Ultimate Rogue

Ultimate_Rogue

Game Rule Information

  • Rogues have the following game statistics.
  • Abilities: Same as in Player's Handbook.
  • Alignment: Any.
  • Hit Points per Level: 1d6 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Skill Points per Level: 8 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

Class Skills: The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Table

       Base            Fort  Ref   Will
Level  Attack Bonus    Save  Save  Save   Special            .
1st    +0              +0    +2    +0     Path of the Rogue 
2nd    +1              +0    +3    +0     Lesser trick
3rd    +2              +1    +3    +1     Path of the Rogue
4th    +3              +1    +4    +1     Lesser trick
5th    +3              +1    +4    +1     Path of the Rogue
6th    +4              +2    +5    +2     Lesser trick
7th    +5              +2    +5    +2     Path of the Rogue
8th    +6/+1           +2    +6    +2     Lesser trick
9th    +6/+1           +3    +6    +3     Path of the Rogue
10th   +7/+2           +3    +7    +3     Lesser trick
11th   +8/+3           +3    +7    +3     Path of the Rogue
12th   +9/+4           +4    +8    +4     Greater trick
13th   +9/+4           +4    +8    +4     Path of the Rogue
14th   +10/+5          +4    +9    +4     Greater trick
15th   +11/+6/+1       +5    +9    +5     Path of the Rogue
16th   +12/+7/+2       +5    +10   +5     Greater trick
17th   +12/+7/+2       +5    +10   +5     Path of the Rogue
18th   +13/+8/+3       +6    +11   +6     Greater trick
19th   +14/+9/+4       +6    +11   +6     Path of the Rogue
20th   +15/+10/+5      +6    +12   +6     Greater trick

Class Features

All of the following are class features of the rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. Same as in Player's Handbook (with errata).

Path of the Rogue

At 1st level and every 2 levels thereafter, a rogue chooses any one path and gains step she does not yet have. In order to take any step, a rogue must have all previous steps from the same path. For example, at 1st level, a rogue takes 1st step from assassin path. At 3rd level, she may take 2nd step from assassin path, or 1st step from any other path. The available paths are: assassin, expert, silvertongue, spy, and stalker.

Path of the Assassin

  • Sneak Attack (Ex): At 1st step, an assassin gains sneak attack +1d6. This bonus increases by +1d6 for every step of this path. Ranged sneak attacks can be performed from a distance equal to total Spot bonus * 5ft. Otherwise same as in Player’s Handbook.
  • Poisoner (Ex): At 2nd step, an assassin becomes trained in the use of poisons and doesn’t risk accidentally poisoning herself when applying poison to a blade. She also gains +1 bonus on saves against poison.
  • Silent Kill (Ex): At 3rd step, an assassin gains Exotic Weapon Proficiency feat with either shuriken, blowgun, or garrote (see Complete Adventurer). Player can, with the DM’s permission, switch this to any other weapon suitable for silent killer-type character.
  • Poison Craft (Ex): At 4th step, an assassin can create weak poisons from second-grade materials. Once per day, by spending 30 minutes and 1/10th gold, she can create one dose of any poison found in Dungeon Master Guide. No Craft check is necessary, but those poisons have DC lowered by 2. Poison loses its qualities after 24 hours.
  • Death Strike (Ex): At 5th step, an assassin gains death strike ability. If an assassin studies his victim for 3 rounds (she can do it even if engaged in combat with that creature) and then makes a sneak attack with a weapon that successfully deals damage, she can opt to sacrifice all dice of sneak attack damage in an attempt to slay her target outright. If the victim of such an attack fails a Fortitude save (DC 10 + the number of sneak attack dice sacrificed + the rogue’s Int modifier) against the effect, it dies. If the victim’s saving throw succeeds, the attack is just a normal attack. Once the assassin has completed the 3 rounds of study, she must make the death strike within the next 3 rounds. If a death strike is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death strike.
  • Poison Resistance (Ex): At 6th step, an assassin gains +3 bonus on saving throws against poisons.
  • Poison Potency (Ex): At 7th step, an assassin adds +2 to DC of all poisons she crafts.
  • Hidden Death (Su): At 8th step, all poisons created by assassin are undetectable with detect poison spell.
  • Poison Resistance (Ex): At 9th step, an assassin gains +5 bonus on saving throws against poisons.
  • Deep Wound (Ex): At 10th step, whenever an assassin makes a sneak attack that successfully deals damage, she can opt to sacrifice any number of sneak attack dice to increase the DC of any poison that is applied by this attack by 1 per die sacrificed.

