ft of movement for every 5ft of space actual movement.


Superior Rogue Talents

Tendon Strike: Whenever a rogue who learns Tendon Strike deals sneak attack damage to a creature not immune to precision damage, she may also deal 2 points of either Strength or Constitution damage (at her choosing). Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Opportunist: Once per round, as a Swift action, a rogue who learns Opportunist can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Wallrunner: A rogue who learns Wallrunner may move up vertical surfaces at her full normal movement speed, provided she ends her turn by either standing on a surface that can support her weight, or by making a successful Climb check to catch hold wherever she ends up.

Greater Skill Mastery Some rogues really know their stuff. When taking 10 on a skill check involving one of the skills selected via Skill Mastery, it counts as a 12. This applies to all skills selected via skill mastery, including those chosen at later levels.


Master Rogue Talents

Phantom: A rogue who learns Phantom becomes a true master of stealth and deception. By taking a standard action in any situation where the rogue could ordinarily make a Hide check, she gains a natural invisibility that lasts until she takes an action which directly harms a creature. Aside from its non-magical nature, treat this ability as the spell invisibility, except that the rogue is not revealed by such effects as invisibility purge or true seeing, as the effect is non-magical and based purely on innate skill at concealment.

A creature who detects the rogue through non-visual means (scent, hearing, life-sense, tremorsense, or another such ability) may make a Spot check at a -10 penalty against the (rogue's Hide modifier + 10) to pick the rogue out of her surroundings. On a success, the creature is able to see the rogue normally, and may point out the rogue to his or her allies, allowing them to see the rogue. Such vision functions as normal: new checks must be made if the rogue successfully hides again.

Supreme Feint A rogue who learns Supreme Feint excels at misdirecting his foes. He can feint in combat as a move action. If the rogue has the Improved Feint feat, he can feint in combat as a swift action instead.



Grandmaster Rogue Talents

Master Assassin: A rogue who learns Master Assassin becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage against a target that is denied its Dexterity bonus to Armor Class, she can choose one of the following three effects: the target can be put to rendered unconscious for 1d4 hours, paralyzed for 2d6 rounds, or immediately reduced to -1 hit points. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to (10 + 1/2 the rogue's level + the rogue's Intelligence modifier). Once a creature has been the target of this effect, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.


Uncanny Dodge (Ex): Starting at 3rd level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Skill Mastery (Ex): Beginning at 4th level, a rogue may select a single skill she has ranks in. She may always take 10 on checks with that skill, even if stress and distractions would normally prevent her from doing so. At 7th level and every 3 levels afterwards (10th, 13th, 16th, and 19th levels) she may choose an additional skill to apply this ability to.

Jack of All Trades Beginning at 5th level, a rogue makes skills checks as if she had ranks in that skill equal to half her rogue class level (rounded down) or her actual number of ranks, whichever is greater.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (Ex): At 9th level, a rogue gains Improved Evasion. this ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Design Notes:
Greater Skill Mastery is a part of the Savvy Rogue feat, which could be completely (or mostly) incorporated into this fix, albeit in parts.
Supreme Feint is taken from the PrC Invisible Blade from CAdv or CWar
Allowing nonlethal sneak attacks with any weapon does nothing to break the game, it merely removes the need for another weapon for our non-murderous friends. You can fluff it as a hit with the pommel or something.

Djinn_in_Tonic
2013-01-05, 06:12 PM
Claim
I'll fix a typo, and will add Rogue Talents.
I like how Rogue Talents work similar to Invocations.

Another typo I *know* exists is that Tendon Strike (which I combined with Crippling Strike, as two sources of Str/Dex damage on the same chassis is to much for the class) has text which still references Crippling Strike. Could you also fix that one? I'd do it myself, but if you already lifted the text to change it it'll be pointless to update my version, as everyone will be using yours.

