Add more feats into the Rogue bonus feat list if appropriate, or added by Overhaul.
Most other things in the class are fine, and reasonably hardcoded. Might need some notes on this class about Use Magical Device and the additional limitations on scroll usage.
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item. - Hit Die: d6. - Proficiencies: Proficient with rogue weapons (club, dagger, dart, handaxe, light crossbow, heavy crossbow, quarterstaff, mace, shortsword, rapier, shortbow, morningstar, and sling) and light armor. Rogues are not proficient with shields. - Skill Points (*4 at 1st level): 8 + Int Modifier. - Primary saving throw(s): Reflex - Base attack bonus: Medium (+3/4 per level) ABILITIES: 1: Sneak Attack - Whenever the rogue makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the rogue's blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit. Trap finding - A rogue can disarm traps with a DC of 35 or higher. 2: Evasion - Whenever a reflex save is allowed for half damage, the rogue instead takes no damage if they succeed at the save. 3: Uncanny Dodge I - The rogue retains his dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. 6: Uncanny Dodge II - Grants a +1 bonus on reflex saving throws made to avoid traps. It also grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, barbarian, and shadowdancer than the defender. 10: Bonus Feat - Choice of a special rogue bonus feat; Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind 11: Uncanny Dodge III - Grants an additional +1 bonus on reflex saving throws made to avoid traps. 13: Bonus Feat 14: Uncanny Dodge IV - Grants an additional +1 bonus on reflex saving throws made to avoid traps. 16: Bonus Feat 17: Uncanny Dodge V - Grants an additional +1 bonus on reflex saving throws made to avoid traps. 19: Bonus Feat 20: Uncanny Dodge VI - Grants an additional +1 bonus on reflex saving throws made to avoid traps. EPIC LEVELS: You are the ultimate thief with legendary skills and many a tale of a derring-do. Hit Die: d6 Skill Points at Each Additional Level: 8+ Int Modifier Bonus Feats: The epic rogue gains a bonus feat every four levels after 20th Special: Sneak Attack: this continues to improve by 1d6 at each odd-numbered level the epic rogue gains. Uncanny Dodge: this continues to improve by +1 reflex saving throw vs. traps every 3 levels. Epic Rogue Bonus Feats List: Blinding Speed, Crippling Strike, Defensive Roll, Epic Skill Focus, Epic Dodge, Epic Reputation, Improved Evasion, Improved Sneak Attack, Opportunist, Self-Concealment, Skill Mastery, Slippery Mind, Superior Initiative. |