gains experience, they learn a number of talents that aid them and confound their foes. Starting at 2nd level, a
gains one rogue talent. They gain an additional rogue talent for every 2 levels of
attained after 2nd level. A
cannot select an individual talent more than once.
’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.
can choose an advanced talent in place of a rogue talent.
Assault Leader ()
Benefit: Once per day, when the
Rogue misses with an attack on a
Flanked opponent, they can designate a single ally who is also
Flanking the target that the attack missed. That ally can make a single
Melee Attack against the opponent as an
Immediate Action.
Black Market Connections ()
Benefit: A rogue with this talent gains better access to magic items through black market connections. They treat every settlement as one size greater for the purpose of determining the availability of items for sale. With a successful
Diplomacy check, the rogue can treat the settlement as two sizes larger. 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 determined by settlement size and are as follows: Thorp 10, Hamlet 12, Village 15, Small town 18, Large town 20, Small city 25, Large City 30, Metropolis 35.
Bleeding Attack* ()
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.
Camouflage ()
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 they do, it is effective for the rest of the day or until the
Rogue fails a saving throw against an area-effect spell that deals acid, cold, or fire 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 ()
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), they gain a +4 bonus.
Certainty ()
Benefit: The
Rogue chooses one of the skills they selected with
Rogue’s edge. Once per day, the
Rogue can reroll a skill check they just made with the selected skill and take the better result. They can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter.
Special: A
Rogue can select this talent multiple times. Each time, the
Rogue must choose a different skill. A
Rogue must have the
Rogue’s edge class feature before selecting this talent.
Cloying Shades (Su)
Prerequisite: Able to cast dimension door as a spell or spell-like ability (including the abundant step or shadow jump class feature)
Benefit(s): When a
Rogue with this talent uses dimension door as a spell or spell-like ability, including the abundant step or shadow jump class feature, then all creatures adjacent to the
Rogue at the start and end of their teleportation are
Entangled by grasping shadows for 1 round (although the creatures are not anchored in place). A successful Reflex saving throw negates this effect. The DC of this saving throw is equal to 10 + 1/2 the
Rogue’s level + the
Rogue’s
Intelligence or
Charisma modifier (whichever is higher).
Coax Information ()
Benefit: A
Rogue with this talent can use
Bluff or
Diplomacy in place of
Intimidate to force an opponent to act friendly toward them. When the duration of the attitude shift ends, that opponent’s attitude toward the
Rogue returns to its previous level, rather than dropping one level.
Combat Swipe
Benefit: A
Rogue with this talent gains Improved
Steal as a bonus feat. At 6th level, they are treated as if they met all the prerequisites for Greater
Steal (although they must take the feat as normal).
Combat Trick
Benefit: A
Rogue who selects this talent gains a bonus combat feat.
Cunning Trigger ()
Benefit: A
Rogue with this talent can use a
Swift Action to set off any trap within 30 feet that they constructed.
Deft Palm ()
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 they are being observed.
Distracting Attack ()
Benefit: A
Rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract their enemy. When they hit a creature with a
Melee Attack that deals sneak attack damage, they can forgo the additional damage to cause the creature to become against one target of their choosing until the beginning of their next turn. The
Rogue cannot designate themselves as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.
Emboldening Strike* ()
Benefit: When a
Rogue with this talent hits a creature with a
Melee Attack that deals sneak attack damage, they gain a +1
Circumstance Bonus on
Saving Throws for every 2 sneak attack dice rolled (minimum +1) for 1 round.
Esoteric Scholar ()
Benefit: A
Rogue with this talent can attempt any
Knowledge skill check, even if they are not trained in that
Knowledge skill.
Expert Leaper ()
Benefit: When using the
Acrobatics skill to jump, a
Rogue with this talent is always considered to have a running start and adds their
Rogue level to the check result. Whenever they deliberately fall, a successful DC 15
Acrobatics check allows them to ignore the first 20 feet fallen. For every 5 by which they exceed the DC of this check, they can ignore an additional 10 feet of distance fallen.
