Difference between revisions of "Rogue Talents (Apath)"

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{{Apath}}
 
{{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.  
=== Adroit Skill (Ex) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup>
 
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 use the best result.
 
If she already rolls twice while making a check for this skill 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.
 
  
=== Ambush (Ex) ===
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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.
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''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.
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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.
  
=== Assault Leader (Ex) ===
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== Heritage 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.
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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.
  
=== Blind Spot (Ex) ===
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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.
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''This is the same as the vigilante talent of the same name.''
 
  
The rogue is so skilled at stealth, she can use the Stealth skill to hide from creatures with unusual senses that normally automatically detect creatures. This includes senses such as blindsense, blindsight, lifesense, scent, or tremorsense. For each such ability that the creature possesses, if the rogue is not bypassing the sense in another way—such as the ''negate aroma'' spell for scent or flying for tremorsense—the creature gains a stacking +20 circumstance bonus on all Perception checks to notice the rogue, rather than automatically noticing her.
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'''At-will Talents:
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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.  
  
=== Black Market Connections (Ex) ===
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'''Demoted Talents:  
'''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 vary by the size of the settlment: ''Thorp'' 10, ''Hamlet'' 12, ''Village'' 15, ''Small town'' 18, ''Large town'' 20, ''Small city'' 25, ''Large City'' 30, ''Metropolis'' 35.
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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.
  
=== Bleeding Attack (Ex) ===
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'''Vigilante Talents:  
<sup><sup><sup>[[#Sneak_Attack | SA]]</sup></sup></sup> '''Benefit:''' A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack 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 successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.
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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.
  
=== Bribery (Ex) ===
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== New Talents ==
'''Benefit:
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Here are a number of new rogue talents. These often replace earlier talents that were too weak or simply cumbersome to use.
You know how to smooth over interactions with customs and other officials. When dealing with officials performing a routine activity, you can make a Sense Motive check (DC 15 + 2x the official's Will save bonus against enchantment (charm) to understand in the official can be bribed, what kind of bribe is needed, and how to present the bribe. A normal bribe is 1 gp per level of the official. Lawful officials or with a stake in the task might require much more gold or some special favor.
 
  
=== Camouflage (Ex) ===
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=== Additional Magic (Ex) ===
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup>'''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 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, using her Stealth skill to hide, but in that case it is destroyed as soon as the wearer moves or takes any damage.
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'''Prerequisite:''' Minor magic rogue talent, Int 13.
  
=== Careful Disarm (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.
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''This is inspired by the burglar archetype.''
 
  
Whenever the rogue attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.
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=== Additional Specialization (Ex) ===
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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.
  
=== Cat's Charge (Ex) ===
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=== Adroit Skill (Ex) ===
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''This is inspired by the [http://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler/archetypes/paizo---swashbuckler-archetypes/mouser mouser] swashbuckler archetype.''
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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.
  
'''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.
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=== Ambush (Ex) ===
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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.  
  
=== Coax Information (Ex) ===
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=== Breaching (Ex) ===
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''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).
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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.
  
=== Combat Swipe ===
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=== Clever Pet ===
'''Benefit:''' A rogue who selects this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal).
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A rogue with this talent gains Familiar Bond as a bonus feat, ignoring prerequisites.
  
=== Combat Trick ===
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=== Combat Talent ===
'''Benefit:''' A rogue that selects this talent gains a bonus combat feat (see Feats).
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'''Prerequisite:''' Combat trick rogue talent, rogue level 4.
  
=== Convincing Lie (Ex) ===
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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.
'''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. If this Bluff roll succeeds, the questioner does not realize the rogue's involvement. This effect lasts for a number of days equal to 1/2 the rogue’s level + the rogue’s Charisma modifier.
 
  
=== Cunning Feint (Ex) ===
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=== Dirty Sneak (Ex)* ===
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''This is the same as the vigilante talent of the same name.''
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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.  
 
 
The rogue can feint as a move action or in place of his first attack during a full attack. At 8th level, when the rogue successfully feints, the opponent is denied its Dexterity bonus to AC against all attacks until the rogue's next turn.
 
 
 
=== Cunning Trigger (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''Prerequisite:''' trapfinding.
 
 
 
'''Benefit:''' A rogue with this talent can use an immediate action to set off any known trap within 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 there, the action is wasted.
 
