Kane0
2012-02-26, 04:55 AM
A thief of the night, and a knife in the back;
In the world without sun, there is no skill that I lack.
But conscience holds me, staying my boast;
And I fear my own dreams more than most.
-Kane0
The Rogue
HD: d8
Skills: 8 + Int
Class Skills: All skills are class skills
Proficiencies: All Simple Weapons, all Piercing and ranged Martial Weapons, light armor.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+0|Sneak attack +1d6, Trapworking, Jack of All Trades
2nd|+1|+0|+3|+0|Evasion, Ghost Step, Keen Intellect
3rd|+2|+1|+3|+1|Sneak attack +2d6, Insightful Strike, Combat Reflexes
4th|+3|+1|+4|+1| Uncanny Dodge, Socially Savvy, Debilitating Stab
5th|+3|+2|+4|+1|Sneak attack +3d6, Bonus Feat
6th|+4|+2|+5|+2|Find the Vital Spot, Poison Use
7th|+5|+3|+5|+2|Sneak attack +4d6, Insightful Defense
8th|+6/+1|+3|+6|+2|Improved Uncanny Dodge, Lithe
9th|+6/+1|+4|+6|+3|Sneak attack +5d6, Improved Flanking
10th|+7/+2|+4|+7|+3|Improved Evasion, Bonus Feat, Vicious Stab
11th|+8/+3|+5|+7|+3|Sneak attack +6d6, Luck of the Skilled
12th|+9/+4|+5|+8|+4|Improved Socially Savvy, Void Mind, Insightful Sight (Rounds)
13th|+9/+4|+6|+8|+4|Sneak attack +7d6, Untraceable
14th|+10/+5|+6|+9|+4|Fade From Sight, Shot in the Dark
15th|+11/+6/+1|+7|+9|+5|Sneak attack +8d6, Bonus Feat
16th|+12/+7/+2|+7|+10|+5|Improved Litheness, Backstab
17th|+12/+7/+2|+8|+10|+5|Sneak attack +9d6, Insightful Sight (Mins)
18th|+13/+8/+3|+8|+11|+6| Hide in Plain Sight, Improved Void Mind
19th|+14/+9/+4|+9|+11|+6|Sneak attack +10d6, Masterful Critical
20th|+15/+10/+5|+9|+12|+6|Master of the Art, Bonus Feat
[/table]
Abilities
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.
Trapworking (Ex)
This ability is a combination of the Trapfinding and Trap Sense abilities.
-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 traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps 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 traps 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.
Also an Arcane Lock spell is able to be bypassed as if it was a magical trap (use open lock if you are playing 3.5).
-Trap Sense (Ex):
At 1st 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 4th level, to +3 when she reaches 7th level, to +4 when she reaches 10th level, to +5 at 13th, to +6 at 16th level and to +7 at 19th level.
Trap sense bonuses gained from multiple classes stack.
Jack of All trades (Ex)
A first level Rogue can attempt the use of any skill even if that skill normally could not be used unless trained.
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.
Ghost Step (Su)
Starting at 2nd level, a rogue can become invisible for 1 round, (as if using the invisibility spell, except the duration is limited). The rogue may use this ability once per day per 2 levels of rogue or other rogue-like class (factotum, spell thief, etc). Using this ability is a swift action that does not provoke attacks of opportunity. At level 13 it can be used as an immediate action but lasts one round less than normal.
At 8th level the rogue’s Ghost-Step ability improves, and each use lasts for 2 rounds instead of 1. At 14th level, the rogue may use her ghost-step ability to become incorporeal instead of invisible. At 20th level the ability improves again, increasing to 3 rounds per use, and the rogue may use her ghost step ability to enter the ethereal plane as if using the Ethereal Jaunt spell (except the duration is limited).
Keen Intellect (Ex)
A level 2 Rogue can add half their Intelligence bonus to their Initiative and reflex saves.
