zax Rogue


Homebrew and House Rules

Verdant Wheel

this is my interpretation on what needs to be added to the core Rogue. some of you have seen this because i posted it in multiple places. chalk it up to sorry, i'm new to the forums. to those who have, i added some immunities to the base Pool, with one or two other touch-ups. to those that haven't, this has been directly inspired by the Guile Pool in the book Rogue Glory.

i am seeking feedback.

Rogue Execution Pool

Spoiler:

Execution Pool (Ex):
A Rogue uses rigorous on-the-ground training and off-the-cuff thinking to develop and build upon her natural aptitudes. She is the undisputed master of Extraordinary Abilities that supplement her broad and deep understandings of how to execute incredible feats of raw skill.

Skills modified by an Execution Pool must be trained rogue skills. That is, class skills that the rogue has invested at least 1 rank in - with the exception of Craft, Profession, and Performance skills. Appropriate skills to use with the Execution Pool are as follows: Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (Dungeoneering), Knowledge (Local), Linguistics, Perception, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device.

at 2nd level, a rogue gains an Execution Pool equal to half her rogue level plus her Charisma modifier (minimum 1). This pool replenishes every morning after 8 hours of rest; these hours do not need to be consecutive. If she is reduced to 0 HP, her Execution Pool immediately drops to 0.

Upon contracting a condition, once per round as an immediate action, a Rogue may spend 1 point to remove any one of the following: Dazed, Fatigued, Shaken, or Sickened. At 10th level, she may similarly spend 1 point to immediately reduce more severe conditions to less severe ones, as follows: Stunned to Dazed, Exhausted to Fatigued, Frightened to Shaken, or Nauseated to Sickened. She may only spend 1 point per acquired condition in this way.

So long as she has 1 point in her pool, a rogue instead gains a +5 bonus to trained rogue skills, which overlaps (does not stack with) the usual +3 bonus to trained class skills.

Innovative Execution (Ex):

At 3rd level, as a free action, she may spend 1 point to gain a +1 insight bonus to any trained rogue skill check. If this would drop her to 0 points, she maintains her enhanced training bonus (+5, see above) for the duration of the check.

At sixth level, and every three rogue levels thereafter, her Innovative Execution bonus further increases by +1. Innovative Execution may only be used once per trained rogue skill per day.

Expanding Execution:
At 5th level, a rogue may select any single skill to be a class skill. This skill will also hereafter be able to benefit from the Execution Pool. A rogue may not select any Craft, Profession, or Performance skills with this ability.

At 9th level, and every four Rogue levels thereafter, she may select an additional skill.

Confident Execution (Ex):
At 6th level, as a free action she may expend 1 point to roll twice for a single trained rogue skill check, taking the desired result. she must declare this usage before rolling the dice. Confident Execution may be used in conjunction with the various rogue Talents that allow additional rolls, but never more than once per trained rogue skill per day.

Smooth Execution (Ex):
At 10th level, as a free action she may expend 1 point to "take 10" on any trained rogue skill check (or, on any single roll as part of a check), even if it is not normally allowed. If the skill in question is a Skill Mastery skill, or any skill that is the focus of any rogue Talent, she may additionally partially or totally ignore a penalty of up to -5 per additional point spent. Smooth Execution may only be used once per trained rogue Skill per day.

Meticulous Execution (Ex):
At 14th level, as a free action she may choose to re-roll any trained rogue skill check after rolling an initial attempt, by expending 1 point. this second result must be kept. If the skill in question is a Skill Mastery skill, or any skill that is the focus of any rogue Talent, the first result may be kept in lieu of the second result. Meticulous Execution may only be used up to once per trained rogue skill per day.

Masterful Execution (Ex):
At 18th level, as a free action she may expend 1 point to "take 20" on any trained rogue skill check. If the skill in question is a Skill Mastery skill, or any skill that is the focus of any rogue Talent, she may additionally partially or totally ignore a penalty of up to -10 per additional point spent. Masterful Execution may only be used once per trained rogue skill per day.

Furthermore, so long as she has at least 1 point in her Execution Pool, she may "take 10" on any trained rogue skill, even if it is not normally allowed. This application of the Masterful Execution has no limit in it's usage per day.

as i have said before, i want to enable the Rogue to corner the core/base classes in both breadth and depth of skills usage. these additions are meant to bring the Rogue back on par with the Bard and Ninja in terms of skills, but in a way that is particularly suited to the Rogue's unique style. i see the Rogue as less a sage than the Bard, less a warrior than the Ninja, and certainly less mystical than the both of them. yet, i wanted to emphasize what the Rogue was good at: using a broad range of skills at a high level of competency in an extraordinary fashion.

cheers.


I'd decouple it from charisma and make it a choice of the mental stats. They're known for their versatility, so reflecting that would be great.

Verdant Wheel

thanks for the suggestion Cheapy. i have added it in.

Execution Pool:

Spoiler:

Execution Pool (Ex):
The Rogue uses rigorous on-the-ground training and off-the-cuff thinking to develop and build upon her natural aptitudes. She is the undisputed master of Extraordinary Abilities that supplement her broad and deep understandings of how to execute incredible feats of raw skill.

Skills modified by an Execution Pool must be trained rogue skills. That is, class skills that the rogue has invested at least 1 rank in - with the exception of Craft, Profession, and Performance skills. Appropriate skills to use with the Execution Pool are as follows: Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (Dungeoneering), Knowledge (Local), Linguistics, Perception, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device.

at 2nd level, a rogue gains an Execution Pool and chooses one of her mental ability scores (Intelligence, Wisdom, or Charisma) to base it on. Once selected, this choice cannot be changed. She gains a number of points in her pool equal to half her rogue level plus her chosen ability modifier (minimum 1). This pool replenishes every morning after 8 hours of rest; these hours do not need to be consecutive. If she is reduced to 0 HP, her Execution Pool immediately drops to 0.

