nonsi
2013-03-14, 06:39 PM
.
The concept of the Rogue is one that I like – a lot. It stands for the support guy that uses subtlety and his wits rather than direct brute force.
My problem with the core Rogue is that it’s actually quite boring and not Rogue-ish enough.
It has ten class features that basically amount to one and the designers didn’t take it far enough as the party’s skillmonkey.
The core Rogue also carries a lot of baggage from earlier editions.
So, given that it’s long overdue for this archetype to gain some love and respect, here’s how I think it should be designed.
HD: d8
Table: the Rogue
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+0|Improvisation, Rogue's Expertise (1st), Rogue's Knack
2nd|+1|+0|+3|+0|Special Ability, Skill Savvy
3rd|+2|+1|+3|+1|Sneak Attack
4th|+3|+1|+4|+1|Special Ability, Skill Savvy (2 / encounter)
5th|+3|+1|+4|+1|Cunning Breach
6th|+4|+2|+5|+2|Special Ability, Skill Savvy
7th|+5|+2|+5|+2|Rogue's Expertise (2nd)
8th|+6/+1|+2|+6|+2|Special Ability, Skill Savvy (3 / encounter)
9th|+6/+1|+3|+6|+3|Sudden Strike
10th|+7/+2|+3|+7|+3|Special Ability, Skillful Intuition
11th|+8/+3|+3|+7|+3|Insightful Surge
12th|+9/+4|+4|+8|+4|Special Ability, Skill Savvy (4 / encounter)
13th|+9/+4|+4|+8|+4|Rogue's Expertise (3rd)
14th|+10/+5|+4|+9|+4|Special Ability, Skill Savvy
15th|+11/+6/+1|+5|+9|+5|Death Blow
16th|+12/+7/+2|+5|+10|+5|Special Ability, Skill Savvy (5 / encounter)
17th|+12/+7/+2|+5|+10|+5|Cunning Brilliance
18th|+13/+8/+3|+6|+11|+6|Special Ability, Skill Savvy
19th|+14/+9/+4|+6|+11|+6|Rogue's Expertise (4th)
20th|+15/+10/+5|+6|+12|+6|Special Ability, Natural Skill-Trickster
[/table]
Class Skills and Skill Points: Same as the core Rogue, plus the Rogue also has Knowledge (dungeoneering) as class skill.
Weapon and Armor Proficiency: Same as the core Rogue.
Class Features:
Improvisation (Ex)
Rogues have a keen ability to adapt to nearly any situation.
A rogue has a number of Improvisation points equal to twice his class level.
A rogue's improvisation pool automatically resets at the beginning of each encounter.
Whenever a rogue makes a d20 roll, he may choose to spend so many Improvisation points to gain an equal bonus to his roll.
Improvisation may be used once per round at most and can never grant a bonus to any single roll higher than 1/2 the rogue's class level rounded up.
Rogue's Expertise (Ex)
Rogues are the kind of people that often get themselves into a lot of trouble. To survive out in the streets, they need to either outmaneuver the people they offend, get in and out of places where they cannot be chased, become undetectable, or fast-talk their way out of trouble.
At the beginning of his career, and again at levels 7 / 13 / 19, a rogue chooses one of four fields of expertise. This choice grants the rogue 4 automatic ranks in 4 specific skills. In addition, the rogue gains a specific associated special ability. If upon taking an expertise, one of its skills is to result in more ranks than the maximum allowed by the character's level, the excess ranks are instead to be invested in other skills as the rogue sees fit.
The 4 expertise are:
Acrobat:
- Skills: Balance, Climb, Jump and Tumble.
- Associated Ability: Acrobatic Skill Mastery: The rogue may take 10 on all Balance, Climb, Jump and Tumble checks, even when rushed or distracted.
Burglar:
- Skills: Disable Device, Escape Artist, Search and Sleight of Hand
- Associated Ability: Quickfingers. As given for the Dungeonscape Rogue ACF of the same name.
