Difference between revisions of "Rogue Talents (Apath)"

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{{Apath}}
This is a collection of all Paizo rogue talents in one list, along with a bunch of new ones.
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Talents are supposed to give a rogue that extra edge that allows them to excel, but rogue talents often compare poorly to similar abilities of other classes. For classic rogues, ignore the list of heritage talents and use all original talents, but the at-will and advanced talents turned into regular talents are just as relevant to classic rogues.
  
== Basic Rogue Talents ==
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When the unchained rogue class was made, some talents were updated, but not all. All talents from outside the core books were ignored. Here is an inventory of rogue talents from all 1st party sources that are suitable for use by unchained rogues. Any talent published in 2016 or later should work with the unchained rogue.  
=== Acrobatic Stunt (Ex) ===
 
<ref name="Uses">Limit on daily uses removed.</ref><ref name="Revision"/>
 
'''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, so long as she remains within the reach of the attacker triggering the movement. The rogue's final position is used to determine whether the attacker benefits from flanking.
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Some rogue talents have been moved down from advanced talents to regular talents. Others have had their limitation on daily uses removed. There is also a list of vigilante talents that can be used as rogue talents. Finally, there are a number of new rogue talents.
  
=== Ambush (Ex) ===
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As before, a * means that the talent is used with sneak attack. Only one talent marked * can be used with any one sneak attack.
<ref name="New"/>
 
''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.
+
== Heritage Talents ==
 +
These are pre-unchained rogue talents that work well with unchained rouges. This replaces the list of heritage talents given with the unchained rogue class.
  
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.
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Careful stab, climbing stunt, cloying shades, dampen presence, demand attention, disabling stunt, eerie disappearance, eldritch conduit, emboldening strike*, expert cypher, extra earthcraft, face in the crowd, false attacker, false friend, fast picks, feint from shadows, focusing attack*, gloom magic, greater gloom magic, green tongue, guileful polyglot, hairpin trick, heads up, innocent facade, mien of despair, obscuring blow*, occult dungeoneer, occult mysticism, offensive defense*, one of those faces, papercraft tools, pierce the darkness, poison use, quick scrounge, rapid perception, riding stunt, sacred sneak attack, scavenger, scry slip, scrying familiarity, shadow duplicate, shadow’s chill*, shove aside, sleight of hand stunt, snap shot, spell storing, steal the story, stealth stunt, stem the flow, surprise attack1, superior sniper, swift tracker, the whole time, umbral gear, unbalancing trick, underhanded trick, wild magic, without a trace, escaping stunt, extinguishing strike*, silencing strike*, dance of disorienting shadows, fast tumble, frugal trapsmith, rumormonger, slippery mind, stealthy sniper, and weapon snatcher.
  
=== Animal Pet (Ex) ===
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'''At-will Talents:  
<ref name="New"/>
+
Escaping stunt, extinguishing strike, obscuring blow, positioning attack, silencing strike, and underhanded have their limitation on daily uses removed. They can be used at will.  
'''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) ===
+
'''Demoted Talents:  
<ref name="Uses"/>
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Dance of disorienting shadows, fast tumble, frugal trapsmith, rumormonger, slippery mind, stealthy sniper, and weapon snatcher were originally advanced talents, but have been made ordinary rogue talents.
'''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) ===
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'''Vigilante Talents:  
{|
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The following vigilante talents can be picked as rogue talents. The rogue counts as a vigilante of her rogue level and her sneak attack counts as hidden strike when learning and using these talents: blind spot, close the gap, cunning feint, living shield, nothing can stop me, perfect fall, rooftop infiltrator, shadow’s sight, shadow’s speed, silent dispatch, sniper, strike the unseen, sure-footed, surprise strike, throat jab*, unexpected strike, up close and personal, whip of vengeance.
|valign=top |
 
'''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.
 
|width=150 align=right valign top|
 
{| class="wikitable" width=150
 
|+'''Table: Black Market '''
 
|| '''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) ===
+
== New Talents ==
<ref name="Uses"/><ref name="Sneak"/>
+
Here are a number of new rogue talents. These often replace earlier talents that were too weak or simply cumbersome to use.
'''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) ===
+
=== Additional Magic (Ex) ===
<ref name="Uses"/><ref name="Revision"/>'''Benefit:''' 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 saving throw against an area effect spell that deals fire, cold, or acid 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 this camouflage, 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.
+
'''Prerequisite:''' Minor magic rogue talent, Int 13.
  
=== Canny Observer (Ex) ===
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The rogue can choose a number of spells for the minor magic talent equal to her Intelligence modifier. This includes the spell gained from the minor magic talent in the first place. If she has the major magic talent, she can also select an additional spell for that talent, but gains no additional daily uses; both her spells share the same pool of daily uses.
<ref name="Uses"/><ref name="Revision"/>'''Benefit:''' When a rogue with this talent makes a Perception check, she gains a +4 bonus.
 