Edit: You'll note that I removed almost all the talents that just added damage. That was intentional: I don't want *more damage* to become a reason players don't select the more interesting utilitarian talents. More damage in interesting ways, like Befuddling Movement? That's fine. But the raw Sneak Attack damage boosters had to go, or else they seem to appealing.

Grod_The_Giant
2013-01-05, 06:19 PM
That being said, I'd honestly rather combine them and see the Factotum slowly die, 'cause that class does strange things to balance. :smalltongue:

I gotcha covered (http://www.giantitp.com/forums/showthread.php?t=259254).

toapat
2013-01-05, 07:13 PM
*snip*

you missed a typo too, his addition refferences a Male rogue, when the standard rogue is assumed to be a female halfling.

Dienekes
2013-01-05, 07:18 PM
you missed a typo too, his addition refferences a Male rogue, when the standard rogue is assumed to be a female halfling.

I always thought that was kind of weird. Part of why I just switched to using the informal "you" when I write a homebrew. I'm talking to the guy who wants to be a rogue, so why should I try to dance around it?

In any case, I've spotted a few more typos here and there, such as Hamstring needing to choose twice apparently. I'll edit them again when I post a couple more abilities in an hour or so. Then someone who knows what they're doing can put them in their proper place and make them functional. Also, thanks for cleaning a few of my abilities Djinn.

Djinn_in_Tonic
2013-01-05, 07:23 PM
Design Notes:Supreme Feint is taken from the PrC Invisible Blade from CAdv or CWar


This is already in, in the form of Deft Feint (as a minor ability, no less). I intentionally didn't put in upgrades to existing abilities, because that also reduces a player's selections: most players will want the natural upgrades to their abilities, and thus would take less breadth of abilities. I see that as an issue. :smallbiggrin:

Swift action feints are also something to avoid, as it trivializes making Sneak Attacks, and removes a Rogue's need to play even a little strategically. You can just get full-round sneak attacks every time with Swift action feints.

toapat
2013-01-05, 07:29 PM
I always thought that was kind of weird. Part of why I just switched to using the informal "you" when I write a homebrew. I'm talking to the guy who wants to be a rogue, so why should I try to dance around it?

In any case, I've spotted a few more typos here and there, such as Hamstring needing to choose twice apparently. I'll edit them again when I post a couple more abilities in an hour or so. Then someone who knows what they're doing can put them in their proper place and make them functional. Also, thanks for cleaning a few of my abilities Djinn.

except, having a specific gender for a character when you are writing them out helps alot for readers. Presenting rogue as a Female halfling who may be obsessed/involved with the Female Elf Wizard's skirt* is alot easier to read then a very gender neutral example.

*the Wizard and rogue are the most common example characters for rules in the books

Dienekes
2013-01-05, 08:31 PM
except, having a specific gender for a character when you are writing them out helps alot for readers. Presenting rogue as a Female halfling who may be obsessed/involved with the Female Elf Wizard's skirt* is alot easier to read then a very gender neutral example.

*the Wizard and rogue are the most common example characters for rules in the books

Maybe you're right but I don't see it. I can't see how "With The Xy Y ability she is able to do X when Y happens" is any easier to figure out than "If you pick the Xy Y talent you can do X when Y happens."

I mean for describing some encounters or example characters, sure, but for describing what a feat or class ability does? Not so much.

toapat
2013-01-05, 09:21 PM
Maybe you're right but I don't see it. I can't see how "With The Xy Y ability she is able to do X when Y happens" is any easier to figure out than "If you pick the Xy Y talent you can do X when Y happens."

I mean for describing some encounters or example characters, sure, but for describing what a feat or class ability does? Not so much.

The problem isnt obvious, but the best explanation i can give is that it gives you more of an idea that the thing can be used to make a character, it gives a subtle definition that makes it feel less grating to read.

Dienekes
2013-01-05, 11:16 PM
The problem isnt obvious, but the best explanation i can give is that it gives you more of an idea that the thing can be used to make a character, it gives a subtle definition that makes it feel less grating to read.