Manipulator:
- Skills: Bluff, Diplomacy, Intimidate and Sense Motive
- Associated Ability: Innuendo. The rogue gains all benefits described for the Beguiler in the “Dead Levels II” article.
Stalker:
- Skills: Hide, Listen, Move Silently and Spot
- Associated Ability: Surprise Attack. During a surprise round, opponents are always considered flatfooted to you, even if they have already acted. You are never flatfooted after you act - even when attacked by someone with this ability.
Writer's Note:
I never liked the Trapfinding feature, because it makes no sense whatsoever. According to the core rules, someone with 15 ranks, skill focus and skill mastery in both Disable Device & Search could no deal with traps that a 1st level rogue with but a single rank in Disable Device could. This extra baggage should never have been carried along to 3e from its predecessors - and now there's no reason to. Anyone can deal with traps, but only rogues can do so masterfully.
Rogue's Knack (Ex)
When making any skill check, a rogue may use ½ his rogue level (rounded up) in place of the number of ranks he has in that skill. A rogue cannot use this ability on a skill that cannot be used untrained if he has no ranks in it.
Furthermore, a rogue's regular skill-tricks-limit is increased to 1/class level.
Special Ability (Ex)
Throughout their adventuring career, rogues develop special talents that aid their stealth, agility, survivability and offensive prowess.
Bonus Feat
Instead of choosing a special ability, a rogue may choose any feat to which he qualifies for from the following list:
Acrobatic Strike, Adaptive Flanker, Combat Acrobat, Cunning Evasion, Dash, Deadeye Shot, Dodge, Elusive Target, Fade into Violence, Flick of the Wrist, Hindering Opportunist, Mobility, Point Blank Shot, Quick Draw, Run, Stalwart Defense, TWF and Vexing Flanker.
Acrobatic Stride
Requirements: BAB +4.
The rogue can run or charge in situations where others cannot.
He may run or charge over difficult terrain that normally slows movement or allies blocking his path.
This ability enables him to run down steep stairs, leap down from a balcony, or tumble over tables to get to his target.
Depending on the circumstance, he may still need to make appropriate checks (e.g. Jump or Tumble checks) to successfully move over the terrain.
In addition, when running or charging, the rogue may make any number of up to 45-degrees direction shifts and a single 90-degrees direction shift, so long as the final 10ft (if he wishes to execute a Charge attack) are taken in a straight line.
Ambidextrous
Requirements: TWF feat, BAB +6.
The Rogue reduces penalties for two weapon fighting by 2. An Ambidextrous Two Weapon Fighter's main hand and offhand deal normal Strength damage.
Ambush
Requirements: SA, Hide & Move Silently 6 ranks.
During a surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Bleeding Attack
Requirements: SA.
A rogue with this ability can cause living opponents to bleed a number of HP/round equal to SA-dice sacrificed until the bleeding is stopped.
Bludgeoning weapons cannot be used to render an opponent bleeding.
Bleeding can be stopped with a DC 15 Heal check (retries allowed), a cure spell or 1d4 rounds after the target doesn’t take strenuous actions (any action that would make someone with 0 HP start losing HP).
Multiple bleeding attacks stack.
Brace for impact
Requirements: Base Ref saves +6.
As an immediate action, the rogue can "move with the punch", cutting dealt damage from an attack by 1/2 and moving away to an adjacent location.
Canny Finesse
Requirements: Dex 13, Int 13, BAB +4.
When wielding a light weapon or a finesse-able weapon (e.g. whip, Rapier...), the rogue may use his Dex-bonus instead of his Str-bonus on attack rolls. He may also add his Dex-bonus instead of his Str-bonus to damage with those weapons.
Dual Strike
Requirements: BAB +4, TWF feat.
Dual Strike allows the Rogue to strike with his offhand weapon in addition to his main hand weapon as part of a charge or a standard action.
Duelist
Requirements: BAB +6.
A Duelist gains +1 to Hit, +2 to Damage and +2 Shield bonus to AC when fighting with only one weapon and having his offhand free.