  
=== Cat's Charge (Ex) ===
+
=== Additional Specialization (Ex) ===
<ref name="New"/>
+
The rogue can choose one of the specialist rogue's specializations. She cannot choose a specialization she already has, or the burglar specialization if she has the trapfinding ability. She gains the specialist focus of the chosen specialization. This rogue talent can be selected several times, each time selecting a different specialization.
''This is inspired by the [http://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler/archetypes/paizo---swashbuckler-archetypes/mouser 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.
+
=== Adroit Skill (Ex) ===
 +
The rogue chooses one skill that is a class skill for her. When making skill checks using this skill, she can roll two dice and uses the best result. 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.
  
=== Charmer (Ex) ===
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=== Ambush (Ex) ===
<ref name="Uses"/>
+
When a rogue with this talent acts in a surprise round, she can take a full-round action or a move action and standard action, she is not restricted to a move or standard action.  
'''Benefit:''' The rogue can roll two dice while making a Diplomacy check, and take the better result.
 
 
 
=== Coax Information (Ex) ===
 
<ref name="Revision">Revision of an existing rogue talent.</ref>
 
'''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) ===
 
<ref name="Revision"/>
 
'''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) ===
+
=== Breaching (Ex) ===
<ref name="New"> New rogue talent.</ref>
+
A rogue with this talent can inflict great harm on objects with melee attacks. When striking or sundering an object the rogue can inflict sneak attack damage to that object.
'''Benefit:''' A rogue with this talent learns the Improved Disarm feat.
 
  
=== Dirty Sneak(Ex) ===
+
=== Clever Pet ===
<ref name="New"/>'''Benefit:''' 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.
+
A rogue with this talent gains Familiar Bond as a bonus feat, ignoring prerequisites.
  
=== Disease Use (Ex) ===
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=== Combat Talent ===
<ref name="Uses"/><ref name="Revision"/>'''Benefit:''' 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.
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'''Prerequisite:''' Combat trick rogue talent, rogue level 4.
  
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.
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A rogue that selects this talent gains a bonus combat feat she fulfills the prerequisites for. For every four rogue levels after level 4, this trick can be taken an additional time, selecting a different combat feat each time.
  
=== Distracting Attack (Ex) ===
+
=== Dirty Sneak (Ex)* ===
<ref name="Sneak"> 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.</ref>
+
When the rogue hits an enemy with a sneak attack, she can as a swift action attempt a dirty trick combat maneuver. In addition to the normal conditions that can be applied with dirty trick, this dirty trick can stagger the target if the check is successful.  
'''Benefit:''' 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) ===
 
<ref name="Uses"/>
 
'''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) ===
 
<ref name="Uses"/>
 
'''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) ===
 
=== Evasion (Ex) ===
<ref name="New"/>
+
This is the same as the 2nd level rogue class ability of the same name, made available to archetypes that give up this ability.  
'''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) ===
 
<ref name="Uses"/>
 
'''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) ===
 
<ref name="Revision"/>'''Benefit:''' 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) ===
 
<ref name="Revision"/>
 
'''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.
+
=== Foster Poison Immunity (Ex) ===
 +
Select one poison per rogue level that the rogue has used or been exposed to. The rogue automatically succeeds at all Fortitude saves against the selected poisons.
  
=== Guileful Polyglot (Ex) ===
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=== Hideout (Ex) ===
'''Benefit:''' A rogue with this talent who has 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. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.
+
The rogue can establish a hideout with one week of preparation, abandoning any previous hideout when she starts preparing another. This hiding place must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per rogue level. The hideout can be part of a larger structure, like a secret room or hidden cave. Objects within this hideout can’t be located by any effect that is less powerful than a ''discern location'' spell. At 7th level, this protection from being located also applies to creatures in the hideout. At 13th level, the entire area is protected from scrying effects like a ''mage’s private sanctum''. The hideout has a one or more secret entrances (Perception DC 20 + twice the rogue's class level) but does not otherwise protect against mundane snooping.
  
=== Hard to Fool (Ex) ===
+
=== Kneecapper (Ex) ===
<ref name="Uses"/>
+
When adjacent to a corporeal creature at least one size category larger than herself the rogue can spend a move action to enter the enemy's space. This is not a grapple and instead requires an unmodified Acrobatics check against the enemy's CMD; on a failure the rogue fails to enter the creature's space and triggers an attack of opportunity. While the rogue is within this enemy's space, she gains cover from all attacks, and she and all her allies are considered to be flanking the enemy. If the enemy moves the rogue can hang on to it and move along with it as an immediate action that does not provoke attacks of opportunity. An enemy 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. If the rogue takes damage from a melee attack she is moved to a space of her choice adjacent to the creature.
'''Benefit:''' A rogue with this talent can roll two dice while making a Sense Motive check, and take the better result.
 
