
Kitsune Knight |

Rogue
Alignment: Any
Hit Dice: d8
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).
Skills Per Level: 8+Intelligence Modifier
BAB: 3/4
Saves: Poor Fort Save, Good Reflex Save, and Good Will Save
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, as well as all light and one handed martial weapons, plus the hand crossbow, Crossbow, and Shortbow. They are proficient with light armor, but not with shields.
Trapfinding
Starting at 1st level, a rogue adds 1/2 her level 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.
Sneak Attack
Starting at 1st level, if a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot gaining a bonus to attack and damage.
The rogue gains a +2 bonus to the attack and deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), when the rogue flanks her target, or when the target is suffering from a Condition. 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 Rogue has concealment from the target.
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 nature of a Rogue's abilities allow it to sneak attack a target even when that target has concealment from the rogue.
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.
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.
Guile Pool (SU)
Starting at 2nd level, rogues gain a guile pool that represents a combination of their cleverness, skill, and luck. The number of points in the guile pool is equal to her rogue level + her Intelligence modifier. As long as she has at least 1 point in her guile pool she gains the ability to move at her full speed while making a stealth check without penalty. As she gains level this ability improves:
At 6th level:She may use Acrobatics to move her full speed through an opponent's square without provoking an attack of opportunity.
At 10th level:She reduces the DC to make an acrobatics check to move through an opponents square by half.
At 14th: She is treated as being invisible whenever she makes a stealth check as per the invisibility spell.
At 18th level:She no longer takes a penalty when using the stealth check to snipe, and may make a full attack while sniping.
By spending 1 point from her guile pool, a rogue can make one additional attack at her highest attack bonus, but she can do so only when full attacking. In addition, a rogue can spend 1 point from her guile pool whenever making a stealth check to impose a -10 penalty on all perception checks to notice her. Starting at 10th level, whenever she spends 1 point from her guile pool on a stealth check creatures with blindsense, blindsight, scent, or tremorsense must make a perception check to notice her(although without a -10 penalty), just as sighted creatures would make perception checks to detect her. Each of these powers is activated as a swift action. A rogue can gain additional powers that consume points from her guile pool by selecting certain rogue talents.
The rogue's guile pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive. The rogue's guile pool the not stack with other pooled sources (such as a ki pool), and both pools must be tracked separately.
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 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.
Glib Lie (SU)
A rogue of 3rd level or higher can deceive truth-detecting magic. A creature using this sort of magic against the rogue must succeed on a caster level check against a DC of 15 + the rogue's class level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn't detect the rogue's lies or force her to speak only the truth. This ability does not give the master spy the glibness spell's bonus on Bluff checks.
Uncanny Dodge (EX)
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.
Mask Alignment (SU)
A rogue of 5th level or higher can alter her alignment aura to deceive spells that discern alignment (such as detect evil). She may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking her alignment aura is a standard action, and lasts until she changes it again or ends the effect.
Hide in Plain Sight (SU)
Starting at 7th level, a rogue can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
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 (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.
Improved Evasion (EX)
At 9th level, a rogue's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Advanced Talents
At 10th level, a rogue may choose an advanced talent instead of a regular talent.
Jack of All Trades (EX)
At 10th level, a rogue can use any skill, even if the skill normally requires him to be trained. At 15th level, a rogue considers all skills to be class skills. At 17th level, a rogue can take 10 on any skill check, even if it is not normally allowed.
Shadow Jump (SU)
At 11th level, a rogue gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A rogue can jump up to a total of 40 feet a day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 11th, the distance a rogue can jump each day doubles (80 feet at 13th, 160 feet at 15th, and 320 feet at 17th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Elude Detection (SU)
At 13th level, a rogue can befuddle divinations used against her as if she were under the effect of a nondetection spell with a caster level equal to her character level. She can suppress or resume this protection as a standard action. If dispelled, the rogue cannot resume the nondetection for 1d4 rounds.
Hidden Mind (SU)
At 19th level, a rogue gains the benefit of a constant mind blank spell at a caster level equal to her character level. The rogue can suppress or resume this protection as a standard action. If dispelled, the rogue cannot resume the mind blank for 1d4 rounds.
Pass Unseen (SU)
At 20th level, a rogue becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her rogue level as her caster level for this ability. Using this ability consumes 3 guile points from her guile pool.
I'll update rogue talents in my next post.

