Ziegander
2011-03-01, 02:09 AM
The idea here is that the Rogue, while widely considered to be a fine class, is Tier 4. Now, I like Tier 4 as much as anyone, but in the quest to revamp as many of the core classes as I can so that they are Tier 3 in power and versatility, please allow me to present this tweaked Rogue that hopefully lands firmly in the middle of Tier 3 power level. Remember, as a balance point, Warblades and Factotums are excellent examples of Tier 3.
The Rogue
http://th05.deviantart.net/fs47/PRE/f/2009/165/1/d/Thief_by_BenWootten.jpg
Alignment: Any
Hit Die: d8
Level
BAB
Fort
Ref
Will
Special
Dodge
1st
+0
+0
+2
+0
Trapfinding, Improvisation, Sneak Attack 1d6
+0
2nd
+1
+0
+3
+0
Evasion, Poison Use
+1
3rd
+2
+1
+3
+1
Sneak Attack 2d6
+1
4th
+3
+1
+4
+1
Acrobatic Charge, Uncanny Dodge
+2
5th
+3
+1
+4
+1
Sneak Attack 3d6
+2
6th
+4
+2
+5
+2
Improved Evasion
+3
7th
+5
+2
+5
+2
Sneak Attack 4d6
+3
8th
+6/+1
+2
+6
+2
Pounce, Improved Uncanny Dodge
+4
9th
+6/+1
+3
+6
+3
Sneak Attack 5d6
+4
10th
+7/+2
+3
+7
+3
Special Ability
+5
11th
+8/+3
+3
+7
+3
Sneak Attack 6d6
+5
12th
+9/+4
+4
+8
+4
Special Ability
+6
13th
+9/+4
+4
+8
+4
Sneak Attack 7d6
+6
14th
+10/+5
+4
+9
+4
Special Ability
+7
15th
+11/+6/+1
+5
+9
+5
Sneak Attack 8d6
+7
16th
+12/+7/+2
+5
+10
+5
Special Ability
+8
17th
+12/+7/+2
+5
+10
+5
Sneak Attack 9d6
+8
18th
+13/+8/+3
+6
+11
+6
Special Ability
+9
19th
+14/+9/+4
+6
+11
+6
Sneak Attack 10d6
+9
20th
+15/+10/+5
+6
+12
+6
Masterful Strike, Special Ability
+10
Class Skills (8 + Int modifier): Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Proficiencies: All simple weapons, all light or one-handed martial weapons as well as the shortbow, the longbow, and the hand crossbow. A Rogue is proficient with light armor, but not with shields.
Dodge Bonus: A Rogue gains a dodge bonus to AC equal to 1/2 her class levels rounded down.
Improvisation: Rogues rely on a keen ability to adapt to nearly any situation with the clarity and fluidity of a scrying pool. Rogues have a number of Improvisation Points equal to twice their class level. Whenever a Rogue would make a d20 roll, she may spend a number of Improvisation Points to gain an equal bonus to her roll; however, she can never gain a bonus to any single roll higher than one-half her class level rounded up. A Rogue's spent Improvisation Points are automatically refreshed once each hour, but unspent points do not add together.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage 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 from any distance.
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 also use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, by accepting the usual -4 penalty.
A rogue can sneak attack only creatures with discernible anatomies. Creatures that are immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) lack vital areas to attack and are not vulnerable to sneak attacks. A rogue must be able to clearly see her targets to pick out vital areas to strike and thus cannot sneak attack while striking a creature with concealment or cover.
However, by spending a number of Improvisation points, the rogue is able to overcome these limitations for the duration of the encounter. The number of points required depends on the challenge rating of the target creature in question, as follows:
CR 1-4: 1 point
CR 5-8: 2 points
CR 9-12: 3 points
CR 13-16: 4 points
CR 17-20: 5 points
A rogue must spend points to overcome her limitations on a case by case basis, and cannot overcome more than one limitation per point expenditure. For example, when she attacks a CR 14 Undead that also benefits from concealment, constituting two limitations, she must spend 8 total Improvisation points if she wishes to sneak attack the creature. For the rest of the encounter, for that CR 14 Undead only, she could sneak attack it regardless of it being Undead or having concealment. Later in the encounter, if she wanted to sneak attack a CR 9 Humanoid benefiting from concealment she would need to spend 3 Improvisation points.
