Rogue Talents (Apath)

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Unofficial rules compendium

This is a collection of all Paizo rogue talents in one list, revised by removing most use per day restrictions.

Basic Rogue Talents

Acrobatic Stunt (Ex)

<ref name="Revision"/> Skill Stunts: A rogue may select multiple skill stunts, each keyed to a different Dexterity- or Strength-based skill, but may not select the same one twice.

Prerequisite:' Trained in Acrobatics.

Benefit: When flanked by at least two opponents, a rogue with this talent can, as an immediate action when any of the threatening opponents attacks her, attempt an Acrobatics check against the highest CMD of the threatening creatures plus 2 per threatening creature beyond the second. If successful, the rogue may take a 5-foot step in any direction, so long as she remains within the reach of the attacker triggering the movement. The rogue's final position is used to determine whether the attacker benefits from flanking. On a failed check, the rogue falls prone in her original position and the attack resolves as normal (the opponent gains a +4 bonus for attacking a prone target).

Ambush (Ex)

<ref name="Revision">Revision of an existing rogue talent.</ref> 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 during the surprise round, not just a move or standard action.

Assault Leader (Ex)

<ref name="Revision"/> 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.

Befuddling Strike (Ex)

<ref name="Sneak">These talents add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.</ref>Benefit: When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds.

Black Market Connections (Ex)

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

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

Bleeding Attack (Ex)

<ref name="Revision"/> 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 DC 15 Heal check or the application of any effect that heals hit point damage.

Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Camouflage (Ex)

<ref name="Revision"/> Benefit: A rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.

Canny Observer (Ex)

Benefit: When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Charmer (Ex)

<ref name="Revision"/> Benefit: The rogue can roll two dice while making a Diplomacy check, and take the better result.

Climbing Stunt (Ex)

Skill Stunts: A rogue may select multiple skill stunts, each keyed to a different Dexterity- or Strength-based skill, but may not select the same one twice.

Prerequisite: Trained in Climb.

Benefit: A rogue with this talent can take a –10 penalty on a Climb check to move at full speed while climbing.

Coax Information (Ex)

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

Combat Swipe

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

Combat Trick

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

Convincing Lie (Ex)

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

Cunning Trigger (Ex)

<ref name="Revision"/> Prerequisite: trapfinding.

Benefit: A rogue with this talent can use an immediate action to set off any known trap within sneak attack range (usually 30 ft.). This requires a Disable Device check against the disarm difficulty of the trap. It is even possible to set off a trap the rogue only suspects is there or one that has been disarmed or is recharging, but not one that has been triggered and cannot reset itself.

Deft Palm (Ex)

Benefit: A rogue with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while she is being observed.

Disabling Stunt (Ex)

Skill Stunts: A rogue may select multiple skill stunts, each keyed to a different Dexterity- or Strength-based skill, but may not select the same one twice.

Prerequisite:' Trained in Disable Device.

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

Disarming Talent (Ex) )

<ref name="New">New rogue talent.</ref> ===

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

Disease Use (Ex)

Benefit: A rogue with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The rogue does not risk exposure to this disease unless she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.

Distracting Attack (Ex)

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

Escaping Stunt (Ex)

<ref name="Revision"/> Skill Stunts: A rogue may select multiple skill stunts, each keyed to a different Dexterity- or Strength-based skill, but may not select the same one twice.

Prerequisite:' Trained in Escape Artist.

Benefit: A rogue with this talent can, as an immediate action, attempt an Escape Artist check in place of a Reflex saving throw against any effect that would impose the entangled condition on her.

Additionally, when she is the target of a grapple combat maneuver, a rogue with this talent can attempt an Escape Artist check as an immediate action, using the result of the skill check in place of her CMD against that combat maneuver attempt.

Esoteric Scholar (Ex)

<ref name="Revision"/> Benefit: A rogue with this talent may attempt a Knowledge check, even when she is not trained in that Knowledge skill. The rogue gains a +4 bonus on untrained Knowledge checks.

Evasion (Ex))

<ref name="New"/> === Benefit: This is the same as the 2nd level rogue class ability of the same name, made available to archetypes that give up this ability.

Expert Leaper (Ex)

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

Face in the Crowd (Ex)

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

False Friend (Ex)

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

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

Fast Fingers (Ex)

<ref name="Revision"/> Benefit: A rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check.

Fast Getaway (Ex)

Benefit: After successfully making 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 Picks (Ex)

Benefit: A rogue with this talent can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.

Normal: Picking a lock takes a full-round action.

