Rogue Talent Chained (Apath)

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Unofficial rules compendium

This is a collection of all Paizo rogue talents in one list, along with a bunch of new ones.

Basic Rogue Talents

Acrobatic Stunt (Ex)

U R Prerequisite: Trained in Acrobatics.

Benefit: When flanked by at least two opponents, a rogue with this talent can, as an immediate action when any of the threatening opponents attacks her, attempt an Acrobatics check against the highest CMD of the threatening creatures plus 2 per threatening creature beyond the second. If successful, the rogue may take a 5-foot step in any direction. The attack is made against the new position which can affect things like flanking and cover or make the attack impossible if the rogue now is out of reach.

Ambush (Ex)

N This is from the Bandit archetype.

Benefit: A rogue with this talent becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a full-round action or a move action and standard action, not just a move or standard action.

If at any point during your turn you are successfully hidden using Stealth, you can exploit that condition fully. You retain the advantages of being hidden until the end of your current turn. If you did something to reveal yourself during your turn, you can still make a new Stealth roll to remain hidden after your turn ends, but must fulfill all normal conditions to do this and suffer all normal modifiers.

Animal Pet (Ex)

N Benefit: You have a familiar, like that of a 1st level wizard. This does not count as the familiar ability for prerequisites.

Assault Leader (Ex)

U Benefit: When the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.

Black Market Connections (Ex)

Benefit: A rogue with this talent gains better access to equipment from black market connections, including magic items and contraband such as poison. She treats every settlement as one size greater (see Table: Settlement Statistics) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table.

Table: Black Market Connections
Community Size DC
Thorp 10
Hamlet 12
Village 15
Small town 18
Large town 20
Small city 25
Large City 30
Metropolis 35

Bleeding Attack (Ex)

U SA Benefit: A rogue with this ability can cause living opponents to bleed by inflicting slashing or piercing damage with a sneak attack. This causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage does not stack, but bypasses all damage reduction.

Camouflage (Ex)

U RBenefit: A rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a Reflex saving throw against an effect spell that deals damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. Others can use camouflage the rogue makes, but in that case it is destroyed as soon as the carrier moves or takes any damage. This ability cannot be used in areas without natural foliage.

Canny Observer (Ex)

U RBenefit: When a rogue with this talent makes a Perception check, she gains a +4 bonus.

Cat's Charge (Ex)

N This is inspired by the mouser swashbuckler archetype.

Benefit: When she charges a foe whose size is larger than her own, the rogue can end her charge in any space she can reach, not just the closest space. All other requirements of the charge must still be satisfied. This movement triggers attacks of opportunity normally, and the rogue can use Acrobatics to avoid attacks of opportunity when making a cat's charge, ignoring the penalty for not moving at half speed.

Charmer (Ex)

U Benefit: The rogue can roll two dice while making a Diplomacy check, and take the better result.

Coax Information (Ex)

R Benefit: A rogue with this talent can use Bluff in place of Intimidate to force an opponent to act friendly toward her or to gather information (See Diplomacy).

Combat Swipe

Benefit: A rogue who selects this talent gains Improved Steal as a bonus feat.

Combat Trick

Benefit: A rogue that selects this talent gains a bonus combat feat (see Feats).

Convincing Lie (Ex)

Benefit: When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is questioned later about the statement or story, that person uses the rogue’s Bluff skill modifier to convince the questioner, rather than his own. If his Bluff skill modifier is better than the rogue’s, the individual can use his own modifier and gain a +2 bonus on any check to convince others of the lie. This effect lasts for a number of days equal to 1/2 the rogue’s level + the rogue’s Charisma modifier.

Cunning Trigger (Ex)

R Prerequisite: trapfinding.

Benefit: A rogue with this talent can use an immediate action to set off any known trap within sneak attack range (usually 30 ft.). This requires a Disable Device check against the disarm difficulty of the trap. It is even possible to set off a trap that has has been disarmed or one the rogue only suspects is there—if it isn't, the action is simply wasted.

Disabling Stunt (Ex)

Prerequisite: Trained in Disable Device.

