Plushie Rogue (3.5e Racial Substitution Levels)

Plushie Rogue
Nothing is worse than opening the door and getting shanked by plushies. Oh, they're everywhere, everywhere!!!

Making a Plushie Rogue
Plushie Rogues are extremely common. They are practically built for them. Plushie rogues are often the insufferable pranksters. They're even weaker than their normal rogue kin, but gain additional benefits.

Abilities: As base class.

Races: Eijilund Plushie

Alignment: Any.

Improved Trapfinding: Plushie rogues get a little extra out of their trapfinding ability. When facing a magical trap, they can use their Trap Sense bonus as a bonus to detect and disable magical traps.

Swap Strike : A plushie rogue is a master of deception. By having a readied action to act when an enemy attacks you, you may make a disarm attempt using your Sleight of Hand skill instead of the typical attack roll. If successful, you still take damage from the attack but the weapon is disarmed and in your hands. The weapon you were previously carrying is in their hands instead. Typically one might swap a greatsword for a flimsy dagger, much to the enemy's chagrin. This ability does not work if you do not have a weapon in hand to swap with.

Spiderclimber :  At level 14 the plushie rogue gains a permanent Spiderclimb effect on his body, with a caster level equal to half his rogue level.

Explosive Backflip :  At 20th level a plushie  rogue who successfully makes a two or more consecutive attacks with melee weapons may use the last attack in their combo by kicking off the opponent and expending a Go Boom attempt. The Go Boom deals damage, as normal, and the plushie is thrown back 20 feet. This movement does not provoke an attack of opportunity.