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.
Poison Use (Ex): Starting at 2nd level, Rogues never risk poisoning themselves when dealing with poisons. Further, the save DC of any Poison used by a Rogue is 10+1/2 Rogue level+the higher of the Rogue's Dexterity or Intelligence modifier unless poison's the original save DC is higher.
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.
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, paralyzed, or stunned.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Acrobatic Charge (Ex): At 4th level, a rogue gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement, and she may even make up to one 90 degree turn during her charge. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Improved Evasion (Ex): Starting at 6th level, this 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.
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.
Pounce (Ex): Starting at 8th level, when a Rogue makes a charge, she can follow with a full attack.
Special Abilities: Starting at 10th level a Rogue gains any special ability of her choice from the spoiler below.
Ambush (Ex): You suffer no penalties to Hide or Move Silently when moving your normal speed and suffer only a -10 penalty when running, or a -5 penalty when quickly dashing to a hiding place (see PHB 69). Furthermore, during a surprise round you are entitled to either a full round action, or one swift, one move, and one standard action.
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 or Dexterity damage, at the Rogue's choice, and is Fatigued for 1 round. Crippling Strike cannot worsen a target's condition beyond Fatigued.
Defensive Roll (Ex): As an immediate action, when you would be targeted by an attack or included in the area of a harmful effect you may make a Tumble check with a DC equal to the attack roll or the saving throw. If you fail, you must avoid the attack with your own AC or saving throw as normal, but if you succeed you may move up to half your speed, attacks miss, and you avoid the area effect for 1 round even if you are still within the area. This movement doesn't provoke attacks of opportunity.
Diverse Talents: You may select any class feature from another base class that any character up to your Rogue level -2 would have and gain that class feature as a special ability. You are treated as a member of that class of a level equal to your Rogue level -2 for determining the effectiveness of the feature, but you do not gain any upgrades for the class feature if the upgrades are listed as a separate class feature (such as Greater Rage or Wild Shape (Large)). If the selected class feature has a number of uses per day you gain only 1 use per day. The selected class feature must be from the Special column of a base class table. You may choose this special ability any number of times.
Insightful Breach (Ex): You may spend 4 improvisation points to allow yourself and all allies within 60ft to ignore a single foe's Damage Reduction, Energy Resistance, Spell Resistance, and Spell Immunity for 1 round.
Insightful Cunning (Ex): You must possess the Insightful Breach special ability to choose this special ability. Once during your turn, you may spend 8 improvisation points to gain an additional standard action.
Opportunist (Ex): Whenever you hit a foe with an attack of opportunity you add your Sneak Attack damage to the attack even if the foe isn't flatfooted and you aren't flanking it (but not if the creature cannot be sneak attacked). Further, anytime an ally hits a foe within your reach with an attack, that foe provokes an attack of opportunity from you.
Skill Mastery (Ex): A Rogue with this special ability may take 10 (http://www.d20srd.org/srd/skills/usingSkills.htm#taking10) with any skill she has at least 1 rank in. She may still use her Improvisation points to improve this "roll."
Slippery Mind (Ex): You may use your Reflex save in place of your Will save against all Mind-Afflicting effects. Furthermore, whenever you make a successful Reflex save against a Mind-Afflicting effect which offers a save of partial or half you instead suffer no ill effects.
Advanced Toxicology (Ex): Poisons you use may effect creatures that are normally immune; however, such creatures have a +4 bonus to resist their effects. Against creatures that are not immune to poison, the save DCs of poisons you use is increased by 2.
Virulent Blade (Ex): Whenever you coat a weapon with contact or injury poison, the poison retains its potency for up to two separate attacks at your option. This does not dilute the effectiveness of the poison whatsoever.