Benefit: A rogue with this talent can attempt a Disable Device check against a construct's CMD as a standard action that does not provoke attacks of opportunity. If the check is successful, the rogue can ignore the construct's damage reduction when dealing sneak attack damage for 1 minute. The normal penalties apply to this check if the rogue attempts it without using thieves' tools.

Disarming Talent (Ex)

N Benefit: A rogue with this talent learns the Improved Disarm feat.

Dirty Sneak(Ex)

NBenefit: When the rogue hits a foe with a sneak attack, she can as a swift action attempt a dirty trick combat maneuver check. In addition to the normal conditions that can be applied with dirty trick, this talent can stagger the target if the check is successful.

Disease Use (Ex)

U RBenefit: A rogue with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. If the rogue has access to something that specifically transmits another disease, she can use that disease instead. The initial save DC of this disease is 10 + 1/2 the rogue's Heal check modifier or the normal DC if that is higher.

The weapon stays infected for 6 hours and can be used repeatedly during this time. The rogue does not risk exposure to this disease unless she is damaged by the weapon.

Distracting Attack (Ex)

SABenefit: A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with an attack she can make a Bluff check against the creature's Sense Motive or 10 + Base attack bonus + Wisdom bonus (whichever is higher) to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. The rogue cannot designate herself as the creature gaining the benefit of this talent.

Escaping Stunt (Ex)

U Prerequisite: Trained in Escape Artist.

Benefit: A rogue with this talent can attempt an Escape Artist check in place of a Reflex saving throw against any effect that would impose the entangled condition on her or otherwise tie her up and physically restrain her.

Additionally, when she is the target of a grapple combat maneuver, a rogue with this talent can use her Escape Artist skill modifier +10 in place of her CMD against that combat maneuver attempt.

Esoteric Scholar (Ex)

U Benefit: A rogue with this talent may attempt a Knowledge check, even when she is not trained in that Knowledge skill. The rogue gains a +4 bonus on untrained Knowledge checks.

Evasion (Ex)

N Benefit: This is the same as the 2nd level rogue class ability of the same name, made available to archetypes that give up this ability.

Expert Leaper (Ex)

Benefit: When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.

Face in the Crowd (Ex)

Benefit: A rogue with this talent can blend into groups easily. Opposed Perception and Sense Motive checks take a –2 penalty when made against the rogue's Bluff, Disguise, Sleight of Hand, or Stealth checks if she's within 30 feet of at least two non-hostile characters of her apparent creature type. This penalty increases to –4 if she's within 30 feet of at least eight such creatures or is currently in a square occupied by a crowd.

False Friend (Ex)

The following rogue talent may be chosen by any rogue who qualifies, though it is more common among kitsune rogues.

Benefit: A rogue with this talent gains a +4 bonus when making Bluff checks to convince someone she has never met or who doesn't know her well that they are previously acquainted or know each other well.

Fast Fingers (Ex)

U Benefit: A rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result.

Fast Getaway (Ex)

RBenefit: After attempting a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.

Fast Stealth (Ex)

Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Finesse Rogue

Benefit: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Firearm Training (Ex)

Benefit: A rogue with this talent gains Exotic Weapon Proficiency (firearms).

Flying Stunt (Ex)

R Prerequisite: Trained in Fly.

Benefit: A rogue with this talent add an amount damage equal to her Dexterity modifier to the attack's damage when charging from above the target. This additional damage is precision damage and is not multiplied on a critical hit. A creature immune to sneak attacks is immune to this additional damage.

Follow Clues (Ex)

Benefit: A rogue with this talent can use Perception to follow tracks as per the Survival skill.

Getaway Artist (Ex)

Benefit: A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks.

Grit (Ex)

Prerequisite: Firearm training talent

Benefit: A rogue with this talent gains the Amateur Gunslinger feat and one grit feat of her choice. She must fulfill the prerequisites of the grit feat in order to choose it.

Guileful Polyglot (Ex)

Benefit: A rogue with this talent who has (or later gains) at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages.

Hard to Fool (Ex)

U Benefit: A rogue with this talent can roll two dice while making a Sense Motive check, and take the better result.