Path of the Expert

  • Secrets of the Trade (Ex): At 1st step, an expert gains Skill Focus feat and can reroll any failed skill check once per day. At each next step, she gains another Skill Focus feat and one extra reroll per day.
  • Apprenticeship (Ex): At 2nd step, whenever an expert is making a skill reroll, she adds +2 to its result.
  • Athletic Agility (Ex): At 3rd step, an expert can use Dexterity in place of Strength when making Climb, Jump, or Swim checks.
  • Jack of All Trades (Ex): At 4th step, an expert can use all skills untrained.
  • Cool under Pressure (Ex): At 5th step, an expert can take 10 in stressing or dangerous situations when making a check of skill improved by Skill Focus, but only if the skill allows taking 10 at all.
  • Renessance Man (Ex): At 6th step, at the beginning of each day, an expert can move up to 2 Skill Focus feats from one skill to another.
  • Thinker (Ex): At 7th step, an expert can use Intelligence in place of Wisdom when making skill checks.
  • Skill Excellency (Ex): At 8th step, whenever an expert takes 10 on skill check, she gains +5 bonus on the skill check. Taking 20 on skill checks takes the rogue x5 more time, instead of x20 more time.
  • No room for Error (Ex): At 9th step, whenever an expert rolls a natural result below 5 when making a skill check, treat the result as 5 instead.
  • Absolute Skill Focus (Ex): At 10th step, whenever an expert is making a skill check with a Skill Focus feat applied to it, she take a +10 bonus on that check. If she does, she loses the feat after the check resolves. Skill Focus lost this way can be used again on next day.