Fast Stealth (Ex)

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

Finesse Rogue

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

Firearm Training (Ex)

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

Flying Stunt (Ex)

Skill Stunts: A rogue may select multiple skill stunts, each keyed to a different Dexterity- or Strength-based skill, but may not select the same one twice.

Prerequisite:' Trained in Fly.

Benefit: A rogue with this talent can attempt a Fly check against a target's CMD as a swift action when charging from above that target. Success allows the rogue to add an amount damage equal to her Dexterity modifier to the attack's damage. This additional damage is precision damage and is not multiplied on a critical hit. A creature immune to sneak attacks is immune to this additional damage.

Follow Clues (Ex)

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

Getaway Artist (Ex)

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

Grit (Ex)

Prerequisite: Firearm training talent

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

Guileful Polyglot (Ex)

Benefit: A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.

Hard to Fool (Ex)

<ref name="Revision"/> Benefit: A rogue with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check.

Hold Breath (Ex)

<ref name="Revision"/> === Benefit: A rogue with this talent can hold her breath three times as long as normal. For most rogues this is Constitution x6 rounds.

Special: A rogue can take this talent multiple times.

Honeyed Words (Ex)

<ref name="Revision"/> Benefit: The rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check.

Iron Guts (Ex)

<ref name="Revision"/> === Benefit: A rogue with this talent has a cast-iron stomach. She gains a +1 bonus on all Fortitude saves and a +4 bonus on all saves against ingested poisons and drugs, including social drugs such as alcohol, as well as on saves against all spells and effects that cause the rogue to be nauseated or sickened.

Ki Pool (Ex)

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

Last Ditch Effort (Ex)

<ref name="Revision"/> Benefit: A rogue with this ability who accidentally activates a trap while attempting to disarm it may immediately attempt another Disable Device check to disarm it. The result of the second check is taken even if the result is lower.

Lasting Poison (Ex)

Benefit: A rogue with this talent can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one. The poison has a reduced effect, however, and saves made against the poison receive a +2 circumstance bonus.

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

Ledge Walker (Ex)

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

Lethal Trapsmith (Ex))

<ref name="New"/> === Prerequisite: Trapfinding, Quick Trapsmith, Trap Sense

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

Major Magic (Sp)

Prerequisite: Intelligence 11, minor magic rogue talent

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

Magetrap (Ex))

<ref name="New"/> === You can disarm magical traps. The talent is made available for archetypes that give up trapfinding.

Minor Magic (Sp)

Prerequisite: Intelligence 10

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

Nimble Climber (Ex)

<ref name="Revision"/> === Benefit: A rogue with this ability does not lose her Dexterity bonus to armor class when climbing. A rogue with this talent also gets a +10 modifier on Climb checks to catch herself or a falling companion. There is no falling damage when she stops her fall in this manner.

Ninja Trick (Ex)

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

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

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

Obfuscate Story (Ex)

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

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

Offensive Defense (Ex)

<ref name="Revision"/> Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

Outsmart Traps (Ex))

<ref name="New"/> === Prerequisite: trapfinding.

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

Peerless Maneuver (Ex)

<ref name="Revision"/> Benefit: A rogue with this talent can roll two dice while making an Acrobatics check, and take the better result. She must choose to use this talent before making the Acrobatics check.

Philologist (Ex)

Benefit: A rogue with this talent can reroll any Linguistics skill check made to decipher writing in an unfamiliar language, and never risks drawing a false conclusion from a failed Wisdom check after a failed Linguistics check. A rogue with this talent is allowed only one reroll per inscription, message, or text encountered.

Poison Use (Ex))

<ref name="New"/> === Benefit: A rogue with this talent is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.

Positioning Attack (Ex)

<ref name="Revision"/> Benefit: When a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.

Powerful Sneak (Ex)

<ref name="Revision"/> <ref name="Sneak"/> === Benefit: A rogue with this talent treats all 1s on sneak attack damage dice as 2s.

Quick Disable (Ex)

Benefit: It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Quick Disguise (Ex)

Table: Quick Disguise Time
Community Size DC
Disguise Time
Minor details only full-round action
Disguise as a different gender 1 minute
Disguise as a different race 1 minute
Disguise as a different age category 1 minute
Disguise as a different size category 1 minute

Benefit: A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.

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.

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

Quick Trapsmith (Ex)

<ref name="Revision"/> === Prerequisite: trapfinding.

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

Resiliency (Ex)

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

Riding Stunt (Ex)

Skill Stunts: A rogue may select multiple skill stunts, each keyed to a different Dexterity- or Strength-based skill, but may not select the same one twice.