  
=== Hold Breath (Ex) ===
+
=== Measure the Mark (Ex) ===
<ref name="Revision"/>
+
When a rogue with this talent makes a Sleight of Hand check against a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the Sleight of Hand check based on the results of the target’s Perception check. If she tries again before the situation has significantly changed, the target's Perception check remains the same.  
'''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) ===
 
<ref name="Uses"/>
 
'''Benefit:''' The rogue can roll two dice while making a Bluff check, and take the better result.
 
 
 
=== Iron Guts (Ex) ===
 
<ref name="Revision"/>
 
'''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) ===
 
<ref name="Revision"/>
 
'''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) ===
 
<ref name="Revision"/>
 
'''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) ===
 
<ref name="New"/>
 
'''Prerequisite:''' Trapfinding, Quick Trapsmith, Trap Sense
 
 
 
'''Benefit:''' Your [[#Quick Trapsmith (Ex) | 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) ===
 
<ref name="New"/>
 
You can disarm magical traps. The talent is made available for archetypes that give up trapfinding.
 
 
 
=== Minor Magic (Sp) ===
 
<ref name="Uses"/><ref name="Revision"/>
 
'''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) ===
 
<ref name="Revision"/>
 
'''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) ===
 
<ref name="Sneak"/>
 
'''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) ===
 
=== Outsmart Traps (Ex) ===
<ref name="New"/>
+
'''Prerequisite:''' Trapfinding.  
'''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.
+
The rogue can move in a way that would normally trigger a trap and avoid triggering it. She must know the trap is there to do this, including having just discovered it with the trap spotter ability. A rogue cannot use this ability on a trapped lock, door, or in other situations where the rogue needs to move any object.  
  
=== Peerless Maneuver (Ex) ===
+
A rogue with this talent can use an immediate action to set off a trap within 30 ft. This requires a Disable Device check against the disarm difficulty of the trap. If the rogue has previously set or disarmed this trap, success is automatic. It is even possible to set off a trap that has been disarmed or one the rogue only suspects is there—if it isn't there, the action is wasted.
<ref name="Uses"/>
 
'''Benefit:''' A rogue with this talent can roll two dice while making an Acrobatics check, and take the better result.
 
  
=== Philologist (Ex) ===
+
If an enemy attacks the rogue in melee or triggers the trap when the rogue is on or adjacent to the trap trigger the rogue can use redirect trap as an immediate action. The trap triggers in such a way that it affects the opponent but not the rogue. Creatures other than the rogue and her target are affected normally.  
'''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) ===
+
When a rogue with this talent disarms a trap using Disable Device, she can bypass it even if her check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, she can modify which creatures it allows to pass, adding her allies and restricting enemies if she desires. She can alter the triggers of mechanical traps in similar ways, with the GMs approval, and she can trigger the trap as an immediate action at a range of 30 ft.
<ref name="New"/>
 
'''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) ===
+
=== Perplex Search (Ex) ===
<ref name="Uses"/>
+
The rogue is a master of trickery that deflects Perception checks. She can use Bluff to distract Perception as am immediate action or distract multiple creatures for a full round as a move action. She can create a diversion to hide as a swift action. See Bluff in the skills chapter of this book for these actions.
'''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) ===
+
=== Pragmatic Scholar (Ex) ===
<ref name="Revision"/>
+
A rogue with this talent may attempt a Knowledge check even when she is not trained in the relevant Knowledge skill. The rogue gains a +3 bonus on untrained Knowledge checks, and all knowledge skills become class skills.  
<ref name="Sneak"/>
 
'''Benefit:''' A rogue with this talent treats all 1s on sneak attack damage dice as 2s.
 
  
=== Quick Disable (Ex) ===
+
=== Rogue's Reach (Ex) ===
<ref name="Revision"/>
+
The rogue increases the range of her rogue talents and rogue class features that normally have a 30 ft. range (including sneak attack) by 20 ft. This also to applies abilities gained by combat feats and to using Bluff to distract perception and using Intimidate to demoralize opponents. She can select this talent multiple times, with stacking benefits.  
'''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) ===
+
=== Slapdash Trap (Ex) ===
{| class="wikitable" align="right"
+
'''Prerequisite:''' Trapfinding.  
|+'''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
 
|}
 
<ref name="Revision"/>
 
'''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) ===
+
The rogue can use the ranger trap ability, and she knows how to set all exceptional traps, but no supernatural ones. There is no limit on the number of traps she can set daily, but she must supply components for each. For traps that benefit from multiple uses of the ranger's trap ability, she can spend the equivalent of a number of uses on each trap equal to her Intelligence bonus (minimum 1) and each use takes a full-round action. She can also set an ordinary trap she has bought or made in the same way. She can trigger a trap she has set as an immediate action when within 30 ft. of the trap.
'''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.
+
=== Small Favors (Ex) ===
 +
The rogue knows how to get hangers-on to perform one task per day for her. Choose one of the following tasks each day. This help might take other forms as well, subject to GM discretion, but can never involve combat or danger. These hangers-on won't leave their home area to help the rogue, but new ones are easily recruited in any populated place.
 +
* Make a single Diplomacy check to gather information using the rogue's skill bonus. The result is reported after 1d6 hours.
 +
* Cover for the rogue by spreading false tales about her, increasing the DC of Diplomacy checks to gather information about the rogue by an amount equal to her rogue level for one week.
 +
* Create a distraction that doubles the response time of guards and halves the chance of random encounters in the area for the next hour.
 +
* Perform a minor task, such as delivering a message, purchasing a piece of gear worth 100 gp or less (with the rogue's money), or retrieving a stashed object
  