Path of the Silvertongue

  • Full Confidence (Ex): At 1st step, a silvertongue gains an ability to add her Charisma bonus to any check, roll, or save, twice per day. She also learns one extra language. At each next step, she learns another language and can add her Charisma bonus two more time per day.
  • Barter (Ex): At 2nd step, a silvertongue gains +2 bonus on all Diplomacy checks when buying or selling goods or when bribing others. In addition, she can use her skills to pay 10% less for any single item she buys in person, a number of times per day equal to 3 + her Charisma bonus. The discount cannot be greater than 100 gp per rogue level.
  • Way with Words (Ex): At 3rd step, a silvertongue suffers only –5 penalty when making rushed Diplomacy checks (see Player’s Handbook, page 72), and when she is bluffing, the lie never provides more than a +5 bonus on opposed Sense Motive checks.
  • Call Favor (Ex): At 4th step, once per week, a silvertongue may call in favor from someone she knows. She gains a NPC to her disposition of character level equal to half rogue’s levels. The NPC will try to accomplish any task that is not suicidal, doesn’t seriously affect her resources, and takes up to one day. Exact details on how does calling in favor looks like, who is this NPC, and how she is getting along with the task, are up to DM.
  • Friends (Sp): At 5th step, a silvertongue can use charm person as a spell-like ability a number of timer per day equal to her Charisma bonus. Difficulty Class is 10 + half rogue’s level + rogue’s Charisma modifier. Caster level is equal to rogue’s level.
  • Draw Attention (Ex): At 6th step, a silvertongue can attempt to talk down opponent. As a standard action that does not provoke attack of opportunity she redirects creature’s full attention to her. A creature can ignore the silvertongue if it makes successful Will saving throw or Concentration check (roll both and use better result) against opposed silvertongue's Diplomacy check. If it fails the check, the creature is not denied its actions but can only use them on itself or the silvertongue. This ability works for one full round, and may be maintained for any number of additional rounds, but at each consecutive round a creature gains another check and save, and with cumulative +2 bonus on both. This ability is language dependant and can only affect creatures with Intelligence score of 3 or more (it is not mind-affecting so can affect intelligent undead).
  • Outpouring (Ex): At 7th step, a silvertongue can try again failed Diplomacy checks under any circumstances, but suffers a cumulative –2 penalty on all such retries.
  • Best Pals (Sp): At 8th step, a silvertongue can use charm monster as a spell-like ability a number of timer per day equal to her Charisma bonus. Difficulty Class is 10 + half rogue’s level + rogue’s Charisma modifier. Caster level is equal to rogue’s level.
  • Untouchable (Ex): At 9th step, a silvertongue can convince a creature not to harm her. As a full round action that does not provoke attacks of opportunity, a silvertongue can convince the creature that she is somehow immune or invulnerable to that creature’s actions, or that harming her is a really bad idea. A creature can ignore silvertongue's attempt if it makes successful Will saving throw check against opposed prater’s Bluff check (a creature affected gains bonus equal to its base attack bonus, and additional +2 if it’s evil, or –2 if it’s good, to that save). If it fails the save, a silvertongue benefits from sanctuary spell against that creature. This ability works the same way the sanctuary does, but with duration until the end of encounter. This ability is language dependant and can only affect creatures with Intelligence score of 3 or more (it’s not mind-affecting so can affect intelligent undead).
  • Call Greater Favor (Ex): At 10th step, a silvertongue can use call favor ability 3 times per week (all 3 uses can be used at the same time or separately), and NPCs that answer the call have character levels equal to 2/3 of rogue’s level.

Path of the Spy

  • Spying Sight (Ex): At 1st step, you can activate spying sight once per day. For five minutes, you gain a +4 bonus on Decipher Script, Spot, and Search checks. Also, for the first five rounds of the duration, you automatically detect magical sensors and ignore glamer effects. At each next step, you can use this ability one more time per day.
  • Judge of Character (Ex): At 2nd step, a spy is very good at judging people. If she listens to anyone talking for at least 1 minute, she learns that person’s alignment and mental ability scores, and also gains +4 circumstance bonus on Diplomacy and Sense Motive checks against that person for one year.
  • Gather All Information (Ex): At 3rd step, using gather information skill takes a spy only one hour and she can repeat check without drawing attention. (Thanks ManTimeForgot)
  • Secret Identity (Ex): At 4th step, spy’s alignment and lies become undetectable by supernatural or magical means and she gains +4 bonus on Disguise checks.
  • Mysterious Stranger (Sp): At 5th step, a spy has become adept at quickly switching from one identity to another. She can use alter self as a spell-like ability a number of times per day equal to her Charisma bonus. Caster level is equal to rogue’s level.
  • Double Agent (Ex): At 6th level, a spy undergoes a specific information gathering technique. Whenever she is affected by a spell or ability that allows someone else to read her thoughts or learn anything about the spy, she in turn gains the same benefits against the assailant. No saving throw against double agent is allowed and the assailant is unaware of this effect.
  • License to Kill (Ex): At 7th step, a spy chooses an area roughly the size of small kingdom to be her area of operations. She is a sanctioned spy in that area and has full support of authorities for all activities regarding spying, including murder. Some people might be outside her jurisdiction, such as aristocracy, clergy, or diplomats. In addition, if a spy is on a mission sanctioned by her superior, she gains +2 morale bonus on attack rolls and skill checks that relate to the mission within her area of operations.
  • Leave no Leads (Sp): At 8th step, a spy can make her presence unknown and leaving no traces of her activities. She can use modify memory as a spell-like ability at will, but only to erase memories of herself from the last 12 hours. Difficulty Class is 10 + half rogue’s level + rogue’s Charisma modifier. Any creature affected by this ability regains its memories after one week.
  • Greater Spying Sight (Ex): At 9th step, a spy enjoys both effects of the spying sight ability for 5 minutes.
  • Mind Blank (Su): At 10th step, a spy is protected by a mind blank spell. She can turn that effect off and on as a swift action.