Hold Breath (Ex)

R Benefit: A rogue with this talent can hold her breath three times as long as normal. For most rogues this ends up being Constitution x6 rounds.

Honeyed Words (Ex)

U Benefit: The rogue can roll two dice while making a Bluff check, and take the better result.

Iron Guts (Ex)

R Benefit: A rogue with this talent has a cast-iron stomach and an iron constitution. She gains a +4 bonus on all Fortitude saves against poisons and drugs, including social drugs such as alcohol, as well as on spells and effects that cause the rogue to be nauseated or sickened.

Ki Pool (Ex)

Benefit: A rogue with this talent gains a small ki pool. This ki pool is similar to a ninja’s ki pool, but the rogue’s ki pool does not grant any extra attacks. The rogue gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn.

Last Ditch Effort (Ex)

R Benefit: A rogue with this ability who accidentally activates a trap while attempting to disarm it may immediately attempt another Disable Device check to disarm it. The result of the second check is taken even if the result is lower.

Lasting Poison (Ex)

R Benefit: A rogue with this talent can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one.

Special: Applying poison in this way requires a full-round action, or a standard action if the rogue has the swift poison talent.

Ledge Walker (Ex)

Benefit: This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Lethal Trapsmith (Ex)

N Prerequisite: Trapfinding, Quick Trapsmith, Trap Sense

Benefit: Your Quick Trapsmith traps cause double hit-point damage and no longer suffer a saving throw penalty for being extraordinary.

Major Magic (Sp)

Prerequisite: Intelligence 11, minor magic rogue talent

Benefit: A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier.

Magetrap (Ex)

N You can disarm magical traps. The talent is made available for archetypes that give up trapfinding.

Minor Magic (Sp)

U R Prerequisite: Intelligence 10

Benefit: A rogue with this talent gains the ability to cast two 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier.

Nimble Climber (Ex)

R Benefit: A rogue with this ability does not lose her Dexterity bonus to armor class when climbing. A rogue with this talent also gets a +10 modifier on Climb checks to catch herself or a falling companion. There is no falling damage when she stops a fall in this manner. She can also take a –10 penalty on a Climb check to move at full speed while climbing.

Ninja Trick (Ex)

Benefit: A rogue with this talent can choose a trick from the ninja trick list. The rogue can choose but cannot use talents that require ki points, unless she has a ki pool.

Special: A rogue can pick this talent more than once.

Note: A rogue cannot choose a ninja trick with the same name as a rogue talent.

Obfuscate Story (Ex)

The following rogue talent may be chosen by any rogue who qualifies, though it is more common among kitsune rogues.

Benefit: While another individual attempts to give an account of an event, the rogue makes an opposed Diplomacy check to deftly interject comments or statements over the course of the storytelling that cause the individual to muddle his ability to recall accurate or specific details. If the rogue succeeds, her target remains unaware that the rogue's interjections caused the confusion. However, if she fails, the target is allowed a Sense Motive check (DC equal to the rogue's failed Diplomacy check) to figure out that she made deliberate attempts to confuse the story.

Offensive Defense (Ex)

SA Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

Outsmart Traps (Ex)

N Prerequisite: Trapfinding.

Benefit: A rogue with this talent can bypass a trap without triggering it. After successfully disabling a trap, he can opt to bypass it (with his party) and leave it in place, armed and ready to be triggered. If he attempts to disarm or to use the cunning trigger rogue talent on the same trap again within 30 days, he is automatically successful.

Peerless Maneuver (Ex)

U Benefit: A rogue with this talent can roll two dice while making an Acrobatics check, and take the better result.

Philologist (Ex)

Benefit: A rogue with this talent can roll two dice while making a Linguistics check, and take the better result. She never risks drawing a false conclusion from a failed Wisdom check after a failed Linguistics check.

Poison Use (Ex)

N Benefit: A rogue with this talent is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.

Positioning Attack (Ex)

U Benefit: When a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.

Powerful Sneak (Ex)

R SA Benefit: A rogue with this talent treats all 1s on sneak attack damage dice as 2s.