Upon contracting a condition, once per round as an immediate action, a rogue may spend 1 point to suppress any one of the following: Dazed, Fatigued, Shaken, or Sickened. The suppression lasts for 1 round per rogue level, effectively negating any condition with a shorter duration. At 10th level, she may similarly spend 1 point to reduce (partially suppress) more severe conditions to less severe ones, as follows: Stunned to Dazed, Exhausted to Fatigued, Frightened to Shaken, or Nauseated to Sickened. She may only spend 1 point per acquired condition in this way.

Furthermore, so long as she has 1 point in her pool, she instead gains a +5 bonus to trained rogue skills, which overlaps (does not stack with) the usual +3 bonus to trained class skills.

Innovative Execution (Ex):
At 3rd level, as a free action, a rogue may spend 1 point to gain a +1 insight bonus to any trained rogue skill check. If this would drop her to 0 points, she maintains her enhanced training bonus (+5, see above) for the duration of the check.

At 6th level, and every three rogue levels thereafter, her Innovative Execution bonus further increases by +1.

Expanding Execution:
At 5th level, a rogue may select any single skill to be a class skill. This skill will also hereafter be able to benefit from the Execution Pool. A rogue may not select any Craft, Profession, or Performance skills with this ability.

At 9th level, and every four Rogue levels thereafter, she may select an additional skill.

Confident Execution (Ex):
At 6th level, as a free action she may expend 1 point to roll twice for a single trained rogue skill check, taking the desired result. She must declare this usage before rolling the dice. Confident Execution may be used in conjunction with the various rogue Talents that allow additional rolls, but never more than once per trained rogue skill per day.

Smooth Execution (Ex):

At 10th level, as a free action she may expend 1 point to "take 10" on any trained rogue skill check (or, on any single roll as part of a check), even if it is not normally allowed. If the skill in question is a Skill Mastery skill, or any skill that is the focus of a rogue Talent, she may additionally partially or totally ignore a penalty of up to -5 per additional point spent. Smooth Execution may only be used up to once per trained rogue skill per day.

Meticulous Execution (Ex):

At 14th level, as a free action she may choose to re-roll any trained rogue skill check after rolling an initial attempt, by expending 1 point. This second result must be kept. If the skill in question is a Skill Mastery skill, or any skill that is the focus of a rogue Talent, the first result may be kept in lieu of the second result. Meticulous Execution may only be used up to once per trained rogue skill per day.

Masterful Execution (Ex):

At 18th level, as a free action she may expend 1 point to "take 20" on any trained rogue skill check. If the skill in question is a Skill Mastery skill, or any skill that is the focus of a rogue Talent, she may additionally partially or totally ignore a penalty of up to -10 per additional point spent. Masterful Execution may only be used up to once per trained rogue skill per day.

Furthermore, so long as she has at least 1 point in her Execution Pool, she may "take 10" on any trained rogue skill at any time, even if it is not normally allowed. This application of the Masterful Execution has no limit in it's usage.

are the 1-pt condition reliefs too much? they attempt to follow the 'uninhibited rogue' theme. most of the rogue skills prevent impediments to movement or advancement (Acrobatics, Climb, Disable Device, Escape Artist, etc...), so i thought extending that to minor conditions would enhance the 'always ready' feel of the rogue in a more explicitly mechanical way. the Ninja has offensive capabilities, i thought the Rogue could have defensive ones...

update:
i have changed the 'negate' condition into a 'suppress'. this feels a little less magicky. so they aren't impervious to these conditions, just good at 'sucking it up' under tense circumstances.

Verdant Wheel

after seeing SteelDraco's Rogue, i am inspired to steal the system which governs how his 'pool' works. it is much more elegant. first, as it is differentiated from Ki - which i still think is an excellent mechanic for the Ninja. second, in it's emphasis on guiding the Rogue into interesting situations and providing them with the mechanical backup to excel at them. third, in the somewhat randomized nature of it. fourth, in it's more limited usage. this goes towards not only cleaning up the awkward "once per trained skill per day" bookkeeping that formerly punctuated my proposal entries, but also balancing the Rogue 'pool' with the Ninja 'pool' better (because the rogue does gain evasion at level 2, after all), and also creates a different feel as compared to the Ninja. i enjoy the distinction between the two. the Ninja is a skills expert and warrior because he was trained to be; the Rogue is a skills expert and warrior because he has to be. i'm glad to discover this mechanic that supports this difference in background story.

and so, in addition to adding a dodge bonus (to support seeking a flank sneak attack in a roundabout way), i have cleaned up the language:

Execution Pool (Ex):

Spoiler:

Execution Pool (Ex):
The Rogue uses rigorous on-the-ground training and off-the-cuff thinking to develop and build upon her natural aptitudes. She is the undisputed master of Extraordinary Abilities that supplement her broad and deep understandings of how to execute incredible feats of raw skill.

Skills modified by an Execution Pool must be trained rogue skills. That is, class skills that the rogue has invested at least 1 rank in - with the exception of Craft, Profession, and Performance skills. Appropriate skills to use with the Execution Pool are as follows: Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (Dungeoneering), Knowledge (Local), Linguistics, Perception, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device.