Path of the Stalker

  • Superior Sneak (Ex): At 1st step, a stalker gains a +1 bonus on saving throws made to avoid traps and magic symbols, and a +1 dodge bonus to AC against attacks made by traps. This bonus improves by +1 at every next step. A stalker also ignores armor check penalties of light and medium armors and shields to Climb, Hide, and Move Silently skill checks.
  • Trap Hinting (Ex): At 2nd step, a stalker shares her bonus on Reflex saves made to avoid traps and bonus to AC against attacks made by traps with all allies within 15 feet away from her.
  • Improved Climbing (Ex): At 3rd step, a stalker gains climb speed equal to her base land speed.
  • Reconnaissance (Ex): At 4th step, if a stalker studies small area, such as a street or a ship, for 10 minutes, she gains +2 competence bonus on all Climb, Disable Device, Disguise, Hide, Move Silently, and Search checks made within that area for the next 12 hours.
  • Urban Camouflage (Ex): At 5th step, a stalker can use the Hide skill in any sort of urban terrain, even if the terrain doesn’t grant cover or concealment.
  • Urban Vanish (Ex): At 6th step, a stalker can use the Hide skill even while being observed while in any sort of urban terrain.
  • Sense Concealment (Ex): At 7th step, a stalker automatically finds secret doors and traps when within 30 feet.
  • Hide from Magic (Ex): At 8th step, a stalker gains unbeatable Spell Resistance against divination spells and effects.
  • Perfect Sneak (Sp): At 9th step, a stalker can be completely quiet. She can use silence as a spell-like ability that affects only her, a number of times per day equal to her Dexterity bonus. Caster level is equal to rogue’s level.
  • Perfect Infiltration (Sp): At 10th step, a stalker can be virtually undetectable. She can use invisibility as a spell-like a number of times per day equal to her Dexterity bonus. Caster level is equal to rogue’s level.

Path of the Swashbuckler

  • Canny Attack (Ex): At 1st step, a swashbuckler gains a fencing pool equal to number of steps in swashbuckler's path. He can assign his points from this pool to damage with finessable weapons (each invested fencing point increases damage dealt by 1). Reassigning fencing points its full-round action which doesn't provoke attacks of opportunity. Swashbuckler can have invested fencing points only when he is wearing light or no armor, and carries light or no load. He cannot invest in one ability more fencing points then he has steps in Swashbuckler's path.
  • Smart Dodge (Ex): At 2nd step, a swashbuckler can invest fencing points in armor class. Each fencing point provides 1 dodge bonus to AC.
  • Deadly Feint (Ex): At 3rd step, a swashbuckler's feints become more surprising and dangerously. Each point invested in this ability provides +2 bonus to feint bluff checks and increases damage dealt by swashbuckler to feinted opponent by 2. Bonus damage apply only to attacks made on or before his next found after feint.
  • Cleaver Fencing (Ex): At 4th step, a swashbuckler fencing pool is enlarged by number of points equal to her Intelligence modifier.
  • Confusing Maneuver (Ex): At 5th step, a swashbuckler by performing many light and rapid attacks can mislead his opponent. He must perform full attack action with -8 penalty to hit on each attack, but in next round he can feint his opponent as swift action. Each fencing point invested in this ability reduces penalty to hit by 1.
  • Cheat the Death (Ex): At 6th step, a swashbuckler learns how evade the deadliest strikes. He gains 5% chance to turn critical hit hit he suffers into normal hit. In addition, he gains +1 bonus on saves against death effects. Each fencing point invested in this ability increases chance by 5%.
  • Unusual Feint (Ex): At 7th step, a swashbuckler can easy perform other maneuvers while feinting. Whenever swashbuckler successfully feints his opponent he can attempt to disarm or trip him as free action. Each fencing point invested in this ability provides +2 bonus to disarm or trip check.
  • Adaptable Style (Ex): At 8th step, a swashbuckler can reassign fencing points as a moveaction.
  • Quicker then Eye (Ex): At 9th step, a swashbuckler can use haste on self as spell-like ability times per day equal to his charisma modifier. Caster level is equal to rogue's level. Each fencing point invested in this ability extends duration of haste by 1 round.
  • Touche! (Ex): At 10th step, a swashbuckler can perform devastating melee attack in vital spots of his opponent. A target must be vulnerable to critical hits and haven't concealment. Opponent must be feinted in previous round. A swashbuckler must perform one melee attack as full round action. If the victim of attack fails a Fortitude save it dies. DC is equal to 10+ 2 per each invested fencing point. If a victim makes his save, the attack is just a critical strike.