Extinguishing Strike* ()
Benefit: When a
Rogue with this talent hits a creature with a
Melee Attack that deals sneak attack damage, any non-magical light sources worn or carried by the creature (such as lit torches, lanterns, or sunrods) are automatically extinguished. Once per day, the
Rogue can use this ability to also attempt a dispel check (as per dispel magic) against any magical sources of light a target carries, using their
Rogue level as the
Caster Level.
Fast Getaway ()
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. They can move no more than their speed during this movement.
Fast Stealth ()
Benefit: This ability allows a
Rogue to move at full speed using the
Stealth skill without penalty.
Feint from Shadows ()
Benefit: A
Rogue with this talent can
Feint in combat using a ranged weapon against a target within 30 feet and cause the opponent to lose their
Dexterity modifier against their next melee or
Ranged Attack. The
Rogue must have
Concealment (but not full concealment) from the target of the
Feint.
Focusing Attack* ()
Benefit: When a
Rogue selects this talent, they must choose the
Confused,
Shaken, or
Sickened condition. When the
Rogue has the selected condition and hits a creature with a
Melee Attack that deals sneak attack damage, the
Rogue no longer has that condition.
Special: A
Rogue can take this talent up to three times. Each time, they must select a different condition that they are able to remove from themselves with a
Melee Attack that deals sneak attack damage. Even if the
Rogue has taken this talent multiple times, they can remove only a single effect on themselves with each
Melee Attack that deals sneak attack damage.
Follow Clues ()
Benefit: A
Rogue with this talent can use
Perception to follow tracks as per the
Survival skill.
Getaway Artist ()
Benefit: A
Rogue with this talent adds
Fly,
Handle Animal, and
Ride to their list of class skills, and gains a +2 bonus on all driving checks.
Gloom Magic (Sp)
Benefit: A
Rogue with this talent gains the ability to cast
Darkness two times per day as a spell-like ability. The
Darkness created by this ability does not impair the
Rogue’s vision. The
Caster Level for this ability is equal to the
Rogue’s level. A
Rogue must have an
Intelligence score of at least 12 and the minor magic rogue talent before choosing this talent.
Greater Gloom Magic (Sp)
Prerequisite: Intelligence 13 and the gloom magic and minor magic rogue talents.
Benefit: A
Rogue with this talent gains the ability to cast deeper
Darkness once each day as a spell-like ability. The
Darkness created by this ability does not impair the
Rogue’s vision. The
Caster Level for this ability is equal to the
Rogue’s level.
Grazing Shot ()
Prerequisite: Drow
Benefit(s): Particularly deft rogues can strike two foes with one well-placed shot. As a
Standard Action, a
Rogue with this talent can fire a hand crossbow at an enemy who is granted
Cover by another opponent. Make one
Ranged Attack roll and compare the result to each opponent’s AC. Each hit deals 1 point of damage. Any special weapon properties or
Precision Damage apply to only a single target, but any
Poison applied to the bolt affects all targets struck.
Hold Breath ()
Benefit: A
Rogue with this talent doubles the amount of time they can hold their breath.
Iron Guts ()
Benefit: A
Rogue with this talent has a cast-iron stomach or has trained themselves to withstand poisons, especially ingested ones. They gain a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all spells and effects that cause the
Rogue to be
Nauseated or
Sickened.
Lasting Poison ()
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 their
Dexterity modifier (minimum two) instead of one. This
Poison has a reduced effect, however, and saves made against the
Poison gain a +2
Circumstance Bonus. Applying
Poison in this way is a
Full-Round Action, or a
Standard Action if the
Rogue has the swift poison rogue talent.
Ledge Walker ()
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. In addition, a
Rogue with this talent is not when using
Acrobatics to move along such surfaces, and retains their
Dexterity bonus to AC.
Major Magic (Sp)
Prerequisite: Intelligence 11 and the 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 they possess. The
Rogue’s
Caster Level for this ability is equal to their
Rogue level. The save DC for this spell is 11 + the
Rogue’s
Intelligence modifier.