*Steal Divinity (Su): You must possess the True Believer feat to select this special ability.
A number of times per day equal to 3+Your Intelligence modifier you may use the Channel Divinity feature as a Cleric except that you may channel energy of any type and are not limited by your alignment. You may use this ability as a swift action.
*Relevant Channel Divinity text below (from a Tier 3 Cleric Remix)
Channel Divinity (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures and to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures and to heal undead creatures. A chaotic cleric (or a neutral cleric who worships a chaotic deity) channels raw anarchic energy which can accelerate her allies and bring catastrophe to her foes. A lawful cleric (or a neutral cleric who worships a lawful deity) channels raw axiomatic energy bolstering her allies' defenses and crippling her foes (see spoiler below). A Lawful Evil Cleric, for example, may choose to channel axiomatic energy or negative energy each time she uses this ability.
A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose which type of energy she wishes to channel. Once this choice is made, it cannot be reversed.
Channeling divinity is a standard action which causes a burst that affects all creatures in a 30-foot radius centered on the cleric. This does not provoke attacks of opportunity. A cleric may channel divinity a number of times per day equal to 3 + her Charisma modifier. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Positive energy channeled in this way heals living allies in the burst for 1d6 hit points +1d6/two Cleric levels and deals an equal amount of damage to undead foes in the burst.
Negative energy channeled in this way heals undead allies in the burst for 1d6 hit points +1d6/ two Cleric levels and deals an equal amount of damage to living foes in the burst.
Anarchic energy channeled in this way grants allies in the burst an extra move action which they may take anytime before the end of your turn, and forces enemies in the burst to reroll the next d20 roll they make before the beginning of your next turn, forcing them to take the worst roll.
Axiomatic energy channeled in this way grants allies a perfection bonus to AC and saving throws equal to 1+1/4 the cleric's class level for 1 round. Enemies caught in within the burst move at half their normal speeds. This effect lasts 1 round.
Steal Spell (Sp): You must possess the Mage Slayer feat to select this special ability.
You have an innate knack for knowing which of your foes are spellcasters. Whenever you would deal sneak attack damage to an enemy, if it can cast spells or use spell-like abilities you are aware of the highest level of spell or spell-like ability they possess. You may sacrifice any number of sneak attack dice in order to deprive your foe of the ability to cast spells or use spell-like abilities of a level up to the number of dice sacrificed in this way for 1d4 rounds.
You must choose to deprive your foe of either the ability to cast spells OR the ability to use spell-like abilities, but not both. Also, the struck foe is entitled to a Will save (DC 12+1/2 Rogue level+the higher of the Rogue's Dexterity or Intelligence modifiers) to resist this effect.
If you do, you gain full knowledge of all spells or spell-like abilities your foe possesses up to that level, and during those 1d4 rounds, as a standard action you may cast or use any of those spells or spell-like abilities. You are required to provide the necessary components or spend any necessary XP, but you do not suffer any arcane spell failure from armor you wear. After the duration, your foe gains his spellcasting ability back, but loses spell slots or uses per day equivalent to the spells or spell-like abilities you used in this way.
Wandslinger (Ex): You may activate any wand you possess capable of producing a spell with a ranged touch attack as an attack action rather than a standard action, and you may apply any feats you possess that interact with weapons to the ranged touch attack spells of wands you wield. For example, at 10th level, with the Two-Weapon Fighting feat you may wield two wands and make three attacks each round with the spells at +5/+5/+0 (before modifiers). This ability requires you to expend a wand's charges with each activation as normal.
Masterful Strike (Ex): A 20th level Rogue is able to attack her foes in such amazingly confounding ways that each time she hits a foe and deals Sneak Attack damage she causes terrible, compounding ailments.
The first time in a round when she deals Sneak Attack damage she may cause the foe to become Entangled, Exhausted, or Staggered for 1 round.
The second time in a round when she consecutively deals Sneak Attack damage to the same foe she may cause the foe to be knocked prone and dazed for 1 round, or be Paralyzed for 1 round.
