Rogue Buffs

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Kuma
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Rogue Buffs

Post by Kuma » Sat Dec 10, 2016 2:55 am

As one of the last classes to actually get a buff, and with many people focusing on their skillmonkey aspect, I thought I'd take a different approach to make a high-investment rogue actually combat-viable, with thanks to LunaticOnTheGrass and Peppermint for these suggestions. To that end, these suggestions focus on level investment, and the unique Rogue Bonus Feats, of which only 2/6 are actually much use.

Superior Flanking
: For every 8 levels in Rogue, receive +1 AB when flanking, to a maximum of +3 at level 24.

Rogue Bonus Feats
Crippling Strike: as default
Improved Evasion: as default
Defensive Roll: When about to take lethal damage, make a reflex save vs incoming damage dealt. On a successful save, instead take no damage, and enter a combined GSanc/Invis for the duration of your average god-save. In addition, leave a "corpse" as if you had died. The corpse is trapped with a Fire trap that improves in strength with your Rogue level. When touched, the trap fires, and the corpse disappears (no cheesing for heads). This "expanded" Defensive Roll can only happen once per rest. Afterwards, the feat functions normally. The purpose of the default feat seems to be an opportunity to make good your escape after screwing up, but fails entirely in this. This gives you that opportunity.
Skill Mastery: On successfully setting a trap, you no longer break stealth. This is in addition to the default bonuses.
Opportunist: In addition to +4 AB on AoOs, also receive +2 AB when flanking, stacking with Superior Flanking above.
Slippery Mind: In addition to the default, when afflicted by a mind effect, offer an opportunity to reroll again every 2? rounds. On a successful roll, remove that effect.

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