Rizban
2018-05-26, 12:10 AM
Rizban's Revised Third Edition Introduction (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition)
Project Goals
Design Paradigm
Credits and Acknowledgments
Races (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099172#post23099172) Human
Dwarf
Elf
Gnome Half-Elf
Half-Orc
Halfling Classes (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099175#post23099175) Barbarian
Bard
Cleric
Druid
Fighter (http://www.giantitp.com/forums/showthread.php?559722)
Monk Paladin
Ranger
Rogue
Sorcerer
Wizard
Psion Skills (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099178#post23099178) Academics
Acrobatics
Arcane Lore
Athletics
Deception
Engineering
Handle Animal
Heal
Insight
Intimidate Linguistics
Natural Lore
Perception
Perform
Persuasion
Profession
Psi Lore
Stealth
Streetwise
Theology Feats (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099181#post23099181)
Equipment and Supplies (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099183#post23099183)
Adventuring and Combat (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099189#post23099189)
Magic and Spells (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099193#post23099193)
RogueAs stated in the Index thread, the purpose of this project is threefold: To improve and streamline parts of 3rd Edition without changing it into an entirely new system.
To revise the SRD classes to be within Tier 2 to Tier 3 in power level.
Because I enjoy homebrewing and want to do it.
A few notes about this project in general: Skills have been revised completely. There are now only 21 skills. Max skill rank is equal to Hit Dice.
Feats have been heavily revised.
While this project does touch on material from other sources, it is focused primarily on material in the SRD. Where material from other sourcebooks intersects this project directly, such as with alternate class features and substitution levels, that material will be referenced here but not reproduced if unavailable in the SRD. Where other sourcebooks don't directly intersect, such as new feats and spells, that content will be largely ignored and is considered to be compatible with this project unless otherwise stated. Spells from the Spell Compendium are named where appropriate.
The Rogue
The rogue is a fairly decent class. It's got quite a bit going for it and is almost where I want my revised classes to be. I gave it assassin spellcasting, plus a bit, as well as made the special abilities available earlier. There's definitely room for improvement, but I think this is a fairly solid start to the rogue revision.
BaseFortRefWill Spellcasting
Attack BonusSaveSaveSave
Special01st2nd3rd4th1st
+0+0+2+0
Sneak attack +1d6, trapfinding-----2nd
+1+0+3+0
Evasion2----3rd
+2+1+3+1
Sneak attack +2d6, trap sense +13----4th
+3+1+4+1
Special ability, uncanny dodge4----5th
+3+1+4+1
Sneak attack +3d640---6th
+4+2+5+2
Trap sense +251---7th
+5+2+5+2
Special ability, sneak attack +4d652---8th
+6/+1+2+6+2
Improved uncanny dodge520--9th
+6/+1+3+6+3
Sneak attack +5d6, trap sense +3631--10th
+7/+2+3+7+3
Special ability632--11th
+8/+3+3+7+3
Sneak attack +6d66320-12th
+9/+4+4+8+4
Trap sense +46431-13th
+9/+4+4+8+4
Sneak attack +7d6, special ability7432-14th
+10/+5+4+9+4
7432015th
+11/+6/+1+5+9+5
Sneak attack +8d6, trap sense +57443116th
+12/+7/+2+5+10+5
Special ability7543217th
+12/+7/+2+5+10+5
Sneak attack +9d67543218th
+13/+8/+3+6+11+6
Trap sense +67544319th
+14/+9/+4+6+11+6
Sneak attack +10d6, special ability7554320th
+15/+10/+5+6+12+6
75543
Hit Die: d6
Class Skills (8 + Int modifier per level, Χ2 at 1st level): Acrobatics (Dex), Arcane Lore (Int), Athletics (Str), Deception (Cha), Engineering (Int), Insight (Wis), Intimidate (Cha), Linguistics (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Streetwise (Int).
Class Features
All of the following are class features of the Rogue.
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC 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 anatomiesundead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach."
Trapfinding (Ex)
Rogues can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Rogues can use the Engineering skill to disarm magic traps.
A rogue who beats a traps DC by 10 or more with an Engineering check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Spells
Beginning at 2nd level, rogue gains the ability to cast a number of arcane spells. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a rogue must have an Intelligence score of at least 10 + the spell's level. Rogue bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the rogue's Intelligence bonus. When the rogue gets 0 spells per day of a given spell level she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.
Upon reaching 6th level, and at every even-numbered level after that, a rogue can choose to learn a new spell in place of one she already knows. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level rogue spell she can cast. A rogue may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for that level.
A rogue's caster level is equal to his class level, but a rogue has no caster level until he reaches 2nd level.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 for every three rogue levels thereafter. Trap sense bonuses gained from multiple classes stack.