At 2nd level, a rogue gains an Execution Pool and chooses one of her mental ability scores (Intelligence, Wisdom, or Charisma) to govern it. Once selected, this cannot be changed. She gains a number of points in her pool equal to her chosen ability modifier (minimum 1). This pool replenishes every morning after 8 hours of rest; these hours do not need to be consecutive. For each 2 ability damage she takes to her governing ability score, she loses 1 point from her pool. If she is ever reduced to 0 HP, she immediately loses all points from her pool.

When a rogue accomplishes a feat of daring, fells a worthy foe, or acquires a valuable prize, the DM may allow her to replenish her Execution Pool by 1 point. A feat of daring usually involves rolling a natural 20 on a skill check in a dangerous or otherwise dramatic situation. Felling a worthy foe usually involves reducing a foe of comparable HD or CR to 0 HP or less with a sneak attack or cleverly executed plan. Acquiring a valuable prize usually involves stealing or uncovering an expensive treasure or a scandalous secret. The DM may further rule that other circumstances warrant such an award. It is further considered sport to ask the DM ahead of time if a given undertaking would be considered worthy of consideration in this regard.

Uses of the Execution Pool are as follows:

So long as a rogue retains at least 1 point in her pool, she gains a +5 bonus to trained rogue skills, which overlaps (does not stack with) the usual +3 bonus to trained class skills.

As a swift action, a rogue may expend 1 point to gain a +4 dodge bonus to AC for a number of rounds equal to half her rogue level.

As an immediate action, upon contracting a condition, a rogue may expend 1 point to suppress any one of the following: Dazed, Fatigued, Shaken, or Sickened. The suppression lasts for a number of rounds equal to half her rogue level, effectively negating any condition with a shorter duration. At 10th level, she may similarly spend 1 point to reduce (partially suppress) more severe conditions to less severe ones, as follows: Stunned to Dazed, Exhausted to Fatigued, Frightened to Shaken, or Nauseated to Sickened. She may only spend 1 point per acquired condition in this way.

Innovative Execution (Ex):
At 3rd level, as a free action, a rogue may expend 1 point to gain a +1 insight bonus to any trained rogue skill check. If this would drop her to 0 points, she maintains her enhanced training bonus (+5, see above) for the duration of the check.

At 6th level, and every three rogue levels thereafter, her Innovative Execution bonus further increases by +1.

Expanding Execution:

At 5th level, a rogue may select any single skill to be a class skill. This skill will also hereafter be able to benefit from the Execution Pool. A rogue may not select any Craft, Profession, or Performance skills with this ability.

Additionally, her daily Execution Pool maximum grows by 1 point.

At 9th level, and every four Rogue levels thereafter, she may select an additional skill, and her daily maximum grows by another point.

Confident Execution (Ex):

At 6th level, as a free action, a rogue may expend 1 point to roll twice for a single trained rogue skill check, taking the desired result. She must declare this usage before rolling the dice. Confident Execution may be used in conjunction with the various rogue Talents that allow additional rolls.

Smooth Execution (Ex):

At 10th level, as a free action, a rogue may expend 1 point to "take 10" on any trained rogue skill check (or, on any single roll as part of a check), even if it is not normally allowed. If the skill in question is a Skill Mastery skill, or any skill that is the focus of a rogue Talent she possesses, she may additionally partially or totally ignore a penalty of up to -5 per additional point spent.

Meticulous Execution (Ex):

At 14th level, as a free action, a rogue may expend 1 point to re-roll any trained rogue skill check after rolling an initial attempt. This second result must be kept. If the skill in question is a Skill Mastery skill, or any skill that is the focus of a rogue Talent she possesses, the first result may be kept in lieu of the second result.

Masterful Execution (Ex):

At 18th level, as a free action, a rogue may expend 1 point to "take 20" on any trained rogue skill check. If the skill in question is a Skill Mastery skill, or any skill that is the focus of a rogue Talent she possesses, she may additionally partially or totally ignore a penalty of up to -10 per additional point spent.

Furthermore, so long as she retains at least 1 point in her pool, she may "take 10" on any trained rogue skill at any time, even if it is not normally allowed.

cheers

Verdant Wheel

ok, another revision.

basically, instead of copy/paste from the ninja, the Execution Pool starts off with three base abilities:

1) bonus to initiative
2) bonus to skill checks
3) rounds of suppression of minor conditions

why?

1) interaction with a main class feature (sneak attack) in a way that is thematic for the rogue - acting before the enemy on a surprise round.
2) continuing the mechanics to support rogue as not only a class with a lot of skills, but also a very high level of competence with them.
3) introducing the advantage of the rogue being able to perform unhindered despite minor afflictions for short bursts.

then, as the rogue advances in level, the pool moves on to allow re-rolls, taking numbers, and negating penalties. this basically reinforces point #2 further.

It might be added/remoulded into the capstone, to steal the idea from Krigare's monk, that all Execution Pool swift actions become free actions at 20th level - "Perfect Execution" or somesuch - to allow several of the pool abilities to be combined for a single epic skill check...

Execution Pool (Ex):

Spoiler:

Execution Pool (Ex):
The Rogue uses rigorous on-the-ground training and off-the-cuff thinking to develop and build upon her natural aptitudes. She is the undisputed master of Extraordinary Abilities that supplement her broad and deep understandings of how to execute incredible feats of raw skill.

Skills modified by an Execution Pool must be trained rogue skills. That is, class skills that the rogue has invested at least 1 rank in - with the exception of Craft, Profession, and Performance skills. Appropriate skills to use with the Execution Pool are as follows: Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (Dungeoneering), Knowledge (Local), Linguistics, Perception, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device.

