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half of this idea is original, half of this idea is not.
it's funny what happens when you re-write the Rogue class table after condensing Sneak Attack down to a single 1st-level class feature. Never-the-less i still consider SA to be front-and-center, and believe adding a few class features that synergize with it a worthy goal.
this proposal aims to expand the use of SA during the surprise round and when a foe has non-fantastical concealment.
Ambush (Ex):
At 3rd level the rogue becomes adept at setting up and responding to well-excuted surprise attacks. She may ignore less than total concealment caused by darkness, fog, and smoke. In addition, if she is able to act in the surprise round, she may take a full unrestricted compliment of actions as if it were a normal round.
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is being able to ignore 'simple' concealment too good? the feat Shadow Strike is now useful for spells like blur and displacement - is this ok? ought certain full-round actions (like casting) be prohibited?
feedback appreciated. cheers.

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clarified the language.
threw an additional bone at the end.
after all, the whole point of this ability is to synergize sneak attack!
Ambush (New):
At 3rd level the rogue becomes adept at setting up and responding to well-executed surprise attacks. She may ignore less than total concealment caused by darkness, fog, and smoke. If she is able to act during a surprise round, she may act as if it were a normal full round, instead of being restricted to a standard action. Finally, she gains Improved Initiative as a bonus feat.
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comments?

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fair enough.
the concept (as you know) is to enable Sneak Attack. the current iteration does that in three ways: ignoring mundane concealment means the rogue can stalk a dark alley, or can use a smoke bomb, or can simply not be shut down by Obscuring Mist. extra actions during surprise round might just be as simple as draw + sneak attack, or move + draw + sneak attack; or at later levels, full sneak attack! finally, outside of a surprise round, +4 towards going first in the first round (honestly i was torn between Improved Initiative and Quickdraw here).
so, to defend the three lines of reasoning:
being able to sneak attack in a dark alley or using a smoke stick - in addition to not having a major class feature not be completely shut down by a 1st-level spell (like it or not, sneak attack is a main class feature)- seemed to me something that should already be built into the mechanics of sneak attack. but it's not. so to me, this part of the feature is just playing catch up. let the former weaknesses of sneak attack be the problem of a doctor who has had too much fun with prescription medications running around outside of his lab (vivisectionist - this man is no true rogue!)
being able to fully act during a surprise round is not majorly powerful. i don't know your experience, but most surprise rounds in my games are because the PCs surprised some 'mook's (possibly on accident), the rogue 'went ahead' to 'scout' and nearly got into some trouble and bolted back, or a 'boss' character surprises the whole party (maybe even rogue included). My point is the situation doesn't come up a lot because although all surprise rounds are combat rounds, not all combat rounds are surprise rounds. This function thus has niche utility.
finally, Improved Initiative is a feat. i figure the rogue, who likely has to take Weapon Finesse and Agile Maneuvers and Dodge and Combat Expertise (for Improved Feint) and Quickdraw (or Improved Unarmed Strike) and Iron Will and Great Fortitude is already behind in the feat game. Thus, Improved Initiative seemed a must-have feat most relevant to any rogue build.
and in came the 'ambush' conceptual umbrella to tie these three otherwise somewhat disparate abilities together!
that said, i do intend to reel in the concealment bit to just 30 feet...
Rogues are adept at setting up and responding to well-executed surprise attacks. A 2nd level rogue may ignore less than total concealment caused by darkness, fog, or smoke out to her point blank range (normally 30 feet). Additionally, if she is able to act during a surprise round, she may act as if it were a normal full round, instead of being restricted to a standard action. Finally, she gains Improved Initiative as a bonus feat.

Ragnarok Aeon |

Seems fair to me. I always did find it ironic that the places you'd expect a rogue are where they are the least lethal. Of course d20 does a number on mundanes by making them take feats to do what one could do IRL. This would definitely make the rogue at least make more sense in a fight. I'm sure some might say this overpowered, but I think in actual practice it might still seem underwhelming after the first round (especially in comparison to other 3/4 bab characters such as the magus who puts spells into their blades, the inquisitor who has bane and judgments, or even a cleric).
I actually like where this is at right now, any more and too much would be focused on that one feature.
Combine this with a revamp of rogue talents you'd be set. (I like to mix in the ninja abilities right into the base rogue class, and add in some arcane trickster as rogue talents)