Quick Disable (Ex)

R Benefit: Disable Device check that normally takes one round now require a standard action. A Disable Device check that takes a random time always takes the minimum time possible. A Disable Device check that takes a set time can be done in half the usual time.

=== Quick Disguise (Ex) ==={| class="wikitable" align="right" |+Table: Quick Disguise Time || Community Size|| |DC |- || Disguise |||Time |- || Minor details only ||| standard action |- || Disguise as a different gender ||| full round action |- || Disguise as a different race ||| full round action |- || Disguise as a different age category ||| full round action |- || Disguise as a different size category ||| full round action |} R Benefit: A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 full round actions.

Quick Scrounge (Ex)

Benefit: The rogue can search a creature, object, or area in half as much time as normal. If her Perception check would normally require a full-round action or less, it becomes one step shorter along the following progression: full-round action, standard action, move action, swift action, immediate action. An intentional search as outlined in the Perception skill can be made as a swift action.

This talent has no effect on Perception checks that are attempted as free actions or Perception checks that don't require an action.

Quick Steal (Ex)

N This is inspired by the mouser swashbuckler archetype.

As a swift action the rogue can attempt a steal combat maneuver check against a creature she just hit with a melee attack. This does not provoke an attack of opportunity.

Quick Trapsmith (Ex)

R Prerequisite: Trapfinding.

Benefit: You can use the ranger trap ability, and you know how to set all the exceptional traps, but no supernatural ones. There is no limit on the traps you can set daily, but you must supply components for each. For traps that benefit from multiple uses of the ranger's trap ability, you can spend the equivalent of a number of uses on each trap equal to your Intelligence bonus (minimum 1). You can trigger a trap you have set as an immediate action when within sneak attack range of the trap—normally 30 ft.

Resiliency (Ex)

R U Benefit: A rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is a free action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Riding Stunt (Ex)

Prerequisite: Trained in Ride.

Benefit: A rogue with this talent takes no penalty on Ride checks when riding a mount bareback instead of the normal –5 penalty. When using the Ride skill to make a mount leap, a rogue with this talent can use her Ride modifier or her mount's jump modifier, whichever is higher, instead of using the lower of the two.

A rogue with this talent can take 10 when using the Ride skill to soften a fall from her mount or to perform a fast mount or dismount, even under stress or when in combat.

Finally, a rogue with this talent can attempt a DC 15 Ride check to recover from a position of cover as a free action instead of as a move action. Failing this check results in the recovery requiring a move action as normal.

Rogue Crawl (Ex)

Benefit: While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.

Rope Master (Ex)

Benefit: A rogue with this ability can move at her normal speed when using rope on a Climb check, can take 10 when using Acrobatics to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature.

=== Rumormonger (Ex) ==={| class="wikitable" align="right" |+Table: Rumormonger || Community Size|| |DC |- || Small town|||18 |- || Large town|||20 |- || Small city|||25 |- || Large City|||30 |- || Metropolis|||35 |} U R Rumormonger is revised to not be an advanced talent.

Benefit: A rogue with this talent can attempt to spread a rumor through a small town or larger settlement by spending 1d4 hours and making a Bluff check. The DC is based on the size of the settlement, and it takes a week for the rumor to propagate through the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; each 5 the check exceeded the DC decreases the time it takes the rumor to propagate by 1d4 days (to a minimum of one day). A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold.

Sacred Sneak Attack (Su)

U Prerequisite: Good alignment

Benefit: When making a sneak attack against an undead creature or evil outsider, the damage from that attack is considered good-aligned for the purpose of overcoming damage reduction.

Sacrifice Self (Ex)

Prerequisites: Evasion

Benefit: A rogue who makes a successful Reflex save against an area effect can ignore the benefits of her evasion ability to shield an adjacent ally against the effect, essentially halving the damage that ally would normally take. A rogue with improved evasion can attempt a secondary save against her ally's damage. If the save is successful, neither she nor her ally takes any damage. A rogue must have evasion in order to select this talent, and she must have improved evasion to benefit from the secondary effect.