Insightful Strike (Ex)
A level 3 Rogue can add their Intelligence Modifier to all weapon damage rolls.
Combat Reflexes
A level 3 Rogue gains Combat Reflexes as a bonus feat. If you already have it you can select another feat for which you qualify.
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 (see below) instead.
Socially Savvy (Ex)
A level 4 Rogue gains a +2 bonus to all social skills including Bluff, Intimidate, Diplomacy, Gather Information and Sense Motive
Debilitating Stab (Ex)
As a standard action a level 4 or higher rogue can forgo Sneak Attack damage for one round (meaning he must be able to sneak attack that round) to decrease the targets saves, attack bonus or AC by 2 for a number of rounds equal to his Sneak Attack Dice. A successful Fortitude save (DC = 10+ Rogue Level + Dex Modifier) halves the duration. This ability can be used multiple times on one target to deliver different Debilitations but dealing the same debilitation resets the timer and does not stack. Using a debilitating stab to reduce saves does not come into effect until after the save is made & failed. Only one debilitating stab can be delivered per round.
Bonus Feat
At levels 5, 10, 15 and 20 the Rogue gains a bonus feat from either the fighter bonus feat list or the Rogue Special Ability list of feats.
Find the Vital Spot (Su)
A level 6 Rogue can choose a number of creature types up to his Intelligence Modifier that he can ignore immunity to Sneak Attacks for, so long as that immunity is derived from the creature type or template. The maximum number of types you can bypass Sneak Attack immunity is equal to 1/3 Rogue level. If the rogue's INT modifier changes after these choices are made then this ability is unaffected.
Poison Use (Ex)
At level 6 a Rogue can use poisons with no chance of accidentally poisoning themself while preparing poison for use, and all Poisons the Rogue uses have their DC increased by 2.
Insightful Defense (Ex)
At level 7 a Rogue can add his Intelligence Modifier as a dodge bonus AC and to his spell resistance if he has any.
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 (see above) 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.
Lithe (Ex)
A level 8 Rogue gains a +2 bonus on all Balance, Climb, Jump, Escape Artist, Jump, Swim and Tumble checks, as well as a +2 dodge bonus to AC. This counts as the Dodge feat for qualifying for other feats. If you already have this feat you can exchange it for another.
Improved Flanking (Ex)
A rogue of 9th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. Any creature who is granting a flanking bonus to the rogue also gains this improvement to their own flanking bonus. In addition, the Rogue can flank a target regardless of orientation.
Improved Evasion (Ex)
This ability works like evasion, except that while the 10th level rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Vicous Stab (Ex)
A 10th level Rogue can forgo sneak attack damage for one round (which means he must be able to sneak attack that round) to deal xd4 bleed damage on a successful hit, where x is the half Rogues Sneak attack Dice. This lasts for a number for rounds equal to the Rogues Sneak Attack dice. This does not stack but a new Vicious Stab resets the timer.
Luck of the Skilled (Su)
A Rogue of level 11 or higher can reroll a number of d20 rolls equal to half their Intelligence modifier (minimum 1) per day. This ability cannot be used more than once per roll.
Improved Socially Savvy (Ex)
At level 12 the Rogue can now take 10 at any time for the skills mentioned in Socially Savvy.
Void Mind (Ex)
A level 12 Rogue gains +4 bonus to saves against Divination Spells and Effects
Untraceable (Su)
A Rogue of 13th level or higher cannot be tracked, nor leaves signs of his passage, unless he chooses to. He can also pass through (and sneak through) difficult terrain with no penalty to stealth checks and can hide from creatures with blindsense or blindsight as though he were hiding normally.
Fade from sight (Su)
When using the hide skill, a 14th level Rogue gains 20% concealment against all that do detect him if he passes a hide check.
Shot in the Dark (Ex)
At level 14 sniping becomes much easier for a rogue. The rogue no longer takes a penalty to hide checks when making a single attack from hiding and it takes a free action instead of a move action to resume hiding after the attack.
