Legendary Rogue

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Rogues are skillful and cunning adversaries who shrewdly utilize their varied talents to overcome any hindrance or opposition. A rogue hones her abilities and instinctive senses to a razor’s edge, becoming an expert at a diverse array of skills who is always ready for danger. She can assume many roles: a deadly master of stealth, an inscrutable diplomat, a smooth talking con artist, as well as a multitude of other possibilities. Rogues ply many trades: bandit, bounty hunter, investigator, pirate, spy, robber; some rogues simply explore the world seeking adventure and riches. In combat, a rogue uses deadly precision to concentrate on an opponent’s weak points. A rogue with the element of surprise or one who catches a distracted opponent off guard can deliver lethal attacks, finishing any fight swiftly and decisively.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills: The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Class Features
The following are class features of the rogue.

Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, longsword, rapier, sap, shortbow, short sword, and sword cane, as well as one of the following weapons: garrote, longbow, whip, or a single light or one-handed martial weapon. They are proficient with light armor and bucklers but not with other shields.

Inherent Talent
At first level, a rogue gains one of the following (see rogue talents below): armor expertise, esoteric scholar, fleet footed, survivalist, trap spotter, weapon finesse, weapon training, or the Shadow Strike feat.

Tenacity
A rogue is cunning and resilient, she gains a +1 bonus on Fortitude and Will saves. These bonuses increase by 1 at 7th level and again at 14th level.

Skill Specialty
A rogue dedicates herself to refining specific sets of skills. A rogue gains a skill specialty at 1st level, 4th level, and every 6 levels thereafter. Each skill specialty grants bonuses equal to 1/2 the rogue’s level (minimum +1) on certain checks. A rogue cannot gain a skill specialty more than once and bonuses from different skill specialties do not stack.

(Found Here: Legendary Rogue Skill Specialties)

Sneak Attack
If a rogue can catch an opponent when she is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Extra damage from sneak attacks is precision damage. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. If a rogue choses to deal nonlethal damage with a weapon that normally deals lethal damage (with the usual –4 penalty to the attack roll) while making a sneak attack, then the sneak attack damage is also nonlethal.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Instincts
A rogue hones her intuitive senses to utmost sharpness. Her reflexive quickness allows a rogue to act and react seemingly faster than thought. At the indicated levels, a rogue chooses and gains an instinct.

(Found here: Legendary Rogue Instincts)

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level and every 2 levels thereafter, a rogue gains one rogue talent she meets the prerequisites for. Unless otherwise noted, 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.

(Found here: Legendary Rogue Talents)

Critical Sneak (Ex)
At 3rd level, when a rogue deals sneak attack damage that is also a critical hit, she deals an amount of additional damage equal to the number of sneak attack damage dice dealt. At 11th level, this additional damage increases to twice the rogue’s number of sneak attack damage dice dealt. This additional damage is multiplied by the critical hit.

Telling Blow (Ex)
At 3rd level, a rogue can choose to take a –2 penalty to her AC against a specific opponent and gain a bonus on the damage roll from her next successful attack against that opponent made before the start of her next turn. The bonus damage is an amount equal to the rogue’s number of sneak attack damage dice. A rogue must choose to use this ability before making an attack roll and the penalty lasts until the start of the rogue’s next turn. Initially a rogue can use this ability once per round, this increases to twice per round at 8th level and three times per round at 15th level. These uses reset at the start of the rogue’s turn. The penalty to the rogue’s AC against a specific creature does not stack with itself.

This bonus damage does not apply to splash weapon damage or effects that do not deal hit point damage. The rogue only adds this bonus damage to ranged attacks if her target is within her sneak attack range (normally 30 feet). This bonus damage is not precision damage and is multiplied on a critical hit. While using this ability, if an attack made by the rogue deals sneak attack damage, she deals the sneak attack damage instead of this bonus damage.

Avoidances
A rogue gains intensive expertise in a specific defensive facet of her craft. Starting at 3rd level and every 3 levels thereafter, the rogue either selects a new avoidance or selects one of her existing avoidances and increases her benefits from it by the amount(s) listed in the avoidance.

(Found here: Legendary Rogue Avoidances)

Combat Prowess
At 5th level, a rogue gains a +1 bonus on her attack rolls. This bonus increases by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level.)