action. !!!!

Lesser Trick

At 2nd, 4th, 6th, 8th, and 10th levels, a rogue gains a special ability of her choice from among the options below.

  • Bonus Feat : rogue gains feat from the list below.
    • Player’s Handbook : Acrobatic, Agile, Alertness, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip), Combat Reflexes, Deceitful, Deft Hands, Diligent, Dodge (Mobility, Spring Attack), Improved Initiative, Improved Unarmed Strike, Investigator, Negotiator, Nimble Fingers, Persuasive, Quick Draw, Skill Focus, Stealthy, Weapon Finesse.
    • Complete Warrior : Arterial Strike, Dash, Defensive Strike, Eyes in the Back of Your Head, Fleet of Foot, Flick of the Wrist, Hamstring, Improved Buckler Defense, Improved Combat Expertise, Prone Attack.
    • Complete Adventurer : Appraise Magic Value, Ascetic Rogue, Brachiation, Combat Intuition, Danger Sense, Death Blow, Deft Opportunist, Deft Strike, Dive for Cover, Force of Personality, Goad, Hear the Unseen, Improved Diversion, Insightful Reflexes, Jack of All Trades, Open Minded, Obscure Lore, Quick Reconnoiter, Razing Strike, Staggering Strike, Tactile Trapsmith.
    • New Feats : Amazing Sneak Attack, Center of Attention, Debilitating Strike, Disable Magic Trap, Globe Trotter, Fantastic Sneak Attack, Improved Reconnaissance, Incredible Sneak Attack, Irresistible Death Strike, Truly Untouchable, Weakening Strike.
  • Evasion (Ex): 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.
  • Finishing Blow (Ex): A rogue has learned to quickly and efficiency deal with helpless foes and can now perform a coup de grace attack against a helpless defender as a standard action without provoking an attack of opportunity.
  • Heedful (Ex): A rogue adds her Wisdom bonus (if positive) to all Initiative checks. This is in addition to any Dexterity bonus she might have. To take heedful, rogue must have uncanny dodge ability.
  • Lucky (Su): Once per day, a rogue may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll. A rogue may gain this ability multiple times, each time increasing daily use by one.
  • Superior Synergy (Ex): A rogue gains better synergy bonuses from her skills. Whenever a skill with 5 or more ranks grants +2 synergy bonus to other skill or ability, this bonus increases to +3 at 10 ranks, +4 at 15 ranks, and to +5 at 20 ranks.
  • Trapfinding : A rogue can use the Search skill to locate difficult and magical traps. He can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. In addition, the rogue can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
  • Uncanny Dodge (Ex): A rogue doesn’t lower his defenses when fighting invisible opponents or when surprised. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Greater Tricks

At 12th, 14th, 16th, 18th, and 20th levels, a rogue gains a special ability of her choice from among the options below. She can choose lesser trick instead if she wishes so.