Prerequisite:' Trained in Ride.

Benefit: A rogue with this talent takes only a –2 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 gains a +5 competence bonus when using the Ride skill to soften a fall from her mount or to perform a fast mount or dismount.

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

Rogue Crawl (Ex)

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

Rope Master (Ex)

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

Rumormonger (Ex)

<ref name="Revision"/> === Rumormonger is revised noit to be an advanced talent.

Benefit: A rogue with this talent can attempt to spread a rumor through a small town or larger settlement by making a Bluff check. She can do so a number of times per week equal to her Charisma modifier (minimum 0). 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; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. 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.

Table: Rumormonger
Community Size DC
Small town 18
Large town 20
Small city 25
Large City 30
Metropolis 35

Sacred Sneak Attack (Su)

<ref name="Revision"/> Prerequisite: Good alignment

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

Sacrifice Self (Ex)

Prerequisites:' Evasion, improved evasion

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

Sapping (Ex)

<ref name="Revision"/> === This is adapted from the sapper archetype.

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 flat-footed or denied the use of their Dexterity bonus to armor class, the rogue can inflict sneak attack damage to that object. The sapper must be in sneak attack range (normally 30 ft.) to use this with a ranged attack.

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

Scavenger

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

Shock Tactics (Ex))

<ref name="New"/> === 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. At the end of your turn you can make a new Stealth roll to remain hidden after your turn ends, but must fulfill all normal conditions to do this and suffer all normal modifiers.

Sleight of Hand Stunt (Ex)

Skill Stunts: A rogue may select multiple skill stunts, each keyed to a different Dexterity- or Strength-based skill, but may not select the same one twice.

Prerequisite:' Trained in Sleight of Hand.

Benefit: In place of an attack of opportunity, a rogue with this talent can attempt a Sleight of Hand check against the CMD of an opponent that provokes an attack of opportunity by firing a projectile weapon while threatened. If successful, the rogue plucks the ammunition from the provoking weapon, negating the attack. The rogue may use this ability as many times in a round as she could make attacks of opportunity. At the GM's discretion, certain projectile weapons may not be susceptible to this ability, such as siege engines or firearms.

Slippery Mind (Ex)

<ref name="Revision"/> === Slippery Mind is now a basic rogue talent.

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

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

Slow Reactions (Ex)

<ref name="Revision"/> Benefit: Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.

Snap Shot (Ex)

Benefit: A rogue with this talent may treat her intitiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.

Sneaky Maneuver* (Ex)

<ref name="Revision"/> <ref name="Sneak"/> Benefit: Anytime a rogue with this talent could hit an opponent with a melee sneak attack on her turn, she may attempt a dirty trick, disarm, steal, sunder, or trip combat maneuver instead of dealing sneak attack damage. If the attack succeeds, the rogue deals weapon damage as normal and then attempts a combat maneuver check as a swift action. This combat maneuver does not provoke an attack of opportunity.

Sniper’s Eye (Ex)

<ref name="Revision"/> Benefit: A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.

Note: House-rules render this talent useless.

Sneaky Sniper (Ex)

<ref name="New"/> === The range of the rogue's sneak attack increases to 10 ft per rogue level when using a gun or crossbow.

Stand Up (Ex)

Benefit: A rogue with this ability can stand up from a prone position as a free action. This still provokes 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: After muddling another's account using obfuscate story, the rogue may make another opposed Diplomacy check to alter the details further in order to discredit, insult, or humiliate the target. If the check succeeds, the target takes a penalty on Diplomacy and Intimidate checks against anyone who heard the altered story. This penalty is equal to the rogue's Intelligence, Wisdom, or Charisma bonus (whichever is highest), and lasts until the target is able to repair his reputation or discredit the rogue. The rogue must have the obfuscate story talent to select this talent.

Stealth Stunt (Ex)

Skill Stunts: A rogue may select multiple skill stunts, each keyed to a different Dexterity- or Strength-based skill, but may not select the same one twice.

Prerequisite:' Trained in Stealth.

Benefit: When benefiting from concealment, a rogue with this talent can forgo an attack of opportunity to attempt a Stealth check against the provoking opponent's CMD. Success allows the rogue to treat her opponent as flat-footed against the rogue's first melee attack before the end of her next turn. Using this ability does not count against the rogue's available attacks of opportunity for the round.