If the rogue has previously set or disarmed this trap, success is automatic.
 
 
 
=== Death from Above (Ex) ===
 
'''Benefit:''' When a rogue with this talent charges an opponent from above, that opponent is considered flat-footed. Reduce any falling damage the rogue would take by the damage the target takes from this attack. Creatures with uncanny dodge can't be made flat-footed this way.
 
 
 
===  Deft Palm (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup>
 
'''Benefit:'''
 
A target cannot use its Dexterity bonus to AC against a rogue with this talent who has made a successful Sleight of Hand check to conceal a weapon while holding it in plain sight. (This is a standard action opposed to the opponent's Perception.) She also reduces the penalty for doing this stunt faster by half.
 
 
 
=== Disabling Stunt (Ex) ===
 
'''Prerequisite:''' Trained in Disable Device.
 
 
 
'''Benefit:''' A rogue with this talent can attempt a Disable Device check against the CMD of a construct within 30 ft. 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.
 
Bonuses and penalties from thief's tools apply to this check.
 
 
 
=== Distraction (Ex) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''This is from the burglar archetype.''
 
 
 
'''Benefit:''' When the rogue is detected while using Stealth, she can use an immediate action to attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that it was something innocent and disregards the detection. The rogue cannot use this ability again against the same creature for the next minute.
 
 
 
=== Dirty Sneak (Ex) ===
 
<sup><sup><sup>[[#New | N]] [[#Sneak_Attack | SA]]</sup></sup></sup>'''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.
 
 
 
=== Disease Use (Ex) ===
 
<sup><sup><sup>[[#Revision | R]] [[#Unlimited Use | U]]</sup></sup></sup>'''Benefit:''' A rogue with this talent can apply filth 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) ===
 
<sup><sup><sup>[[#Sneak_Attack | SA]] [[#Revision | R]]</sup></sup></sup>'''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 a melee attack that deals sneak attack damage, she can cause the creature to lose it's Dexterity bonus to AC (as if successfully feinted using the Bluff skill) against one target of the rogue's choosing until the beginning of the rogue's next turn.
 
 
 
=== Doomed (Su) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup> '''Benefit:''' You have picked up a [[Dooms_(Apath) | doom]] (as the [[Doomed_Warrior_(Apath) | doomed warrior]] class feature) as a result of your roguish activities. Preferably, this should reflect events in your career.
 
 
 
=== Escaping Stunt (Ex) ===
 
<sup><sup><sup>[[#Unlimited Use | U]]</sup></sup></sup> '''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) ===
 
<sup><sup><sup>[[#Unlimited Use | U]] [[#Revision | R]]</sup></sup></sup> '''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, and all knowledge skills become class skills.
 
  
 
=== Evasion (Ex) ===
 
=== Evasion (Ex) ===
<sup><sup><sup>[[#New | N]]</sup></sup></sup> '''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.
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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.  For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen.
 
 
 
=== Face in the Crowd (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup>
 
'''Benefit:''' A rogue with this talent can blend into groups easily. She gains a +5 circumstance bonus on Bluff, Disguise, Sleight of Hand, and Stealth if she's within 30 feet of at least two non-hostile characters of her apparent creature type. This bonus increases to +10 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 who doesn't know her that they are previously acquainted or know each other well. She can use Bluff as it was Diplomacy to improve attitude by doing so.
 
 
 
=== Familiar (Ex) ===
 
'''Benefit:''' You gain a [http://www.d20pfsrd.com/classes/core-classes/wizard/familiar familiar] as the familiar option of the wizard’s arcane bond class feature. This ability functions exactly like that part of the class feature.
 
If lost, this familiar can be replaced at no cost simply by acquiring a new animal to be a familiar.
 
If have an Improved Familiar and lose it, a new familiar must be summoned at the usual cost of 200 gp per rogue level. The ritual takes 8 hours to complete.
 
 
 
=== Fast Getaway (Ex) ===
 
'''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.
 
 
 
=== Faster Than The Eye (Ex) ===
 
'''Benefit:
 
The rogue gains a +4 bonus on initiative checks. If the rogue acts before all enemies and bystanders in the first round of combat, and successfully uses Stealth to hide before the end of her turn, she was able to escape before she was noticed; enemies and bystanders newer saw that she was there.
 