At 2nd level, a rogue gains an Execution Pool and chooses one of her mental ability scores (Intelligence, Wisdom, or Charisma) to govern it. Once selected, this cannot be changed. She gains a number of points in her pool equal to her chosen ability modifier (minimum 1). This pool replenishes every morning after 8 hours of rest; these hours do not need to be consecutive. For each 2 ability damage she takes to her governing ability score, she loses 1 point from her pool. If she is ever reduced to 0 HP, she immediately loses all points from her pool.

When a rogue accomplishes a feat of daring, fells a worthy foe, or acquires a valuable prize, the DM may allow her to replenish her Execution Pool by 1 point. A feat of daring usually involves rolling a natural 20 on a skill check in a dangerous or otherwise dramatic situation. Felling a worthy foe usually involves reducing a foe of comparable HD or CR to 0 HP or less with a sneak attack or cleverly executed plan. Acquiring a valuable prize usually involves stealing or uncovering an expensive treasure or a scandalous secret. The DM may further rule that other circumstances warrant such an award. It is further considered sport to ask the DM ahead of time if a given undertaking would be considered worthy of consideration in this regard.

Usages of the Execution Pool are as follows:

So long as a rogue retains at least 1 point in her pool, she gains an insight bonus to initiative equal to her half her rogue level.

As a swift action, a rogue may expend 1 point to gain a competence bonus to any trained rogue skill check equal to half her rogue level. She must declare this usage before rolling the dice.

As an immediate action, upon contracting a condition, a rogue may expend 1 point to suppress any one of the following: Dazed, Fatigued, Shaken, or Sickened. The suppression lasts for a number of rounds equal to half her rogue level, effectively negating any condition with a shorter duration. At 10th level, she may similarly spend 1 point to reduce (partially suppress) more severe conditions to less severe ones, as follows: Stunned to Dazed, Exhausted to Fatigued, Frightened to Shaken, or Nauseated to Sickened. She may only spend 1 point per acquired condition in this way.

Expanding Execution Base:
At 5th level, a rogue may select any single skill to be a class skill. This skill will also hereafter be able to benefit from the Execution Pool. A rogue may not select any Craft, Profession, or Performance skills with this ability.

Additionally, her daily Execution Pool maximum grows by 1 point.

At 9th level, and every four Rogue levels thereafter, she may select an additional skill, and her daily maximum grows by another point.

Innovative Execution (Ex):
At 6th level, as a swift action, a rogue may expend 1 point to roll twice for a single trained rogue skill check, taking the desired result. She must declare this usage before rolling the dice. Innovative Execution may be used in conjunction with the various rogue Talents that allow additional rolls - doing so may allow her to roll more than twice for a single skill check.

Smooth Execution (Ex):
At 10th level, as a swift action, a rogue may expend 1 point to "take 10" on any trained rogue skill check (or, on any single roll as part of a check), even if it is not normally allowed.

Furthermore, as a swift action, a rogue may expend points to partially or totally ignore a penalty of up to -5 per expenditure, but only in conjunction with a skill that is also the focus of a rogue talent she possesses (such as Skill Mastery or Ledge Walker).

Meticulous Execution (Ex):
At 14th level, as a swift action, a rogue may expend 1 point to re-roll any trained rogue skill check after rolling an initial attempt. This second result may be kept in lieu of the first result.

Masterful Execution (Ex):
At 18th level, as a swift action, a rogue may expend 1 point to "take 20" on any trained rogue skill check.

Furthermore, as a swift action, a rogue may expend points to partially or totally ignore a penalty of up to -10 per expenditure, but only in conjunction with a skill that is also the focus of a rogue talent she possesses (such as Skill Mastery or Ledge Walker).

Lastly, so long as she retains at least 1 point in her pool, she may "take 10" on any trained rogue skill check at any time, even if it is not normally allowed.

Verdant Wheel

Rogue

BAB: Medium
Hit Dice: d8
Good Saves: Reflex
Proficiency: Simple weapons, light armor, plus the hand crossbow, rapier, sap, shortbow, and shortsword.

Skill Points: 8
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge: dungeoneering (Int), Knowledge: local (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Class Table:
1 - Sneak Attack 1d6, Trapfinding
2 - Execution Pool, Rogue Talent, Evasion
3 - Sneak Attack 2d6 (1d6), Trap Sense +1
4 - Rogue Talent, Uncanny Dodge
5 - Sneak Attack 3d6, Execution I
6 - Rogue Talent, Trap Sense +2
7 - Sneak Attack 4d6 (2d6)
8 - Rogue Talent, Improved Uncanny Dodge
9 - Sneak Attack 5d6, Execution II, Trap Sense +3
10- Advanced Talents, Rogue Talent
11- Sneak Attack 6d6 (3d6)
12- Rogue Talent, Trap Sense +4
13- Sneak Attack 7d6, Execution III
14- Rogue Talent
15- Sneak Attack 8d6 (4d6), Trap Sense +5
16- Rogue Talent
17- Sneak Attack 9d6, Execution IV
18- Rogue Talent, Trap Sense +6
19- Sneak Attack 10d6 (5d6)
20- Rogue Talent, Master Execution

Class Features:

Spoiler:

Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime 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 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 weapon that deals nonlethal damage (like a sap, whip, 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.

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.