=== Quick Steal (Ex) ===
+
=== Sneak Maneuver (Ex) ===
<ref name="New"/>
+
Anytime a rogue with this talent could sneak attack an enemy but instead performs a combat maneuver against that enemy, she can use this talent. The combat maneuver does not trigger an attack of opportunity and gains a bonus of +1 per die of sneak attack damage the rogue is capable of.  
''This is inspired by the [http://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler/archetypes/paizo---swashbuckler-archetypes/mouser 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.
+
=== Sneak Trap (Ex)  ===
 +
When the rogue sets, redirects, or intentionally triggers a trap, she can add her sneak attack damage to the damage of the trap. This damage is of a type the trap already deals. If the trap does not normally deal damage, this damage is nonlethal. If the trap makes an attack roll, she can add 1 to that attack roll per die of sneak attack she adds to the trap. If the trap allows a saving throw, she can increase that saving throw by 1 for every 2 dice of sneak attack she adds to the trap. 24 hours after the trap is set, it loses this bonus.
  
=== Quick Trapsmith (Ex) ===
+
=== Steal Identity (Ex) ===
<ref name="Revision"/>
+
When the rogue wears an item that was worn by another creature within the last 24 hours, she can choose to assume the magical identity of the previous wearer, as ''misdirection''. Once 24 hours have passed since the item was last worn by another creature, the rogue can no longer use this item to gain the effect.
'''Prerequisite:''' Trapfinding.
 
  
'''Benefit:''' You can use the [http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps 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.
+
At 10th level the rogue can invest a creature carrying an object that the rogue has worn in the last 24 hours, casusing that creature  to detect as the rogue, as the steal identity talent in reverse. Any attempt to scry on the rogue targets the invested creature instead of the rogue.
  
=== Resiliency (Ex) ===
+
=== Stealth Exploit (Ex) ===
<ref name="Revision"/><ref name="Uses"/>
+
When the rogue is successfully hidden using Stealth, she can exploit that condition fully. She retains the advantages of being hidden until the end of her current turn, regardless of her actions. If she did something to reveal herself during her turn, she must fulfill the normal conditions to hide again and suffers all normal modifiers on the check.  
'''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) ===
+
=== Trick the Tale (Ex) ===
'''Prerequisite:''' Trained in Ride.
+
While another individual attempts to give an account of an event, request a favor, or improve a creature's attitude, the rogue can make a Bluff check opposed against the speaker's Diplomacy to deftly interject comments to muddle important details. This will discredit, insult, and humiliate the speaker. If the check succeeds, the speaker does not get across what she was trying to say, and the attitude of anyone who heard the altered story worsens by one step. Observers are allowed a Sense Motive check (DC equal to the rogue's Bluff check) to figure out that she made deliberate attempts to confuse the story.  
  
'''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.
+
=== Trick Voice (Ex) ===
 
+
The rogue can mimic almost any sort of voice, animal call, or sound effect, and she can throw her voice. This functions similarly to a combination of the ''ghost sound, ventriloquism'', and ''vocal alteration'' spells with a range of 30 ft. Instead a saving throw, the rogue must make an opposed Bluff or Disguise check (her choice) against the Perception of listeners.
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
 
|}
 
<ref name="Uses"/><ref name="Revision"/>
 
''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) ===
 
<ref name="Uses"/>
 
'''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) ===
 
<ref name="New"/> 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) ===
 
<ref name="Revision"/>
 
''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 (Ex) | 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) ===
 
<ref name="Uses"/><ref name="Sneak"/>
 
'''Benefit:''' Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.
 
 
 
=== Snap Shot (Ex) ===
 
<ref name="Revision"/>
 
'''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) ===
 
<ref name="Revision"/>
 
'''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) ===
 
<ref name="New"/><ref name="Sneak"/>
 
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) ===
 
<ref name="New"/>''The following rogue talent may be chosen by any rogue who qualifies, though it is more common among kitsune rogues.''
 
 
 
'''Prerequisite:''' [[#Obfuscate Story (Ex) | obfuscate story]].
 