 
 
=== 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) and [http://www.d20pfsrd.com/feats/general-feats/gunsmithing Gunsmithing] as a bonus feat.
 
 
 
=== Follow Clues (Ex) ===
 
'''Benefit:''' A rogue with this talent can use Perception to follow tracks as per the Survival skill.
 
 
 
=== Follow Up (Ex) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''This is from the investigator archetype.''
 
 
 
The rogue can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it.
 
 
 
=== 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 and on all checks during a chase.
 
 
 
=== 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.
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=== Foster Poison Immunity (Ex) ===
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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) ===
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup>
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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.
'''Benefit:''' A rogue with this talent gains two additional languages per rank in Linguistics instead of one. A rogue with this talent who does not have any ranks in Linguistics gains one additional language.
 
  
=== Hold Breath (Ex) ===
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=== Kneecapper (Ex) ===
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''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.
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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.
 
 
=== Iron Guts (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''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) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''Benefit:''' A rogue with this ability who activates a trap may immediately attempt a Disable Device check to disarm it. If this check is successful, the trap still triggers, but the effect is delayed until after the rogue's next turn. If the trap is disabled or destroyed before then, it will not activate.
 
 
 
=== Lasting Poison (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''Benefit:''' A rogue with this talent can apply poison to a weapon in such a way that it is effective for a number of successful attacks equal to her Dexterity modifier (minimum two) instead of one.
 
 
 
=== Ledge Walker (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''Benefit:''' This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty and can take 10 while doing so. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.
 
 
 
=== Lethal Trapsmith (Ex) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup>
 
'''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:''' 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 once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue's Intelligence or Charisma modifier, whichever is higher.
 
  
 
=== Measure the Mark (Ex) ===
 
=== Measure the Mark (Ex) ===
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''This is from the cutpurse archetype.''
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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:''' When a rogue with this talent makes a Sleight of Hand check to take something from 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 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.
 
 
 
=== Minor Magic (Sp) ===
 
<sup><sup><sup>[[#Unlimited Use | U]] [[#Revision | R]]</sup></sup></sup>
 
'''Benefit:''' A rogue with this talent gains the ability to cast two 0-level spell from the sorcerer/wizard spell list. These spells can be cast at will as a spell-like ability. The save DC for this spell is 10 + the rogue's Intelligence or Charisma modifier, whichever is higher.
 
 
 
=== Nimble Climber (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''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.
 
 
 
=== Offensive Defense (Ex) ===
 
<sup><sup><sup>[[#Sneak_Attack | SA]]</sup></sup></sup> '''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. This bonus only works against the target of the sneak attack.
 
  
 
=== Outsmart Traps (Ex) ===
 
=== Outsmart Traps (Ex) ===
<sup><sup><sup>[[#New | N]]</sup></sup></sup> '''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.
 
 
 
=== Poison Use (Ex) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup> '''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) ===
 
<sup><sup><sup>[[#Unlimited Use | U]]</sup></sup></sup> '''Benefit:''' When a rogue with this talent hits a creature with a melee attack she will not trigger an attack of opportunity by moving until the end of her turn, as long as that movement ends adjacent to the target of the attack.
 
 
 
=== Powerful Sneak (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup>
 
<sup><sup><sup>[[#Sneak_Attack | SA]]</sup></sup></sup> '''Benefit:''' A rogue with this talent can reroll any sneak attack damage dice that result in 1s. She can reroll multiple dice, but she can't reroll any individual die more than once per attack.
 
 
 
=== Provide Distraction (Ex) ===
 
'''Benefit:
 
You can use patter and body language to deflect searchers from hidden items. You may make a Bluff check when a searcher looks for secret compartments and hidden items, if the result is higher than the normal Perception DC to spot the item, use the Bluff check as the DC of the Perception check.
 
 
 
=== Quick Disable (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''Benefit:''' You can make a Disable Device check to disable any device as a standard action. You can make a disable device check as a swift action at a -20 penalty.
 
 
 
=== Quick Disguise (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''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 to a full-Round action.
 
 
 
=== 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) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''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.
 
 
 
=== Quick Trapsmith (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''Prerequisite:''' Trapfinding.
 