At 3rd level, a rogue may apply half her sneak attack dice (round down) as conditional precision damage. This secondary precision damage may not be combined with full sneak attack damage in any way - it functions as a lesser but more broadly applicable precision damage. The rogue selects one group of conditions from the list below which she may hereafter take deadly advantage of:

Fear: Frightened, Panicked, or Shaken
Illness: Sickened or Nauseated
Lethargy: Fatigued or Exhausted
Pain: under the effect of a spell with the Pain descriptor
Restraint: Entangled or Grappled
Sensory: Dazzled, Deafened, or temporary loss of a primary sense
Shock: Dazed, Disabled, or Staggered

At 7th level, and again every four levels thereafter, the rogue may select another group of conditions to exploit.

Trapfinding:
A rogue adds 1/2 her level as a competence bonus to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Execution Pool:
The Rogue uses rigorous on-the-ground training and off-the-cuff thinking to develop and build upon her natural aptitudes. She is the undisputed master of Extraordinary Abilities that supplement her broad and deep understandings of how to execute incredible feats of raw skill.

Skills modified by an execution pool must be trained rogue skills. That is, class skills that the rogue has invested at least 1 rank in - with the exception of Craft, Profession, and Performance skills. Appropriate skills to use with the Execution Pool are as follows: Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (Dungeoneering), Knowledge (Local), Linguistics, Perception, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device.

At 2nd level, a rogue gains an execution pool and chooses one of her mental ability scores (Intelligence, Wisdom, or Charisma) to govern it. Once selected, this cannot be changed. She gains a number of points in her pool equal to her chosen ability modifier (minimum 1). This pool replenishes every morning after 8 hours of rest; these hours do not need to be consecutive. For each 2 ability damage she takes to her governing ability score, she loses 1 point from her pool. If she is ever reduced to below 0 HP, she immediately loses all points from her pool.

When a rogue accomplishes a feat of daring, fells a worthy foe, or acquires a valuable prize, the DM may allow her to replenish her execution pool by 1 point. A feat of daring usually involves rolling a natural 20 on an important skill check or risking life or limb for a greater party gain. Felling a worthy foe usually involves reducing a foe of comparable HD or CR to 0 HP or less with a sneak attack or other precision damage. Acquiring a valuable prize usually involves stealing or uncovering an expensive treasure or a scandalous secret. The DM may further rule that other circumstances warrant such an award.

Usages of the execution pool are as follows:

So long as a rogue retains at least 1 point in her pool, she gains an insight bonus to initiative equal to her half her rogue level.

As a swift action, a rogue may expend 1 point to gain a competence bonus to any trained rogue skill check equal to half her rogue level. She must declare this usage before rolling the dice.

As an immediate action, upon contracting a condition, a rogue may expend 1 point to suppress any one of the following: Dazed, Fatigued, Shaken, Sickened, or Staggered. The suppression lasts for one round. At 10th level, she may similarly spend 1 point to reduce (partially suppress) more severe conditions to less severe ones, as follows: Stunned to Dazed, Exhausted to Fatigued, Frightened to Shaken, Nauseated to Sickened, or Disabled to Staggered.

Rogue Talents:
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Feats).

Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.

Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.

Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.

Slow Reactions* (Ex): Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.

Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Evasion:
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:
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 rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge:
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Execution I:
At 5th level, a rogue may select any single skill to be a class skill. This skill will also hereafter be able to benefit from her execution pool. A rogue may not select any Craft, Profession, or Performance skills with this ability.

Secondly, her daily execution pool maximum grows by 1 point.

Thirdly, as a swift action, a rogue may expend 1 point from her execution pool to roll twice for a single trained rogue skill check, taking the desired result. She must declare this usage before rolling for the check.

Lastly, as a swift action, a rogue may expend 1 point from her execution pool to ignore up to a -5 penalty or a +5 DC increase to any single skill check. She must declare this usage before rolling for the check.

Improved Uncanny Dodge:
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 another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Execution II:
At 9th level, a rogue may select any single skill to be a class skill. This skill will also hereafter be able to benefit from her execution pool. A rogue may not select any Craft, Profession, or Performance skills with this ability.

Secondly, her daily execution pool maximum grows by 1 point.

Thirdly, as a swift action, a rogue may expend 1 point from her execution pool to take 10 on any trained rogue skill check, even if it is not normally allowed.

Lastly, as a swift action, a rogue may expend 2 points from her execution pool to ignore up to a -10 penalty or a +10 DC increase to any single skill check. She must declare this usage before rolling for the check.

Advanced Talents:
At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

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.

Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special 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 can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.

Improved Evasion (Ex): This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

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 an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so confident 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 skill mastery to apply to each time.

Slippery Mind (Ex): This ability represents the rogue's 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.

Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.

Execution III:
At 13th level, a rogue may select any single skill to be a class skill. This skill will also hereafter be able to benefit from her execution pool. A rogue may not select any Craft, Profession, or Performance skills with this ability.

Secondly, her daily execution pool maximum grows by 1 point.

Thirdly, as a swift action, a rogue may expend 1 point from her execution pool to re-roll any trained rogue skill check after rolling an initial attempt. This second result may be kept in lieu of the first result.

Lastly, as a swift action, a rogue may expend 3 points from her execution pool to ignore up to a -15 penalty or a +15 DC increase to any single skill check. She must declare this usage before rolling for the check.

Execution IV:
At 17th level, a rogue may select any single skill to be a class skill. This skill will also hereafter be able to benefit from her execution pool. A rogue may not select any Craft, Profession, or Performance skills with this ability.

Secondly, her daily execution pool maximum grows by 1 point.

Thirdly, as a swift action, a rogue may expend 1 point from her execution pool to take 20 on any trained rogue skill check.