Shadowstriker
At 5th level, a rogue gains the Shadow Strike feat as a bonus feat. If the rogue already has this feat, she can instead take any combat feat or rogue talent she meets the prerequisites for.

Advantageous Attack
At 7th level, whenever a rogue’s opponent would be denied its Dexterity bonus to AC (whether it actually has a Dexterity bonus or not), or when she flanks an opponent, the rogue gains a +1 bonus on attack rolls against that opponent. This bonus increases by 1 for every 4 levels beyond 7th (to a maximum of +4 at 19th level).

Overcome Resistance (Ex)
At 7th level, when a rogue deals sneak attack damage with an attack, this attack ignores up to 5 points of damage reduction or hardness. This does not apply to damage reduction without a type (such as DR 10/—). When a rogue deals sneak attack damage with an attack that deals acid, cold, electricity, or fire damage, that attack ignores up to 5 points of acid, cold, electricity, or fire resistance, as appropriate.

Focused Strike (Ex)
At 9th level, as a standard action a rogue can use the attack action to make a single attack. If this attack deals sneak attack damage then the attack deals double the normal number of sneak attack dice. The additional sneak attack dice do not add to effects that result from a successful sneak attack, such as the bleeding attack talent.

Outmaneuvering Sneak (Ex)
At 9th level, unless a creature with the all-round vision ability has at least four more hit dice than the rogue’s class level, the rogue can flank that creature as if it did not possess this ability.

Bypass Defenses (Ex)
At 11th level, when a rogue deals sneak attack damage to a creature with a percentage chance to negate sneak attacks, such a sorcerer with the aberrant bloodline or a creature wearing armor with the fortification special ability, the creature must roll twice; if either roll fails then the sneak attack damage is not negated. At 17th level, reduce the percentage chance to negate sneak attacks by 25% before the creature rolls to negate the rogue’s sneak attack. This ability has no effect on creatures who are completely immune to precision damage or sneak attacks.

Lethal Focus (Ex)
At 15th level, when a rogue uses the focused strike ability, she does not have to roll the additional sneak attack damage dice from that ability, these dice deal maximum damage.

Greater Overcome Resistance (Ex)
At 17th level, the amount of damage reduction, hardness, or resistance ignored by the rogue’s overcome resistance ability increases to 10 points of damage and this ability now applies to all types of damage reduction or resistance, such as sonic resistance or damage reduction without a type (such as DR 10/—).

Precise Critical (Ex)
At 19th level, when a rogue threatens a critical hit and the attack is also a sneak attack, the critical is automatically confirmed.

Master Strike (Ex)
At 20th level, a rogue becomes incredibly deadly with sneak attacks. When the rogue deals sneak attack damage, she can choose one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. A successful Fortitude save reduces any of these effects to staggered for 1 round. The DC of this save is 10 + 1/2 the rogue’s level + the higher of the rogue’s Strength or Dexterity modifier. Once a creature has been the target of a rogue’s master strike, it is immune to further master strikes from that rogue for 1 day.

Archetypes
There are numerous types of rogue and even though the rogue’s selectable class features provide a large amount of flexibility, there are still many classic rogues that can be represented using archetypes. Some of these are updates to existing archetypes and many have been expanded to make these archetypes more unique.

The legendary rogue is compatible with quite a few existing archetypes using the following guidelines:

Sneak Attack: Archetypes that replace sneak attack work as per normal replacing all of the points of the legendary rogue's sneak attack feature they'd normally replace.

Trapfinding: Archetypes that replace trapfinding instead replace the legendary rogue's skill specialty feature as if having selected trap finding at each level, though rogues who take an archetype that cause them to lose trapfinding may still take the rogue talent that grants them a skill specialty.

Rogue Talent: Archetypes that replace rogue talents work as normal replacing all of the points of the legendary rogue's rogue talent feature they'd normally replace.

Evasion: Archetypes that replace evasion instead replace the legendary rogue's instinct feature gained at 2nd level.

Trapsense: Archetypes that replace trapsense instead replace the legendary rogue's avoidance feature as if having selected trap sense at each level, though rogues who take an archetype that cause them to lose trap sense may still take the rogue talent that grants them extra avoidances.