Mien of Despair (Su)
Benefit: When a
Rogue with this talent successfully demoralizes an opponent using the
Intimidate skill or performs a successful
Feint against an opponent, the opponent loses any morale bonuses and cannot benefit from any morale bonuses for 1d4+1 rounds.
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 at will as a spell-like ability. The
Rogue’s
Caster Level for this ability is equal to their
Rogue level. The save DC for this spell is 10 + the
Rogue’s
Intelligence modifier.
Multitalented ()
Benefit: The
Rogue can use their rogue talents more often. Once per day, they can use a rogue talent that is normally only usable once per day one additional time. At 10th level and 18th level, they can use this talent one additional time per day (for a maximum total of 3 additional uses of a rogue talent that can normally only be used once per day). The uses of this talent do not have to be spent on the same rogue talent. This ability cannot be used with an advanced talent.
Nimble Climber ()
Benefit: Whenever the
Rogue fails a
Climb check by 5 or more, they can attempt a
Reflex Save (using the same DC as the
Climb check) to catch themselves and avoid
Falling.
Obscuring Blow* ()
Benefit: Once per day, the
Rogue can forgo their potential to deal sneak attack damage to attempt to cloud an opponent’s vision. They must declare the use of obscuring blow before they make the attack. If the attack hits, it does normal damage but, instead of dealing sneak attack damage (and any effect that triggers when the
Rogue deals sneak attack damage), the target treats all other creatures as if they had
Concealment, suffering a 20% miss chance on all attack rolls for a number of rounds equal to half the
Rogue’s level. A successful Fortitude saving throw reduces this effect to 1 round. The DC of this saving throw is equal to 10 + 1/2 the
Rogue’s level + the
Rogue’s
Intelligence modifier.
Poison Use ()
Benefit: The
Rogue is trained in the use of
Poison, and can’t accidentally
Poison themselves when applying
Poison to a weapon.
Positioning Attack ()
Benefit: Once per day, when a
Rogue with this talent hits a creature with a
Melee Attack, they 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* ()
Benefit: Whenever a
Rogue with this talent takes a full-attack action, they can take a –2 penalty on all attack rolls until the start of their next turn. If they do, they can reroll any sneak attack damage dice that result in 1s. They can reroll multiple dice, but they can’t reroll any individual die more than once per attack.
Quick Disable ()
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). When they use
Disable Device to open a lock that would normally take a
Full-Round Action to open, they reduce the duration to a
Standard Action.
Quick Trapsmith ()
Benefit: As a
Full-Round Action, a
Rogue with this talent can set a simple trap with a CR no greater than 1/2 their
Rogue level. To do this, they must purchase the components, spend the required time constructing the trap in advance, and have its components at hand.
Special: The type of trap that can be constructed in this way is subject to GM discretion.
Resiliency ()
Benefit: Once per day, a
Rogue with this ability can gain a number of temporary hit points equal to twice their
Rogue level. Activating this ability is an
Immediate Action that can be performed only when the
Rogue is brought to below 0 hit points. This ability can be used to prevent the
Rogue 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, they fall
Unconscious and are
Dying as normal.
Rogue Crawl ()
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 they reduce their attack roll and AC penalties for being
Prone by 2.
Rope Master ()
Benefit: A
Rogue with this ability can move at their 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 they tie up a creature.
Shadow Duplicate (Sp)
Benefit: Once per day as an
Immediate Action when the
Rogue is hit, they can create a single shadow duplicate of themselves, as per
Mirror Image. The GM randomly determines whether the attack hit the
Rogue or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the
Rogue’s level, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the
Mirror Image spell. The
Caster Level for this ability is equal to the
Rogue’s level. A
Rogue can use this ability one additional time per day for every 5
Rogue levels they have.
Shadow’s Chill* (Su)
Benefit: When a
Rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, a number of points of the damage dealt equal to the number of sneak attack dice rolled is cold damage. The remainder of the sneak attack damage and the normal weapon damage are unaffected.
Slow Reactions* ()
Benefit: Opponents damaged by the
Rogue‘s sneak attack can’t make attacks of opportunity for 1 round.