Lastly, as a swift action, a rogue may expend 4 points from her execution pool to ignore up to a -20 penalty or a +20 DC increase to any single skill check. She must declare this usage before rolling for the check.

Master Execution:
At 20th level, a rogue enjoys a continuous competence bonus equal to half her rogue level on all trained rogue skills, she may always take 10 on any trained rogue skill check regardless of the circumstance, and all of her execution pool expenditures become free actions.

...

changes from core rogue are in blue.

changes from my last draft are (1) allowing half sneak attack dice to conditions, (2) changing the capstone, (3) adding staggered/disabled to suppressible conditions, and (4) shifting the execution pool abilities into I, II, III, and IV.

i may look into the rogue talents next...

Verdant Wheel

alright,
here is my next stab at reworking the core rogue. the summary of changes includes:

0) vital statistics remain the same (BAB/HD/Saves/Skills/Proficiency)
1) Sneak Attack may be applied at half-dice to selectable condition-sets.
2) Cunning Pool simplified to boost initiative and skill checks, and to recharge 'daily' rogue talents.
3) Trap Spotter, now a class feature, swapped in for Trapfinding.
4) Trap Sense, essentially unchanged, hints at more robust trap encounters
5) some core rogue talents modified to be more useful. plus i added a few.
6) 10th level rogue may apply 2 sneak-attacky talents at a time!
7) Advanced Talents gives option of selecting 1 advanced or 2 regular.
8) options for high level rogue to crit-multiply sneak attack dice.
9) options for high level rogue to attack with greater mobility.
10) capstone improved and made more flexible.

comments:

lower levels (below 10)

#1-#5 assist the rogue at lower levels, where assistance is least needed, because the game has a lower level of magic at this stage and BAB discrepancy is less pronounced. i have allowed for Sneak Attack to be applied in more situations, so that the rogue can customize to their party's style of teamwork. the 'buddy system' is still important, but a 3rd level rogue can now sufficiently supply herself with the conditions to set up her own Sneak Attack as well.
my prior proposals for adding a 'pool' have been significantly simplified in this iteration, which intends to implement itself without a major rewrite/reorganization of every rogue talent. such an endeavor is admirable, but i thought it be nice to have a 'pool' that interacted with rogue talents as written (this leaves the option to improve individual or multiple rogue talents on or off the table, per DM/group preference). also, the pool bonuses increase at rogue's most underwhelming levels, the 'dead-BAB' levels. overall, the goal to is make rogue the go-to class for magic-less skill mastery. sure, there are several class/archetype/trait options that grant equivalent class skills and skill points, but adopting this pool mechanic allows the rogue to gain a better return on their skill point investment for both a deeper specialization and a broader collection of skills, especially when combined with some of the rogue talents that allow rolling twice for a skill or that mitigate a penalty under certain conditions.
to top off low-level improvements, i have improved some of the core rogue talents that i felt needed it, added a couple of my own, and attempted to re-establish the rogue as the master at traps: removing Trap Spotter as a rogue talent and making it an exclusive class feature is step one. step two is making traps deadly again, such as adopting the strain-injury house rule and having traps automatically do lethal (injury) damage. step three is giving a surprise round in which to deal with a triggered-trap encounter (linked above in #4). of course, these last two have nothing to do directly with the rogue class, but if you are considering a revision to the rogue class, you may want to consider the environment she is in as well as her class mechanics.

higher levels (10+)

#6-#10 assist the rogue at higher levels, where assistance is most needed, because the game has a high level of magic at this stage. this is where the rogue's 3/4 BAB plus lack of spells really begins to show. however, instead of propose higher BAB or spells, i propose more talents and more synergy between them. also, i'd like to open the books on the discussion of allowing Sneak Attack dice to multiply to some effect on a critical hit. i think that even with some of my earlier broadening proposals, that sneak attack is still a highly situational ability, and as such should increase in damage-effectiveness as it's circumstantial applicability decreases (as happens through the course of high level encounters). if not this, then increasing the rogue's mobility so she can gain (potentially) two sneak attacks without performing a full attack would make some headway in a similar direction.

and so:

Rogue
Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.

Role: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.
Alignment: Any

BAB: Medium
Hit Dice: d8
Good Saves: Reflex
Proficiency: Simple weapons, light armor, plus the hand crossbow, rapier, sap, shortbow, and short sword.

Skill Points: 8
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge: dungeoneering (Int), Knowledge: local (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Starting Money: 4d6x10 gp (average 140 gp).

Class Table:
1 - Sneak Attack 1d6, Trap Spotter
2 - Cunning Pool, Rogue Talent, Evasion
3 - Sneak Attack 2d6 (1d6), Trap Sense +1
4 - Rogue Talent, Uncanny Dodge
5 - Sneak Attack 3d6

6 - Rogue Talent, Trap Sense +2
7 - Sneak Attack 4d6 (2d6)
8 - Rogue Talent, Improved Uncanny Dodge
9 - Sneak Attack 5d6, Trap Sense +3
10- Advanced Talents, Rogue Talent, Talented Strike
11- Sneak Attack 6d6 (3d6)
12- Rogue Talent, Trap Sense +4
13- Sneak Attack 7d6
14- Rogue Talent
15- Sneak Attack 8d6 (4d6), Trap Sense +5
16- Rogue Talent
17- Sneak Attack 9d6
18- Rogue Talent, Trap Sense +6
19- Sneak Attack 10d6 (5d6)
20- Rogue Talent, Master Strike

Class Features:

Spoiler:

Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime 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 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 weapon that deals nonlethal damage (like a sap, whip, 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.

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.