Kitsune Knight |

Rogue Talents
Banter (EX)
When wearing light armor and not carrying a shield a rogue may use her Charisma in place of your dexterity for calculating AC and CMD.
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. 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 skill check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.
Canny Defense (EX)
When wearing light armor and not carrying a shield, a rogue may use her intelligence modifier in place of her Dexterity modifier when calculating AC and CMB. This bonus is still limited by the total dexterity bonus of the armor.
Canny Sleuth
A rogue adds her Intelligence bonus (if any) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.
Clever (EX)
You may add your intelligence modifier as a bonus to any charisma base skills (in addition to your normal charisma bonus).
Combat Trick
A rogue who selects this trick gains a bonus combat feat. This talent may be taken multiple times.
Cunning Ruse (EX)[b]
+10 bonus to bluff checks and once per day you can reroll a failed bluff check as an immediate reaction.
[b]Discern Lies (SU)
A rogue can use discern lies, as the spell, for a number of rounds per guile point spent on the ability (1 point per round). These rounds need not be consecutive. Activating this ability is an immediate action.
Darkvision (EX)
At 2nd level, a rogue gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Familiar
Prerequisite: Major Magic and Minor Magic
A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature.
Feather Fall (SU)
The rogue can slow her descent as if using feather fall. This ability uses her rogue level as the caster level. Using this ability is an immediate action. The ninja can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
Honor Among Thieves
+10 Bonus on all Diplomacy checks and once per day you may reroll any failed diplomacy check as an immediate action.
Swarm of Daggers (SU)
A rogue with this ability can expend 1 guile point from her guile pool as a swift action whenever she makes a full-round attack with Daggers. She can throw or stab with two additional daggers at her highest attack bonus, but all of her dagger's attacks are made at a –2 penalty.
I Knew That (SU)
A rogue with this ability can recall one trick she picked up during a previous job. When she uses this ability, she selects one rogue talent (not a master talent) that she does not know and can use that rogue talent for a number of rounds equal to her level. She must pay any guile costs associated with this talent as normal. Using this ability expends 1 guile point from her guile pool.
Master of Disugise (EX)
A master spy can create a disguise in half the time normally required and receives a +10 bonus on all Disguise checks.
Minor Magic (SU)
Cast a level 0 sorcer/wizard spell for free up to 3 times per day with a caster level equal to your character level. Any additional casting cost 1 guile point.
Major Magic (SU)
Prerequisite: Minor Magic
Cast a first level sorcerer/wizard spell for free up to two times per day with a caster level equal to your character level. Any additional casting cost 1 guile point.
Nothing Up My Sleeves (EX)
A rogue with this ability can easily conceal weapons on her body. The rogue adds her level on opposed Sleight of Hand skill checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Now You See Me, Now You Don't (SU)
The rogue can disappear for 1 round per level. This ability functions as invisibility. Using this ability is a swift action. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
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.
Slow Reactions (EX)
Opponents that are damaged by the rogue's sneak attack can’t make attacks of opportunity for 1 round.
Street Thug (EX)
Gain a +10 bonus on all Intimidate checks and reroll an intimidate check once per day as an immediate action.
Thoughtful Reexamining (EX)
Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check.
Word on the Street (EX)
Add your Charisma modifier in addition to your Intelligence modifier on all Knowledge checks.
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.
Undetected Sabotage (Ex)
Whenever a rogue with this trick uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone inspecting the device will not notice the sabotage and will assume the object works unless he beats the rogue’s check with an opposed Perception skill check.
Advance Rogue Talents
A rogue with this advanced rogue talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the rogue must first study her target for 1 round as a standard action. On the following round, if the rogue makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the rogue as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue's intelligence modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that rogue’s assassinate ability for 1 day.
Crippling Critical (EX)
Rogue's with this advanced talent know how to cripple an enemy. When you confirm a critical hit, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target's speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage (this bleed damage stack with the bleeding attack rouge talent). These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
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.
Feat
A rogue with this advanced talent may take any feat that they qualify for as a bonus feat.
Ghost Step (SU)
A rogue with this advanced talent can pass through walls as if she were a ghost. She can pass through a wall or other surface, up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Using this ability is a swift action. The rogue can use this ability once per day without spending guile. Each additional use of this ability uses up 1 guile point.
Pierce Deception (SU)
A rogue with this advanced rogue talent can see as though under the effect of the spell true seeing with a caster level equal to her level. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
See the Unseen (SU)
A rogue with this advanced talent learns how to see that which cannot be seen. As a swift action, the rogue can cast see invisibility, using her level as the caster level. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
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.
Spider Climb (SU)
A rogue with this advanced talent finds that now window in inaccessible to them. As a swift action, the rogue can cast Spider Climb, using her level as the caster level. The rogue can use this ability once per day fro free. Each additional use of this ability uses up 1 guile point.
Unseen Attacker (SU)
Whenever a rogue uses the Now You See Me Now You Don't rogue talent, she is treated as if she were under the effects of greater invisibility. The ninja must have the Now You See Me Now You Don't rogue talent before selecting this advanced rogue talent.

Ciaran Barnes |

I think some of the talents are too good.
Clever jacks up too many skills - diplomacy, bluff, intimidate, disguise, use magic device, handle animal, and all perform skills. By minimizing cha and pumping int the rogue gets the ability score bonus AND more skills. A skill trick to use dex in place of str for climb and swim would be more in line, power wise, in my humble opinion.
Word on the street isn't quite as bad. I would require that the knowledge check be made as part of a diplomacy/gather information check. Thematically it makes sense.
Cunning Ruse, Honor AMong Thieves, etc, all the talents that give a +10. Too much.
On the other hand I think Canny Sleuth, Canny Defense, and Banter are very clever.

