Rogue


"Silence is the stillness in which all things become one. Darkness is the enveloping shadow in which one thing becomes all. Sound is the movement in which one ripple in the water becomes a wave on the shore. Light is the burning brand that illuminates the corners of the mind. All things come from shadow, and to there, all will return."
~Ruthenius Grey, Wave Upon the Shore, the Silence

Bellicose Assassin (Rogue)
The Rogue has sacrificed his ability to find weaknesses in order to learn martial arts of great power.
Replaces: Sneak Attack
Benefits: The Rogue gains Initiating as a Warblade of his level, with the Warblade’s recovery mechanic, and with access to the Shadow Hand, Tiger Claw, Setting Sun and Diamond Mind disciples. He automatically gains a +2 Competency bonus with all Discipline skills.

Spirit Slayer (Rogue)
The Rogue becomes able to bind spirits of those who have died and long to live on.
Replaces: Sneak Attack at 3rd, 7th, 11th, and 15th level, as well as Evasion, Uncanny Dodge, and Improved Uncanny Dodge.
Benefits: The Rogue gain soulbinding, as a Binder of his level. He gains no other benefits of the Binder class.

Cerulean Sneak (Rogue)
The Rogue becomes able to channel souls into his body, using them to fortify himself and his equipment.
Replaces: Sneak Attack at 3rd, 7th, 11th, and 15th level, as well as Special Abilities.
Benefits: The Rogue gains Meldshaping as a Totemist of his level. He does not gain the Totem chakra. He chooses his soulmelds from the Incarnate’s soulmeld list. He gains no other benefits of the Totemist class.

Silent Stalker (Rogue)
The Rogue becomes able to fade into the shadows, and from sight.
Replaces: Evasion, Improved Evasion.
Benefits: As a standard action, the Rogue may become Invisible, as the Greater Invisibility spell, for one round. After using this ability, the Rogue must wait 1d4 rounds before using it again. He may not use it outside of combat