 
 
'''Benefit:''' After muddling another's account using [[#Obfuscate Story (Ex) | 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) ===
 
<ref name="Revision"/>
 
'''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) ===
 
<ref name="Revision"/>
 
''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) ===
 
<ref name="Revision"/><ref name="Sneak"/>'''Benefit''': 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) ===
 
<ref name="Sneak"/><ref name="Revision"/>
 
'''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) ===
 
=== Uncanny Dodge (Ex) ===
<ref name="New"/>
+
This is the same as the 4th level rogue ability of the same name, made available to archetypes that give up this ability.  
'''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) ===
 
<ref name="New"/>
 
''This is inspired by the [http://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler/archetypes/paizo---swashbuckler-archetypes/mouser 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) ===
 
<ref name="Uses"/><ref name="Sneak"/>
 
'''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) ===
 
<ref name="Uses"/>
 
'''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) ===
 
<ref name="Sneak"/>
 
'''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) ===
 
<ref name="Sneak"/>
 
'''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) ===
 
<ref name="Revision"/><ref name="Sneak"/>
 
'''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) ===
 
<ref name="Uses"/>
 
'''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) ===
 
<ref name="Sneak"/>
 
'''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) ===
 
<ref name="Revision"/>
 
'''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 (Ex)|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) ===
+
== Advanced Heritage Talents ==
'''Prerequisite:''' Advanced talents
+
These legacy advanced talents are suited to the unchained rogue: Against the wall, another day, entanglement of blades*, founders’ blessing, glib facade, hamstring strike*, hard to fool, harrow strike, knock-out blow, master of disguise, opportunist, petrifying strike*, reflexive shadow shield, resonating rumbles*, shadow duplicate, shadow duplicate, shrinewalk, stony skin.
  
'''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.
+
'''At-Will Talents:  
 +
Among the legacy advanced talents, these have had their daily use limit removed, and can be used at will: another day, knock-out blow, master of disguise, reflexive shadow shield, and shadow duplicate.
  
=== Feat ===
+
== New Advanced Talents ==
'''Prerequisite:''' Advanced talents
+
Again, a number of these are upgrades to talents that were too weak or just not written well.
  
'''Benefit:''' A rogue may gain any feat that she qualifies for in place of a rogue talent.
+
=== Bat's Eye (Ex)  ===
 +
'''Prerequisite:''' Advanced talents.
  
=== Getaway Master (Ex) ===
+
The rogue has an intuitive sense for invisible creatures. Invisible creatures within 30 ft. only have concealment (20% miss chance, can use stealth but do not gain invisibility benefits) rather than invisibility against her.
'''Prerequisite:''' Advanced talents, getaway artist talent
 
  
'''Benefit:''' A rogue with this talent gains a +10 bonus on all drive checks.
+
=== Deadly Opportunity (Ex) ===
 +
'''Prerequisite:''' Advanced talents.
  
=== Hamstring Strike (Ex) ===
+
The rogue masters the art of striking foes when they are at their most vulnerable. When making an attack of opportunity, she deals sneak attack damage even if her target is not flat-footed or otherwise denied its Dexterity bonus to AC
<ref name="Sneak"/><ref name="Revision"/>
 
'''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.
+
=== Duelist Rogue (Ex) ===
 +
'''Prerequisite:''' Advanced talents.
  
=== Hard Mind (Ex) ===
+
The rogue can use sneak attack against an adjacent creature, as long as her target is not adjacent to any other of the rogue's allies and the rogue is not adjacent to any other enemy.
''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) ===
 
<ref name="Revision"/>
 
'''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 (Ex)|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) ===
 
<ref name="Revision"/><ref name="Sneak"/>
 
'''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) ===
 
<ref name="Revision"/>
 
'''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) ===
 
<ref name="Uses"/>
 
'''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) ===
 
=== Redirect Attack (Ex) ===
'''Prerequisite:''' Advanced talents
+
'''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) ===
 
<ref name="Uses"/>
 
'''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) ===
 
<ref name="New"/>
 
''This is inspired by the [http://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler/archetypes/paizo---swashbuckler-archetypes/mouser mouser] swashbuckler archetype.''
 
 
 
'''Prerequisite:''' [[#Underfoot (Ex)| Underfoot]].
 
 
 
'''Benefit:''' The rogue can now use [[#Underfoot (Ex)| 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) ===
+
As an immediate action when she is being attacked but before the attack is rolled, the rogue can select an enemy adjacent to her and make a Bluff check and use that as her AC to redirect that attack to miss the rogue. If the attack is successfully redirected and the Bluff check matches the AC of the target the attack is redirected against, it hits that target and adds the rogue's sneak attack damage bonus to the damage of the attack. The Bluff check can score a critical hit as if it was an attack roll, using the original attacker's crit range and multiplier.
'''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.
+
=== Supernatural Traps (Su)  ===
 +
'''Prerequisite:''' Advanced talents, slapdash trap talent.
  