Stealthy Sniper (Ex)

Prerequisite: Advanced talents

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)

Benefit: When making a successful sneak attack against a creature with the ability to channel energy, the rogue may forgo 3d6 points of sneak attack damage to instead prevent the target from channeling energy for a number of rounds equal to half her rogue level.

Strong Impression (Ex)

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

Strong Stroke (Ex)

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

Surprise Attack (Ex)

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

Survivalist (Ex)

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

Swift Poison (Ex)

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

Swimming Stunt (Ex)

Skill Stunts: A rogue may select multiple skill stunts, each keyed to a different Dexterity- or Strength-based skill, but may not select the same one twice.

Prerequisite:' Trained in Swim.

Benefit: Once per round, when making an attack against an opponent underwater that qualifies for sneak attack damage, a rogue with this talent can attempt a Swim check as a free action against her opponent's CMD. If the attack and Swim check are both successful, and the attack deals sneak attack damage, the rogue can choose to forgo one or more of her sneak attack dice to reduce the number of total rounds her opponent can hold its breath by 1 round per die.

Terrain Mastery (Ex)

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

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Trap Spotter (Ex)

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

Uncanny Dodge (Ex)

<ref name="Revision"/> === 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.

Underhanded (Ex)

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

Wall Scramble (Ex)

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

Weapon Training

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

Advanced Rogue Talents

Another Day (Ex)

<ref name="Revision"/> 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 for 1 round on her next turn.

Confounding Blades (Ex)

<ref name="Revision"/> Prerequisites:' Advanced talents, slow reactions

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

Crippling Strike (Ex)

<ref name="Revision"/> Prerequisite: Advanced talents

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

Deadly Cocktail (Ex)

Prerequisite: Advanced talents

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

Deadly Sneak (Ex)

<ref name="Revision"/> Prerequisite: Advanced talents, powerful sneak rogue talent

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

Defensive Roll (Ex)

<ref name="Revision"/> Prerequisite: Advanced talents

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

Dispelling Attack (Su)

<ref name="Revision"/> 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.

Entanglement of Blades (Ex)

<ref name="Revision"/> Prerequisite: Advanced talents

Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the target cannot take a 5-foot step until the beginning of the rogue’s next turn.

Familiar (Ex)

Prerequisite: Advanced talents, major magic talent, minor magic talent

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

Fast Tumble (Ex)

Prerequisite: Advanced talents

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

Frugal Trapsmith (Ex)

Prerequisite: Advanced talents

Benefit: When a rogue with this talent constructs a mechanical trap, she only pays 75% of the normal cost.

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)

<ref name="Revision"/> Benefit: Anytime a rogue with this talent successfully hits an opponent with a sneak attack, she may forgo her sneak attack damage to try to hamstring her opponent. If the attack succeeds, the rogue deals weapon damage as normal, but instead of the rogue dealing sneak attack damage, the target is knocked prone and is unable to take move actions during its next turn. A successful Fortitude save (DC = 10 + 1/2 the rogue's level + the rogue's Dexterity modifier) negates this effect.

Hard Minded (Ex)

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 still subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect’s level, 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, generate the saving throw as if the spell or effect did allow a saving throw.

Hide in Plain Sight (Ex)

Prerequisite: Advanced talents

Benefit: A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Hunter’s Surprise (Ex)

Prerequisite: Advanced talents

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

Knock-Out Blow (Ex)

<ref name="Revision"/> Prerequisite: Advanced talents

Benefit: The rogue can forgo her sneak attack damage to attempt to knock out an opponent. She must declare the use of knock-out blow before she makes the attack. If the attack hits, it does normal damage, but instead of dealing sneak attack damage (and instead of any effect that triggers when the rogue deals sneak attack damage), the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier.

Improved Evasion (Ex)

Prerequisite: Advanced talents

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

Master of Disguise (Ex)

<ref name="Revision"/> Prerequisite: Advanced talents

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

Opportunist (Ex)

Prerequisite: Advanced talents

Benefit: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Redirect Attack (Ex)

Prerequisite: Advanced talents

Benefit: Once per day, when a rogue with this talent is hit with a melee attack, she can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the rogue, and the creature that made the attack against the rogue must make a new attack roll against the new target.

Skill Mastery

Prerequisite: Advanced talents

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

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

Thoughtful Reexamining (Ex)

<ref name="Revision"/> Prerequisite: Advanced talents

Benefit: A rogue with this talent can reroll a Knowledge, 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.

Unwitting Ally (Ex)

Prerequisite: Advanced talents

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

Weapon Snatcher (Ex)

Prerequisite: Advanced talents

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

References

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See Also

External Links