Gavmania |

Rogue
BAB: 3/4
Glad to see you haven't tried to make him a fighter-lite with full BAB
Saves: Poor Fort Save, Good Reflex Save, and Good Will Save
Why Good will saves?
Sneak Attack
Starting at 1st level, if a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot gaining a bonus to attack and damage.The rogue gains a +2 bonus to the attack and deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), when the rogue flanks her target, or when the target is suffering from a Condition. 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 Rogue has concealment from the target.
Like the +2 bonus to attack. Rogue needs something to boost AB with their sneak attacks.
You need to decide whether its "precision damage" or sneak attack. The paragraph uses sneak attack at all points except where the damage is named as "precision damage".
The nature of a Rogue's abilities allow it to sneak attack a target even when that target has concealment from the rogue.
A welcome tweak on sneak attack. Long overdue IMHO
Guile Pool (SU)
Starting at 2nd level, rogues gain a guile pool that represents a combination of their cleverness, skill, and luck. The number of points in the guile pool is equal to her rogue level + her Intelligence modifier. As long as she has at least 1 point in her guile pool she gains the ability to move at her full speed while making a stealth check without penalty. As she gains level this ability improves:
At 6th level:She may use Acrobatics to move her full speed through an opponent's square without provoking an attack of opportunity.
At 10th level:She reduces the DC to make an acrobatics check to move through an opponents square by half.
At 14th: She is treated as being invisible whenever she makes a stealth check as per the invisibility spell.
At 18th level:She no longer takes a penalty when using the stealth check to snipe, and may make a full attack while sniping.By spending 1 point from her guile pool, a rogue can make one additional attack at her highest attack bonus, but she can do so only when full attacking. In addition, a rogue can spend 1 point from her guile pool whenever making a stealth check to impose a -10 penalty on all perception checks to notice her. Starting at 10th level, whenever she spends 1 point from her guile pool on a stealth check creatures with blindsense, blindsight, scent, or tremorsense must make a perception check to notice her(although without a -10 penalty), just as sighted creatures would make perception checks to detect her. Each of these powers is activated as a swift action. A rogue can gain additional powers that consume points from her guile pool by selecting certain rogue talents.
The rogue's guile pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive. The rogue's guile pool the not stack with other pooled sources (such as a ki pool), and both pools must be tracked separately.
I like the idea of a guile pool, but the extra attack makes it too powerful. a second level rogue with TWF can potentially do 3 attacks making them outdamage the fighter, even if they don't use sneak attack. Not necessary.
How about using guile to give a small bonus to Disarm, feint and trip. Or using to avoid AoO unless you fail a maneuvre?
Glib Lie (SU)
A rogue of 3rd level or higher can deceive truth-detecting magic. A creature using this sort of magic against the rogue must succeed on a caster level check against a DC of 15 + the rogue's class level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn't detect the rogue's lies or force her to speak only the truth. This ability does not give the master spy the glibness spell's bonus on Bluff checks.
Like this. Flavouful and situationally useful. I presume you lifted it whole from the master spy archetype, since you refer to the character as the master spy
Uncanny Dodge (EX)
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.
Mask Alignment (SU)
A rogue of 5th level or higher can alter her alignment aura to deceive spells that discern alignment (such as detect evil). She may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking her alignment aura is a standard action, and lasts until she changes it again or ends the effect.
This is another nice, flavoursome minor ability.
Hide in Plain Sight (SU)
Starting at 7th level, a rogue can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Always thought a Rogue should get this - after all, rangers do. Need to change the reference to shadowdancer so that it refers to rogue instead.
Jack of All Trades (EX)
At 10th level, a rogue can use any skill, even if the skill normally requires him to be trained. At 15th level, a rogue considers all skills to be class skills. At 17th level, a rogue can take 10 on any skill check, even if it is not normally allowed.
Like this. Given the wider access all characters have, this is njot too OP and is very flavourful.
Shadow Jump (SU)
At 11th level, a rogue gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A rogue can jump up to a total of 40 feet a day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 11th, the distance a rogue can jump each day doubles (80 feet at 13th, 160 feet at 15th, and 320 feet at 17th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Don't like this. It is too powerful. Also, there is a prestige class that will give you this if it's what your character wants.
Elude Detection (SU)
At 13th level, a rogue can befuddle divinations used against her as if she were under the effect of a nondetection spell with a caster level equal to her character level. She can suppress or resume this protection as a standard action. If dispelled, the rogue cannot resume the nondetection for 1d4 rounds.Hidden Mind (SU)
At 19th level, a rogue gains the benefit of a constant mind blank spell at a caster level equal to her character level. The rogue can suppress or resume this protection as a standard action. If dispelled, the rogue cannot resume the mind blank for 1d4 rounds.
Like both of these. the Hidden mind I would place at a lower level.
Pass Unseen (SU)
At 20th level, a rogue becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her rogue level as her caster level for this ability. Using this ability consumes 3 guile points from her guile pool.
Nice capstone ability. May be a bit OP, but I haven't played to 20th level so I cannot say for sure.

Atarlost |
The invisible when stealthed with a guile pool is too much and conflicts with one of your talent chains. Being able to actually snipe functionally should be moved up instead, possibly halving the penalty at 14 and eliminating it at 18. It's a ridiculously huge penalty IIRC.
The shadow restriction on HiPS is unconsidered copypasta. The rogue lacks the shadowdancer's supernatural affinity for shadows and his version of HiPS should not have this condition. I would make it either unrestricted as an advanced talent or make it unrestricted and cost guile for something like a minute/level of functionality.
Actually, all of the abilities lifted from PrCs should have the references to those PrCs removed.
Cunning Ruse should use guile points instead of being a daily. So should Honor Among Thieves. And Thoughtful Reexamining.
Major Magic should cost more guile than Minor Magic. Possibly the pool should be larger to permit more cost granularity. Or, alternately Minor Magic could give unlimited use. It's not like unlimited cantrips are more broken in the hands of a rogue than a wizard.
Unseen Attacker should not reference the ninja.
Any Su ability that duplicates a spell effect should be an SLA.