I still don't see it myself, but to each their own and no need to derail a thread any further.

In any case CLAIM. Just going to do some simple stuff, fix some of the more obvious editing errors and then maybe drop a lower level talent or two.

Dienekes
2013-01-06, 12:14 AM
*****

The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Sneak Attack|Rogue Talents
1st|+0|+0|+2|+0|Minor Rogue Talents, Trapfinding|+1d6|1

2nd|+1|+0|+3|+0|Evasion|+1d6|2

3rd|+2|+1|+3|+1|Uncanny dodge|+2d6|2

4th|+3|+1|+4|+1|Skill Mastery (1 skill)|+2d6|3

5th|+3|+1|+4|+1|Jack of All Trades|+3d6|3

6th|+4|+2|+5|+2| Major Rogue Talents|+3d6|4

7th|+5|+2|+5|+2| Skill Mastery (2 skills)|+4d6|4

8th|+6/+1|+6|+2|+2| Improved uncanny dodge|+4d6|5

9th|+6/+1|+6|+3|+3|Improved Evasion|+5d6|5

10th|+7/+2|+3|+7|+3|Superior Rogue Talents, Skill Mastery (3 skills) |+5d6|6

11th|+8/+3|+3|+7|+3||+6d6|6

12th|+9/+4|+4|+8|+4||+6d6|7

13th|+9/+4|+4|+8|+4| Skill Mastery (4 skills)|+7d6|7

14th|+10/+5|+4|+9|+4| Master Rogue Talents|+7d6| 8

15th|+11/+6/+1|+5|+9|+5|| +8d6|8

16th|+12/+7/+2|+5|+10|+5| Skill Mastery (5 skills)|+8d6|9

17th|+12/+7/+2|+5|+10|+5||+9d6|9

18th|+13/+8/+3|+6|+11|+6| Grandmaster Rogue Talents|+9d6|10

19th|+14/+9/+4|+6|+11|+6| Skill Mastery (6 skills)|+10d6|10

20th|+15/+10/+5|+6|+12|+6||+10d6|11[/table]

Hit Die: d8
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She can use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, with the usual -4 penalty.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Rogue Talents: At 1st level a rogue gains a Basic rogue talent. She gains an additional rogue talent at second level, and at every even level thereafter. When she reaches 6th level she may instead select Major rogue talents, when she reaches 10th level she may select Superior rogue talents, when she reaches 14th level she may select Master rogue talents, and when she reaches 18th level she may select Grandmaster rogue talents. She may always choose to select a talent on a lower tier if she so desires.

Unless otherwise specified, all rogue talents are extraordinary abilities.

Unless otherwise stated in the talent description, a rogue cannot select an individual talent more than once.

Minor Rogue Talents

Deft Feint: A rogue who learns Deft Strike may feint as a move action instead of a standard action, and is treated as if she had the Improved Feint feat for the purposes of meeting prerequisites (although she is not treated as having any of the prerequisites to Improved Feint unless she otherwise possesses them). Additionally, she may use her Dexterity modifier in place of her Charisma modifier on bluff checks made to feint in combat.

Pinpoint Weakness: A rogue who learns Pinpoint Weakness may deal sneak attack damage to creatures who would normally be immune to sneak attacks or precision damage. Note that this only allows her to deal additional damage: the target is still considered immune to sneak attacks for the purposes of other abilities or effects that may accompany the damage.

Not the Face: Once per encounter, as an immediate action, a rogue who learns Not the Face may treat an attack that would critically hit her as a non-critical hit for the purposes of both damage and any effect that would trigger on critical hits.

Kip Up: Once per round, as a Swift action, a rogue who learns Kip Up may stand up from prone without provoking attacks of opportunity.

Befuddling Movement: A rogue who learns Befuddling Movement gains a +1 bonus to all attack rolls she makes after making a successful Tumble check, and deals an additional +1 damage per sneak attack die on any sneak attacks she makes after making a successful Tumble check. Additionally, she may use her Bluff check in place of her Tumble check to move through squares without provoking attacks of opportunity.