 
 
'''Benefit:''' You can use the [http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps ranger trap]  and you know how to set all the exceptional traps, but no supernatural ones. There is no limit on the number of 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) and each use takes a full-round action. You can trigger a trap you have set as an immediate action when within 30 ft. of the trap.
 
 
 
=== Resiliency (Ex) ===
 
<sup><sup><sup>[[#Revision | R]] [[#Unlimited Use | U]]</sup></sup></sup> '''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 unconsciousness, death, or dying. These temporary hit points last for 10 minutes. During this time, the rogue cannot use this ability. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious but is automatically stabilized.
 
 
 
=== Riding Stunt (Ex) ===
 
'''Prerequisite:''' Trained in Ride.
 
 
 
'''Benefit:''' A rogue with this talent gains Ride as a class skill and 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, and she reduces her attack roll and AC penalties for being prone by 2.
 
 
 
=== Rope Master (Ex) ===
 
'''Benefit:''' A rogue with this ability gains a climb speed equal to her land speed when using rope, can take 10 when using Acrobatics to move over a rope even when in danger or distracted, and is not flatfooted when balancing on a rope. A rope master also gains a +4 bonus when determining the DC to escape bonds when she ties up a creature and when using Escape Artist to escape ropes, and can use Escape Artist to escape rope bonds as a move action.
 
 
 
=== Rumormonger (Ex) ===
 
<sup><sup><sup>[[#Unlimited Use | U]] [[#Revision | R]]</sup></sup></sup> ''Rumormonger is revised to not be an advanced talent.''
 
 
 
'''Benefit:''' A rogue with this talent can attempt to spread a rumor through a 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. The DC depends on the size of the settlement: ''Thorp'' 10, ''Hamlet'' 12, ''Village'' 15, ''Small town'' 18, ''Large town'' 20, ''Small city'' 25, ''Large City'' 30, ''Metropolis'' 35.
 
 
 
=== Sacred Sneak Attack (Su) ===
 
<sup><sup><sup>[[#Unlimited Use | U]]</sup></sup></sup> '''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) ===
+
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.
'''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, halving the damage that ally takes. A rogue with improved evasion gains the benefits of normal evasion when using this ability. A rogue must have evasion in order to select this talent, and she must have improved evasion to benefit from the secondary effect.
+
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.
  
=== Sapping (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.  
<sup><sup><sup>[[#New | N]]</sup></sup></sup>
 
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.
+
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.
  
=== Scavenger (Ex) ===
+
=== Perplex Search (Ex) ===
'''Benefit:''' A rogue with this talent can pick up and stow an object as a swift action or as a part of a movement action instead of two separate move actions.
+
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.
  
=== Slippery Mind (Ex) ===
+
=== Pragmatic Scholar (Ex) ===
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> ''Slippery Mind is now a basic rogue talent.''
+
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.  
  
'''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.
+
=== 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.  
  
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.
+
=== Slapdash Trap (Ex) ===
 +
'''Prerequisite:''' Trapfinding.  
  
=== Slow Reactions (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.
<sup><sup><sup>[[#Unlimited Use | U]] [[#Sneak_Attack | SA]]</sup></sup></sup> '''Benefit:''' Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.
 
  
=== Snap Shot (Ex) ===
+
=== Small Favors (Ex) ===
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''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.
+
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
  
=== Sneaky Maneuver (Ex) ===
+
=== Sneak Maneuver (Ex) ===
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''Benefit:''' Anytime a rogue with this talent could sneak attack a foe but instead performs a combat maneuver, she can use this talent. The combat maneuver does not trigger an attack of opportunity and gains a CMD bonus of +1 per die of sneak attack damage the rogue would normally inflict.
+
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.  
  
=== Sniper (Ex) ===
+
=== Sneak Trap (Ex) ===
<sup><sup><sup>[[#New | N]] [[#Sneak_Attack | SA]]</sup></sup></sup>
+
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.
The rogue can deal sneak attack damage with ranged attacks at any distance, rather than within 30 feet.
 
  
=== Spin Yarn (Ex) ===
+
=== Steal Identity (Ex) ===
'''Benefit:'''  
+
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.
You gain a +2 bonus on Bluff and Perform (oratory) checks. By speaking for one minute and succeeding at a Bluff or Perform (oratory) check (DC 10 + each listener's Sense motive or twice the listener's Will save bonus against charm effects, whichever is higher), you can fascinate listeners with an unlikely tale of great adventure. You need to make another check every 10 minutes to keep your audience's attention. Make one check against each creature within 20 ft.
 