Sapping (Ex)

N A rogue with this talent can inflict great harm on objects. When striking an unattended object, or when sundering an item of an opponent that is outflanked or denied the use of their Dexterity bonus to armor class, the rogue can inflict sneak attack damage to that object. The sapper must be in sneak attack range (normally 30 ft.) to use this with a ranged attack.

This also increases the digging/tunnel building speed of the rogue; each dice of sneak attack the rogue has increases the digging speed by 50%. With 1d6 sneak attack, the rogue digs at 150% speed, and 2d6 sneak attack he digs at 200% speed and so on.

Scavenger (Ex)

Benefit: A rogue with this talent can pick up and stow an object as a swift action instead of two separate move actions. She gains a +2 bonus on Sleight of Hand checks to pick the pockets of creatures that are stunned or disabled.

Sleight of Hand Stunt (Ex)

Prerequisite: Trained in Sleight of Hand.

Benefit: As a free action, a rogue with this talent can attempt a Sleight of Hand check against the CMD of an opponent within reach that fires a projectile weapon. If successful, the rogue plucks the ammunition or fuse from the provoking weapon, negating the attack. At the GM's discretion, certain projectile weapons may not be susceptible to this ability, such as siege engines.

Slippery Mind (Ex)

R Slippery Mind is now a basic rogue talent.

Benefit: This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

This works in parallel with Hard to Fool and other things that give additional saving throws, possibly giving you more than one additional roll in a round.

Slow Reactions (Ex)

U SA Benefit: Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.

Snap Shot (Ex)

R Benefit: A rogue with this talent may act first in a surprise round, regardless of her initiative, but she may only take an attack action with a ready ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.

Sneaky Maneuver (Ex)

R Benefit: Anytime a rogue with this talent could sneak attack a foe, she may attempt a combat maneuver instead. This combat maneuver does not trigger an attack of opportunity and gains a bonus of +1 per die of sneak attack damage the rogue can inflict. The rogue must have the action to spend on the maneuver, usually a standard action or an attack, as appropriate for the combat maneuver.

Sneaky Sniper (Ex)

N SA The range of the rogue's sneak attack increases to 10 ft per rogue level. If the rogue takes a full-round action (or a standard action in a surprise round) to fire a missile weapon prone or from cover, the range of the sneak attack is doubled to 20 ft. per level.

Stand Up (Ex)

Benefit: A rogue with this ability can stand up from a prone position as a free action on her turn. This does not provoke attacks of opportunity for standing up while threatened by a foe.

Steal the Story (Ex)

NThe following rogue talent may be chosen by any rogue who qualifies, though it is more common among kitsune rogues.

Prerequisite: Obfuscate Story.

Benefit: After muddling another's account using obfuscate story, the rogue may make another opposed Diplomacy check to alter the details further in order to discredit, insult, or humiliate the target. If the check succeeds, the attitude of anyone who heard the altered story becomes hostile towards the victim.

Stealth Stunt (Ex)

R Prerequisite: Trained in Stealth.

Benefit: When benefiting from concealment or cover, a rogue with this talent can forgo an attack of opportunity to attempt a Stealth check against the provoking opponent's CMD. Success makes the rogue hidden, as if she successfully used Stealth. Using this ability does not count against the rogue's available attacks of opportunity for the round.

Stealthy Sniper (Ex)

R Stealthy sniper used to be an advanced talent.

Benefit: When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20

Stem the Flow (Su)

R SABenefit: When making a successful sneak attack against a creature with the ability to channel energy, the rogue may prevent the target from channeling energy for a number of rounds equal to half her rogue level.

Strong Impression (Ex)

Benefit: A rogue who selects this talent gains Intimidating Prowess as a bonus feat.

Strong Stroke (Ex)

Benefit: A rogue with this talent rolls twice when making Swim checks and takes the better result. If she already rolls twice while making a Swim check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the rogue is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Swim checks.

Surprise Attack (Ex)

Benefit: During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

Survivalist (Ex)

Benefit: A rogue with this talent adds Heal and Survival to her list of class skills.