Hamstring: A rogue who learns Hamstring may choose to reduce her sneak attack damage dice by 1. If she does, her opponent’s movement speed is halved for the next 2 rounds.

What’s Yours is Mine: After making a successful Sneak Attack, a rogue who learns What’s Yours is Mine may choose to reduce her sneak attack damage dice by any number up to the maximum number of sneak attack damage dice she possesses. If she does, she may make a free Sleight of Hand check to take something from the target, with a bonus equal to the number of dice she reduced her sneak attack by. If the sneak attack would deal no additional sneak attack damage (the target is immune to precision damage and the rogue has not learned Pinpoint Weakness), the rogue may use this ability without sacrificing the sneak attack damage die.

Trap Sense: A rogue who learns Trap Sense gains an intuitive sense that alerts her to danger from traps, giving her a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Trap sense bonuses gained from multiple classes stack.

Street Knowledge: A rogue who learns Street Knowledge may make a special street knowledge check with a bonus equal to her rogue level + her Intelligence modifier to learn information about local people, local customs, local people of interest, criminal activity, or general information about the local area. This ability otherwise functions as the Bardic Knowledge ability.

Bonus Feat: A rogue may gain a bonus feat instead of learning a special ability. She must meet all prerequisites for this feat.


Major Rogue Talents

Catfall: A rogue who learns Catfall treats all falls as being 30 feet less than they actually are (a rogue who falls 30 feet or less takes no falling damage).

Defensive Roll: A rogue who learns Defensive Roll can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per encounter, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = 10 + ½ her attacker’s Hit Dice + the ability modifier her attack used to make the attack). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Slippery Mind: A rogue who learns Slippery Mind may wriggle free from magical effects that would otherwise control or compel her. She gains a +2 bonus to Will Saves. Additionally, if she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Sniper: A rogue who learns Sniper may deal sneak attack damage against any opponent within the first 3 range increments of whatever ranged weapon she wields.

Contortionist: A rogue who learns Contortionist can fit through spaces that are almost impossibly small. She may fit through any space at least half the size of her body without slowing her movement, and may fit through any space at least a quarter the size of her body at the expense of 10ft of movement for every 5ft of space actual movement.

Innocent Look:: A rogue who learns Innocent Look can take a full-round action to make a Bluff check against all opponents within 30 feet who can see and understand her. Each opponent that the check is successful against suffers a -5 penalty to attack rolls against the rogue until the start of her next turn. This penalty can be sustained each round by taking a move action to maintain the harmless persona. This ability cannot be maintained after the rogue has damaged an opponent.

Cause Hesitation: A rogue who learns Cause Hesitation can take a standard action to make a Bluff check against any opponent within 30 feet who can see and understand her. If the check is successful that opponent cannot take full-round actions on their next turn.




Superior Rogue Talents

Tendon Strike: Whenever a rogue who learns Tendon Strike deals sneak attack damage to a creature not immune to precision damage, she may also deal 2 points of either Strength or Constitution damage (at her choosing). Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Opportunist: Once per round, as a Swift action, a rogue who learns Opportunist can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Wallrunner: A rogue who learns Wallrunner may move up vertical surfaces at her full normal movement speed, provided she ends her turn by either standing on a surface that can support her weight, or by making a successful Climb check to catch hold wherever she ends up.

Greater Skill Mastery Some rogues really know their stuff. When taking 10 on a skill check involving one of the skills selected via Skill Mastery, it counts as a 12. This applies to all skills selected via skill mastery, including those chosen at later levels.


Master Rogue Talents

Phantom: A rogue who learns Phantom becomes a true master of stealth and deception. By taking a standard action in any situation where the rogue could ordinarily make a Hide check, she gains a natural invisibility that lasts until she takes an action which directly harms a creature. Aside from its non-magical nature, treat this ability as the spell invisibility, except that the rogue is not revealed by such effects as invisibility purge or true seeing, as the effect is non-magical and based purely on innate skill at concealment.