Spells KnownLevel01st2nd3rd4th1st-----2nd2----3rd3----4th3----5th411---6th41---7th52---8th5211--9th631--10th632--11th63211-12th6431-13th6432-14th64321115th6443116th6443217th6443218th6444319th 6444320th644431 The rogue gains the spells known as indicated, even if he does not have a sufficient Intelligence to have a bonus spell of this level.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Special Abilities
On attaining 4th level, and at every three levels thereafter, a rogue gains a special ability of her choice from among the following options. Ally's Evade (Ex): By pointing out danger almost instantly, a rogue grant all adjacent allies Evasion. Minimum level 10. Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Death Attack (Ex): If a rogue studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the attack can also possibly paralyze or kill the target (rogue's choice). While studying the victim, the rogue can undertake other actions so long as her attention stays focused on the target and the target does not detect the rogue or recognize her as an enemy. If the victim fails a Fortitude save (DC 10 + 1/2 the rogue's class level + the rogue's Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the rogue. If the victim's saving throw succeeds, the attack is just a normal sneak attack.
Once the rogue has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails or if the rogue does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Minimum level 7. Defensive Roll (Ex): Once per encounter, when she would be damaged by a weapon (or a weapon-like spell or ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is denied her Dexterity bonus to AC, she cant use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogues evasion ability does not apply to the defensive roll. Hide in Plain Sight (Ex): A rogue with this ability can use the Stealth skill to hide even while being observed. Minimum level 7. Improved Arcana (Ex): A rogue with this ability gains one additional spell known and one additional spell slot per day of the same level as the new spell. The new spell learned must be at least one level lower than the highest level rogue spell she can cast.
Special: A psychic rogue gains one additional power known and enough power points to manifest that power one time without augmentation. The power learned must be at least one level lower than the highest level psychic rogue power she can manifest. Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. Improved Sneak Attack (Ex): The rogue's sneak attack damage increases by 1d6. This ability may be selected multiple times. Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogues attack of opportunity for that round. Even a rogue with the Combat Reflexes feat cant use the opportunist ability more than once per round. Penetrating Strike (Ex): A rogue with this ability can apply half of her sneak attack damage to creatures normally immune to sneak attack when she flanks them. She must be flanking to use this ability, and it does not apply against creatures that cannot be flanked. Poison Use (Ex): A rogue with this ability can apply poison to a weapon as a swift action without risk of poisoning herself. Skill Mastery (Ex): The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time. Slippery Mind (Ex): This ability represents the rogues ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. Sniper (Ex): A rogue with this ability can make sneak attacks within 60 feet. This ability can be taken a second time to increase the range to a maximum of 90 feet. Terrain Mastery (Ex): Choose one of the following terrain types: Aquatic, Desert, Forest, Hills, Marsh, Mountain, or Urban. While in the chosen terrain, a rogue gains a +2 bonus on Stealth skill checks and Initiative checks and a +10 bonus to land speed. A rogue may choose this ability multiples times, selecting a different terrain type each time. Feat: A rogue may gain a bonus feat in place of a special ability.
Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Rogue Spell List
Rogues choose their spells from the following list.
* Spell located in Spell Compendium
E Power found in the Expanded Psionics Handbook. These are cast as a spell without the ability to augment.
0 Level: amanuensis*, caltrops*, detect magic, detect poison, disguise self, ghost sound, launch bolt*, launch item*, light, message, read magic, silent portal*, stick*.
1st Level: conceal thoughtsE, critical strike*, darkness, dead end*, detect secret doors, distract assailant*, ebon eyes*, feather fall, insightful feint*, instant locksmith*, instant search*, jump, lightfoot*, low-light vision*, mage hand, obscuring mist, shock and awe*, sleep, sniper's shot*, sticky fingers*, true strike
2nd Level: absorb weapon*, alter self, blade of pain and fear*, cat's grace, cloud mindE, deeper darkness, fell the greatest foe*, fire shuriken*, fox's cunning, ice knife*, illusory script, invisibility, iron silence*, knock, marked object*, pass without trace, phantom foe*, spider climb, swift invisibility*, undetectable alignment, veil of shadow*.
3rd Level: amorphous form*, deep slumber, false life, find the gap*, hustleE, misdirection, nondetection, spectral weapon*, spider poison*, ubiquitous visionE, wraithstrike*
4th Level: clairaudience/clairvoyance, cursed blade*, dimension door, freedom of movement, glibness, greater invisibility, heart ripper*, hide from dragons*, implacable pursuer*, locate creature, modify memory, poison, shadow form*, shadow phase*, sniper's eye*, true seeing, vulnerability*.