DM_Blake |
1 person marked this as a favorite. |

I like rogues. I really do. I wish they weren't so underpriveleged in Pathfinder. So read what I'm about to say with the understanding that I really really want to see an improved rogue who can hold his own in an adventuring party.
That said, your changes are too much. Move over, Summoner, you're no longer the toughest kid on the block. If your idea was to balance the rogue with other classes, you've gone way too far. If your idea was to make the rogue the paramount class that everyone plays because no other class can compare, then you still went too far.
Bonus to hit on Sneak Attack is a fine idea, but it should probably scale a bit - right now your level 1 rogue will have more attack bonus than any other class, and your level 20 rogue will still be behind the heavy hitters. I suggest that getting +1 at 3rd, 9th, and 15th level would spread it out a bit better.
SA works on ANY condition? I would limit this. For example, Broken and Sinking don't even belong on the list. Also, it really makes no sense that a rogue is more likely to SA a bleeding enemy than one that isn't bleeding, or a deafened enemy (who is looking at the rogue, say, in combat) - being deaf won't hide the rogue's attack. My favorite is that now you can automatically SA all incorporeal and invisible creatures, regardless of whether you can see them.
I don't think any of the versions of fear (shaken, frightened, panicked) should be on the list - they don't penalize DEX and they don't prevent the fearful person from defending himself.
A better list might be:
Blinded
Cowering
Dazed
Dazzled
Dying
Entangled
Exhausted
Fascinated
Flat-Footed
Grappled
Helpless
Nauseated
Paralyzed
Pinned
Sickened
Stable
Stunned
Unconscious
All of these are conditions that make someone lose some or all of their ability to protect themselves, the ones I took off are either inapplicable (broken), silly (incorporeal), or don't penalize the afflicted creature's DEX or AC (in other words, the creature with the condition is perfectly able to protect itself from all attacks). And this still lets rogues use SA way more often than the RAW allows, especially since it is ridiculously easy for a rogue to get feats that can apply these conditions on a SA, so just invis up to the baddie, drop one SA on him that causes one of these conditions, and it's open season, SA him all day long til he dies.
The guile pool is a cool idea. I like most of it but I'm not a fan of using Stealth like a free Invisibility all day long. I would either remove the level 14 ability or make it cost a guile point.
Throughout the write up, you keep using +/-10 to various skills. I don't think you really understand how much of a HUGE modifier that is. We're talking d20, so it sounds like half the die, at most just 50% (half of the maximum roll of a natural 20), but that is a mathematical illusion.
Here's some basic numbers for an opposed roll, such as Perception vs. Stealth.
For the first example, assume no modifiers at all, the two characters are just rolling d20 and adding/subtracting nothing. Out of 400 possible combinations, the Perception will beat the Stealth DC 210 times, 52.5% of the time (it's slightly better than 50% because Perception wins on a tie).
Same thing, but give the Stealth +10, and now Perception wins 55 times out of 400 combinations, only 13.75%. So that +10, which seems to be only half of a possible d20 roll, actually gives almost a 4x better chance of success.
A more moderate possibility, giving the Stealth +4 instead, has Perception winning 136 times out of 400, 34% of the time.
I would take all the +10 modifiers you give to all the things you give it to and turn those into +4 modifiers. Anything larger than that and you're really breaking game balance. At your amazing +10 values, you're almost saying "Bah, screw rolling, we're just going to make it automatic". Almost.
You've stolen a lot of the core abilities of other classes. Glib Lie, Mask Alignment, Hide in Plain Sight, Shadow Jump, Jack of All Trades, Shadow Jump, Elude Detection, Hidden Mind, Pass Unseen, and a bunch of the talents. This is all extra added awesomeness that really belongs on other classes. Putting it here gives the rogue the abilities of many classes, invalidating those classes, and making the rogue more awesome than any one of those classes should be - but the rogue gets all of this. Way, way, way too much. Rogues are not so magical that they deserve natural ability to fool all lie and alignment and general detection, even magical means. Shadow jump is just silly for a rogue, and mind blank is way out of the rogue's scope. Only Hide in Plain Sight even seems reasonable for this class. I would whittle it down to just that, and rethink the capstone too.
Am I reading Banter correctly? A rogue can force an opponent to use the rogue's CHA instead of its own DEX? That is AMAZINGLY OP. High-DEX bad guys will be absolutely destroyed by this, especially for thuggish-rogues who use CHA as a dump stat (and especially clever thugs will get their magical allies to cast Curse on them to drop their CHA even lower while adventuring, then remove Curse back in town so they don't have to be totally helpless in social situations - that's a free -3 to the AC of everything they meet and not even a save or resistance for the enemy to keep its DEX).
Swarm of Daggers? Rogues are only going to use this when they have concealment, so you're giving a rogue multiple daily uses of a single ability (roughly equivalent to one feat) that lets them make TWO extra sneak attacks? This is very overpowered for a talent - I could easily use this talent and a wizard friend to give a 5th level rogue SIX sneak attacks every round, are you sure that's a good idea? Yeah, I'd be at a net -4 penalty to my attack rolls, so there would probably be misses. But, I'm planning on making him with a 7 CHA and getting that wizard to Curse me to a 1 CHA, so the opponent will lose all DEX modifier and an extra -4 to his AC, so I probably won't miss much...
I could go on. This post is long enough. You have enough AWESOMENESS here for three classes and then some, but it's all on just one class. I've seen gestalt builds with fewer "core" class abilities and, frankly, if you turn this loose in your game, you better let all the non-rogues actually BE gestalts or everyone will play a rogue.
Sorry if that sounds harsh. I've tried to suggest improvements. I want cool rogues. I just don't think turning them into mega death-bringers who are the story superhero and the rest of the PCs are the rogue's cohorts is the right way to balance it.