The third time in a round when she consecutively deals Sneak Attack damage to the same foe she may cause the foe to be knocked unconscious for 3d6x10 minutes, or be immediately slain (this is a Death effect).
There is no saving throw to resist the effects of Masterful Strike.
The Rogue
http://th05.deviantart.net/fs47/PRE/f/2009/165/1/d/Thief_by_BenWootten.jpg
Alignment: Any
Hit Die: d8
Level
BAB
Fort
Ref
Will
Special
Dodge
1st
+0
+0
+2
+0
Trapfinding, Improvisation, Sneak Attack 1d6
+0
2nd
+1
+0
+3
+0
Evasion, Poison Use
+1
3rd
+2
+1
+3
+1
Sneak Attack 2d6
+1
4th
+3
+1
+4
+1
Acrobatic Charge, Uncanny Dodge
+2
5th
+3
+1
+4
+1
Sneak Attack 3d6
+2
6th
+4
+2
+5
+2
Improved Evasion
+3
7th
+5
+2
+5
+2
Sneak Attack 4d6
+3
8th
+6/+1
+2
+6
+2
Pounce, Improved Uncanny Dodge
+4
9th
+6/+1
+3
+6
+3
Sneak Attack 5d6
+4
10th
+7/+2
+3
+7
+3
Special Ability
+5
11th
+8/+3
+3
+7
+3
Sneak Attack 6d6
+5
12th
+9/+4
+4
+8
+4
Special Ability
+6
13th
+9/+4
+4
+8
+4
Sneak Attack 7d6
+6
14th
+10/+5
+4
+9
+4
Special Ability
+7
15th
+11/+6/+1
+5
+9
+5
Sneak Attack 8d6
+7
16th
+12/+7/+2
+5
+10
+5
Special Ability
+8
17th
+12/+7/+2
+5
+10
+5
Sneak Attack 9d6
+8
18th
+13/+8/+3
+6
+11
+6
Special Ability
+9
19th
+14/+9/+4
+6
+11
+6
Sneak Attack 10d6
+9
20th
+15/+10/+5
+6
+12
+6
Masterful Strike, Special Ability
+10
Class Skills (8 + Int modifier): Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Proficiencies: All simple weapons, all light or one-handed martial weapons as well as the shortbow, the longbow, and the hand crossbow. A Rogue is proficient with light armor, but not with shields.
Dodge Bonus: A Rogue gains a dodge bonus to AC equal to 1/2 her class levels rounded down.
Improvisation: Rogues rely on a keen ability to adapt to nearly any situation with the clarity and fluidity of a scrying pool. Rogues have a number of Improvisation Points equal to twice their class level. Whenever a Rogue would make a d20 roll, she may spend a number of Improvisation Points to gain an equal bonus to her roll; however, she can never gain a bonus to any single roll higher than one-half her class level rounded up. A Rogue's spent Improvisation Points are automatically refreshed once each hour, but unspent points do not add together.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage 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 from any distance.
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 also use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, by accepting the usual -4 penalty.
A rogue can sneak attack only creatures with discernible anatomies. Creatures that are immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) lack vital areas to attack and are not vulnerable to sneak attacks. A rogue must be able to clearly see her targets to pick out vital areas to strike and thus cannot sneak attack while striking a creature with concealment or cover.
However, by spending a number of Improvisation points, the rogue is able to overcome these limitations for the duration of the encounter. The number of points required depends on the challenge rating of the target creature in question, as follows:
CR 1-4: 1 point
CR 5-8: 2 points
CR 9-12: 3 points
CR 13-16: 4 points
CR 17-20: 5 points
A rogue must spend points to overcome her limitations on a case by case basis, and cannot overcome more than one limitation per point expenditure. For example, when she attacks a CR 14 Undead that also benefits from concealment, constituting two limitations, she must spend 8 total Improvisation points if she wishes to sneak attack the creature. For the rest of the encounter, for that CR 14 Undead only, she could sneak attack it regardless of it being Undead or having concealment. Later in the encounter, if she wanted to sneak attack a CR 9 Humanoid benefiting from concealment she would need to spend 3 Improvisation points.