A creature who detects the rogue through non-visual means (scent, hearing, life-sense, tremorsense, or another such ability) may make a Spot check at a -10 penalty against the (rogue's Hide modifier + 10) to pick the rogue out of her surroundings. On a success, the creature is able to see the rogue normally, and may point out the rogue to his or her allies, allowing them to see the rogue. Such vision functions as normal: new checks must be made if the rogue successfully hides again.

Supreme Feint A rogue who learns Supreme Feint excels at misdirecting her foes. She can feint in combat as a move action. If the rogue has the Improved Feint feat, she can feint in combat as a swift action instead.


Grandmaster Rogue Talents

Master Assassin: A rogue who learns Master Assassin becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage against a target that is denied its Dexterity bonus to Armor Class, she can choose one of the following three effects: the target can be put to rendered unconscious for 1d4 hours, paralyzed for 2d6 rounds, or immediately reduced to -1 hit points. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to (10 + 1/2 the rogue's level + the rogue's Intelligence modifier). Once a creature has been the target of this effect, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.


Uncanny Dodge (Ex): Starting at 3rd level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Skill Mastery (Ex): Beginning at 4th level, a rogue may select a single skill she has ranks in. She may always take 10 on checks with that skill, even if stress and distractions would normally prevent her from doing so. At 7th level and every 3 levels afterwards (10th, 13th, 16th, and 19th levels) she may choose an additional skill to apply this ability to.

Jack of All Trades Beginning at 5th level, a rogue makes skills checks as if she had ranks in that skill equal to half her rogue class level (rounded down) or her actual number of ranks, whichever is greater.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (Ex): At 9th level, a rogue gains Improved Evasion. this ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

I left Supreme Feint in. While I agree with Djinn's reasoning on how it lowers the strategic nature of the class, I also don't see high level Rogues getting a lot of sneak attacks a bad thing, so I'll just leave it to you guys.

Anyway made 2 new talents that are focused on the trickster archetype. Again, not great at placing where an ability should be.

toapat
2013-01-06, 12:25 AM
I still don't see it myself, but to each their own and no need to derail a thread any further.

Basically, its a magnitude thing. A few sentences? wont leave a blip
A Short class: A seagull sized blip
A long class: A Jetski exceeding 40
A rule book: Headach

Rogue Shadows
2013-01-06, 12:51 AM
I disappear for about ten hours and you guys do all of this to the rogue?!

...

http://static1.fjcdn.com/comments/This+post+I+like+it+_75d4c4dd608738fd21f0a61d7e430 dc0.jpg

Morph Bark
2013-01-06, 05:33 AM
It's pretty funny, yeah. Whelp, dem's the rules.

The rogue strangely enough lost its gained capstone in the progress though. And according to the table it could have two Grandmaster Talents at level 20, but there exists only one. That should be fixed. Perhaps an upgrade of Phantom that functions more like Superior Invisibility, rather than just Invisibility?

Curious that Darkstalker hasn't been brought up yet. :smalltongue:

Djinn_in_Tonic
2013-01-06, 01:12 PM
Perhaps an upgrade of Phantom that functions more like Superior Invisibility, rather than just Invisibility?

I would avoid this for two reasons.

Firstly, upgrading a previous ability actually forces choices upon a rogue, as almost all would want an upgrade. I think we should aim NOT to make previous choices redundant whenever possible (hence why this rogue didn't get the ability to walk on air: that would invalidate Catfall and Wallrunner). I think we'd have a better result with abilities that work together, but aren't NECESSARY to feel effective.

Secondly (for the same reason I'll be removing Supreme Feint when I can think of a better replacement), if we give the rogue the ability to effective sneak attack on every hit, we take away its most defining feature. There's no more need to emphasis stealth or tactical combat, nor movement: you're invisible. Just stand in front of the target and smack away at it with your +10d6 on every attack.