Ninja in the Rye |

The shadow restriction on HiPS is unconsidered copypasta. The rogue lacks the shadowdancer's supernatural affinity for shadows and his version of HiPS should not have this condition. I would make it either unrestricted as an advanced talent or make it unrestricted and cost guile for something like a minute/level of functionality.
The Assassin's HiPS works the same way. I don't see why the Rogue's can't also be fluffed as a super natural affinity for shadow.

DM_Blake |

The abilities from other classes are taken from prestige classes or the ninja alternate class that really shouldn't exist in the first place. No toes that matter are being stepped on there.
Maybe, but those alternate/prestige classes are always give and take. If you take those classes, you have to give up rogue stuff that you're not taking. Sure, maybe those classes are weak, maybe they shouldn't exist, so fix them too. But when you give their abilities to the rogue and it's all "give", no "take", then it's too much.
By way of comparison, I can easily find a half dozen crappy fighter prestige classes or archetypes, but I bet nobody would rewrite the fighter to get every fighter ability AND improve all their abilities AND give them all the core stuff from those half dozen classes too.
It's just way too much. It's not balance, it's ultimate supremacy.
The OP has a lot of good ideas. Too many, really. It has the potential to be a great rogue fix, as long as he tones it down to a balanced class.

Gavmania |

Rogue Talents
Acrobatic (Su): A rogue with this trick can focus her guile to grant her a +20 bonus on one Acrobatics skill check made by the start of her next turn as a swift action. Using this ability expends 1 guile point from her guile pool.
Too high a bonus. I would happily pay a guile point to get +5.
Banter (EX)
When wearing light armor and not carrying a shield a rogue may use her Charisma in place of your dexterity for calculating AC and CMD.
Useful for CHA Rogues. IIRC CMD is based off STR for Medium characters.
Canny Defense (EX)
When wearing light armor and not carrying a shield, a rogue may use her intelligence modifier in place of her Dexterity modifier when calculating AC and CMB. This bonus is still limited by the total dexterity bonus of the armor.
Me likee. Rogues are supposed to be using their wits. I would consider this a bonus to AC in addition to Dex, the rogue is supposed to be hard to hit; at present the Fighter usually has a higher AC which shouldn't be so.
Canny Sleuth
A rogue adds her Intelligence bonus (if any) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.
Nice. Flavousome. Gives the rogue back some ability as the master of skills without resorting to spells.
Clever (EX)
You may add your intelligence modifier as a bonus to any charisma base skills (in addition to your normal charisma bonus).
Hmm. A step in the right direction, but animal handling? and UMD would become OP. Make it instead of CHA or exclude those two skills.
Combat Trick
A rogue who selects this trick gains a bonus combat feat. This talent may be taken multiple times.
Yes. Theoretically you could give yourself as may feats as a fighter, but you still wouldnt be a patch on them in combat.
Cunning Ruse (EX)[b]
+10 bonus to bluff checks and once per day you can reroll a failed bluff check as an immediate reaction.
Too high a bonus. +5 is sufficient, especially with the reroll.
[b]Discern Lies (SU)
A rogue can use discern lies, as the spell, for a number of rounds per guile point spent on the ability (1 point per round). These rounds need not be consecutive. Activating this ability is an immediate action.
Fine.
Darkvision (EX)
At 2nd level, a rogue gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Good.
Familiar
Prerequisite: Major Magic and Minor Magic
A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature.
can't see any use for this personally, but I wouldn't object to it being an option.
Feather Fall (SU)
The rogue can slow her descent as if using feather fall. This ability uses her rogue level as the caster level. Using this ability is an immediate action. The ninja can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
Useful ability. Refers to Ninja as the object in the paragraph.
Honor Among Thieves
+10 Bonus on all Diplomacy checks and once per day you may reroll any failed diplomacy check as an immediate action.
again, +5 is sufficient.
Swarm of Daggers (SU)
A rogue with this ability can expend 1 guile point from her guile pool as a swift action whenever she makes a full-round attack with Daggers. She can throw or stab with two additional daggers at her highest attack bonus, but all of her dagger's attacks are made at a –2 penalty.
OP. At 2nd level, I can get 3 attacks, 4 with TWF. If each gets sneak attack, I can take out the opposition with this one ability before anyone else does anything. If you want extra attacks, use TWF. Allow the rogue to attack as if she had TWF for 1 guile point, it has wider application (can be used with any two weapons) and would be useful for a rogue not looking to use TWF. Would be useless if the Rogue already had TWF.
I Knew That (SU)
A rogue with this ability can recall one trick she picked up during a previous job. When she uses this ability, she selects one rogue talent (not a master talent) that she does not know and can use that rogue talent for a number of rounds equal to her level. She must pay any guile costs associated with this talent as normal. Using this ability expends 1 guile point from her guile pool.
Nice ability. Flexible.
Master of Disugise (EX)
A master spy can create a disguise in half the time normally required and receives a +10 bonus on all Disguise checks.
Again. +5 is sufficient.
Minor Magic (SU)
Cast a level 0 sorcer/wizard spell for free up to 3 times per day with a caster level equal to your character level. Any additional casting cost 1 guile point.Major Magic (SU)
Prerequisite: Minor Magic
Cast a first level sorcerer/wizard spell for free up to two times per day with a caster level equal to your character level. Any additional casting cost 1 guile point.
You will get more castings than a wizard, albeit of only 1 spell. Not sure I like that. would prefer to get more spells per talent than more castings.
Nothing Up My Sleeves (EX)
