Master Rogue

CR: +2

Class: Rogue, ninja, or slayer. Additional classes may be considered at the GM’s discretion.

HD: 14 or higher.

Alignment: Any nonevil.

Defenses/Qualities: A master rogue gains immunity to all poisons, blindsight 30 feet, +4 bonus on her Initiative checks, and a +4 bonus on all Disable Device, Perception, Sense Motive, and Stealth skill checks. 

Special Abilities: A master rogue gains the following special abilities:

Ambush (Ex)

A master rogue is adept at setting up and responding to well-executed surprise attacks. She ignores anything less than total concealment caused by darkness, fog, and smoke. In addition, if she is able to act in the surprise round, she treats the surprise round as a normal round in respects to the types of actions she can take.

Cunning (Ex)

A master rogue always has a trick up her sleeves. Once per day, after rolling an attack roll, skill check, or saving throw, the rogue may immediately re-roll the check and must take the second result. For every 2 Hit Dice (or levels) beyond 14, the master rogue gains an additional use of this ability, to a maximum of 4 times per day. 

Deadly Strikes (Ex)

A master rogue learns to make attacks that weaken and incapacitate her enemies. A master rogue can learn one deadly strike, and an additional deadly strike every Hit Dice or level after 14th, up to a maximum of 4 deadly strikes. Each deadly strike adds an effect to the rogue’s sneak attack ability. Whenever the rogue makes a successful sneak attack to deal damage to one target, she can choose to forgo a portion of her sneak attack damage to cause the target to receive the additional effect from one of the deadly strikes possessed by the rogue. This choice is made when the sneak attack is made. The target receives a Fortitude save to avoid the effects of a deadly strike. If the save is successful, the target takes the sneak attack damage as normal, but not the effects of the deadly strike. Unless otherwise noted, the DC of this save is equal to 10 + 1/2 the master rogue’s Hit Dice (or level) + the master rogue’s Intelligence modifier.

A master rogue can choose one of the following initial strikes.

At 16 Hit Dice or levels, a master rogue adds the following strikes to those that can be selected.

At 18th level, a master rogue adds the following strikes to those that can be selected. 

At 20th level, a rogue adds the following strikes to those that can be selected.

Shadow Jump (Su)

A master rogue gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A master rogue can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every 2 Hit Dice or levels beyond 14, the distance a master rogue can jump each day doubles (80 feet at 16th, 160 feet at 18th, and 320 feet at 20th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. The effects of this strike do not stack.

Sudden Feint (Ex)

A master rogue becomes an expert at catching her enemies off-guard. As a move action, a master rogue can make a Bluff check to feint in combat. If the check is successful, this causes the master rogue’s opponent to be denied his Dexterity bonus to his AC against the master rogue’s next attack. The DC of this check is equal to 10 + the opponent’s base attack bonus + opponent’s Wisdom modifier. If the opponent is trained in Sense Motive, the DC is instead equal to 10 + the opponent’s Sense Motive bonus, if higher. 

Trap Mastery (Ex)

A master rogue possesses an intuitive sense concerning all manner of traps and ambushes. She adds 1/2 her level to all skill checks made to build, disarm, or locate traps, and to any skill checks made to determine awareness in a surprise round (minimum +1). A master rogue can also use Disable Device to disarm magic traps. In addition, a master rogue adds 1/2 her Hit Dice or level as a competence bonus to all saving throws associated with traps and their effects (such as spells and poison), and as a dodge bonus to AC against attacks made by traps, and attacks that are part of a readied action.

Spell-Like Abilities: A master rogue gains the following spell-like abilities: At will–disguise self, vanish; 3/day–invisibility, mirror image, shadow weapon; 1/day–greater invisibility, mislead. Caster level equals the master rogue’s HD (or character level of the base creature, whichever is higher).

Abilities: A master rogue gains a +4 bonus on one ability score of her choice and a +2 bonus on two other ability scores of her choice.