  
=== Stand Up (Ex) ===
+
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.
'''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) ===
 
''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 or improve a creature's attitude, you can make a Bluff check opposed against a speaker's Diplomacy to deftly interject comments or statements over the course of the storytelling that cause the individual to muddle specific details. This will discredit, insult, and humiliate the speaker. If the check succeeds, the speaker does not succeed at informing listeners about what she was trying to say and the attitude of anyone who heard the altered story worsens by one step.
 
The target is allowed a Sense Motive check (DC equal to your Bluff check) to figure out that you made deliberate attempts to confuse the story.
 
  
 
=== Stealth Exploit (Ex) ===
 
=== Stealth Exploit (Ex) ===
<sup><sup><sup>[[#New | N]]</sup></sup></sup> '''Benefit:''' 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 resume being hidden, but must fulfill all normal conditions to do this and suffer all normal modifiers.
+
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.  
  
=== Stealth Stunt (Ex) ===
+
=== Trick the Tale (Ex) ===
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''Prerequisite:''' Trained in Stealth.
+
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:''' 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.
+
=== 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.
=== Stealthy Sniper (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> ''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) ===
 
<sup><sup><sup>[[#Revision | R]] [[#Sneak_Attack | SA]]</sup></sup></sup> '''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.
 
 
 
=== Sure-Footed (Ex) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''This is the same as the vigilante talent of the same name.''
 
 
 
The rogue can move at full speed while using the Stealth and Acrobatics skills without penalty. At 8th level, he can move at full speed across difficult terrain.
 
 
 
=== 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.
 
 
 
=== Surprise Strike (Ex) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''This is the same as the vigilante talent of the same name.''
 
 
 
The rogue gains a greater advantage when his foe is unable to defend herself. Whenever he makes an attack against a foe that is denied her Dexterity bonus to AC, he gains a +1 bonus on his attack roll. This bonus increases to +2 at 8th level and to +3 at 16th level.
 
 
 
=== Survivalist (Ex) ===
 
'''Benefit:''' A rogue with this talent adds
 
Handle Animal,
 
Heal,
 
Knowledge (nature), and
 
Survival
 
to her list of class skills.
 
 
 
=== Swift Poison (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup>  '''Benefit:''' A rogue with this talent can apply poison to a weapon as a move or swift action, instead of a standard action.
 
 
 
=== Swimming Stunt (Ex) ===
 
<sup><sup><sup>[[#Sneak_Attack | SA]] [[#Revision | R]]</sup></sup></sup> '''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) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''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. This gives her a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A rogue traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).
 
 
 
'''Special:''' A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all favored terrains a +2 increase to the favored terrain bonus. The terrain bonus can be greater than 1/2 the rogue's level or +8, whichever is less.
 
 
 
=== Throat Jab (Ex) ===
 
<sup><sup><sup>[[#New | N]] [[#Sneak_Attack | SA]]</sup></sup></sup> ''This is the same as the vigilante talent of the same name.''
 
 
 
The rogue's hidden strike jabs his opponent in the throat, preventing that opponent from speaking until the rogue's next turn. (If the rogue uses this ability on the surprise round, it lasts until the end of his first full turn after the surprise round.) This prevents the target from calling out for help, using spells with verbal components, or doing anything else that requires speaking. The target cannot be affected by that rogue's throat jab again for 24 hours.
 
 
 
=== 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.
 
 
 
=== Trapfinding (Ex) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup>
 
You gain [http://www.d20pfsrd.com/classes/unchained-classes/rogue-unchained#TOC-Trapfinding trapfinding]. The talent is made available for archetypes that give up this ability.
 
  
 
=== Uncanny Dodge (Ex) ===
 
=== Uncanny Dodge (Ex) ===
<sup><sup><sup>[[#New | N]]</sup></sup></sup> '''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.
+
This is the same as the 4th level rogue ability of the same name, made available to archetypes that give up this ability.  
 
 
=== Underfoot (Ex) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''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 rogue gains cover from all attacks, 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. If the rogue is grappled, the attacker can place the rogue in any adjacent square.
 