A rogue with this ability can easily conceal weapons on her body. The rogue adds her level on opposed Sleight of Hand skill checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Okay.
Now You See Me, Now You Don't (SU)
The rogue can disappear for 1 round per level. This ability functions as invisibility. Using this ability is a swift action. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
Mixed feelings about this. On the surface, I like it, but I can't help feeling that it is moving the rogue away from a skilled protagonist into a supernatural powerhouse. maybe I'm being unreasonable, but the rogue should rely on his wits, not his supernatural powers.
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.
Okay. Probably not a talent I would choose, but I have no objection to it.
Slow Reactions (EX)
Opponents that are damaged by the rogue's sneak attack can’t make attacks of opportunity for 1 round.Street Thug (EX)
Gain a +10 bonus on all Intimidate checks and reroll an intimidate check once per day as an immediate action.
Again, reduce to +5
Thoughtful Reexamining (EX)
Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check.
Okay.
Word on the Street (EX)
Add your Charisma modifier in addition to your Intelligence modifier on all Knowledge checks.
Nice idea. Why would the word on the street add to knowledge (planes) for example? Unless the people on the street regularly have contact with outsiders, they wouldn't really know much. Perhaps exclude Knowledge (dungeoneering), knowledge (nature) and knowlledge (planes). Alternatively, come up with another name (Heard it on the grapevine?...suggestions welcome).
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.
ok.
Undetected Sabotage (Ex)
Whenever a rogue with this trick uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone inspecting the device will not notice the sabotage and will assume the object works unless he beats the rogue’s check with an opposed Perception skill check.
Ok. Again, not something i would choose but couldn't fault it.
Would like to see feint, disarm and Trip abilities. Perhaps make Rapier a disarm weapon.
Advance Rogue Talents
Assassinate (Ex)
A rogue with this advanced rogue talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the rogue must first study her target for 1 round as a standard action. On the following round, if the rogue makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the rogue as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue's intelligence modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that rogue’s assassinate ability for 1 day.
Not sure about this. Think it may be too OP, but will leave it to others to comment.
Crippling Critical (EX)
Rogue's with this advanced talent know how to cripple an enemy. When you confirm a critical hit, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target's speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage (this bleed damage stack with the bleeding attack rouge talent). These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
Wouldn't it work better with sneak attack instead of critical? that would be more thematic.
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.
Ok.
Feat
A rogue with this advanced talent may take any feat that they qualify for as a bonus feat.
Ok.
Ghost Step (SU)
A rogue with this advanced talent can pass through walls as if she were a ghost. She can pass through a wall or other surface, up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Using this ability is a swift action. The rogue can use this ability once per day without spending guile. Each additional use of this ability uses up 1 guile point.
Moving away from a skill based rogue towards a supernatural rogue. that said, for higher levels I don't think this is too OP since there are ways to block it. After all, its only 5'. Build a vault with 10' walls.
Pierce Deception (SU)
A rogue with this advanced rogue talent can see as though under the effect of the spell true seeing with a caster level equal to her level. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.See the Unseen (SU)
A rogue with this advanced talent learns how to see that which cannot be seen. As a swift action, the rogue can cast see invisibility, using her level as the caster level. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
Don't think you need both of these as they are functionally almost identical.
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.
Ok.
Spider Climb (SU)
A rogue with this advanced talent finds that now window in inaccessible to them. As a swift action, the rogue can cast Spider Climb, using her level as the caster level. The rogue can use this ability once per day fro free. Each additional use of this ability uses up 1 guile point.
The first sentence doesn't make sense. Otherwise, good.
Unseen Attacker (SU)
Whenever a rogue uses the Now You See Me Now You Don't rogue talent, she is treated as if she were under the effects of greater invisibility. The ninja must have the Now You See Me Now You Don't rogue talent before selecting this advanced rogue talent.
Might be too supernatural in flavour, would be better placed in a prestige class, along with the other powerful supernatural abilities you suggest. Maybe I'm being too picky. Just feels too powerful for a rogue to have such easy access to Improved Invisibility, but I suppose at this stage you would be considering getiing a wand of it anyway, (using it with UMD if you got it or getting the magic-user to cast it if not), so all you are really doing is saving money. a lot of Money.

Kitsune Knight |

Thanks everyone for the replies! Yes, I probably figured this would end up being too much in the end, but it was an designed to be a big swing that I intended to scale back. The next version should be more tame.
Also, I just wanted to throw something in as an aside before I get into the changes. Banter is intended to be a pure defensive ability. Something that only affects the way the rogue's ac and cmd are calculated not the monsters/npcs/enemies. In effect it is designed to mirror the oracle revelations that allow for charisma to ac and cmd or to be the charisma version of the canny defense. Admittedly it isn't anywhere near as clear, so I'll patch that in my next post. Thanks again for taking the time to look at this.

