I've tweaked most of the core classes for my game - mostly to the point of adding a little more flexibility, than anything. In the case of the rogue, I like their special abilities (you know, the ones they get to chose, instead of all cookie-cutter like,) but since we rarely hit the higher levels, they seldom come into play.
As such, I removed evasion, uncanny dodge, and improved uncanny dodge. In their place (and also at sixth level, which I'll admit is a slight power boost,) they may select a "Minor Special Ability", which includes:
• Evasion
• Uncanny Dodge
• Improved Uncanny Dodge (req. UD)
• A bonus feat from a small list (exclusively skill-based feats; the bonus feat for the 10+ special abilities remains from any that they qualify for)
• Ability Focus (grants a bonus to all skills that use an ability score of their choice)
• Defensive Roll (from the 10+ special abilities; because of certain other house rules I use, it's not as potent, and I felt could be safely dropped down to the lower levels.)
• Seeking Eyes (Allows automatic search checks
a la the elf racial ability)
The special ability list (at levels 10, 13, 16, and 19), has been expanded to also include:
• Devious Sniping (allows a single ranged attack from hiding without breaking stealth; must move at least 30' before doing so again)
• Dirty Fighting (feint as a swift action, requires Imp. Feint)
• Hide In Plain Sight (as the ranger ability, no wilderness req.)
• Improved Defensive Roll (a second use of Defensive Roll, and works as Imp. Evasion - a successful save means no damage, failed means half.)
• Inconspicuous (the rogue is always assumed to be "taking 5" on hide checks, even in a crowded location. Req. Hide in Plain Sight.)
Also, their trapfinding ability has been replaced by gaining Trapsmith, a feat that does the same thing, as a bonus feat. (I wanted non-rogues to be able to work with traps if they chose to focus on it, and for consistencies sake changed the rogue's ability to work the same way.)
I'd still like to come up with a suitable
option for replacing sneak attack for something more skillful, but I'm not particularly sure what, so for now, it stays. I don't expect any player of mine to ever give up sneak attack, anyway.
