Anax said:
Other skills can also be very very handy--disarming traps on the run, etc. Heck, Use Magic Device is another really great one.
You can't take 10 on a Use Magic Device check. Says so right in the skill description.
Other than that, I agree with you that all of the rogue abilities are useful. Skill Mastery, Opportunist, etc. etc. Rogue is one of the most fun classes to take to 20, because the abilities get really juicy post 10,
plus you get the fun of picking which ones you receive.
As for me,
Improved Evasion is the first among equals here. Lots of spellcasters and critters with spell-like abilities at high levels, and the rogue's d6 isn't going to withstand too many hits. Yes, one can bank on Evasion being sufficient, but I like the certainty of Improved Evasion. Even if you roll badly, or the spellcaster has a very high caster level, or the cleric used a
Candle of Invocation that morning, you're taking 1/2 damage at most, hopefully none.
After that, I tend to start eyeing Skill Mastery or Opportunist. I like the idea of Defensive Roll, but post-10 I usually have already worked hard to keep my rogue from taking many melee hits (either through Invisibility items, or Spring Attack, etc. etc.) So it won't come up much.