DM_Blake |

Ahh, good to know about Banter. I read this part "When wearing light armor and not carrying a shield a rogue may use her Charisma in place of your dexterity for calculating AC and CMD." to mean that "her" and "your" are referring to two different creatures, meaning the rogue is "her" and the rogue's target is "your". I'm glad that wasn't the intent. It could use a bit of a rewrite for clarity.
Looks like you've gotten some good feedback to "scale back" the super-rogue. Keep game balance in mind. The RAW rogue is a little weak, but not extremely weak, so adding a little stack of new stuff would be appropriate but adding an extremely large heap of new stuff will make it overpowered.

Kitsune Knight |

Rogue version 2 (latest/most up to date version)
Hit Dice: d8
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).
Skills Per Level: 8+Intelligence Modifier
BAB: 3/4
Saves: Poor Fort Save, Good Reflex Save, and Good Will Save
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, as well as all light and one handed martial weapons, plus the hand crossbow, Crossbow, and Shortbow. They are proficient with light armor, but not with shields.
Trapfinding
Starting at 1st level, a rogue adds 1/2 her level 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.
Sneak Attack
Starting at 1st level, if a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot gaining a bonus to attack and damage.
The rogue gains a +2 bonus to the attack and deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), when the rogue flanks her target, or when the target is suffering from one of the following Conditions: Blinded, Cowering, Dazed, Dazzled, Dying, Entangled, Exhausted, Fascinated, Flat-Footed, Grappled, Helpless, Nauseated, Paralyzed, Pinned, Sickened, Stable, Stunned, or Unconscious. 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 Rogue has concealment from the target.
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 nature of a Rogue's abilities allow it to sneak attack a target even when that target has concealment from the rogue.
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.
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.
Guile Pool (SU)
Starting at 2nd level, rogues gain a guile pool that represents a combination of their cleverness, skill, and luck. The number of points in the guile pool is equal to her rogue level + her Intelligence modifier. As long as she has at least 1 point in her guile pool she gains the ability to move at her full speed while making a stealth check without penalty. As she gains level this ability improves:
At 6th level:She may use Acrobatics to move her full speed through an opponent's square without provoking an attack of opportunity.
At 10th level:She reduces the DC to make an acrobatics check to move through an opponents square by half.
At 14th: Whenever she is using the stealth skill to snipe she only suffers a -10 penalty instead of a -20 penalty.
At 18th level:She no longer takes a penalty when using the stealth check to snipe, and may make a full attack while sniping.
In addition, a rogue can spend 1 point from her guile pool whenever making a stealth check to impose a -10 penalty on all perception checks to notice her. Starting at 10th level, whenever she spends 1 point from her guile pool on a stealth check creatures with blindsense, blindsight, scent, or tremorsense must make a perception check to notice her(although without a -10 penalty), just as sighted creatures would make perception checks to detect her. Each of these powers is activated as a swift action. A rogue can gain additional powers that consume points from her guile pool by selecting certain rogue talents.
The rogue's guile pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive. The rogue's guile pool the not stack with other pooled sources (such as a ki pool), and both pools must be tracked separately.
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 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.
Glib Lie (SU)
A rogue of 3rd level or higher can deceive truth-detecting magic. A creature using this sort of magic against the rogue must succeed on a caster level check against a DC of 15 + the rogue's class level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn't detect the rogue's lies or force her to speak only the truth. This ability does not give the rogue the glibness spell's bonus on Bluff checks.
Uncanny Dodge (EX)
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.
Mask Alignment (SU)
A rogue of 5th level or higher can alter her alignment aura to deceive spells that discern alignment (such as detect evil). She may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking her alignment aura is a standard action, and lasts until she changes it again or ends the effect.
Hide in Plain Sight (SU)
Starting at 7th level, a rogue can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a rogue can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
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 (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.
Improved Evasion (EX)
At 9th level, a rogue's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Advanced Talents
At 10th level, a rogue may choose an advanced talent instead of a regular talent.
Jack of All Trades (EX)
At 10th level, a rogue can use any skill, even if the skill normally requires him to be trained. At 15th level, a rogue considers all skills to be class skills. At 17th level, a rogue can take 10 on any skill check, even if it is not normally allowed.
Elude Detection (SP)
At 13th level, a rogue can befuddle divinations used against her as if she were under the effect of a nondetection spell with a caster level equal to her character level. She can suppress or resume this protection as a standard action. If dispelled, the rogue cannot resume the nondetection for 1d4 rounds.
Hidden Mind (SP)
At 19th level, a rogue gains the benefit of a constant mind blank spell at a caster level equal to her character level. The rogue can suppress or resume this protection as a standard action. If dispelled, the rogue cannot resume the mind blank for 1d4 rounds.
Pass Unseen (SU)
At 20th level, a rogue becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her rogue level as her caster level for this ability. Using this ability consumes 3 guile points from her guile pool.
Ok so several thoughts before I get into rogue talents. First, I kept the magical abilities like glib lie, mask alignment, elude detection, and pass unseen because I felt they where necessary for a rogue to represent what it means to be a skill class in a fantasy world. IMHO skills simply are not enough to represent a skill based character in a pathfinder type setting. There are simply too many spells in the game that can do in a skill based character and without something to mitigate those spell effects then they are simply not going to succeed. Now having all of these abilities may be over kill; however, I am not sure of too many other effects that are as effective or efficient in aiding them in being what I see them as needing to be (mainly as a skill base (or more specifically stealth focused) class that has no way to answer any from of divination used against them).