== References ==
+
The rogue can use the slapdash trap talent to create any supernatural ranger trap.
<references/>
 
  
 
== See Also ==
 
== See Also ==
 
* [[Rogue Talent Originals (Apath) | Original Paizo Rogue Talents]]
 
* [[Rogue Talent Originals (Apath) | Original Paizo Rogue Talents]]
 +
* [[Rogue Talent Chained (Apath) | Pre-Unchained Paizo Rogue Talents]]
 +
* [http://www.d20pfsrd.com/classes/unchained-classes/rogue-unchained/rogue-talents Original Unchained Rogue Talents]
  
 
== External Links ==
 
== External Links ==

Latest revision as of 16:29, 10 December 2017

ApathApath Logo
Unofficial rules compendium

Talents are supposed to give a rogue that extra edge that allows them to excel, but rogue talents often compare poorly to similar abilities of other classes. For classic rogues, ignore the list of heritage talents and use all original talents, but the at-will and advanced talents turned into regular talents are just as relevant to classic rogues.

When the unchained rogue class was made, some talents were updated, but not all. All talents from outside the core books were ignored. Here is an inventory of rogue talents from all 1st party sources that are suitable for use by unchained rogues. Any talent published in 2016 or later should work with the unchained rogue.

Some rogue talents have been moved down from advanced talents to regular talents. Others have had their limitation on daily uses removed. There is also a list of vigilante talents that can be used as rogue talents. Finally, there are a number of new rogue talents.

As before, a * means that the talent is used with sneak attack. Only one talent marked * can be used with any one sneak attack.

Heritage Talents

These are pre-unchained rogue talents that work well with unchained rouges. This replaces the list of heritage talents given with the unchained rogue class.

Careful stab, climbing stunt, cloying shades, dampen presence, demand attention, disabling stunt, eerie disappearance, eldritch conduit, emboldening strike*, expert cypher, extra earthcraft, face in the crowd, false attacker, false friend, fast picks, feint from shadows, focusing attack*, gloom magic, greater gloom magic, green tongue, guileful polyglot, hairpin trick, heads up, innocent facade, mien of despair, obscuring blow*, occult dungeoneer, occult mysticism, offensive defense*, one of those faces, papercraft tools, pierce the darkness, poison use, quick scrounge, rapid perception, riding stunt, sacred sneak attack, scavenger, scry slip, scrying familiarity, shadow duplicate, shadow’s chill*, shove aside, sleight of hand stunt, snap shot, spell storing, steal the story, stealth stunt, stem the flow, surprise attack1, superior sniper, swift tracker, the whole time, umbral gear, unbalancing trick, underhanded trick, wild magic, without a trace, escaping stunt, extinguishing strike*, silencing strike*, dance of disorienting shadows, fast tumble, frugal trapsmith, rumormonger, slippery mind, stealthy sniper, and weapon snatcher.

At-will Talents: Escaping stunt, extinguishing strike, obscuring blow, positioning attack, silencing strike, and underhanded have their limitation on daily uses removed. They can be used at will.

Demoted Talents: Dance of disorienting shadows, fast tumble, frugal trapsmith, rumormonger, slippery mind, stealthy sniper, and weapon snatcher were originally advanced talents, but have been made ordinary rogue talents.

Vigilante Talents: The following vigilante talents can be picked as rogue talents. The rogue counts as a vigilante of her rogue level and her sneak attack counts as hidden strike when learning and using these talents: blind spot, close the gap, cunning feint, living shield, nothing can stop me, perfect fall, rooftop infiltrator, shadow’s sight, shadow’s speed, silent dispatch, sniper, strike the unseen, sure-footed, surprise strike, throat jab*, unexpected strike, up close and personal, whip of vengeance.

New Talents

Here are a number of new rogue talents. These often replace earlier talents that were too weak or simply cumbersome to use.

Additional Magic (Ex)

Prerequisite: Minor magic rogue talent, Int 13.

The rogue can choose a number of spells for the minor magic talent equal to her Intelligence modifier. This includes the spell gained from the minor magic talent in the first place. If she has the major magic talent, she can also select an additional spell for that talent, but gains no additional daily uses; both her spells share the same pool of daily uses.

Additional Specialization (Ex)

The rogue can choose one of the specialist rogue's specializations. She cannot choose a specialization she already has, or the burglar specialization if she has the trapfinding ability. She gains the specialist focus of the chosen specialization. This rogue talent can be selected several times, each time selecting a different specialization.

Adroit Skill (Ex)

The rogue chooses one skill that is a class skill for her. When making skill checks using this skill, she can roll two dice and uses the best result. 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.

Ambush (Ex)

When a rogue with this talent acts in a surprise round, she can take a full-round action or a move action and standard action, she is not restricted to a move or standard action.

Breaching (Ex)

A rogue with this talent can inflict great harm on objects with melee attacks. When striking or sundering an object the rogue can inflict sneak attack damage to that object.

Clever Pet

A rogue with this talent gains Familiar Bond as a bonus feat, ignoring prerequisites.