This ability can be chosen multiple times, its effects stack.
A rogue may select this special ability once per 4 Rogue levels at most.
Evasion
Requirements: Base Ref +3.
As given for the core Rogue.
Fast Stealth
Requirements: Hide & Move Silently 9 ranks.
As long as the rogue is not running, he takes no penalties to his Hide & Move Silently checks.
Even while running, the penalties diminish by 5
Flank Everywhere
Requirements: Sudden Strike.
You are considered flanking an enemy if both you and an ally are threatening your foe in melee, regardless of his position.
Your ally doesn’t count as flanking (unless he’s actually flanking of course).
Even while running, stealth check penalties diminish by 5.
Fluid Attack
Requirements: BAB + 6.
Make a 5-ft step for free after every attack during the rogue’s turn, not counting offhand attacks.
Hide in Plain Sight
Requirements: Bluff 6 ranks, Hide 12 ranks, Move Silently 9 ranks.
As long as the rogue is not running, he takes no penalties to his Hide & Move Silently checks.
Even while running, the penalties diminish by 5
Improved Evasion
Requirements: Evasion and base Ref +7.
As given for the core Rogue.
Improved Flanking
Requirements: BAB +4.
When flanking an opponent, the rogue gains a +4 bonus on attacks instead of a +2 bonus on attacks.
Other characters flanking with the rogue don’t gain this increased bonus.
Improved Flanking stacks with other forms of flanking bonuses.
Improved Sneak Attack
Requirements: Rogue level 6.
The rogue adds 1d6 to his SA damage.
This ability can be chosen multiple times, limited to 1/6th Rogue level. Its effects stack.
Improved Uncanny Dodge
Requirements: Uncanny Dodge and base Ref +6.
As given for the core Rogue.
Ledge Walker
Requirements: Balance 7 ranks.
The rogue may move up to his speed along narrow surfaces without penalty.
Poison Use
Requirements: Dex 15.
As given for the official Assassin PrC.
Skill Mastery
Requirements: 4 ranks in each selected skill.
As given for the core Rogue.
Slippery Mind
Requirements: Base Will +3.
As given for the core Rogue.
Slow Reactions
Requirements: SA
The rogue can sacrifice 3d6 SA damage to prevent his target from taking immediate or swift actions for 1 round.
Sniper
Requirements: SA, Far Shot feat
Make ranged SAs within a weapon’s 2nd range increment.
Opportunist
Requirements: BAB +6.
As given for the core Rogue.
Trap Spotter
Requirements: Rogue's Expertise: Burglar
Benefit: Whenever a rogue with this talent comes within 10’ of a trap, he receives an immediate Search skill check to notice the trap.
This check should be made in secret by the DM.
Uncanny Dodge
Requirements: Base Ref +4.
As given for the core Rogue.
Wounding Strike
Requirements: SA
Sacrifice SA dice for causing ability damage at a rate of 1 point per d6. The target is entitled to Fort saves to negate the damage. The DC equals 10 + ½ Rogue level + the rogue’s Int-bonus.
Skill Savvy (Ex)
The rogue excels at learning useful tricks and ploys to confuse and confound his opponents.
At 2nd level and every even Rogue level thereafter, a rogue gains a bonus skill-trick to which he qualifies. These bonus skill tricks don't cost the rogue any skill-points expenditure and don’t count against the usual limit of skill tricks a character may take.
At levels 4/8/12/16 a rogue is able to use any skill-trick he knows 2/3/4/5 times (respectively) per encounter each, including using the same trick multiple times in a row.
At 20th level the rogue may use any skill trick he knows an unlimited number of times per encounter.
Sneak Attack (AKA “SA”) (Ex)
Starting at 3rd level, a rogue’s attack deals extra damage any time his target would be denied their Dex-bonus to AC (whether the target actually has a Dex-bonus or not), when the rogue flanks his target or when a creature provokes an AoO from the rogue (generally referred to as "unable to properly defend themselves").