 
 
=== Underhanded (Ex) ===
 
<sup><sup><sup>[[#Unlimited Use | U]] [[#Sneak_Attack | SA]]</sup></sup></sup> '''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 a surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, the sneak attack deals maximum damage.
 
 
 
== 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) ===
 
<sup><sup><sup>[[#Unlimited Use | U]]</sup></sup></sup> '''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.
 
 
 
=== Combat 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 the disarm or steal combat maneuvers. This stacks with bonuses on the maneuver check, such as those from  feats.
 
 
 
=== Confounding Blades (Ex) ===
 
<sup><sup><sup>[[#Sneak_Attack | SA]]</sup></sup></sup> '''Prerequisites:''' Advanced talents, slow reactions
 
 
 
'''Benefit:''' When a rogue with this talent hits a creature with a melee weapon and deals sneak attack damage, her target cannot make attacks of opportunity for 1d4+1 rounds.
 
 
 
=== Crippling Strike (Ex) ===
 
<sup><sup><sup>[[#Sneak_Attack | SA]]</sup></sup></sup> '''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.
 
 
 
===  Cutting Edge ===
 
'''Prerequisite(s):''' Advanced talents, rogue's edge
 
 
 
'''Benefit:''' A rogue with this ability immediately selects two additional skills with her rogue's edge ability. She can select this advanced talent multiple times.
 
 
 
=== 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) ===
 
<sup><sup><sup>[[#Revision | R]] [[#Sneak_Attack | SA]]</sup></sup></sup> '''Prerequisite:''' Advanced talents, powerful sneak rogue talent
 
 
 
'''Benefit:''' : When a rogue with this talent uses the powerful sneak talent, she rerolls all sneak attack dice that resulted in 1s or 2s. She can reroll multiple dice, but she can't reroll any individual die more than once per attack.
 
 
 
=== Defensive Roll (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''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, the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = 10 +1 1/2 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 (Sp) ===
 
<sup><sup><sup>[[#Sneak_Attack | SA]]</sup></sup></sup> '''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.
 
 
 
===  Double Debilitation* (Ex) ===
 
'''Prerequisite(s):''' Advanced talents, Debilitating injury
 
 
 
'''Benefit:''' Whenever the rogue inflicts a penalty against a target using the debilitating injury class feature, she can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties.
 
 
 
=== 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
 
 
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup>  '''Benefit:''' When a rogue with this talent constructs a mechanical trap, she only pays 33% of the normal cost. This works out to 10% of the market price of the trap. She also constructs traps at 10 times the normal rate.
 
 
 
=== 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) ===
 
<sup><sup><sup>[[#Sneak_Attack | SA]] [[#Revision | R]]</sup></sup></sup> '''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) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''Prerequisite:''' Advanced talents
 
 
 
'''Benefit:''' A rogue with this talent and the [[#Favored Terrain (Ex)|favored terrain]] ability (ranger class feature or rogue talent) can use the Stealth skill to hide in any favored terrain, even while being observed and regardless of cover or concealment. 
 
 
 
If she lacks this ability, she can select a single terrain from the ranger’s favored terrain list and can use the ability in that terrain.
 
 
 
=== Hunter’s Surprise (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup>
 
'''Prerequisite:''' Advanced talents
 
 
 
'''Benefit:''' At the end of her turn, a rogue with this talent can designate a single enemy as her prey as a free action. 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.
 
 
 
=== Improved Evasion (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup> '''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.
 
 
 
=== Knock-Out Blow (Ex) ===
 
<sup><sup><sup>[[#Revision | R]] [[#Sneak_Attack | SA]]</sup></sup></sup> '''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 the target's next turn. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier.
 
 
 
===  Light Walker (Ex) ===
 
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup>
 
'''Prerequisite(s):''' Advanced talents, ledge walker
 
  
'''Benefit:''' The rogue can move at full speed through difficult terrain and can take 5-foot steps into difficult terrain. She can always take 10 on Acrobatics checks to move in hazardous terrain.
+
== 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.
  
=== Master of Disguise (Ex) ===
+
'''At-Will Talents:  
<sup><sup><sup>[[#Unlimited Use | U]]</sup></sup></sup> '''Prerequisite:''' Advanced 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.
  