Stand Up ()
Benefit: A
Rogue with this ability can stand up from a
Prone position as a
Swift Action without provoking attacks of opportunity, or as a
Free Action that provokes attacks of opportunity.
Strong Impression
Benefit: A
Rogue who selects this talent gains Intimidating Prowess as a bonus feat.
Strong Stroke ()
Benefit: A
Rogue with this talent rolls twice when making
Swim checks and takes the better result. If they already roll twice while making a
Swim check because of another ability or effect, they gain a +2
Insight Bonus on both of those rolls instead. If the
Rogue is under the effect of a spell or ability that forces them to roll two dice and take the worse result, they only need to roll 1d20 while making
Swim checks.
Surprise Attack ()
Benefit: During the surprise round, a
Rogue with this ability always considers opponents , even if they have already acted. A
Rogue with this ability adds 1/2 their
Rogue level to their sneak attack damage rolls made during the surprise round.
Survivalist
Benefit: A
Rogue with this talent adds
Heal and
Survival to their list of class skills.
Swift Poison ()
Benefit: A
Rogue with this talent can apply
Poison to a weapon as a
Move Action, instead of a
Standard Action.
Terrain Mastery ()
Benefit: A
Rogue with this talent gains a favored terrain, as the
Ranger class feature of the same name, but the bonus does not increase with their level. A
Rogue can select this talent multiple times, each time applying it to a new terrain.
Trap Spotter ()
Benefit: Whenever a
Rogue with this talent comes within 10 feet of a trap, they can attempt an immediate
Perception check to notice the trap. This check should be made in secret by the GM.
Umbral Gear (Su)
Benefit: As a
Standard Action while in an area of dim light or
Darkness, a
Rogue with this talent can coalesce wisps of shadow into a quasi-real, functional item. The
Rogue must choose whether to make a crowbar, 50 feet of silk rope, a glass cutter, a light melee weapon with which they are proficient, a reversible cloak, thieves’ tools, or a wire saw; the GM may allow other similar items. The
Rogue can use such items for a number of minutes per day equal to 10 plus their
Rogue level. This duration does not need to be consecutive, but it must be used in 1-minute increments. An item created with this ability remains until the
Rogue is no longer touching it, or until the
Rogue runs out of duration for this talent, at which time it dissolves.
Special: A
Rogue can select this talent more than once, gaining an additional 10 minutes of duration each time this talent is selected. If a
Rogue has selected this talent at least twice, they add 50 feet of silk rope with a grappling hook, a masterwork light melee weapon with which they are proficient, and masterwork thieves’ tools to the list of things they can create.
Underhanded ()
Benefit: A
Rogue with this talent gains a +4
Circumstance Bonus on all
Sleight of Hand checks made to conceal a weapon. Furthermore, if they make a sneak attack during the surprise round using a concealed weapon that their opponent didn’t know about, they do not have to roll sneak attack damage, and the sneak attack deals maximum damage. A
Rogue can only use the underhanded talent a number of times per day equal to their
Charisma modifier (minimum 0).
Underhanded Trick
Benefit: A
Rogue who selects this talent gains Improved
Dirty Trick as a bonus feat, even if they do not meet the prerequisites. At 6th level, they are treated as if they meet all the prerequisites for Greater
Dirty Trick (although they must take the feat as normal). If they succeed in giving their target the
Blinded condition, the target cannot remove the condition during the first round of blindness.
Wall Scramble ()
Benefit: A
Rogue with this talent rolls twice when making
Climb checks and takes the better of the two rolls. If they already roll twice while making a
Climb check because of another ability or effect, they gain a +2
Insight Bonus on both of those rolls instead. If the
Rogue is under the effect of a spell or ability that forces them to roll two dice and take the worse result, they only need to roll 1d20 while making
Climb checks.
Weapon Training
Benefit: A
Rogue who selects this talent gains Weapon Focus as a bonus feat.
Advanced Rogue Talents
Aligned Disguise (Sp)
Prerequisite: Advanced talents,
Disguise Self spell-like ability.