SA damage equals 1d6 plus 1d6 per 3 Rogue levels.
SA damage is not multiplied on critical hits.
SA deals 1/2 damage to opponents that are immune to critical hist (i.e. creatures with no discernible anatomies, such as undead, plants, constructs, oozes, elementels, etc), except for swarms, gaseous and incorporeal creatures, which completely ignore SA damage (this one is a result of the following discussion (http://www.giantitp.com/forums/showthread.php?t=202220)).
A rogue must be able to see the target well enough to pick out a vital spot. A rogue cannot sneak attack while striking a creature with concealment.
Melee SA is applicable with light and finesseable weapons only, while carrying no more than light load (writer’s note: I want to promote the notion that rogues travel light and are generally less conspicuous).
Ranged attacks can count as SA only if the target is at close range (within the weapon’s range increment).
With a sap (blackjack) or an unarmed strike, a rogue can make a SA that deals nonlethal damage instead of lethal damage. Nonlethal SA damage is also applicable with weapons that deal lethal damage, taking the usual -4 penalty.
SA is inapplicable unless an attack does bludgeoning/slashing/piercing damage, meaning area/drain/splash/elemental damages are inapplicable for SA (those are diametric opposites of precision).
5 ranks in Heal add an additional 1d6 to SA damage against the rogue’s Heal-related group of creatures.
At 3rd level, only the first attack against an opponent counts as SA (see Sudden Strike later on).
Special: SA dice can count as improvisation points instead of damage dice. Furthermore, they allow extra usages of improvisation vs. SA targets, beyond the single usage per round.
Cunning Breach (Ex)
Starting at 5th level, a rogue’s broad knowledge allows him to study an opponent and gain a brief flash of insight to breach their defenses.
By spending 2 improvisation points as a free action, the rogue can ignore a single target’s SR and DR for 1 round.
Sudden Strike (Ex)
Starting at 9th level, every attack a rogue makes against opponents that are unable to properly defend themselves is a SA.
When making a SA, the rogue gains a +2 attack bonus (+4 vs. unwary targets).
When a rogue is unobserved (invisibility/total concealment/...), a successful SA made as a full round action counts as Coup de Grace. A rogue may choose to substitute death for unconsciousness for 3d6 rounds.
Skillful Intuition (Ex)
A 10th level rogue learns how to use his abilities in unorthodox ways. He may use his Dex-mod instead of his Str-mod for all Str based Class Skills, and may use his Int-mod instead of his Wis-mod for all Wis based Class Skills.
Insightful Surge (Ex)
An 11th level rogue can call upon the wealth of his experience and knowledge to gain a burst of speed when it is needed the most. By spending 3 improvisation points the rogue or an ally within 45ft can take an extra standard action during a round.
A rogue may only use this ability once per round but he may use it even when it isn't his turn.
Death Blow (Ex)
Starting at 15th level, a rogue may perform Coup de Grace attempts as a standard action against opponents that are unable to properly defend themselves.
Cunning Brilliance (Ex)
At 17th level, a rogue becomes the ultimate jack of all trades. His sharp mind and keen sense of his surroundings allow him to duplicate almost any ability he witnesses.
Three times per day, by spending 3 improvisation points as a free action, you gain the benefits and drawbacks of one (Ex) ability of another character class at a level no higher than your Rogue level minus 5 for 1 minute. You use the ability as if your level in the relevant class equaled your Rogue level. Improved (Ex) abilities (such as the Knight's Improved Shield Ally) require 6 improvisation points. Features with double improvements (e.g. Mighty Rage, if and when a rogue hits level 25) require 9 uses.
For example, if you use a monk’s Flurry of Blows ability, you gain all the benefits and drawbacks described under Flurry of Blows (PH 40). You do not gain the benefits of unarmed strike, because that is a separate ability in the Monk’s class description.
Natural Skill-Trickster (Ex)
From this point and on, the rogue needs not spend skill points to learn a skill trick. He also regains all skill points previously invested into skill-tricks (if any).