'''Benefit:''' A rogue with this talent gains a +10 bonus on Disguise checks.
+
== New Advanced Talents ==
 +
Again, a number of these are upgrades to talents that were too weak or just not written well.
  
=== Opportunist (Ex) ===
+
=== Bat's Eye (Ex) ===
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup>
+
'''Prerequisite:''' Advanced talents.
'''Prerequisite:''' Advanced talents
 
  
'''Benefit:''' As an immediate action, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. She can only do this once per turn against each opponent.
+
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.
  
=== Pounce Down (Ex) ===
+
=== Deadly Opportunity (Ex) ===
'''Prerequisites:''' Advanced tricks.
+
'''Prerequisite:''' Advanced talents.
  
'''Benefit:'''
+
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
When you do a jumping charge an opponent at least 10 ft. below you, you can do a pounce, as the monster ability. Reduce any falling damage you take by the damage the target takes from the first attack in the charge.
 
  
=== Quick Shot (Ex) ===
+
=== Duelist Rogue (Ex) ===
<sup><sup><sup>[[#Revision | R]]</sup></sup></sup>
+
'''Prerequisite:''' Advanced talents.
'''Prerequisite(s):''' Advanced talents  
 
  
'''Benefit:''' Whenever the rogue rolls initiative, she can also make a ranged attack as an immediate action. She can use this ability only if she has a weapon in hand and it is loaded (if applicable). If more than one rogue has this talent, their initiative check results determine the order in which they make their attacks. After these attacks are resolved, the round proceeds as normal.
+
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) ===
 
=== Redirect Attack (Ex) ===
<sup><sup><sup>[[#Revision | R]] [[#Unlimited Use | U]]</sup></sup></sup>  '''Prerequisite:''' Advanced talents
+
'''Prerequisite:''' Advanced talents.
 
 
'''Benefit:''' When a rogue with this talent is missed with an attack, she can redirect the attack to strike at a creature adjacent to her (including the attacker) with an immediate action. The creature that made the attack against the rogue must make a new attack roll against the new target.
 
 
 
=== Returning Weapon (Ex) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''This is the same as the vigilante talent of the same name.''
 
 
 
'''Prerequisite:''' [[#Underfoot (Ex)| Underfoot]].
 
 
 
The rogue has a signature type of thrown weapon that returns to her. Choose a type of thrown weapon, such as throwing axes. Whenever the rogue uses that type of weapon, it automatically returns as if it had the returning property. At 14th level, if the rogue chose a type of thrown weapon that is treated as ammunition, such as shuriken, and buys a set of 50 magic ammunition of that type, he automatically replenishes them at no cost and never runs out. If he chose a non-ammunition thrown weapon instead, he can apply the magical properties of the first weapon he throws in a round to any non-magical thrown weapons of that type he throws that round. This allows him to make a full attack with the benefits of his magical thrown weapon, even though it only returns next round.
 
 
 
=== 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. The rogue selects a number of skills equal to her Intelligence modifier. When making a skill check with one of the selected skills (or any of the skills selected through the rogue's edge class feature), she can take 10 even if stress and distractions would normally prevent her from doing so. A rogue can gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
 
 
 
'''Special:''' A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
 
 
 
=== Thoughtful Reexamining (Ex) ===
 
<sup><sup><sup>[[#Unlimited Use | U]]</sup></sup></sup> '''Prerequisite:''' Advanced talents
 
 
 
'''Benefit:''' As a full-round action, a rogue with this talent can spend a standard action to 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, and even if the issue is no longer at hand, the rogue can reexamine her memory of the issue.
 
 
 
=== Underfoot Acrobatics (Ex) ===
 
<sup><sup><sup>[[#New | N]]</sup></sup></sup> ''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.
 
 
 
== Notes ==
 
=== New ===
 
New rogue talent.
 
  
=== Revision===
+
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.
Revision of an existing rogue talent.
 
  
=== Sneak Attack ===
+
=== Supernatural Traps (Su)  ===
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.
+
'''Prerequisite:''' Advanced talents, slapdash trap talent.
  
=== Unlimited Use ===
+
The rogue can use the slapdash trap talent to create any supernatural ranger trap.
Limit on daily uses removed.
 
  
 
== See Also ==
 
== See Also ==

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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