I think that our abilities should work WITH the rogue's tendency for stealth and maneuverability, not provide so much of either that it removes the need for either.

Garryl
2013-01-06, 10:14 PM
Since Beguilers get essentially the same ability at 5th level (or thereabouts, I don't remember exactly), maybe Supreme Feint should move down to only a Major talent?

I really like the invocation style of talent availability. It gives good customization and level-appropriate abilities, while still keeping the mundane Rogue feel.

Amechra
2013-01-07, 07:38 PM
Here's a list of things I was thinking of for my (not-sufficiently-idea-filled) Rogue fix (I had a joking thing where all of the Rogue's abilities were powered by the Rogue's shear MOXIE!)

- The ability to Seduce, as a 4th level Swashbuckler can (see Dead Levels 2). Because you should be able to build James Bond with a Rogue.

- Some stuff boosting improvised weaponry (and tools); because MacGyver is my main man, you dig?

- A mundane way to duplicate Ruin Delver's Fortune (it's an immediate action spell that gives you one of the following for 1d4 rounds: +Cha to Fort saves and immunity to poison, +Cha to Reflex saves, and Evasion, +Cha to Will saves and immunity to Fear, or 4d6+Cha temporary HP). Maybe base it off of Int?

- Some ability to use a Hide check to oppose Grapples or in the place of an Escape Artist check (or Bluff; I ain't picky.)

- Let them teleport/act as incorporeal if no-one can see them, letting you do that whole "distract everyone and then escape when their backs are turned."

- Heck, let them feint groups, and let them hide if they successfully feint every enemy watching them.

- A Rogue should be able to know who/how many people are watching them, and more importantly, how.

"Alright, 3 people are watching me, I've got a few dogs who've caught my scent, and I think someone's trying to scry me."

Djinn_in_Tonic
2013-01-07, 08:06 PM
Claim.


Supreme Feint and Deft Feint collapsed, and turned into a Major Talent.
Innocent Look changed to be a bit more powerful, and bumped up to a Master Talent.
Revamped all existing Sneak Attack enhancers to be once per round to avoid excessive effects: previously Tendon Strike and such effects could instantly cripple foes. This may let us make some more powerful effects without worrying about over use of these abilities.



*****

The Rogue
{table=head]Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Sneak Attack|Rogue Talents
1st|+0|+0|+2|+0|Minor Rogue Talents, Trapfinding|+1d6|1

2nd|+1|+0|+3|+0|Evasion|+1d6|2

3rd|+2|+1|+3|+1|Uncanny dodge|+2d6|2

4th|+3|+1|+4|+1|Skill Mastery (1 skill)|+2d6|3

5th|+3|+1|+4|+1|Jack of All Trades|+3d6|3

6th|+4|+2|+5|+2| Major Rogue Talents|+3d6|4

7th|+5|+2|+5|+2| Skill Mastery (2 skills)|+4d6|4

8th|+6/+1|+6|+2|+2| Improved uncanny dodge|+4d6|5

9th|+6/+1|+6|+3|+3|Improved Evasion|+5d6|5

10th|+7/+2|+3|+7|+3|Superior Rogue Talents, Skill Mastery (3 skills) |+5d6|6

11th|+8/+3|+3|+7|+3||+6d6|6

12th|+9/+4|+4|+8|+4||+6d6|7

13th|+9/+4|+4|+8|+4| Skill Mastery (4 skills)|+7d6|7

14th|+10/+5|+4|+9|+4| Master Rogue Talents|+7d6| 8

15th|+11/+6/+1|+5|+9|+5|| +8d6|8

16th|+12/+7/+2|+5|+10|+5| Skill Mastery (5 skills)|+8d6|9

17th|+12/+7/+2|+5|+10|+5||+9d6|9

18th|+13/+8/+3|+6|+11|+6| Grandmaster Rogue Talents|+9d6|10

19th|+14/+9/+4|+6|+11|+6| Skill Mastery (6 skills)|+10d6|10

20th|+15/+10/+5|+6|+12|+6||+10d6|11[/table]

Hit Die: d8
Skill Points: 8 + Int modifier, x4 at 1st level. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): 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 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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it 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 sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She can use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, with the usual -4 penalty.