At 3rd level, a rogue may apply half her sneak attack dice (round down) as conditional precision damage. This secondary precision damage may not be combined with regular sneak attack damage in any way - it functions as a lesser but more broadly applicable precision damage. The rogue selects one group of conditions from the list below which she may hereafter take deadly advantage of:

*Fear: Frightened, Panicked, or Shaken
*Lethargy: Fatigued or Exhausted

*Pain: under a bleed effect or a spell with "pain" in it's title
*Queasiness: Sickened or Nauseated

*Restraint: Entangled or Grappled

*Sensory: Dazzled, Deafened, or temporary loss of a primary sense

*Shock: Dazed, Disabled, or Staggered

At 7th level, and again every four levels thereafter, the rogue may select another group of conditions to exploit.

Trap Spotter:

Whenever a rogue comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Additionally, the Trap Sense ability (see below) modifies the check and increases the range by 5 feet for each +1 bonus.

Finally, the rogue can use Disable Device to disarm a magic trap.

Cunning Pool:

A rogue who wants to carve out her place in the world has to be ever one step ahead of the competition. By planning ahead, thinking on her feet, using charms and tricks, and honing her street instincts, she develops the uncanny knack to steal victory from defeat. A rogue of 2nd level or higher has cunning. In game terms, cunning is a fluctuating measure of the rogue's ability to perform amazing feats of raw skill. At the start of each day, a rogue gains a number of cunning points equal to her Intelligence modifier (minimum 1). Her cunning goes up or down throughout the day, but usually cannot go higher than her Intelligence modifier (minimum 1), though some feats and magic items may affect this maximum. A rogue spends cunning to enhance her skill execution (see below), and regains cunning in the following ways.

*Skillfully Overcoming an Obstacle: Whenever the rogue rolls a natural 20 on a relevant skill check during a challenging encounter, she regains 1 cunning point.

*Felling Blow with a Sneak Attack: Whenever the rogue reduces an opponent's hit points to below 0 with a sneak attack during a challenging encounter, she regains 1 cunning point.

*Succeeding on an Acquisition Scheme: Whenever the rogue intentionally acquires a valuable prize, she can regain cunning. As a general guideline, the prize should be of high value, either in gold or of political importance, or an important secret. Acquiring it should have taken a good deal of guts, with the outcome uncertain beforehand. If doing so was illegal, all the better. If this criteria is met, the DM is free to reward the rogue with cunning.

(note: generally, the difference between the rogue's character level and the encounter's challenge rating must be no greater than two to qualify.)

Rogues spend cunning points to perform their craft with high quality of execution. Some executions require the expense of cunning points to activate. Others stay in effect as long as the rogue has at least 1 cunning point. The following is a short list of what a rogue may use her cunning to pull off.

*A rogue can often act without thinking, having honed her reactive instincts. She gains a +2 bonus to her initiative. At 5th level, and every four levels thereafter, this bonus rises by two, to a maximum of +10 at 17th level. This ability is active so long as the rogue retains at least 1 point of cunning.

*A rogue who finds herself under pressure can up her game. She may execute a single skill check with a +2 competence bonus. At 5th level, and every four levels thereafter, this bonus rises by two, to a maximum of +10 at 17th level. This ability is freely activated as part of the skill check and costs the rogue 1 cunning. The rogue must declare her intent before rolling the skill check.

*A rogue always keeps a 'card up her sleeve' and can use it to refocus her special talents. She may immediately execute any rogue talent she knows that has a limited number of daily uses without impacting her daily limit - even if this limit has already been exhausted. This ability is freely activated as part of the talent normally and costs the rogue 1 cunning (or 2 cunning to refocus an advanced talent).

Alternatively, upon gaining it, a rogue may instead tie her daily pool to either her Wisdom score or her Charisma score. In the first case, replace all instances of the word cunning with the word streetwise, all instances of Intelligence with Wisdom. In the second case, replace all instances of the word cunning with the word panache, all instances of Intelligence with Charisma. In both cases, nothing changes but the word used to describe the pool, and the ability score used to govern it. Once selected, this cannot be changed.

Rogue Talents:

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Feats).

Composure (Ex): A rogue can temporarily ignore the physical effects of fear, lethargy, queasiness, or shock. She may suppress one of the following conditions: Dazed, Fatigued, Shaken, Sickened, or Staggered. This ability is activated as a swift action, may be used a number of times per day equal to the rogue's Constitution modifier, and lasts for one round. Conditions with a longer duration return the following round.

Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Fast Tumble (Ex): When a rogue with this talent is attempting to move through threatened square without provoking an attack of opportunity, so long as she moves less than her full speed, she may do so without an increase in DC or a penalty to the roll.

Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces nor while using the Climb skill to ascend a wall or other vertical surface.

Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.

Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.

Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to use the Disable Device skill. If this reduces the time to less than 1 round, she can make an attempt as a standard action.

Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal. For an added twist, the rogue may feign death from the 'felling blow' that triggered this ability (use the rules for "Creating a Diversion to Hide" under the Stealth skill in Chapter 4). Success on this roll by 5 or greater can serve as a pretext for using the Stealth skill against that foe in a later round. The rogue must expend 1 point of cunning to perform this added twist.

Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling. She only suffers half the usual penalties to attack and AC for fighting from a prone position, and she may fight with a thrown weapon, sling, or a shortbow by taking a -4 penalty to hit.