Benefit: When a
Rogue with this talent uses the
Disguise Self spell-like ability, they can also alter their
Alignment aura to deceive spells that discern
Alignment (such as detect evil) for the duration of the
Disguise Self effect. They can choose to detect as any specific
Alignment or to detect as no
Alignment at all. This ability does not protect against spells or effects that cause harm based on
Alignment.
Blinding Strike
Prerequisite: Advanced talents, Obscuring blow, 15th level
Benefit: A
Rogue who selects this talent gains Blinding Critical as a bonus feat, even if they don’t meet the prerequisites.
Another Day ()
Prerequisite: Advanced talents
Benefit: Once per day, when the
Rogue would be reduced to 0 or fewer hit points by a
Melee Attack, they can take a 5-foot step as an
Immediate Action. If the movement takes them out of the reach of the attack, they take no damage from the attack. The
Rogue is
Staggered for 1 round on their next turn.
Confounding Blades ()
Prerequisites: Advanced talents, slow reactions
Benefit: When a
Rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, their target cannot make attacks of opportunity for 1d4+1 rounds.
Crippling Strike* ()
Prerequisite: Advanced talents
Benefit: A
Rogue with this ability can sneak attack opponents with such precision that their blows weaken and hamper them. An opponent damaged by one of their sneak attacks also takes 2 points of
Strength damage.
Cutting Edge
Prerequisite: Advanced talents,
Rogue’s edge
Benefit: A
Rogue with this ability immediately selects two additional skills with their
Rogue’s edge ability. They can select this advanced talent multiple times.
Dance of Disorienting Shadows ()
Prerequisite: Advanced talents
Benefit: A
Rogue with this talent can attempt a
Perform (dance) check in place of a
Combat Maneuver Check when attempting a
Reposition combat maneuver.
Deadly Cocktail ()
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* ()
Prerequisite: Advanced talents, powerful sneak
Benefit: When a
Rogue with this talent uses the powerful sneak talent, they reroll all sneak attack dice that resulted in 1s or 2s. They can reroll multiple dice, but they can’t reroll any individual die more than once per attack.
Defensive Roll ()
Prerequisite: Advanced talents
Benefit: The
Rogue can roll with a potentially lethal blow to take less damage from it than they otherwise would. When they 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 they succeed, the
Rogue takes only half damage from the blow; if they fail, they take full damage. They must be aware of the attack and able to react to it in order to execute their defensive roll; if they are denied their
Dexterity bonus to AC, they can’t use this ability. Since such damage would not normally allow a character to attempt a
Reflex Save for half damage, the
Rogue’s
Evasion ability does not apply to the defensive roll.
Dispelling Attack* (Su)
Prerequisite: Advanced talents, major magic
Benefit: An opponent that is dealt sneak attack damage by a
Rogue with this ability is affected by a targeted dispel magic affecting the lowest-level spell effect active on the target. The
Caster Level for this ability is equal to the
Rogue’s level.
Double Debilitation* ()
Prerequisite: Advanced talents
Benefit: Whenever the
Rogue inflicts a penalty against a target using the debilitating injury class feature, they 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.
Familiar ()
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 their
Rogue level –4.
Fast Tumble ()
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.
Feat
Prerequisite: Advanced talents
Benefit: A
Rogue can gain any feat that they qualifies for in place of a rogue talent.
Frugal Trapsmith ()
Prerequisite: Advanced talents
Benefit: When a
Rogue with this talent constructs a mechanical trap, they only pay 75% of the normal cost.
Hide in Plain Sight ()
Prerequisite: Advanced talents
Benefit: A
Rogue with this talent can select a single terrain from the
Ranger’s favored terrain list. They are a master at hiding in that terrain, and while within that terrain, they 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 ()
Prerequisite: Advanced talents
Benefit: Once per day, a
Rogue with this talent can designate a single enemy they are adjacent to as their prey. Until the end of their next turn, they can add their sneak attack damage to all attacks made against their prey, even if they are not
Flanking it or it is not .
Improved Evasion ()
Prerequisite: Advanced talents
Benefit: This works like
Evasion, except while the
Rogue still takes no damage on a successful Reflex saving throw against an attack, they also take only half damage on a failed save. A
Helpless Rogue does not gain the benefit of improved
Evasion.