A rogue 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 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 or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Rogue Talents: At 1st level a rogue gains a Basic rogue talent. She gains an additional rogue talent at second level, and at every even level thereafter. When she reaches 6th level she may instead select Major rogue talents, when she reaches 10th level she may select Superior rogue talents, when she reaches 14th level she may select Master rogue talents, and when she reaches 18th level she may select Grandmaster rogue talents. She may always choose to select a talent on a lower tier if she so desires.

Unless otherwise specified, all rogue talents are extraordinary abilities.

Unless otherwise stated in the talent description, a rogue cannot select an individual talent more than once.

Minor Rogue Talents

Pinpoint Weakness: A rogue who learns Pinpoint Weakness may deal sneak attack damage to creatures who would normally be immune to sneak attacks or precision damage. Note that this only allows her to deal additional damage: the target is still considered immune to sneak attacks for the purposes of other abilities or effects that may accompany the damage.

Not the Face: Once per encounter, as an immediate action, a rogue who learns Not the Face may treat an attack that would critically hit her as a non-critical hit for the purposes of both damage and any effect that would trigger on critical hits.

Kip Up: Once per round, as a Swift action, a rogue who learns Kip Up may stand up from prone without provoking attacks of opportunity.

Befuddling Movement: A rogue who learns Befuddling Movement gains a +1 bonus to all attack rolls she makes after making a successful Tumble check, and deals an additional +1 damage per sneak attack die on any sneak attacks she makes after making a successful Tumble check. Additionally, she may use her Bluff check in place of her Tumble check to move through squares without provoking attacks of opportunity.

Hamstring: Once per round, as a free action, a rogue who learns Hamstring may choose to reduce her sneak attack damage dice by 1. If she does, her opponent’s movement speed is halved for the next 2 rounds.

What’s Yours is Mine: Once per round, as a free action after making a successful Sneak Attack, a rogue who learns What’s Yours is Mine may choose to reduce her sneak attack damage dice by any number up to the maximum number of sneak attack damage dice she possesses. If she does, she may make a free Sleight of Hand check to take something from the target, with a bonus equal to the number of dice she reduced her sneak attack by. If the sneak attack would deal no additional sneak attack damage (the target is immune to precision damage and the rogue has not learned Pinpoint Weakness), the rogue may use this ability without sacrificing the sneak attack damage die.

Trap Sense: A rogue who learns Trap Sense gains an intuitive sense that alerts her to danger from traps, giving her a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Trap sense bonuses gained from multiple classes stack.

Street Knowledge: A rogue who learns Street Knowledge may make a special street knowledge check with a bonus equal to her rogue level + her Intelligence modifier to learn information about local people, local customs, local people of interest, criminal activity, or general information about the local area. This ability otherwise functions as the Bardic Knowledge ability.

Bonus Feat: A rogue may gain a bonus feat instead of learning a special ability. She must meet all prerequisites for this feat.


Major Rogue Talents

Deft Feint A rogue who learns Supreme Feint excels at misdirecting her foes. She can feint in combat as a swift action. Additionally, she may use her Dexterity modifier in place of her Charisma modifier on bluff checks made to feint in combat.

For the purposes of meeting prerequisites, a rogue who knows Deft Feint is considered to have the Improved Feint feat.

Catfall: A rogue who learns Catfall treats all falls as being 30 feet less than they actually are (a rogue who falls 30 feet or less takes no falling damage).

Defensive Roll: A rogue who learns Defensive Roll can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per encounter, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = 10 + ½ her attacker’s Hit Dice + the ability modifier her attack used to make the attack). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Slippery Mind: A rogue who learns Slippery Mind may wriggle free from magical effects that would otherwise control or compel her. She gains a +2 bonus to Will Saves. Additionally, if she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Sniper: A rogue who learns Sniper may deal sneak attack damage against any opponent within the first 3 range increments of whatever ranged weapon she wields.