The concept of the Rogue is one that I like – a lot. It stands for the support guy that uses subtlety and his wits rather than direct brute force.
My problem with the core Rogue is that it’s actually quite boring and not Rogue-ish enough.
It has ten class features that basically amount to one and the designers didn’t take it far enough as the party’s skillmonkey.
The core Rogue also carries a lot of baggage from earlier editions.
So, given that it’s long overdue for this archetype to gain some love and respect, here’s how I think it should be designed.
HD: d8
Table: the Rogue
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+0|Improvisation, Rogue's Expertise (1st), Rogue's Knack
2nd|+1|+0|+3|+0|Special Ability, Skill Savvy
3rd|+2|+1|+3|+1|Sneak Attack
4th|+3|+1|+4|+1|Special Ability, Skill Savvy (2 / encounter)
5th|+3|+1|+4|+1|Cunning Breach
6th|+4|+2|+5|+2|Special Ability, Skill Savvy
7th|+5|+2|+5|+2|Rogue's Expertise (2nd)
8th|+6/+1|+2|+6|+2|Special Ability, Skill Savvy (3 / encounter)
9th|+6/+1|+3|+6|+3|Sudden Strike
10th|+7/+2|+3|+7|+3|Special Ability, Skillful Intuition
11th|+8/+3|+3|+7|+3|Insightful Surge
12th|+9/+4|+4|+8|+4|Special Ability, Skill Savvy (4 / encounter)
13th|+9/+4|+4|+8|+4|Rogue's Expertise (3rd)
14th|+10/+5|+4|+9|+4|Special Ability, Skill Savvy
15th|+11/+6/+1|+5|+9|+5|Death Blow
16th|+12/+7/+2|+5|+10|+5|Special Ability, Skill Savvy (5 / encounter)
17th|+12/+7/+2|+5|+10|+5|Cunning Brilliance
18th|+13/+8/+3|+6|+11|+6|Special Ability, Skill Savvy
19th|+14/+9/+4|+6|+11|+6|Rogue's Expertise (4th)
20th|+15/+10/+5|+6|+12|+6|Special Ability, Natural Skill-Trickster
[/table]
Class Skills and Skill Points: Same as the core Rogue, plus the Rogue also has Knowledge (dungeoneering) as class skill.
Weapon and Armor Proficiency: Same as the core Rogue.
Class Features:
Improvisation (Ex)
Rogues have a keen ability to adapt to nearly any situation.
A rogue has a number of Improvisation points equal to twice his class level.
A rogue's improvisation pool automatically resets at the beginning of each encounter.
Whenever a rogue makes a d20 roll, he may choose to spend so many Improvisation points to gain an equal bonus to his roll.
Improvisation may be used once per round at most and can never grant a bonus to any single roll higher than 1/2 the rogue's class level rounded up.
Rogue's Expertise (Ex)
Rogues are the kind of people that often get themselves into a lot of trouble. To survive out in the streets, they need to either outmaneuver the people they offend, get in and out of places where they cannot be chased, become undetectable, or fast-talk their way out of trouble.
At the beginning of his career, and again at levels 7 / 13 / 19, a rogue chooses one of four fields of expertise. This choice grants the rogue 4 automatic ranks in 4 specific skills. In addition, the rogue gains a specific associated special ability. If upon taking an expertise, one of its skills is to result in more ranks than the maximum allowed by the character's level, the excess ranks are instead to be invested in other skills as the rogue sees fit.
The 4 expertise are:
Acrobat:
- Skills: Balance, Climb, Jump and Tumble.
- Associated Ability: Acrobatic Skill Mastery: The rogue may take 10 on all Balance, Climb, Jump and Tumble checks, even when rushed or distracted.
Burglar:
- Skills: Disable Device, Escape Artist, Search and Sleight of Hand
- Associated Ability: Quickfingers. As given for the Dungeonscape Rogue ACF of the same name.