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.
Poison Use (Ex): Starting at 2nd level, Rogues never risk poisoning themselves when dealing with poisons. Further, the save DC of any Poison used by a Rogue is 10+1/2 Rogue level+the higher of the Rogue's Dexterity or Intelligence modifier unless poison's the original save DC is higher.
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.
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, paralyzed, or stunned.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Acrobatic Charge (Ex): At 4th level, a rogue gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement, and she may even make up to one 90 degree turn during her charge. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Improved Evasion (Ex): Starting at 6th level, this 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.
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.
Pounce (Ex): Starting at 8th level, when a Rogue makes a charge, she can follow with a full attack.
Special Abilities: Starting at 10th level a Rogue gains any special ability of her choice from the spoiler below.
Ambush (Ex): You suffer no penalties to Hide or Move Silently when moving your normal speed and suffer only a -10 penalty when running, or a -5 penalty when quickly dashing to a hiding place (see PHB 69). Furthermore, during a surprise round you are entitled to either a full round action, or one swift, one move, and one standard action.
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 or Dexterity damage, at the Rogue's choice, and is Fatigued for 1 round. Crippling Strike cannot worsen a target's condition beyond Fatigued.
Defensive Roll (Ex): As an immediate action, when you would be targeted by an attack or included in the area of a harmful effect you may make a Tumble check with a DC equal to the attack roll or the saving throw. If you fail, you must avoid the attack with your own AC or saving throw as normal, but if you succeed you may move up to half your speed, attacks miss, and you avoid the area effect for 1 round even if you are still within the area. This movement doesn't provoke attacks of opportunity.
Diverse Talents: You may select any class feature from another base class that any character up to your Rogue level -2 would have and gain that class feature as a special ability. You are treated as a member of that class of a level equal to your Rogue level -2 for determining the effectiveness of the feature, but you do not gain any upgrades for the class feature if the upgrades are listed as a separate class feature (such as Greater Rage or Wild Shape (Large)). If the selected class feature has a number of uses per day you gain only 1 use per day. The selected class feature must be from the Special column of a base class table. You may choose this special ability any number of times.
Insightful Breach (Ex): You may spend 4 improvisation points to allow yourself and all allies within 60ft to ignore a single foe's Damage Reduction, Energy Resistance, Spell Resistance, and Spell Immunity for 1 round.
Insightful Cunning (Ex): You must possess the Insightful Breach special ability to choose this special ability. Once during your turn, you may spend 8 improvisation points to gain an additional standard action.
Opportunist (Ex): Whenever you hit a foe with an attack of opportunity you add your Sneak Attack damage to the attack even if the foe isn't flatfooted and you aren't flanking it (but not if the creature cannot be sneak attacked). Further, anytime an ally hits a foe within your reach with an attack, that foe provokes an attack of opportunity from you.
Skill Mastery (Ex): A Rogue with this special ability may take 10 (http://www.d20srd.org/srd/skills/usingSkills.htm#taking10) with any skill she has at least 1 rank in. She may still use her Improvisation points to improve this "roll."
Slippery Mind (Ex): You may use your Reflex save in place of your Will save against all Mind-Afflicting effects. Furthermore, whenever you make a successful Reflex save against a Mind-Afflicting effect which offers a save of partial or half you instead suffer no ill effects.
Advanced Toxicology (Ex): Poisons you use may effect creatures that are normally immune; however, such creatures have a +4 bonus to resist their effects. Against creatures that are not immune to poison, the save DCs of poisons you use is increased by 2.
Virulent Blade (Ex): Whenever you coat a weapon with contact or injury poison, the poison retains its potency for up to two separate attacks at your option. This does not dilute the effectiveness of the poison whatsoever.
*Steal Divinity (Su): You must possess the True Believer feat to select this special ability.
A number of times per day equal to 3+Your Intelligence modifier you may use the Channel Divinity feature as a Cleric except that you may channel energy of any type and are not limited by your alignment. You may use this ability as a swift action.
