Revised Rogue prototype (Mk. 1)
1: 1d6 skirmish, trap sense +1
2: evasion, rapid search
3: 1d6 sneak attack, trap sense +2
4: path special
5: 2d6 skirmish, rapid trapsmith
6: lesser skill mastery, trap sense +3
7: 2d6 sneak attack
8: really rapid search, improved path special
9: 3d6 skirmish, trap sense +4
10: improved evasion
11: 3d6 sneak attack
12: quicker than the eye, trap sense +5
13: 4d6 skirmish, greater skill mastery
14: instant search
15: 4d6 sneak attack, trap sense +6
16: rogue special
17: 5d6 skirmish, instant trapsmith
18: rogue special, trap sense +7
19: 5d6 sneak attack
20: superior skill mastery, rogue special
skirmish: if you move at least ten feet on your turn (total distance from one location to another - hopping back and forth between two squares doesn't cut it, though moving two squares away and then two squares back would) then you can add skirmish damage to the next hit you land during your turn. You may not deal skirmish damage more than once per turn. Skirmish damage is precision damage, with all the limitations that implies. (Specifically, target must be within 30', cannot deal nonlethal damage except w/ sap or appropriately enchanted weapon, subject to precision resistance or immunity.)
sneak attack: functions as normal. Stacks with skirmish if both apply. Note that precision resistance applies once per attack; if you land a dagger hit on a zombie (precision resistance 5), roll a 2 for damage with the dagger, crit (x2, so 2 points precision damage), roll 3 for skirmish damage, and 6 for sneak attack damage, the hit deals a total of 8 damage: 2 base, plus 11 - 5 = 6 precision.
Note to self: concealment status effect needs to provide precision resistance. Possibly also some resistance granted by large size differences? (Original text: A rogue cannot sneak attack a creature with concealment or when striking the limbs of a creature whose vitals are beyond reach.)
trap sense: +1/3 level +1 bonus to AC and reflex saves against traps and ambushes - in general, this applies to any attack where you would be denied your dex bonus (though it does not apply if you're helpless, restrained, etc.), as well as any attack from a trap you were aware of.
rapid search: move action to search one square for traps or secret doors - note that this applies to gross map level effects; it may take more time to, for example, find the trapped secret compartment hidden at the back of the bottom left drawer of a locked desk, or find the mystical portal trigger item hidden in the middle of a barrel full of salted fish. Such detailed searches are also sped up, but are beyond the scope of generic rules; talk to your GM.
really rapid search: full round action to move your move, searching each square in your path before you enter it. Or standard action to go half your move (rounding down).
instant search: Automatically considered to be searching all adjacent squares, all the time. Though you're at -10 to search checks if you run or charge.
rapid trapsmith: open lock or simple disable device checks take a standard action; complex disable device checks take a full round action (instead of multiple rounds)
instant trapsmith: open lock or simple disable device checks take a swift action (immediate action at -10). Complex disable device checks take a move action (swift at -5, immediate at -15).
rogue special: choice of: bonus feat, crippling strike, opportunist, slippery mind, defensive roll, or a path special from one of the two paths you didn't take, or the improved path special from one of those two if and only if you already took the normal path special from that path.
Three paths: sneaky rogue, bouncy rogue, tricksy rogue.
sneaky: hide / move silently - possible special, ability to hide even without concealment? May need restrictions? (Ability to hide while observed part of hide in plain sight is covered by QttE, see below.)
bouncy: tumble / balance
path special: Swift and Certain. Reduce the skill penalties for rapid movement by ten points - this generally applies to balance, climb, hide, move silently, and tumble. (This removes most such penalties, though hide and move silently will still have -10 penalties when running or charging.)
improved path special: Unbalanced Strike. When you charge, you can declare an unbalanced strike, gaining an additional +2 to hit and +2d6 skirmish damage. This provokes an attack of opportunity from your target (resolve this before making your attack roll) - but, (for this one AoO only) instead of attacking versus your AC, your foe must beat your balance check. (Penalties to balance from difficult terrain *do* apply, though.)
tricksy: bluff / sleight of hand
path special: ?
improved path special: Watch the Hand. You may feint in combat as a swift action, using your sleight of hand skill instead of bluff, and with no penalty due to creature type. (Keep in mind, this may only be done once per round, and if you miss on the following attack, that attempt is wasted.)
lesser skill mastery: applies to search, disable device, open lock, the two path skills, and two skills of choice. If you roll 2-5 on the d20 for a skill check, treat the result as if you had rolled a 6 instead. In addition, when taking ten on these skills, you get a +1 bonus - effectively taking 11 instead of 10.
greater skill mastery: add two more skills of choice, makes rolls of 2-7 count as 8, and take 12 instead of 10.
superior skill mastery: add two more skills of choice, rolls of one now also count as 8, and take 13 instead of 10.
quicker than the eye (aka QttE, aka vanish) - as a move action, make a check with your primary path skill (hide / tumble / bluff); any observer whose spot score you beat, is unable to see what you do with the remainder of your turn.
Some random feats that a rogue might care about:
Sneak. Requires dex 15. +2 to hide and move silently. In addition, both skills now calculate their bonus off of your ranks in the "sneak" skill; this skill is in class for a given level if either hide or move silently was in class for that level; move all existing skill ranks in hide or move silently to sneak - any points above max rank are refunded and can be spent on other skills.
Athletics. Requires dex 13 & str 13. +2 to balance, climb, jump. In addition, all three skills now calculate their bonus off of your ranks in the "athletics" skill; this skill is in class for a given level if any of balance, climb, or jump was in class for that level; move all existing skill ranks in balance, climb, and jump to athletics - any points above max rank are refunded and can be spent on other skills.
Trickery. Requires dex 13 & cha 13. As above, applies to bluff, sleight of hand, and escape artist. (Note: use rope is getting rolled into escape artist.)