Uncanny Dodge: Archetypes that replace uncanny dodge instead replace the legendary rogue's instinct feature gained at 4th level.

Improved Uncanny Dodge: Archetypes that replace improved uncanny dodge instead replace the legendary rogue's instinct feature gained at 8th level.

Class Skills
An acrobat adds Fly to her class skills.

Tumbling Artiste
An acrobat gains access to the following skill specialty.

Tumbler
Grants a bonus on Acrobatics and Fly checks. If wearing no armor the rogue gains an additional +1 bonus on Acrobatics and Fly checks, this additional bonus does not increase with the rogue’s level.

Natural Acrobat
An acrobat must take expert leaper as her inherent talent.

This ability modifies inherent talent.

Soaring Daredevil
If an acrobat has either the agile climber or peerless maneuver rogue talent, she rolls twice while making Fly checks and takes the better result.

Aerialist
An acrobat can select the major magic rogue talent and gain enhanced benefits with certain spells. The acrobat does not have to have minor magic when choosing these particular spells but must meet the other prerequisites of the major magic talent.

•	 At 2nd level, an acrobat can choose feather fall, glide, or jump and use this spell-like ability at will. She can use the glide or jump spell-like ability as a swift action.

•	 At 6th level, an acrobat can choose air step or levitate even though these are not 1st level spells. She can use this spell-like ability at will.

•	 At 10th level, an acrobat can choose the fly spell even though this is not a 1st level or 2nd level spell. She can use this spell-like ability five times per day and this increases to seven times per day at 16th level.

Ambuscade
A bandit must choose ambusher as her first instinct.

This ability modifies her 2nd-level instinct.

Fearsome Strike (Ex)
At 8th level, a bandit can terrify an opponent with a powerful hit. When a bandit confirms a critical hit and deals sneak attack damage to an opponent, she can make the opponent frightened for a number of rounds equal to her Charisma modifier (minimum 1).

This ability replaces the talent gained at 8th level.

Careful Disarm (Ex)
At 4th level, whenever a trapsmith attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. When using Disable Device, the rogue can attempt to leave no trace of her tampering without taking the –5 penalty, but this attempt takes twice as long as normal.

This ability replaces the rogue talent gained at 4th level.

Silent Prowler (Ex)
At 4th level, whenever a burglar makes a Stealth check, she also makes a second check. She uses the first check’s result against those creatures that could be able to observe her using sight and uses the higher of the two results against creatures she has total concealment or total cover from, or creatures who cannot see her.

Vanish in the Crowd (Ex)
A chameleon’s movement is not impeded by crowds. Opposed Perception and Sense Motive checks take a –2 penalty when made against the chameleon’s Bluff, Disguise, Sleight of Hand, or Stealth checks if she’s within 20 feet of at least two non-hostile characters of her apparent creature type. This penalty increases to –4 if she’s within 20 feet of at least eight such creatures or is currently in a square occupied by a crowd. At 6th level, she can use soft cover to make Stealth checks.

This ability replaces inherent talent

Crowd Combatant
At 3rd level, a chameleon gains access to the following avoidance:

Crowd Combatant (Ex)
A chameleon gains a +1 dodge bonus to AC when she is adjacent to two or more enemies or when she is adjacent to four or more creatures who are within one size category of the chameleon’s size.

Blend In (Ex)
At 4 level, a chameleon can use her Stealth bonus when making a Disguise skill check to avoid detection in an inhabited area. If this check is successful, the chameleon seems so unexceptionally normal that she blends in to the background of her surroundings. A chameleon cannot use this ability while she is drawing attention to herself. A chameleon also masters the art of acting as if she belongs in any situation. She can make a Disguise check in lieu of a Diplomacy check to influence the attitudes of NPCs. She doesn’t need to change her appearance to make this check—this ability works by sending suitable subliminal cues signifying affiliation and concurrence. If multiple creatures or groups with differing views of appropriate behavior are present, she cannot simultaneously affect them all. She must choose a target creature or group to influence—she can’t pretend to be a guest at a fancy party to impress nobles and at the same time pretend to be a bodyguard to mingle with the household guards.

This ability replaces the rogue talent gained at 4th level.