Manipulator:
- Skills: Bluff, Diplomacy, Intimidate and Sense Motive
- Associated Ability: Innuendo. The rogue gains all benefits described for the Beguiler in the “Dead Levels II” article.
Stalker:
- Skills: Hide, Listen, Move Silently and Spot
- Associated Ability: Surprise Attack. During a surprise round, opponents are always considered flatfooted to you, even if they have already acted. You are never flatfooted after you act - even when attacked by someone with this ability.
Writer's Note:
I never liked the Trapfinding feature, because it makes no sense whatsoever. According to the core rules, someone with 15 ranks, skill focus and skill mastery in both Disable Device & Search could no deal with traps that a 1st level rogue with but a single rank in Disable Device could. This extra baggage should never have been carried along to 3e from its predecessors - and now there's no reason to. Anyone can deal with traps, but only rogues can do so masterfully.
Rogue's Knack (Ex)
When making any skill check, a rogue may use ½ his rogue level (rounded up) in place of the number of ranks he has in that skill. A rogue cannot use this ability on a skill that cannot be used untrained if he has no ranks in it.
Furthermore, a rogue's regular skill-tricks-limit is increased to 1/class level.
Special Ability (Ex)
Throughout their adventuring career, rogues develop special talents that aid their stealth, agility, survivability and offensive prowess.
Bonus Feat
Instead of choosing a special ability, a rogue may choose any feat to which he qualifies for from the following list:
Acrobatic Strike, Adaptive Flanker, Combat Acrobat, Cunning Evasion, Dash, Deadeye Shot, Dodge, Elusive Target, Fade into Violence, Flick of the Wrist, Hindering Opportunist, Mobility, Point Blank Shot, Quick Draw, Run, Stalwart Defense, TWF and Vexing Flanker.
Acrobatic Stride
Requirements: BAB +4.
The rogue can run or charge in situations where others cannot.
He may run or charge over difficult terrain that normally slows movement or allies blocking his path.
This ability enables him to run down steep stairs, leap down from a balcony, or tumble over tables to get to his target.
Depending on the circumstance, he may still need to make appropriate checks (e.g. Jump or Tumble checks) to successfully move over the terrain.
In addition, when running or charging, the rogue may make any number of up to 45-degrees direction shifts and a single 90-degrees direction shift, so long as the final 10ft (if he wishes to execute a Charge attack) are taken in a straight line.
Ambidextrous
Requirements: TWF feat, BAB +6.
The Rogue reduces penalties for two weapon fighting by 2. An Ambidextrous Two Weapon Fighter's main hand and offhand deal normal Strength damage.
Ambush
Requirements: SA, Hide & Move Silently 6 ranks.
During a surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Bleeding Attack
Requirements: SA.
A rogue with this ability can cause living opponents to bleed a number of HP/round equal to SA-dice sacrificed until the bleeding is stopped.
Bludgeoning weapons cannot be used to render an opponent bleeding.
Bleeding can be stopped with a DC 15 Heal check (retries allowed), a cure spell or 1d4 rounds after the target doesn’t take strenuous actions (any action that would make someone with 0 HP start losing HP).
Multiple bleeding attacks stack.
Brace for impact
Requirements: Base Ref saves +6.
As an immediate action, the rogue can "move with the punch", cutting dealt damage from an attack by 1/2 and moving away to an adjacent location.
Canny Finesse
Requirements: Dex 13, Int 13, BAB +4.
When wielding a light weapon or a finesse-able weapon (e.g. whip, Rapier...), the rogue may use his Dex-bonus instead of his Str-bonus on attack rolls. He may also add his Dex-bonus instead of his Str-bonus to damage with those weapons.
Dual Strike
Requirements: BAB +4, TWF feat.
Dual Strike allows the Rogue to strike with his offhand weapon in addition to his main hand weapon as part of a charge or a standard action.
Duelist
Requirements: BAB +6.
A Duelist gains +1 to Hit, +2 to Damage and +2 Shield bonus to AC when fighting with only one weapon and having his offhand free.
