Sunderstone said:
As for Rogues evasion, I use common sense. If theres nothing to get behind or tumble to for some kind of cover, or getting around a corner, etc. the Rogue is screwed. A Rogue enclosed in a 20' bare room will not escape the blast of a fireball. Having a Scout "magically " immune to a Kraken, Roper, etc. while caught sleeping or unaware is too far over the top.
Do you also move their piece on the game board from the center of the blast to a safe location? 'cause, that would definitely imbalance the game...
"I can't make it that extra 15 feet to the big bad... Mage, Fireball me!"
"Okay, i fireball the rogue"
"And I easily make the save. Now, by your houserule GM, I move to a safe location... well that's 15' away in melee range of the baddy! booyah, so here's my attack action for this round!"
I disagree with your implementations. Personally, I see it as rogues aquiring the agility to find the safe places in an unsafe area, or just the common sense to Duck & Cover in a way that minimizes his exposure to the momentary searing heat.
Besides, there's a feat in the CAdv which more suits this: It's called "Dive for Cover".
I'm of the school that: if the scout passes his reflex saves, he finds the safe spaces in an unsafe area. He's not immune to the Kraken or roper while he's asleep, (just as a wizard can't cast spells while unconcious) but he does get an escape option once he's awake.