Improved Shadow’s Chill* (Su)
Prerequisite: Advanced talents,
Cold Resistance racial trait, shadow’s chill.
Benefit: When a
Rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, the sneak attack damage is cold damage. Normal weapon damage is unaffected.
Knock-Out Blow ()
Prerequisite: Advanced talents
Benefit: Once per day, the
Rogue can forgo their sneak attack damage to attempt to knock out an opponent. They must declare the use of knock-out blow before they make 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.
Light Walker ()
Prerequisite: Advanced talents, ledge walker
Benefit: The
Rogue can move at full speed through
Difficult Terrain and can take 5-foot steps into
Difficult Terrain.
Master of Disguise ()
Prerequisite: Advanced talents, quick disguise
Benefit: Once per day, a
Rogue with this talent can don a disguise as a
Standard Action. While wearing that disguise, they gain a +10 bonus on all
Disguise checks.
Multitalented, Greater ()
Prerequisite: Advanced talents, multitalented
Benefit: A
Rogue with this talent can use the multitalented rogue talent to gain additional uses of advanced talents.
Opportunist ()
Prerequisite: Advanced talents
Benefit: 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 and can’t be used more than once per round.
Quick Shot ()
Prerequisite: Advanced talents
Benefit: Whenever the
Rogue rolls
Initiative, they can also make a single attack with a ranged weapon as a
Swift Action. they can use this ability only if they have 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.
Redirect Attack ()
Prerequisite: Advanced talents
Benefit: Once per day, when a
Rogue with this talent is hit with a
Melee Attack, they 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.
Reflexive Shadow Shield (Su)
Prerequisite: Advanced talents, Resiliency rogue talent.
Benefit: Once per day as an
Immediate Action, the
Rogue can gain an amount of
Cold Resistance or
Electricity Resistance equal to half the
Rogue’s level. This resistance lasts for 1 round. If the
Rogue has the shadowy resistance racial trait, the cold or
Electricity Resistance stacks with the resistance that trait grants; otherwise, the energy resistance does not stack with any cold or
Electricity Resistance the
Rogue has.
Rumormonger ()
Prerequisite: Advanced talents.
Benefit: A rogue with this talent can attempt to spread a rumor through a small town or larger settlement by making a
Bluff check. they can do so a number of times per week equal to their
Charisma modifier (minimum 0). The DC is based on the size of the settlement (18 for Small Town, 20 for Large town, 25 for Small city, 30 for Large City, 35 for Metropolis), 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.
See in Darkness (Su)
Prerequisite: Advanced talents,
Darkvision.
Benefit: The
Rogue's
Darkvision can penetrate magical
Darkness.
Skill Mastery
Prerequisite: Advanced talents
Benefit: The
Rogue becomes so confident in the use of certain skills that they can use them reliably even under adverse conditions. The
Rogue selects a number of skills equal to their
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), they can take 10 even if stress and distractions would normally prevent them from doing so. A
Rogue can gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Slippery Mind ()
Prerequisite: Advanced talents
Benefit: This ability represents the
Rogue‘s ability to wriggle free from magical effects that would otherwise control or compel them. If a
Rogue with slippery mind is affected by an enchantment spell or effect and fails their saving throw, they can attempt it again 1 round later at the same DC. They can attempt only one additional saving throw against any given effect using this ability.
Stealthy Sniper ()
Prerequisite: Advanced talents
Benefit: When a
Rogue with this talent uses the
Stealth skill to snipe, they only suffer a –10 penalty on the
Stealth check, instead of –20.
Terrain Mastery, Greater ()
Prerequisite: Advanced talents, terrain mastery
Benefit: A
Rogue with this talent can select a single favored terrain. Their bonuses in that terrain increase to +4. At 13th level and 18th level, they increase by an additional +2 (to a maximum of +8).
Unwitting Ally ()
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, they cannot use the unwitting ally ability on any opponent within line of sight of the failed attempt for 24 hours.
Weapon Snatcher ()
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.
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