This ability can be chosen multiple times, its effects stack.
A rogue may select this special ability once per 4 Rogue levels at most.
Evasion
Requirements: Base Ref +3.
As given for the core Rogue.
Fast Stealth
Requirements: Hide & Move Silently 9 ranks.
As long as the rogue is not running, he takes no penalties to his Hide & Move Silently checks.
Even while running, the penalties diminish by 5
Flank Everywhere
Requirements: Sudden Strike.
You are considered flanking an enemy if both you and an ally are threatening your foe in melee, regardless of his position.
Your ally doesn’t count as flanking (unless he’s actually flanking of course).
Even while running, stealth check penalties diminish by 5.
Fluid Attack
Requirements: BAB + 6.
Make a 5-ft step for free after every attack during the rogue’s turn, not counting offhand attacks.
Hide in Plain Sight
Requirements: Bluff 6 ranks, Hide 12 ranks, Move Silently 9 ranks.
As long as the rogue is not running, he takes no penalties to his Hide & Move Silently checks.
Even while running, the penalties diminish by 5
Improved Evasion
Requirements: Evasion and base Ref +7.
As given for the core Rogue.
Improved Flanking
Requirements: BAB +4.
When flanking an opponent, the rogue gains a +4 bonus on attacks instead of a +2 bonus on attacks.
Other characters flanking with the rogue don’t gain this increased bonus.
Improved Flanking stacks with other forms of flanking bonuses.
Improved Sneak Attack
Requirements: Rogue level 6.
The rogue adds 1d6 to his SA damage.
This ability can be chosen multiple times, limited to 1/6th Rogue level. Its effects stack.
Improved Uncanny Dodge
Requirements: Uncanny Dodge and base Ref +6.
As given for the core Rogue.
Ledge Walker
Requirements: Balance 7 ranks.
The rogue may move up to his speed along narrow surfaces without penalty.
Poison Use
Requirements: Dex 15.
As given for the official Assassin PrC.
Skill Mastery
Requirements: 4 ranks in each selected skill.
As given for the core Rogue.
Slippery Mind
Requirements: Base Will +3.
As given for the core Rogue.
Slow Reactions
Requirements: SA
The rogue can sacrifice 3d6 SA damage to prevent his target from taking immediate or swift actions for 1 round.
Sniper
Requirements: SA, Far Shot feat
Make ranged SAs within a weapon’s 2nd range increment.
Opportunist
Requirements: BAB +6.
As given for the core Rogue.
Trap Spotter
Requirements: Rogue's Expertise: Burglar
Benefit: Whenever a rogue with this talent comes within 10’ of a trap, he receives an immediate Search skill check to notice the trap.
This check should be made in secret by the DM.
Uncanny Dodge
Requirements: Base Ref +4.
As given for the core Rogue.
Wounding Strike
Requirements: SA
Sacrifice SA dice for causing ability damage at a rate of 1 point per d6. The target is entitled to Fort saves to negate the damage. The DC equals 10 + ½ Rogue level + the rogue’s Int-bonus.
Skill Savvy (Ex)
The rogue excels at learning useful tricks and ploys to confuse and confound his opponents.
At 2nd level and every even Rogue level thereafter, a rogue gains a bonus skill-trick to which he qualifies. These bonus skill tricks don't cost the rogue any skill-points expenditure and don’t count against the usual limit of skill tricks a character may take.
At levels 4/8/12/16 a rogue is able to use any skill-trick he knows 2/3/4/5 times (respectively) per encounter each, including using the same trick multiple times in a row.
At 20th level the rogue may use any skill trick he knows an unlimited number of times per encounter.
Sneak Attack (AKA “SA”) (Ex)
Starting at 3rd level, a rogue’s attack deals extra damage any time his target would be denied their Dex-bonus to AC (whether the target actually has a Dex-bonus or not), when the rogue flanks his target or when a creature provokes an AoO from the rogue (generally referred to as "unable to properly defend themselves").
