Norfleet
First Post
Actually, the BEST "special" ability of the Rogue is the one nobody pays any attention to:
Feat: A rogue may gain a bonus feat in place of a special ability.
As for the others?
Improved Evasion is rather nice, but really quite overrated, since rogues don't really miss reflex saves: It's a supersave for a rogue, boosted effectively twice, for being a rogue, and for having high dex...which is part of being a rogue. Evasion is already all/none, half/none for improved is simply extra, since you don't really fail anyway.
Opportunist: Okay, free attack when somebody else hits him. Nabad. Not as a cool as something like Expert Tactician, though. See "Feat".
Slippery Mind: This is a will-save thing. Will saves are not a save rogues will pass. If you didn't pass the first time, you're not going to pass the next time, either. If you actually manage to pass, then it wasn't worth worrying about anyway, but pretend you failed anyway. It'll confuse the hell out of the enemy.
Crippling Strike: Okay, -2 strength is cute, but not enough to make a huge difference unless he's already pretty overloaded. Your opponent is likely to croak from the sheer damage before the strength damage stops him.
Skill Mastery: Eh. It's not a bad choice if you're in the habit of using these skills while being attacked. Otherwise, see "Feat".
Defensive Roll: Okay, nobody mentioned this one. No surprise, because it's totally useless. If you're willing to burn a feat (See "Feat"), on this, you really do deserve to die.
Therefore, in my expert opinion on matters of rogue-ishness, the best choice is "Feat".
Feat: A rogue may gain a bonus feat in place of a special ability.
As for the others?
Improved Evasion is rather nice, but really quite overrated, since rogues don't really miss reflex saves: It's a supersave for a rogue, boosted effectively twice, for being a rogue, and for having high dex...which is part of being a rogue. Evasion is already all/none, half/none for improved is simply extra, since you don't really fail anyway.
Opportunist: Okay, free attack when somebody else hits him. Nabad. Not as a cool as something like Expert Tactician, though. See "Feat".
Slippery Mind: This is a will-save thing. Will saves are not a save rogues will pass. If you didn't pass the first time, you're not going to pass the next time, either. If you actually manage to pass, then it wasn't worth worrying about anyway, but pretend you failed anyway. It'll confuse the hell out of the enemy.
Crippling Strike: Okay, -2 strength is cute, but not enough to make a huge difference unless he's already pretty overloaded. Your opponent is likely to croak from the sheer damage before the strength damage stops him.
Skill Mastery: Eh. It's not a bad choice if you're in the habit of using these skills while being attacked. Otherwise, see "Feat".
Defensive Roll: Okay, nobody mentioned this one. No surprise, because it's totally useless. If you're willing to burn a feat (See "Feat"), on this, you really do deserve to die.
Therefore, in my expert opinion on matters of rogue-ishness, the best choice is "Feat".