Swift Poison (Ex)

Benefit: A rogue with this talent can apply poison to a weapon as a move action, instead of a standard action.

Swimming Stunt (Ex)

SA R Prerequisite: Trained in Swim.

Benefit: When making a sneak attack against an opponent underwater or otherwise holding its breath for some reason, the rogue can reduce the number of total rounds her opponent can hold its breath by 1 round per point of sneak attack damage.

Terrain Mastery (Ex)

Benefit: A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus. No favored terrain bonus can be greater than +8

Trap Spotter (Ex)

Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Uncanny Dodge (Ex)

N Benefit: This is the same as the 4th level rogue class ability of the same name, made available to archetypes that give up this ability.

Underfoot (Ex)

N This is inspired by the mouser swashbuckler archetype.

Benefit: If a foe whose size is larger than the rogue's is adjacent to her and misses her with a melee attack, the rogue can as an immediate action move 5 feet into an area of the attacker's space. This movement does not count against the rogue's movement the next round, and it doesn't provoke attacks of opportunity. While the rogue is within a foe's space, she is considered to take the same space as the foe.

While the rogue is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks against the rogue, and the rogue and all of her allies adjacent to the foe are considered to be flanking the foe. The rogue can leave the foe's space unhindered and without provoking attacks of opportunity, if the foe moves the rogue can along with it as an immediate action that does not provoke attacks of opportunity. A foe that moves 10 ft. or more can try to scrape off the rogue with a successful CMB check as a part of movement, if successful the rogue must position herself in any empty square the enemy moved from or through.

Underhanded (Ex)

U SA Benefit: A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage.

Wall Scramble (Ex)

Benefit: A rogue with this talent rolls twice when making Climb checks and takes the better of the two rolls. If she already rolls twice while making a Climb check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead.

Weapon Training

Benefit: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Advanced Rogue Talents

These talents cannot be selected until the rogue has the advanced talents ability, which rogues normally get at level 10. Archetypes may gain access to advanced talents sooner, later, or not at all.

Another Day (Ex)

U Prerequisite: Advanced talents

Benefit: When the rogue would be reduced to 0 or fewer hit points by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The rogue is staggered until the end of her next turn.

Confounding Blades (Ex)

SA Prerequisites: Advanced talents, slow reactions

Benefit: When a rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, her target cannot make attacks of opportunity for 1d4+1 rounds.

Crippling Strike (Ex)

SA Prerequisite: Advanced talents

Benefit: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Deadly Cocktail (Ex)

Prerequisite: Advanced talents

Benefit: A rogue with this talent can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons’ frequency is extended by 50% and the save DC increases by +2. This talent is an exception to the rule that injury poisons can only be delivered one dose at a time.

Deadly Sneak (Ex)

R SA Prerequisite: Advanced talents, powerful sneak rogue talent

Benefit: Whenever a rogue with this talent uses the powerful sneak rogue talent, she treats all 1s and 2s on the sneak attack damage dice as 3s.

Defensive Roll (Ex)

U Prerequisite: Advanced talents

Benefit: With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. When she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Dispelling Attack (Su)

SA Prerequisite: Advanced talents, major magic rogue talent

Benefit: Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level.

Familiar (Ex)

R Prerequisite: Advanced talents

Benefit: A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature. This ability functions exactly like that part of the class feature, but the rogue’s effective wizard level is her rogue level –4.

Special: A rogue with the animal pet talent and this talent gains a familiar as a wizard of her full rogue level.

Fast Tumble (Ex)

Prerequisite: Advanced talents

Benefit: When a rogue with this talent uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.

Frugal Trapsmith (Ex)

Prerequisite: Advanced talents

Benefit: When a rogue with this talent constructs a mechanical trap, she only pays 75% of the normal cost. This works out to 25% of the market price of the trap.

Feat

Prerequisite: Advanced talents

Benefit: A rogue may gain any feat that she qualifies for in place of a rogue talent.

Getaway Master (Ex)

Prerequisite: Advanced talents, getaway artist talent

Benefit: A rogue with this talent gains a +10 bonus on all drive checks.