SA damage equals 1d6 plus 1d6 per 3 Rogue levels.
SA damage is not multiplied on critical hits.
SA deals 1/2 damage to opponents that are immune to critical hist (i.e. creatures with no discernible anatomies, such as undead, plants, constructs, oozes, elementels, etc), except for swarms, gaseous and incorporeal creatures, which completely ignore SA damage (this one is a result of the following discussion (http://www.giantitp.com/forums/showthread.php?t=202220)).
A rogue must be able to see the target well enough to pick out a vital spot. A rogue cannot sneak attack while striking a creature with concealment.
Melee SA is applicable with light and finesseable weapons only, while carrying no more than light load (writer’s note: I want to promote the notion that rogues travel light and are generally less conspicuous).
Ranged attacks can count as SA only if the target is at close range (within the weapon’s range increment).
With a sap (blackjack) or an unarmed strike, a rogue can make a SA that deals nonlethal damage instead of lethal damage. Nonlethal SA damage is also applicable with weapons that deal lethal damage, taking the usual -4 penalty.
SA is inapplicable unless an attack does bludgeoning/slashing/piercing damage, meaning area/drain/splash/elemental damages are inapplicable for SA (those are diametric opposites of precision).
5 ranks in Heal add an additional 1d6 to SA damage against the rogue’s Heal-related group of creatures.
At 3rd level, only the first attack against an opponent counts as SA (see Sudden Strike later on).
Special: SA dice can count as improvisation points instead of damage dice. Furthermore, they allow extra usages of improvisation vs. SA targets, beyond the single usage per round.
Cunning Breach (Ex)
Starting at 5th level, a rogue’s broad knowledge allows him to study an opponent and gain a brief flash of insight to breach their defenses.
By spending 2 improvisation points as a free action, the rogue can ignore a single target’s SR and DR for 1 round.
Sudden Strike (Ex)
Starting at 9th level, every attack a rogue makes against opponents that are unable to properly defend themselves is a SA.
When making a SA, the rogue gains a +2 attack bonus (+4 vs. unwary targets).
When a rogue is unobserved (invisibility/total concealment/...), a successful SA made as a full round action counts as Coup de Grace. A rogue may choose to substitute death for unconsciousness for 3d6 rounds.
Skillful Intuition (Ex)
A 10th level rogue learns how to use his abilities in unorthodox ways. He may use his Dex-mod instead of his Str-mod for all Str based Class Skills, and may use his Int-mod instead of his Wis-mod for all Wis based Class Skills.
Insightful Surge (Ex)
An 11th level rogue can call upon the wealth of his experience and knowledge to gain a burst of speed when it is needed the most. By spending 3 improvisation points the rogue or an ally within 45ft can take an extra standard action during a round.
A rogue may only use this ability once per round but he may use it even when it isn't his turn.
Death Blow (Ex)
Starting at 15th level, a rogue may perform Coup de Grace attempts as a standard action against opponents that are unable to properly defend themselves.
Cunning Brilliance (Ex)
At 17th level, a rogue becomes the ultimate jack of all trades. His sharp mind and keen sense of his surroundings allow him to duplicate almost any ability he witnesses.
Three times per day, by spending 3 improvisation points as a free action, you gain the benefits and drawbacks of one (Ex) ability of another character class at a level no higher than your Rogue level minus 5 for 1 minute. You use the ability as if your level in the relevant class equaled your Rogue level. Improved (Ex) abilities (such as the Knight's Improved Shield Ally) require 6 improvisation points. Features with double improvements (e.g. Mighty Rage, if and when a rogue hits level 25) require 9 uses.
For example, if you use a monk’s Flurry of Blows ability, you gain all the benefits and drawbacks described under Flurry of Blows (PH 40). You do not gain the benefits of unarmed strike, because that is a separate ability in the Monk’s class description.
Natural Skill-Trickster (Ex)
From this point and on, the rogue needs not spend skill points to learn a skill trick. He also regains all skill points previously invested into skill-tricks (if any).