Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

*Talents marked with an asterisk 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.

At 10th level, and every two levels thereafter, a rogue can choose an advanced talents in place of a rogue talent.

Rogue Talent Prerequisite(s) Benefit
Assault Leader - When you miss, allow a flanking ally to make a single melee attack
Befuddling Strike * - Opponents damaged by your sneak attack miss you more often
Bleeding Attack * - A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack.
Canny Observer - Gain a +4 bonus to Perception checks
Camouflage - Gain a bonus to Stealth checks in certain terrains
Charmer - Roll two dice when using Diplomacy and take the better result
Coax Information - Substitute Bluff or Diplomacy for Intimidate
Combat Trick - A rogue that selects this talent gains a bonus Combat feat (see Feats).
Convincing Lie - Those who believe your lies use your Bluff skill when repeating the lies
Esoteric Scholar - Make a Knowledge check even when untrained
Expert Leaper - Make longer jumps and fall more gracefully
False Friend - Gain a bonus on bluff checks against those you've never met.
Fast Fingers - Roll two dice when using Sleight of Hand and take the better result
Fast getaway - Use a withdraw action after making a successful sneak attack or Sleight of Hand check
Fast Picks - Pick a lock as a standard action
Fast Stealth - This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Finesse Rogue - A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Follow Clues - Use Perception to follow tracks
Getaway Artist - Add Handle Animal, and Ride to your list of class skills
Guileful Polyglot - Gain additional languages known
Hard to Fool - Roll two dice when making a Sense Motive check and take the better result
Hold Breath - Hold your breath longer
Honeyed Words - Roll two dice when making a Bluff check and take the better result
Iron Guts - Gain a bonus on saves against becoming nauseated or sickened
Last Ditch Effort - Gain a second attempt to disarm a trap after the first fails but with a -5 penalty.
Ledge Walker - This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty.
Major Magic Int 11, Minor Magic Cast a 1st-level sorcerer/wizard spell twice per day as a spell-like ability
Minor Magic Int 10 Cast a 0th-level sorcerer/wizard spell thrice per day as a spell-like ability
Nimble Climber - Stop a fall while climbing by making a Climb check
Peerless Maneuver - Roll two dice when making a Acrobatics check and take the better result
Positioning Attack - When you hit, reposition yourself around the target
Quick Disable - 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).
Resiliency - Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level.
Rogue Crawl - While prone , a rogue with this ability can move at half speed.
Rope Master - Move at normal speed when using a rope while climbing
Slow Reactions - Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.
Stand Up - A rogue with this ability can stand up from a prone position as a free action.
Strong Impression - Gain Intimidating Prowess as a bonus feat
Strong Stroke - Rolls twice when making Swim checks and take the better result
Trap Spotter - Whenever a rogue with this talent comes within 10 feet of a trap.
Surprise Attack - During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Survivalist - Add Heal and Survival as class skills
Snap Shot - Gain initiative 20 for a surprise round
Wall Scramble - Roll twice when making Climb checks and takes the better resul
Weapon Training - A rogue that selects this talent gains Weapon Focus as a bonus feat.
Underhanded - Deal max damage with a sneak attack using a concealed weapon during the surprise round

At 10th level, and every two levels thereafter, a rogue can choose an advanced talents in place of a rogue talent.

Advanced Rogue Talent Prerequisite(s) Benefit
Another Day - Take a 5-foot-step to avoid being reduced to 0 or fewer hit points
Crippling Strike* (Ex) - A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them.
Defensive Roll (Ex) - With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would.
Dispelling Attack* (Su) Minor Magic, Major Magic Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic.
Entanglement of Blades* - Targets damaged by sneak attack may not make 5-foot-steps
Getaway Master* - Gain a +10 bonus on drive checks
Hard Minded* - You are hard to fool with mind-affecting effects
Hunter's Surprise* - Add sneak attack damage to all attacks made against one target
Improved Evasion (Ex) - This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attack.
Master of Disguise* - Take 10 on a Disguise check
Opportunist (Ex) - 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.
Redirect Attack* - Redirect an attack that hits you to another target
Rumormonger* - Spread rumors
Skill Mastery: - he rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.
Slippery Mind(Ex) - This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her.
Stealthy Sniper(Ex) - Take a reduced penalty to Stealth when sniping
Thoughtful Reexamining(Ex) - Reroll a Knowledge, Sense Motive, or Perception check
Unwitting Ally(Ex) - Make an opponent act as a flanking partner
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