Sniping
If you’ve already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a -20 penalty on your Hide check to conceal yourself after the shot.
Improved Litheness (Ex)
A level 16 Rogue can now take 10 at any time for the skills mentioned in the Lithe ability, as well as another +2 dodge bonus to AC.
Backstab (Ex)
At level 16, when striking in melee from hiding, the Rogue can forgo his normal attack to, as a standard action, either stun, paralyze or kill the target with a failed Fortitude save at a DC equal to 10 + 1/2 Character level + Intelligence Modifier. This attack forgoes sneak attack damage and the intended effect must be stated before the attempt is made.
Insightful Sight (Su)
At level 12, for a number of rounds equal to their Intelligence bonus (minimum one) per day, a Rogue can see as if under the effects of a True Seeing spell. Using or stopping this ability is a free action. At level 17 this becomes one minute per point of Intelligence bonus instead of one round.
Hide in Plain Sight (Su)
At 18th level, a Rogue can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow or other way to escape sight, the Rogue can hide himself from view in the open without having anything to actually hide behind.
Improved Void Mind (Ex)
A level 18 or higher Rogue can reroll any failed save against a mind affecting spell or effect. If the rogue fails this second save, then he does not receive another chance.
Masterful Critical (Ex)
At level 19 any weapon the Rogue uses to perform a sneak attack is treated as having a critical threat range of 18-20 and critical multiplier of x3 unless it already is better than this before enchantments and magical effects.
Master of the Art (Ex)
At level 20 The Rogue has reached the epitome of his profession. The Rogue can now make sneak attacks within range of his weapon instead of the usual 30ft.
In addition, the rogue can make one sneak attack even if he rogue would not normally meet the requirements for a valid sneak attack. This sneak attack is usable once per target per encounter (ie. once per initiative roll that the rogue makes).
Phew, that was longer than expected. PEACH away!
Also, if this is identical to anyone else's rogue fix I apologize in advance.
Edit: Update and changes.
In the world without sun, there is no skill that I lack.
But conscience holds me, staying my boast;
And I fear my own dreams more than most.
-Kane0
The Rogue
HD: d8
Skills: 8 + Int
Class Skills: All skills are class skills
Proficiencies: All Simple Weapons, all Piercing and ranged Martial Weapons, light armor.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+0|Sneak attack +1d6, Trapworking, Jack of All Trades
2nd|+1|+0|+3|+0|Evasion, Ghost Step, Keen Intellect
3rd|+2|+1|+3|+1|Sneak attack +2d6, Insightful Strike, Combat Reflexes
4th|+3|+1|+4|+1| Uncanny Dodge, Socially Savvy, Debilitating Stab
5th|+3|+2|+4|+1|Sneak attack +3d6, Bonus Feat
6th|+4|+2|+5|+2|Find the Vital Spot, Poison Use
7th|+5|+3|+5|+2|Sneak attack +4d6, Insightful Defense
8th|+6/+1|+3|+6|+2|Improved Uncanny Dodge, Lithe
9th|+6/+1|+4|+6|+3|Sneak attack +5d6, Improved Flanking
10th|+7/+2|+4|+7|+3|Improved Evasion, Bonus Feat, Vicious Stab
11th|+8/+3|+5|+7|+3|Sneak attack +6d6, Luck of the Skilled
12th|+9/+4|+5|+8|+4|Improved Socially Savvy, Void Mind, Insightful Sight (Rounds)
13th|+9/+4|+6|+8|+4|Sneak attack +7d6, Untraceable
14th|+10/+5|+6|+9|+4|Fade From Sight, Shot in the Dark
15th|+11/+6/+1|+7|+9|+5|Sneak attack +8d6, Bonus Feat
16th|+12/+7/+2|+7|+10|+5|Improved Litheness, Backstab
17th|+12/+7/+2|+8|+10|+5|Sneak attack +9d6, Insightful Sight (Mins)
18th|+13/+8/+3|+8|+11|+6| Hide in Plain Sight, Improved Void Mind
19th|+14/+9/+4|+9|+11|+6|Sneak attack +10d6, Masterful Critical
20th|+15/+10/+5|+9|+12|+6|Master of the Art, Bonus Feat
[/table]
Abilities
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.