An example of where I am coming from. Say your a CN rogue that has to infiltrate a given event and you disguise yourself as the kindly philanthropist of a NG bent. Well...the problem is that anyone that throws out a detect alignment spell (either a 1st level cleric or a 2nd level inquisitor) is going to be able to call you out on not actually being as kindly as you are pretending to be. That IMHO shouldn't happen to a particularly skilled rogue. Now, yes, maybe I am over estimating the availability of such a power as well as how effective a rogue should be at infiltration, and I am willing to here examples to contrary. Just letting others know of where I was getting the abilities and why I thought to give them to a rogue.
Now on to the rogue talents.
Rogue Talents
A rogue with this trick can focus her guile to grant her a +4 bonus on Acrobatic skill checks, and may reroll an acrobatic check as an immediate action once per day.
Banter (EX)
When wearing light armor and not carrying a shield, a rogue may use her charisma modifier in place of her Dexterity modifier when calculating AC and CMB. This bonus is still limited by the total dexterity bonus of the armor.
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. 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 skill check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.
Canny Defense (EX)
When wearing light armor and not carrying a shield, a rogue may use her intelligence modifier in place of her Dexterity modifier when calculating AC and CMB. This bonus is still limited by the total dexterity bonus of the armor.
Canny Sleuth
A rogue adds her Intelligence bonus (if any) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.
Clever (EX)
You may add your intelligence modifier in place of your charisma modifier to any charisma based skills.
Combat Trick
A rogue who selects this trick gains a bonus combat feat. This talent may be taken multiple times.
Cunning Ruse (EX)
+4 bonus to bluff checks and once per day you can reroll a failed bluff check as an immediate reaction.
Discern Lies (SU)
A rogue can use discern lies, as the spell, for a number of rounds per guile point spent on the ability (1 point per round). These rounds need not be consecutive. Activating this ability is an immediate action.
Darkvision (EX)
At 2nd level, a rogue gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Familiar
Prerequisite: Major Magic and Minor Magic
A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature.
Feather Fall (SU)
The rogue can slow her descent as if using feather fall. This ability uses her rogue level as the caster level. Using this ability is an immediate action. A rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
Honor Among Thieves
+4 Bonus on all Diplomacy checks and once per day you may reroll any failed diplomacy check as an immediate action.
I Knew That (SU)
A rogue with this ability can recall one trick she picked up during a previous job. When she uses this ability, she selects one rogue talent (not a master talent) that she does not know and can use that rogue talent for a number of rounds equal to her level. She must pay any guile costs associated with this talent as normal. Using this ability expends 1 guile point from her guile pool.
Master of Disugise (EX)
A rogue can create a disguise in half the time normally required and receives a +4 bonus on all Disguise checks.
Minor Magic (SP)
A rogue can cast a single level 0 sorcerer or wizard spell as a spell like ability an unlimited number of times per day.
Major Magic (SP)
Prerequisite: Minor Magic
A rogue can cast a first level sorcerer/wizard spell as a spell like ability once per day for free. Any additional castings can be made at the cost of 1 point of guile from his guile
Nothing Up My Sleeves (EX)
A rogue with this ability can easily conceal weapons on her body. The rogue adds her level on opposed Sleight of Hand skill checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Now You See Me, Now You Don't (SU)
The rogue can disappear for 1 round per level. This ability functions as invisibility. Using this ability is a swift action. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
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.
Slow Reactions (EX)
Opponents that are damaged by the rogue's sneak attack can’t make attacks of opportunity for 1 round.
Street Thug (EX)
Gain a +4 bonus on all Intimidate checks and reroll an intimidate check once per day as an immediate action.
Thoughtful Reexamining (EX)
Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check.
Word on the Street (EX)
A rogue may use Gather Information in place of a Knowledge check in order to gain information related to that knowledge check.
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.
Undetected Sabotage (Ex)
Whenever a rogue with this trick uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone inspecting the device will not notice the sabotage and will assume the object works unless he beats the rogue’s check with an opposed Perception skill check.
Advance rogue Talents
A rogue with this advanced rogue talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the rogue must first study her target for 1 round as a standard action. On the following round, if the rogue makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the rogue as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue's intelligence modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that rogue’s assassinate ability for 1 day.
Devastating Sneak Attack (EX)
Rogue's with this advanced talent know how to cripple an enemy. When you deal sneak attack damage, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target's speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage (this bleed damage stack with the bleeding attack rouge talent). These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
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.
Feat
A rogue with this advanced talent may take any feat that they qualify for as a bonus feat.
Ghost Step (SU)
A rogue with this advanced talent can pass through walls as if she were a ghost. She can pass through a wall or other surface, up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Using this ability is a swift action. The rogue can use this ability once per day without spending guile. Each additional use of this ability uses up 1 guile point.
Pierce Deception (SU)
A rogue with this advanced rogue talent can see as though under the effect of the spell true seeing with a caster level equal to her level. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
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.
Spider Climb (SU)
As a swift action, the rogue can cast Spider Climb, using her level as the caster level. The rogue can use this ability once per day fro free. Each additional use of this ability uses up 1 guile point.