Project Goals
Design Paradigm
Credits and Acknowledgments
Races (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099172#post23099172) Human
Dwarf
Elf
Gnome Half-Elf
Half-Orc
Halfling Classes (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099175#post23099175) Barbarian
Bard
Cleric
Druid
Fighter (http://www.giantitp.com/forums/showthread.php?559722)
Monk Paladin
Ranger
Rogue
Sorcerer
Wizard
Psion Skills (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099178#post23099178) Academics
Acrobatics
Arcane Lore
Athletics
Deception
Engineering
Handle Animal
Heal
Insight
Intimidate Linguistics
Natural Lore
Perception
Perform
Persuasion
Profession
Psi Lore
Stealth
Streetwise
Theology Feats (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099181#post23099181)
Equipment and Supplies (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099183#post23099183)
Adventuring and Combat (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099189#post23099189)
Magic and Spells (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099193#post23099193)
RogueAs stated in the Index thread, the purpose of this project is threefold: To improve and streamline parts of 3rd Edition without changing it into an entirely new system.
To revise the SRD classes to be within Tier 2 to Tier 3 in power level.
Because I enjoy homebrewing and want to do it.
A few notes about this project in general: Skills have been revised completely. There are now only 21 skills. Max skill rank is equal to Hit Dice.
Feats have been heavily revised.
While this project does touch on material from other sources, it is focused primarily on material in the SRD. Where material from other sourcebooks intersects this project directly, such as with alternate class features and substitution levels, that material will be referenced here but not reproduced if unavailable in the SRD. Where other sourcebooks don't directly intersect, such as new feats and spells, that content will be largely ignored and is considered to be compatible with this project unless otherwise stated. Spells from the Spell Compendium are named where appropriate.
The Rogue
The rogue is a fairly decent class. It's got quite a bit going for it and is almost where I want my revised classes to be. I gave it assassin spellcasting, plus a bit, as well as made the special abilities available earlier. There's definitely room for improvement, but I think this is a fairly solid start to the rogue revision.
BaseFortRefWill Spellcasting
Attack BonusSaveSaveSave
Special01st2nd3rd4th1st
+0+0+2+0
Sneak attack +1d6, trapfinding-----2nd
+1+0+3+0
Evasion2----3rd
+2+1+3+1
Sneak attack +2d6, trap sense +13----4th
+3+1+4+1
Special ability, uncanny dodge4----5th
+3+1+4+1
Sneak attack +3d640---6th
+4+2+5+2
Trap sense +251---7th
+5+2+5+2
Special ability, sneak attack +4d652---8th
+6/+1+2+6+2
Improved uncanny dodge520--9th
+6/+1+3+6+3
Sneak attack +5d6, trap sense +3631--10th
+7/+2+3+7+3
Special ability632--11th
+8/+3+3+7+3
Sneak attack +6d66320-12th
+9/+4+4+8+4
Trap sense +46431-13th
+9/+4+4+8+4
Sneak attack +7d6, special ability7432-14th
+10/+5+4+9+4
7432015th
+11/+6/+1+5+9+5
Sneak attack +8d6, trap sense +57443116th
+12/+7/+2+5+10+5
Special ability7543217th
+12/+7/+2+5+10+5
Sneak attack +9d67543218th
+13/+8/+3+6+11+6
Trap sense +67544319th
+14/+9/+4+6+11+6
Sneak attack +10d6, special ability7554320th
+15/+10/+5+6+12+6
75543
Hit Die: d6
Class Skills (8 + Int modifier per level, Χ2 at 1st level): Acrobatics (Dex), Arcane Lore (Int), Athletics (Str), Deception (Cha), Engineering (Int), Insight (Wis), Intimidate (Cha), Linguistics (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Streetwise (Int).
Class Features
All of the following are class features of the Rogue.
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC 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 anatomiesundead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach."
Trapfinding (Ex)
Rogues can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Rogues can use the Engineering skill to disarm magic traps.
A rogue who beats a traps DC by 10 or more with an Engineering check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Spells
Beginning at 2nd level, rogue gains the ability to cast a number of arcane spells. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a rogue must have an Intelligence score of at least 10 + the spell's level. Rogue bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the rogue's Intelligence bonus. When the rogue gets 0 spells per day of a given spell level she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.
Upon reaching 6th level, and at every even-numbered level after that, a rogue can choose to learn a new spell in place of one she already knows. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level rogue spell she can cast. A rogue may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for that level.
A rogue's caster level is equal to his class level, but a rogue has no caster level until he reaches 2nd level.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 for every three rogue levels thereafter. Trap sense bonuses gained from multiple classes stack.