Trapworking (Ex)
This ability is a combination of the Trapfinding and Trap Sense abilities.
-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 traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps 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 traps 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.
Also an Arcane Lock spell is able to be bypassed as if it was a magical trap (use open lock if you are playing 3.5).
-Trap Sense (Ex):
At 1st 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 4th level, to +3 when she reaches 7th level, to +4 when she reaches 10th level, to +5 at 13th, to +6 at 16th level and to +7 at 19th level.
Trap sense bonuses gained from multiple classes stack.
Jack of All trades (Ex)
A first level Rogue can attempt the use of any skill even if that skill normally could not be used unless trained.
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.
Ghost Step (Su)
Starting at 2nd level, a rogue can become invisible for 1 round, (as if using the invisibility spell, except the duration is limited). The rogue may use this ability once per day per 2 levels of rogue or other rogue-like class (factotum, spell thief, etc). Using this ability is a swift action that does not provoke attacks of opportunity. At level 13 it can be used as an immediate action but lasts one round less than normal.
At 8th level the rogue’s Ghost-Step ability improves, and each use lasts for 2 rounds instead of 1. At 14th level, the rogue may use her ghost-step ability to become incorporeal instead of invisible. At 20th level the ability improves again, increasing to 3 rounds per use, and the rogue may use her ghost step ability to enter the ethereal plane as if using the Ethereal Jaunt spell (except the duration is limited).
Keen Intellect (Ex)
A level 2 Rogue can add half their Intelligence bonus to their Initiative and reflex saves.
Insightful Strike (Ex)
A level 3 Rogue can add their Intelligence Modifier to all weapon damage rolls.
Combat Reflexes
A level 3 Rogue gains Combat Reflexes as a bonus feat. If you already have it you can select another feat for which you qualify.
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 (see below) instead.
Socially Savvy (Ex)
A level 4 Rogue gains a +2 bonus to all social skills including Bluff, Intimidate, Diplomacy, Gather Information and Sense Motive
Debilitating Stab (Ex)
As a standard action a level 4 or higher rogue can forgo Sneak Attack damage for one round (meaning he must be able to sneak attack that round) to decrease the targets saves, attack bonus or AC by 2 for a number of rounds equal to his Sneak Attack Dice. A successful Fortitude save (DC = 10+ Rogue Level + Dex Modifier) halves the duration. This ability can be used multiple times on one target to deliver different Debilitations but dealing the same debilitation resets the timer and does not stack. Using a debilitating stab to reduce saves does not come into effect until after the save is made & failed. Only one debilitating stab can be delivered per round.
Bonus Feat
At levels 5, 10, 15 and 20 the Rogue gains a bonus feat from either the fighter bonus feat list or the Rogue Special Ability list of feats.
Find the Vital Spot (Su)
A level 6 Rogue can choose a number of creature types up to his Intelligence Modifier that he can ignore immunity to Sneak Attacks for, so long as that immunity is derived from the creature type or template. The maximum number of types you can bypass Sneak Attack immunity is equal to 1/3 Rogue level. If the rogue's INT modifier changes after these choices are made then this ability is unaffected.
Poison Use (Ex)
At level 6 a Rogue can use poisons with no chance of accidentally poisoning themself while preparing poison for use, and all Poisons the Rogue uses have their DC increased by 2.
Insightful Defense (Ex)
At level 7 a Rogue can add his Intelligence Modifier as a dodge bonus AC and to his spell resistance if he has any.
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 (see above) 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.