Rogue Dagger (Ex): A rogue who takes this talent masters the dagger, the ultimate rogue weapon. Hereafter, while wielding a dagger, she inflicts 1d6 damage (as a medium creature), sees her thrown range increment increased to 20 feet, and gains a +4 bonus to her CMD to resist attempts to disarm or sunder it. Finally, if her dagger attack is deflected using Deflect Arrows or a similar feat, she may expend 1 cunning as an immediate action to instead have her dagger deal half damage on the attack. A rogue must have the Weapon Focus (dagger) feat before selecting this talent.

Slow Reactions* (Ex): Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round. Successive hits against the same foe using this ability increase the duration by 1 round each.

Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action without provoking an attack of opportunity. She must succeed on a DC 20 Acrobatics check to do so, and if she fails, she must either stand up as a move action or provoke an attack of opportunity as normal (rogue's choice).

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Weapons Training: A rogue that selects this talent gains additional weapon proficiencies. She may choose to become proficient with all light weapons, all martial weapons, or one exotic weapon of her choice. This talent may be selected more than once.

Evasion: 
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: 
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to the following rolls for every three rogue levels she has attained:

*to passive Perception checks to notice a trap as it springs.
*to Initiative on a round triggered by a sprung trap.

*to Reflex saves made to avoid traps.
*as a dodge bonus to AC against attacks made by traps.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge: 
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: 
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 another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents: 
Starting at 10th level, whenever the rogue gains a rogue talent, she may either select two talents of her choice, or a single advanced talent from the following list.

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.

Deadly Dagger Rogue (Ex): A dagger becomes an instrument of death in the rogue's hands. First, a rogue who confirms a critical hit with a dagger may freely enable any precision damage to be multiplied on it. Second, her range increment with a thrown dagger increases to 30 feet. Third, her CMD bonus to resist dagger disarm and sunder attempts grows to +8. Finally, a rogue may expend 1 cunning to apply a single rogue talent that modifies a sneak attack to a regular attack with a dagger as if it were a sneak attack. The rogue calculates the effects using her full sneak attack dice even though she doesn't add these dice to the damage dealt by the attack. A rogue must have the rogue dagger talent before selecting this advanced talent.

Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special 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 can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. For an added twist, the rogue may feign death from the 'felling blow' that triggered this ability (use the rules for "Creating a Diversion to Hide" under the Stealth skill in Chapter 4). Success on this roll by 5 or greater can serve as a pretext for using the Stealth skill against that foe in a later round. The rogue must expend 1 point of cunning to perform this added twist.

Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.

Dual Wield (Ex): A rogue with this talent may make two swift strikes in place of one. While wielding two weapons, the rogue may strike with her primary weapon at her full base attack bonus and with her off-hand weapon at a -5 penalty. Doing so is a standard action. If she instead expends 1 point of cunning, the rogue may do so as part of a single attack action, such as with an attack of opportunity, a charge, or a special attack action from a feat or other ability that grants a single attack (such as Spring Attack or Whirlwind Attack).

Hide in Plain Sight (Ex): A rogue with this talent can use the Stealth skill even while being observed.

Improved Evasion (Ex): This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Ledge Dasher (Ex): A rogue with this talent may move up to double her speed while negotiating narrow surfaces using the Acrobatics skill, taking only a -5 penalty. She can also swiftly navigate vertical surfaces, and gains a climb speed (without the +8 racial bonus) equal to half her land speed. Finally, when a rogue or a nearby ally fails an Acrobatics or Climb check that would trigger a fall, she may immediately make a DC 20 Reflex save to grab a ledge and catch herself or her ally. A rogue must have the ledge walker talent before selecting this advanced talent.

Master Magic (Sp): A rogue with this talent gains the ability to cast a 2nd-level spell from the sorcerer/wizard spell list once per day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 12 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 12 to select this talent. A rogue must have the major magic rogue talent before choosing this talent.

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 an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Rogue Tumble (Ex): When a rogue fails an Acrobatics check to avoid an attack of opportunity, she may substitute her check result in for her AC for that attack. A rogue must have the fast tumble talent before selecting this advanced talent.

Skill Mastery: The rogue becomes so confident 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 skill mastery to apply to each time.

Slippery Mind (Ex): This ability represents the rogue's 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.

Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.

Talented Strike:
At 10th level, a rogue may apply the effects of up to two rogue talents at a time to her sneak attack. If she knows more than two, she may select two different talents for each sneak attack she makes, declaring her intent before she makes her attack roll. These special talents are marked with an asterisk.

Master Strike:
At 20th level, a rogue may apply the effects of up to three rogue talents at a time to her sneak attack. If she knows more than three, she may select three different talents for each sneak attack she makes, declaring her intent before she makes her attack roll. These special talents are marked with an asterisk.

Additionally, she gains access to the following effects she may apply to her sneak attack (each of these counts a one 'talent' per above):

*The target may be put to sleep for 1d4 hours.
*The target may be paralyzed for 2d6 rounds.
*The target may be slain.

Each of the above effects may be resisted with a separate Fortitude saving throw. This DC is equal to 20 plus the rogue's Dexterity modifier. A creature that successfully resists one of the effects above becomes immune to it for 24 hours.

Finally, whenever a rogue confirms a critical hit with a sneak attack, the precision damage is multiplied by the appropriate critical modifier.

Verdant Wheel

zax rogue

now a google doc.

changes from last (above) version include:

a) 10 talents total. no 2-for-1 advanced deals.
b) added some new talents. notably Surprise Talent.
c) changed the name of my 'pool' yet again. (to "streetwise")
d) limited streetwise capacity to half rogue level
e) cleaned up some of the language here and there.

also add this feat for those who wanna go crazy with the condition exploitation.

still seeking feedback. will report back with any playtest. cheers.

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