Stealth Specialization (Ex)
At 2nd level, a covert operative chooses a single terrain type (see the ranger’s favored terrain class feature). While she is within that terrain, she can take 10 on any Stealth check even if this not normally allowed. At 6th level, the covert operative chooses a new terrain type and gains this ability with the newly chosen terrain. At 10th level, a covert operative gains either Skill Excellence or Skill Mastery as a bonus rogue talent provided she can use this rogue talent with the Stealth skill.

This ability replaces the rogue talent gained at 2nd level.

Hidden Advance (Ex)
At 6th level, a covert operative can move up to twice her base speed as a move action. She does not take any penalty on Stealth checks for movement during this move. She can only use this ability once in any round and cannot use it two rounds in a row. Unless the covert operative only takes a single standard action during her next turn, she is staggered the round after that (two rounds after using hidden advance.) This staggered condition lasts for 1 round.

This ability replaces the rogue talent gained at 6th level.

Camouflage (Ex)
At 8th level, a covert operative can use the Stealth skill to hide in any of the terrains she has chosen with stealth mastery as well as any of her favored terrains, even if the terrain doesn’t grant cover or concealment. At 12th level, a covert operative can hide in any terrain, even if this terrain doesn’t grant cover or concealment.

This ability replaces the rogue talent gained at 8th level.

Weapon Proficiency
A cutpurse is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane.

This modifies the cutpurse’s weapon and armor proficiency.

Measure the Mark (Ex)
When a cutpurse attempts to take something from a creature using Sleight of Hand, the target makes its Perception check just 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 the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing her attempt.

Stall and Steer (Ex)
If a cutpurse succeeds at a Bluff check to cause an innocuous distraction then, as well as taking the normal penalty on Perception checks, the target is also denied its Wisdom bonus on opposed Perception checks until the end of the cutpurse’s next turn.

Stab and Grab (Ex)
At 2nd level, cutpurse can use the Sleight of Hand skill to take an item from a flat-footed foe in combat, even if that foe is aware of the cutpurse. As a full-round action, a cutpurse can make a single attack and if the attack deals sneak attack damage she can also make a Sleight of Hand check to steal something from the target of the attack. If successful, the target takes a –5 penalty on its Perception check to notice the theft.

This ability replaces the rogue talent gained at 2nd level.

Class Skills
A driver adds Fly, Handle Animal, and Ride to her list of class skills.

Getaway Artist
At 1st level, a driver gains the following skill specialty.

Drive
Grants a bonus on two of the following skills of the rogue’s choice: Fly, Handle Animal, Profession (driver), Profession (sailor), or Ride. This skill specialty also grants a bonus on all driving checks. These bonuses do not stack with each other.

This ability modifies the skill specialty gained at 1st level.

Hard Drive (Ex)
If a driver uses a move action while controlling a vehicle, the maximum speed of the vehicle increases by 10 feet, and the acceleration increases by 5 feet. The vehicle’s maximum speed increases by an additional 5 feet at 5th level and for every 5 levels thereafter. The vehicle’s acceleration increases by an additional 5 feet at 10th level and again at 20th level. When a driver rides a mount, the mount’s speed increases by 5 feet. This speed increases by an additional 5 feet at 5th level and for every 5 levels thereafter. When a driver spurs a mount to greater speed (see the Ride skill) the mount doesn’t take damage from this action.

This ability replaces inherent talent.

Precision Steering
At 3rd level, a driver gains access to the following avoidance:

Precision Steering (Ex)
While the rogue isn’t flat-footed and is riding a mount or driving a vehicle, the mount or vehicle gains a +1 dodge bonus to AC.

Maintain Control (Ex)
At 4th level, if a driver has 4 or more ranks in a skill she uses to make driving checks with, when making a driving check using that skill she rolls twice and takes the better result. If a driver has 4 or more ranks in the Ride skill, she rolls twice while making a Ride check and takes the better result.

This ability replaces the skill specialty gained at 4th level.

Getaway Master (Ex)
At 10th level, a driver gains either Expert Driver or Trick Riding as a bonus feat. She does not have to meet the prerequisites of this feat. If the driver chooses Expert Driver, she also chooses a vehicle type (air, land, or water) to use with this feat. If the driver chooses Trick Riding but doesn’t have the Mounted Combat feat, she can only make a check once per round to negate a hit on her mount. If a driver has 10 or more ranks in a skill she uses to make driving checks with, she can take 10 while making a driving check using that skill even if this is not normally allowed. If a driver has 10 or more ranks in Ride she can take 10 while making a Ride check even if this is not normally allowed.