Lithe (Ex)
A level 8 Rogue gains a +2 bonus on all Balance, Climb, Jump, Escape Artist, Jump, Swim and Tumble checks, as well as a +2 dodge bonus to AC. This counts as the Dodge feat for qualifying for other feats. If you already have this feat you can exchange it for another.
Improved Flanking (Ex)
A rogue of 9th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. Any creature who is granting a flanking bonus to the rogue also gains this improvement to their own flanking bonus. In addition, the Rogue can flank a target regardless of orientation.
Improved Evasion (Ex)
This ability works like evasion, except that while the 10th level rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Vicous Stab (Ex)
A 10th level Rogue can forgo sneak attack damage for one round (which means he must be able to sneak attack that round) to deal xd4 bleed damage on a successful hit, where x is the half Rogues Sneak attack Dice. This lasts for a number for rounds equal to the Rogues Sneak Attack dice. This does not stack but a new Vicious Stab resets the timer.
Luck of the Skilled (Su)
A Rogue of level 11 or higher can reroll a number of d20 rolls equal to half their Intelligence modifier (minimum 1) per day. This ability cannot be used more than once per roll.
Improved Socially Savvy (Ex)
At level 12 the Rogue can now take 10 at any time for the skills mentioned in Socially Savvy.
Void Mind (Ex)
A level 12 Rogue gains +4 bonus to saves against Divination Spells and Effects
Untraceable (Su)
A Rogue of 13th level or higher cannot be tracked, nor leaves signs of his passage, unless he chooses to. He can also pass through (and sneak through) difficult terrain with no penalty to stealth checks and can hide from creatures with blindsense or blindsight as though he were hiding normally.
Fade from sight (Su)
When using the hide skill, a 14th level Rogue gains 20% concealment against all that do detect him if he passes a hide check.
Shot in the Dark (Ex)
At level 14 sniping becomes much easier for a rogue. The rogue no longer takes a penalty to hide checks when making a single attack from hiding and it takes a free action instead of a move action to resume hiding after the attack.
Sniping
If you’ve already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a -20 penalty on your Hide check to conceal yourself after the shot.
Improved Litheness (Ex)
A level 16 Rogue can now take 10 at any time for the skills mentioned in the Lithe ability, as well as another +2 dodge bonus to AC.
Backstab (Ex)
At level 16, when striking in melee from hiding, the Rogue can forgo his normal attack to, as a standard action, either stun, paralyze or kill the target with a failed Fortitude save at a DC equal to 10 + 1/2 Character level + Intelligence Modifier. This attack forgoes sneak attack damage and the intended effect must be stated before the attempt is made.
Insightful Sight (Su)
At level 12, for a number of rounds equal to their Intelligence bonus (minimum one) per day, a Rogue can see as if under the effects of a True Seeing spell. Using or stopping this ability is a free action. At level 17 this becomes one minute per point of Intelligence bonus instead of one round.
Hide in Plain Sight (Su)
At 18th level, a Rogue can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow or other way to escape sight, the Rogue can hide himself from view in the open without having anything to actually hide behind.
Improved Void Mind (Ex)
A level 18 or higher Rogue can reroll any failed save against a mind affecting spell or effect. If the rogue fails this second save, then he does not receive another chance.
Masterful Critical (Ex)
At level 19 any weapon the Rogue uses to perform a sneak attack is treated as having a critical threat range of 18-20 and critical multiplier of x3 unless it already is better than this before enchantments and magical effects.
Master of the Art (Ex)
At level 20 The Rogue has reached the epitome of his profession. The Rogue can now make sneak attacks within range of his weapon instead of the usual 30ft.
In addition, the rogue can make one sneak attack even if he rogue would not normally meet the requirements for a valid sneak attack. This sneak attack is usable once per target per encounter (ie. once per initiative roll that the rogue makes).
Phew, that was longer than expected. PEACH away!
Also, if this is identical to anyone else's rogue fix I apologize in advance.
Edit: Update and changes.