  • Avoid Danger (Ex): A rogue can avoid (ignore) one attack directed at her. To do so, rogue must not be denied her Dexterity bonus to AC and move 5 feet in any direction except the direction from which the attack came. This ability can be used once per day. To take avoid danger, rogue must have defensive roll and improved uncanny dodge abilities.
  • Careful Walking (Ex): A rogue does not provoke attacks of opportunity when walking through threatened areas. However, she still provokes attacks of opportunity when moving faster than with normal speed. To take careful walking, rogue must have Insightful Reaction.
  • Defensive Roll (Ex): A rogue can roll with damage, reducing otherwise deadly blow to less harmful one. Same as in Player’s Handbook.
  • Maximize Opportunity (Ex): A rogue adds her Dexterity bonus (if positive) to all damage rolls when making successful attack of opportunity.
  • Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. To take improved evasion, a rogue must have evasion ability.
  • Improved Uncanny Dodge (Ex): A rogue’s uncanny dodge ability improves. She 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 a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. To take this ability, a rogue must have uncanny dodge.
  • Insightful Reaction (Ex): A rogue learns to sense and react to dangers before they happen, with astonishing accuracy. She adds her Wisdom modifier to all reflex saves.
  • Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
  • Silencing Strike (Ex): When a rogue attacks opponent that is denied his Dexterity bonus to AC, a rogue may use a silencing strike. If attack is successful, the victim cannot make any articulate sounds or cast spells that have verbal components for a number of rounds equal to the damage taken. A successful Heal check (DC 20) removes effects of this ability, as does healing at least 10 hit points with a single spell.
  • Skill Mastery (Ex): A rogue becomes very adept at a few skills. Same as in Player’s Handbook.
  • Slippery Mind (Ex): A rogue can escape from mind-controlling spells and abilities. Same as in Player’s Handbook.

Epic Rogue

The epic rogue is a trickster and a thief, a trap detector and a tale-spinner. Her skills are legendary and her tales of daring-do even more so. If you listen to the stories, there is nothing she can’t do.

  • Hit Die: d6.
  • Skill Points at Each Additional Level: 8 + Int modifier.
Rogue
Level    Special
21th     Path of the rogue
22th     Lesser Trick
23th     Path of the rogue
24th     Greater Trick
25th     Path of the rogue
26th     Lesser Trick
27th     Path of the rogue
28th     Greater Trick
29th     Path of the rogue
30th     Lesser Trick

Path of the Rogue: An epic rogue chooses any one path and gains step she does not yet have. In order to take any step, a rogue must have all previous steps from the same path. If a rogue has 10 steps in one path, she can continue taking steps of that path, as described below.

  • Path of the Assassin: Epic assassin increases sneak attack damage by +1d6 at every step.
  • Path of the Expert: Epic expert gains benefits of Secrets of the Trade ability at every step.
  • Path of the Silvertongue: Epic silvertongue can add her Charisma bonus to any check, roll, or save one more time per day and knows one additional language at every step.
  • Path of the Spy: Epic spy can use her spying sight ability one more time per day at every step.
  • Path of the Stalker: Epic stalker a stalker gains a +1 bonus on saving throws made to avoid traps and magic symbols, and a +1 dodge bonus to AC against attacks made by traps, at every step. She can also use her silence and invisibility spell-like abilities one more time per day each.

Lesser Trick: Epic rogue gains extra lesser trick at 22th level and every 4 levels thereafter (26th, 30th, 34th, and so on).

Greater Trick: Epic rogue gains extra greater trick at 22th level and every 4 levels thereafter (26th, 30th, 34th, and so on). Instead of taking a greater trick she may take an epic feat. The list of available epic feats is same as in Epic Level Handbook.

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