Spells KnownLevel01st2nd3rd4th1st-----2nd2----3rd3----4th3----5th411---6th41---7th52---8th5211--9th631--10th632--11th63211-12th6431-13th6432-14th64321115th6443116th6443217th6443218th6444319th 6444320th644431 The rogue gains the spells known as indicated, even if he does not have a sufficient Intelligence to have a bonus spell of this level.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Special Abilities
On attaining 4th level, and at every three levels thereafter, a rogue gains a special ability of her choice from among the following options. Ally's Evade (Ex): By pointing out danger almost instantly, a rogue grant all adjacent allies Evasion. Minimum level 10. Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Death Attack (Ex): If a rogue studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the attack can also possibly paralyze or kill the target (rogue's choice). While studying the victim, the rogue can undertake other actions so long as her attention stays focused on the target and the target does not detect the rogue or recognize her as an enemy. If the victim fails a Fortitude save (DC 10 + 1/2 the rogue's class level + the rogue's Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the rogue. If the victim's saving throw succeeds, the attack is just a normal sneak attack.
Once the rogue has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails or if the rogue does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Minimum level 7. Defensive Roll (Ex): Once per encounter, when she would be damaged by a weapon (or a weapon-like spell or ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is denied her Dexterity bonus to AC, she cant use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogues evasion ability does not apply to the defensive roll. Hide in Plain Sight (Ex): A rogue with this ability can use the Stealth skill to hide even while being observed. Minimum level 7. Improved Arcana (Ex): A rogue with this ability gains one additional spell known and one additional spell slot per day of the same level as the new spell. The new spell learned must be at least one level lower than the highest level rogue spell she can cast.
Special: A psychic rogue gains one additional power known and enough power points to manifest that power one time without augmentation. The power learned must be at least one level lower than the highest level psychic rogue power she can manifest. Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. Improved Sneak Attack (Ex): The rogue's sneak attack damage increases by 1d6. This ability may be selected multiple times. Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogues attack of opportunity for that round. Even a rogue with the Combat Reflexes feat cant use the opportunist ability more than once per round. Penetrating Strike (Ex): A rogue with this ability can apply half of her sneak attack damage to creatures normally immune to sneak attack when she flanks them. She must be flanking to use this ability, and it does not apply against creatures that cannot be flanked. Poison Use (Ex): A rogue with this ability can apply poison to a weapon as a swift action without risk of poisoning herself. Skill Mastery (Ex): The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time. Slippery Mind (Ex): This ability represents the rogues ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. Sniper (Ex): A rogue with this ability can make sneak attacks within 60 feet. This ability can be taken a second time to increase the range to a maximum of 90 feet. Terrain Mastery (Ex): Choose one of the following terrain types: Aquatic, Desert, Forest, Hills, Marsh, Mountain, or Urban. While in the chosen terrain, a rogue gains a +2 bonus on Stealth skill checks and Initiative checks and a +10 bonus to land speed. A rogue may choose this ability multiples times, selecting a different terrain type each time. Feat: A rogue may gain a bonus feat in place of a special ability.
Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Rogue Spell List
Rogues choose their spells from the following list.
* Spell located in Spell Compendium
E Power found in the Expanded Psionics Handbook. These are cast as a spell without the ability to augment.
0 Level: amanuensis*, caltrops*, detect magic, detect poison, disguise self, ghost sound, launch bolt*, launch item*, light, message, read magic, silent portal*, stick*.
1st Level: conceal thoughtsE, critical strike*, darkness, dead end*, detect secret doors, distract assailant*, ebon eyes*, feather fall, insightful feint*, instant locksmith*, instant search*, jump, lightfoot*, low-light vision*, mage hand, obscuring mist, shock and awe*, sleep, sniper's shot*, sticky fingers*, true strike
2nd Level: absorb weapon*, alter self, blade of pain and fear*, cat's grace, cloud mindE, deeper darkness, fell the greatest foe*, fire shuriken*, fox's cunning, ice knife*, illusory script, invisibility, iron silence*, knock, marked object*, pass without trace, phantom foe*, spider climb, swift invisibility*, undetectable alignment, veil of shadow*.
3rd Level: amorphous form*, deep slumber, false life, find the gap*, hustleE, misdirection, nondetection, spectral weapon*, spider poison*, ubiquitous visionE, wraithstrike*
4th Level: clairaudience/clairvoyance, cursed blade*, dimension door, freedom of movement, glibness, greater invisibility, heart ripper*, hide from dragons*, implacable pursuer*, locate creature, modify memory, poison, shadow form*, shadow phase*, sniper's eye*, true seeing, vulnerability*.