Theconiel
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When a rogue with this talent is subjected to a spell or other effect requiring a Will or Fortitude save, she may instead make a reflex save. A successful save means she moves the minimum distance necessary (up to her speed) as an immediate action to get out of the way. A spell that targets the rogue specifically (such as Hold Person) would require only 5' movement.
If the rogue cannot move far enough to avoid the effect, she fails her save and does not move.
Ascalaphus
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I like the idea, but the execution needs serious work.
Turning your other two saves into "Reflex Negates" smells OP. Also because the party wizard could just spam low-DC spells to move the rogue around by casting spells the rogue could easily save against.
How about:
Step Aside When the rogue is targeted by or included in the target area of a ranged spell, spell-like ability or supernatural power, he may roll a Reflex save at the DC set by the power. If he succeeds he may as an immediate action move up to his speed. This movement provokes as normal. Determine if/how the power affects him based only on his new position. (The rogue may have obtained cover or concealment, moved out of Line of Effect or have moved beyond the power's range.) The rogue can take either a 5ft step or a single normal move. This movement is borrowed from his next turn.
It's still powerful, but it makes rogues really really like fighting in cover-rich areas.
Theconiel
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Yes. That works better. I had not even considered the possibility of an ally's using this ability to move the rogue around. I had intended (but forgotten to write) that the movement would prevent the rogue's movement on her next turn.
Anyway, it will be a l-o-n-g time before I have a rogue in my game who can take an Advanced Rogue Talent.
| MrSin |
I think your original is good if you apply a daily limit to it.
Daily limits aren't the best balance, nor do they make much sense. Consider a per encounter if you really want to limit it.
Rogue: "Guys, did you see me do that cartwheel!?"
Everyone: "Yeah, can you do it again?"
Rogue: "Hmm... No. Forgot how. Maybe I'll remember tomorrow."
Personally, I'd just take off the will/fortitude save part. Dodging a fireball and moving into flank is pretty awesome. Dodging a witches slumber and moving into flank on the other hand doesn't make much sense does it? Ascalophus's phrasing also works, though a bit more complicated than I usually see in abilities. It gives the rogue the chance to escape a stinking cloud or fireball, but not a slumber. Might suck if you don't want to roll dice rolls constantly for the evasion though.