Contortionist: A rogue who learns Contortionist can fit through spaces that are almost impossibly small. She may fit through any space at least half the size of her body without slowing her movement, and may fit through any space at least a quarter the size of her body at the expense of 10ft of movement for every 5ft of space actual movement.

Cause Hesitation: A rogue who learns Cause Hesitation can take a standard action to make a Bluff check against any opponent within 30 feet who can see and understand her. If the check is successful that opponent cannot take full-round actions on their next turn.




Superior Rogue Talents

Tendon Strike: Once per round per victim, as a free action, a rogue who learns Tendon Strike deals sneak attack damage to a creature not immune to precision damage, she may also deal 2 points of either Strength or Constitution damage (at her choosing). Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Opportunist: Once per round, as an Immediate action, a rogue who learns Opportunist can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Wallrunner: A rogue who learns Wallrunner may move up vertical surfaces at her full normal movement speed, provided she ends her turn by either standing on a surface that can support her weight, or by making a successful Climb check to catch hold wherever she ends up.

Greater Skill Mastery Some rogues really know their stuff. When taking 10 on a skill check involving one of the skills selected via Skill Mastery, it counts as a 12. This applies to all skills selected via skill mastery, including those chosen at later levels.


Master Rogue Talents

Phantom: A rogue who learns Phantom becomes a true master of stealth and deception. By taking a standard action in any situation where the rogue could ordinarily make a Hide check, she gains a natural invisibility that lasts until she takes an action which directly harms a creature. Aside from its non-magical nature, treat this ability as the spell invisibility, except that the rogue is not revealed by such effects as invisibility purge or true seeing, as the effect is non-magical and based purely on innate skill at concealment.

A creature who detects the rogue through non-visual means (scent, hearing, life-sense, tremorsense, or another such ability) may make a Spot check at a -10 penalty against the (rogue's Hide modifier + 10) to pick the rogue out of her surroundings. On a success, the creature is able to see the rogue normally, and may point out the rogue to his or her allies, allowing them to see the rogue. Such vision functions as normal: new checks must be made if the rogue successfully hides again.


Innocent Look:: A rogue who learns Innocent Look can take a full-round action to make a Bluff check against all opponents within 30 feet who can see and understand her. Each opponent makes a Sense Motive check against the rogue's Bluff check to negate the effects of this ability. Opponents who do not succeed on this check cannot take aggressive actions against the rogue for 1 round/class level or until the rogue performs a provocative action (provocative actions include all aggressive actions, as well as any actions which are both visible and explicitly provocative towards the affected parties: stealing a jewel from in front of a guard's eyes without bothering to make successful checks to conceal the action, for example). This ability cannot be initiated during combat.

Grandmaster Rogue Talents

Master Assassin: A rogue who learns Master Assassin becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage against a target that is denied its Dexterity bonus to Armor Class, she can choose one of the following three effects: the target can be put to rendered unconscious for 1d4 hours, paralyzed for 2d6 rounds, or immediately reduced to -1 hit points. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to (10 + 1/2 the rogue's level + the rogue's Intelligence modifier). Once a creature has been the target of this effect, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.


Uncanny Dodge (Ex): Starting at 3rd level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Skill Mastery (Ex): Beginning at 4th level, a rogue may select a single skill she has ranks in. She may always take 10 on checks with that skill, even if stress and distractions would normally prevent her from doing so. At 7th level and every 3 levels afterwards (10th, 13th, 16th, and 19th levels) she may choose an additional skill to apply this ability to.

Jack of All Trades Beginning at 5th level, a rogue makes skills checks as if she had ranks in that skill equal to half her rogue class level (rounded down) or her actual number of ranks, whichever is greater.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (Ex): At 9th level, a rogue gains Improved Evasion. this ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.