Hamstring Strike (Ex)

SA R Prerequisite: Advanced talents

Benefit: Anytime a rogue with this talent deals damage with a sneak attack, she may try to hamstring her opponent. The target is knocked prone and it's speed is reduced by half until the target is at full hit points. A successful Fortitude save (DC = 10 + 1/2 the rogue's level + the rogue's Dexterity modifier) negates the loss of speed.

Hard Mind (Ex)

This talent has been renamed to avoid confusions with the basic talent hard to fool.

Prerequisite: Advanced talents

Benefit: A rogue with this talent is hard to fool with mind-affecting effects. At the start of her turn, if she is subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect, and if she succeeds at the check, she is no longer subject to the mind-affecting effect. She can make this saving throw even against mind-affecting effects that normally don’t allow a saving throw. In those cases, calculate the saving throw DC as if the spell or effect did allow a saving throw.

Hide in Plain Sight (Ex)

R Prerequisite: Advanced talents

Benefit: A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed and regardless of cover or concealment. If the rogue has the favored terrain ability, hide in plain sight applies in those terrains as well.

Hunter’s Surprise (Ex)

Prerequisite: Advanced talents

Benefit: As a move action, a rogue with this talent can designate a single enemy as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed.

Knock-Out Blow (Ex)

R SA Prerequisite: Advanced talents

Benefit: The rogue can attempt to knock out an opponent as a swift action when she inflicts damage with a sneak attack in a surprise round. The target falls unconscious for 1d4 minutes. A successful Fortitude save reduces this effect to staggered for 1 round. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier.

Improved Evasion (Ex)

R Prerequisites: Advanced talents, Evasion talent or class feature

Benefit: This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Master of Disguise (Ex)

U Prerequisite: Advanced talents

Benefit: A rogue with this talent gains a +10 bonus on Disguise checks.

Opportunist (Ex)

Prerequisite: Advanced talents

Benefit: As an immediate action, the rogue can make a melee attack against an opponent who has just been struck for damage in melee by another character.

Redirect Attack (Ex)

Prerequisite: Advanced talents

Benefit: When a rogue with this talent is missed with a melee attack, she can redirect the attack to strike at an adjacent creature (including the attacker) with an immediate action. The creature targeted must be within melee reach of the attack that missed the rogue, and the creature that made the attack against the rogue must make a new attack roll against the new target.

Skill Mastery

Prerequisite: Advanced talents

Benefit: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.

Special: A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

Thoughtful Reexamining (Ex)

U Prerequisite: Advanced talents

Benefit: As a full-round action, a rogue with this talent can reroll a Knowledge, Linguistics, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check.

Underfoot Acrobatics (Ex)

N This is inspired by the mouser swashbuckler archetype.

Prerequisite: Underfoot.

Benefit: The rogue can now use Underfoot as an immediate action when an adjacent enemy of a larger size than hers makes an attack. This requires an Acrobatics roll against the foe's CMD, with a +4 circumstance bonus on the roll for each size category the foe is larger than the rogue. If the rogue is flanking the foe, she gets an additional +4 circumstance bonus on the Acrobatics check.

Unwitting Ally (Ex)

Prerequisite: Advanced talents

Benefit: A rogue with this talent can spend a swift action to attempt to make an opponent act like an ally for purposes of providing a flank until the beginning of the rogue’s next turn. The opponent must be able to hear and see the rogue, and the rogue must succeed at a Bluff check opposed by the opponent’s Sense Motive. If the check succeeds, the opponent acts as an ally for the purpose of providing a flank. Whether or not the check succeeds, the rogue cannot use this trick again on the same opponent for the next 24 hours. If the rogue fails the check by 5 or more, she cannot use the unwitting ally ability on any opponent within line of sight of the failed attempt for 24 hours.

Weapon Snatcher (Ex)

Prerequisite: Advanced talents

Benefit: A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.

Notes

New

New rogue talent.

Revision

Revision of an existing rogue talent.

Sneak Attack

Adds effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Unlimited Use

Limit on daily uses removed.

See Also

External Links

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