Combat Talent

Prerequisite: Combat trick rogue talent, rogue level 4.

A rogue that selects this talent gains a bonus combat feat she fulfills the prerequisites for. For every four rogue levels after level 4, this trick can be taken an additional time, selecting a different combat feat each time.

Dirty Sneak (Ex)*

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

Evasion (Ex)

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

Foster Poison Immunity (Ex)

Select one poison per rogue level that the rogue has used or been exposed to. The rogue automatically succeeds at all Fortitude saves against the selected poisons.

Hideout (Ex)

The rogue can establish a hideout with one week of preparation, abandoning any previous hideout when she starts preparing another. This hiding place must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per rogue level. The hideout can be part of a larger structure, like a secret room or hidden cave. Objects within this hideout can’t be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the hideout. At 13th level, the entire area is protected from scrying effects like a mage’s private sanctum. The hideout has a one or more secret entrances (Perception DC 20 + twice the rogue's class level) but does not otherwise protect against mundane snooping.

Kneecapper (Ex)

When adjacent to a corporeal creature at least one size category larger than herself the rogue can spend a move action to enter the enemy's space. This is not a grapple and instead requires an unmodified Acrobatics check against the enemy's CMD; on a failure the rogue fails to enter the creature's space and triggers an attack of opportunity. While the rogue is within this enemy's space, she gains cover from all attacks, and she and all her allies are considered to be flanking the enemy. If the enemy moves the rogue can hang on to it and move along with it as an immediate action that does not provoke attacks of opportunity. An enemy 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. If the rogue takes damage from a melee attack she is moved to a space of her choice adjacent to the creature.

Measure the Mark (Ex)

When a rogue with this talent makes a Sleight of Hand check against a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the Sleight of Hand check based on the results of the target’s Perception check. If she tries again before the situation has significantly changed, the target's Perception check remains the same.

Outsmart Traps (Ex)

Prerequisite: Trapfinding.

The rogue can move in a way that would normally trigger a trap and avoid triggering it. She must know the trap is there to do this, including having just discovered it with the trap spotter ability. A rogue cannot use this ability on a trapped lock, door, or in other situations where the rogue needs to move any object.

A rogue with this talent can use an immediate action to set off a trap within 30 ft. This requires a Disable Device check against the disarm difficulty of the trap. If the rogue has previously set or disarmed this trap, success is automatic. It is even possible to set off a trap that has been disarmed or one the rogue only suspects is there—if it isn't there, the action is wasted.

If an enemy attacks the rogue in melee or triggers the trap when the rogue is on or adjacent to the trap trigger the rogue can use redirect trap as an immediate action. The trap triggers in such a way that it affects the opponent but not the rogue. Creatures other than the rogue and her target are affected normally.

When a rogue with this talent disarms a trap using Disable Device, she can bypass it even if her check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, she can modify which creatures it allows to pass, adding her allies and restricting enemies if she desires. She can alter the triggers of mechanical traps in similar ways, with the GMs approval, and she can trigger the trap as an immediate action at a range of 30 ft.

Perplex Search (Ex)

The rogue is a master of trickery that deflects Perception checks. She can use Bluff to distract Perception as am immediate action or distract multiple creatures for a full round as a move action. She can create a diversion to hide as a swift action. See Bluff in the skills chapter of this book for these actions.

Pragmatic Scholar (Ex)

A rogue with this talent may attempt a Knowledge check even when she is not trained in the relevant Knowledge skill. The rogue gains a +3 bonus on untrained Knowledge checks, and all knowledge skills become class skills.

Rogue's Reach (Ex)

The rogue increases the range of her rogue talents and rogue class features that normally have a 30 ft. range (including sneak attack) by 20 ft. This also to applies abilities gained by combat feats and to using Bluff to distract perception and using Intimidate to demoralize opponents. She can select this talent multiple times, with stacking benefits.

Slapdash Trap (Ex)

Prerequisite: Trapfinding.

The rogue can use the ranger trap ability, and she knows how to set all exceptional traps, but no supernatural ones. There is no limit on the number of traps she can set daily, but she must supply components for each. For traps that benefit from multiple uses of the ranger's trap ability, she can spend the equivalent of a number of uses on each trap equal to her Intelligence bonus (minimum 1) and each use takes a full-round action. She can also set an ordinary trap she has bought or made in the same way. She can trigger a trap she has set as an immediate action when within 30 ft. of the trap.

Small Favors (Ex)

The rogue knows how to get hangers-on to perform one task per day for her. Choose one of the following tasks each day. This help might take other forms as well, subject to GM discretion, but can never involve combat or danger. These hangers-on won't leave their home area to help the rogue, but new ones are easily recruited in any populated place.