*Relevant Channel Divinity text below (from a Tier 3 Cleric Remix)
Channel Divinity (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures and to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures and to heal undead creatures. A chaotic cleric (or a neutral cleric who worships a chaotic deity) channels raw anarchic energy which can accelerate her allies and bring catastrophe to her foes. A lawful cleric (or a neutral cleric who worships a lawful deity) channels raw axiomatic energy bolstering her allies' defenses and crippling her foes (see spoiler below). A Lawful Evil Cleric, for example, may choose to channel axiomatic energy or negative energy each time she uses this ability.
A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose which type of energy she wishes to channel. Once this choice is made, it cannot be reversed.
Channeling divinity is a standard action which causes a burst that affects all creatures in a 30-foot radius centered on the cleric. This does not provoke attacks of opportunity. A cleric may channel divinity a number of times per day equal to 3 + her Charisma modifier. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Positive energy channeled in this way heals living allies in the burst for 1d6 hit points +1d6/two Cleric levels and deals an equal amount of damage to undead foes in the burst.
Negative energy channeled in this way heals undead allies in the burst for 1d6 hit points +1d6/ two Cleric levels and deals an equal amount of damage to living foes in the burst.
Anarchic energy channeled in this way grants allies in the burst an extra move action which they may take anytime before the end of your turn, and forces enemies in the burst to reroll the next d20 roll they make before the beginning of your next turn, forcing them to take the worst roll.
Axiomatic energy channeled in this way grants allies a perfection bonus to AC and saving throws equal to 1+1/4 the cleric's class level for 1 round. Enemies caught in within the burst move at half their normal speeds. This effect lasts 1 round.
Steal Spell (Sp): You must possess the Mage Slayer feat to select this special ability.
You have an innate knack for knowing which of your foes are spellcasters. Whenever you would deal sneak attack damage to an enemy, if it can cast spells or use spell-like abilities you are aware of the highest level of spell or spell-like ability they possess. You may sacrifice any number of sneak attack dice in order to deprive your foe of the ability to cast spells or use spell-like abilities of a level up to the number of dice sacrificed in this way for 1d4 rounds.
You must choose to deprive your foe of either the ability to cast spells OR the ability to use spell-like abilities, but not both. Also, the struck foe is entitled to a Will save (DC 12+1/2 Rogue level+the higher of the Rogue's Dexterity or Intelligence modifiers) to resist this effect.
If you do, you gain full knowledge of all spells or spell-like abilities your foe possesses up to that level, and during those 1d4 rounds, as a standard action you may cast or use any of those spells or spell-like abilities. You are required to provide the necessary components or spend any necessary XP, but you do not suffer any arcane spell failure from armor you wear. After the duration, your foe gains his spellcasting ability back, but loses spell slots or uses per day equivalent to the spells or spell-like abilities you used in this way.
Wandslinger (Ex): You may activate any wand you possess capable of producing a spell with a ranged touch attack as an attack action rather than a standard action, and you may apply any feats you possess that interact with weapons to the ranged touch attack spells of wands you wield. For example, at 10th level, with the Two-Weapon Fighting feat you may wield two wands and make three attacks each round with the spells at +5/+5/+0 (before modifiers). This ability requires you to expend a wand's charges with each activation as normal.
Masterful Strike (Ex): A 20th level Rogue is able to attack her foes in such amazingly confounding ways that each time she hits a foe and deals Sneak Attack damage she causes terrible, compounding ailments.
The first time in a round when she deals Sneak Attack damage she may cause the foe to become Entangled, Exhausted, or Staggered for 1 round.
The second time in a round when she consecutively deals Sneak Attack damage to the same foe she may cause the foe to be knocked prone and dazed for 1 round, or be Paralyzed for 1 round.
The third time in a round when she consecutively deals Sneak Attack damage to the same foe she may cause the foe to be knocked unconscious for 3d6x10 minutes, or be immediately slain (this is a Death effect).
There is no saving throw to resist the effects of Masterful Strike.