  • Make a single Diplomacy check to gather information using the rogue's skill bonus. The result is reported after 1d6 hours.
  • Cover for the rogue by spreading false tales about her, increasing the DC of Diplomacy checks to gather information about the rogue by an amount equal to her rogue level for one week.
  • Create a distraction that doubles the response time of guards and halves the chance of random encounters in the area for the next hour.
  • Perform a minor task, such as delivering a message, purchasing a piece of gear worth 100 gp or less (with the rogue's money), or retrieving a stashed object

Sneak Maneuver (Ex)

Anytime a rogue with this talent could sneak attack an enemy but instead performs a combat maneuver against that enemy, she can use this talent. The combat maneuver does not trigger an attack of opportunity and gains a bonus of +1 per die of sneak attack damage the rogue is capable of.

Sneak Trap (Ex)

When the rogue sets, redirects, or intentionally triggers a trap, she can add her sneak attack damage to the damage of the trap. This damage is of a type the trap already deals. If the trap does not normally deal damage, this damage is nonlethal. If the trap makes an attack roll, she can add 1 to that attack roll per die of sneak attack she adds to the trap. If the trap allows a saving throw, she can increase that saving throw by 1 for every 2 dice of sneak attack she adds to the trap. 24 hours after the trap is set, it loses this bonus.

Steal Identity (Ex)

When the rogue wears an item that was worn by another creature within the last 24 hours, she can choose to assume the magical identity of the previous wearer, as misdirection. Once 24 hours have passed since the item was last worn by another creature, the rogue can no longer use this item to gain the effect.

At 10th level the rogue can invest a creature carrying an object that the rogue has worn in the last 24 hours, casusing that creature to detect as the rogue, as the steal identity talent in reverse. Any attempt to scry on the rogue targets the invested creature instead of the rogue.

Stealth Exploit (Ex)

When the rogue is successfully hidden using Stealth, she can exploit that condition fully. She retains the advantages of being hidden until the end of her current turn, regardless of her actions. If she did something to reveal herself during her turn, she must fulfill the normal conditions to hide again and suffers all normal modifiers on the check.

Trick the Tale (Ex)

While another individual attempts to give an account of an event, request a favor, or improve a creature's attitude, the rogue can make a Bluff check opposed against the speaker's Diplomacy to deftly interject comments to muddle important details. This will discredit, insult, and humiliate the speaker. If the check succeeds, the speaker does not get across what she was trying to say, and the attitude of anyone who heard the altered story worsens by one step. Observers are allowed a Sense Motive check (DC equal to the rogue's Bluff check) to figure out that she made deliberate attempts to confuse the story.

Trick Voice (Ex)

The rogue can mimic almost any sort of voice, animal call, or sound effect, and she can throw her voice. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alteration spells with a range of 30 ft. Instead a saving throw, the rogue must make an opposed Bluff or Disguise check (her choice) against the Perception of listeners.

Uncanny Dodge (Ex)

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

Advanced Heritage Talents

These legacy advanced talents are suited to the unchained rogue: Against the wall, another day, entanglement of blades*, founders’ blessing, glib facade, hamstring strike*, hard to fool, harrow strike, knock-out blow, master of disguise, opportunist, petrifying strike*, reflexive shadow shield, resonating rumbles*, shadow duplicate, shadow duplicate, shrinewalk, stony skin.

At-Will Talents: Among the legacy advanced talents, these have had their daily use limit removed, and can be used at will: another day, knock-out blow, master of disguise, reflexive shadow shield, and shadow duplicate.

New Advanced Talents

Again, a number of these are upgrades to talents that were too weak or just not written well.

Bat's Eye (Ex)

Prerequisite: Advanced talents.

The rogue has an intuitive sense for invisible creatures. Invisible creatures within 30 ft. only have concealment (20% miss chance, can use stealth but do not gain invisibility benefits) rather than invisibility against her.

Deadly Opportunity (Ex)

Prerequisite: Advanced talents.

The rogue masters the art of striking foes when they are at their most vulnerable. When making an attack of opportunity, she deals sneak attack damage even if her target is not flat-footed or otherwise denied its Dexterity bonus to AC

Duelist Rogue (Ex)

Prerequisite: Advanced talents.

The rogue can use sneak attack against an adjacent creature, as long as her target is not adjacent to any other of the rogue's allies and the rogue is not adjacent to any other enemy.

Redirect Attack (Ex)

Prerequisite: Advanced talents.

As an immediate action when she is being attacked but before the attack is rolled, the rogue can select an enemy adjacent to her and make a Bluff check and use that as her AC to redirect that attack to miss the rogue. If the attack is successfully redirected and the Bluff check matches the AC of the target the attack is redirected against, it hits that target and adds the rogue's sneak attack damage bonus to the damage of the attack. The Bluff check can score a critical hit as if it was an attack roll, using the original attacker's crit range and multiplier.

Supernatural Traps (Su)

Prerequisite: Advanced talents, slapdash trap talent.

The rogue can use the slapdash trap talent to create any supernatural ranger trap.

See Also

External Links

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