This ability replaces the skill specialty gained at 10th level.

Veiled Blade
At 1st level, a knife master gains the following skill specialty.

Veiled Blade
Grants a bonus on Sleight of Hand checks made to conceal a light blade (see fighter weapon training for details of the light blades weapon group) and on Bluff checks to feint with a light blade.

This ability modifies the skill specialty gained at 1st level.

Sneak Stab (Ex)
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching dagger, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.

This ability is identical in all other ways to sneak attack, and supplements that ability.

Knife Fighter
At 3rd level, a knife master gains access to the following avoidance:

Blade Sense (Ex)
A knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades.

Class skills
A pirate adds Knowledge (geography) to her class skills instead of Knowledge (dungeoneering).

Mariner
At 1st level, a pirate gains the following skill specialty.

Mariner
Grants a bonus on Swim and Profession (sailor) checks. This ability modifies the skill specialty gained at 1st level.

Swinging reposition (Ex)
At 2nd level, a pirate incorporates a ship’s masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is not wearing heavy armor, when fighting in an environment where such structures exist, the rogue incorporates them into her movement, and does not have to move in a straight line when making either a charge attack or bull rush combat maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity.

This ability replaces the 2nd-level rogue talent.

Poison user
The rogue must take the poisoner skill specialty as her first skill specialty.

This ability modifies her 1st level skill specialty.

Master poisoner (Ex)
At 4th level, a poisoner can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) check with a DC equal to the poison’s DC. If successful the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined.

This ability replaces the rogue talent gained at 4th level.

Class skills
A sanctified rogue adds Knowledge (religion) to her class skills instead of Knowledge (dungeoneering).

Deity
A sanctified rogue must select a deity within one alignment step of her own. A sanctified rogue can’t select or use divine spell-like abilities of an alignment opposed to her deity’s or her own.

Divine Insight
When a sanctified rogue chooses the major magic or minor magic rogue talents, she must choose a spell of the appropriate level from the cleric spell list instead of the sorcerer/wizard spell list. She uses the higher of her Charisma or Wisdom modifier to determine the save DC of the spell-like ability and uses the higher of her Charisma or Wisdom scores as the minimum ability score needed to select either talent.

A sanctified rogue cannot change these divine spells using the magical revision rogue talent or any similar ability that makes use of a spellbook. However, when the sanctified rogue gains a new major magic or minor magic talent she can spend a day in prayer to change any of the divine spells she can cast using major magic or minor magic into cleric spells of the appropriate levels.

Code of Conduct
A sanctified rogue who grossly violates the code of conduct required by her deity loses all divine spell-like abilities from this class. She cannot choose any rogue talent that grants a divine spell-like ability until she atones (see the atonement spell).

Hardy (Ex)
A survivalist gains the Endurance feat as a bonus feat. In addition, she gains a +2 bonus on saves against all spells and effects that cause her to be nauseated or sickened. A survivalist can also go twice the normal time without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.

This replaces the skill specialty gained at 1st level.

Improviser (Ex)
A survivalist takes no penalty for using an improvised weapon or improvised tool. She can spend 1 minute examining and adjusting a non-improvised weapon or nonimprovised tool; thereafter the survivalist uses it as a masterwork item.

Endure Elements
A survivalist can select the major magic rogue talent and choose the endure elements spell, even if she doesn’t meet the prerequisites of this talent. She can use this spelllike ability at will but can only use it on herself.

Hard to Kill (Ex)
At 4th level, a survivalist gains Die Hard as a bonus feat. In addition, she is not staggered while using this feat, but if she takes a move and a standard action or a full-round action while at 0 or fewer hit points she takes 1 point of damage.

This ability replaces the rogue talent gained at 4th level.

Terrain Stride
At 8th level, a survivalist can choose a ranger favored terrain type and select terrain stride as a rogue talent.

Terrain Stride
Terrain stride is identical to woodland stride, the 7th level ranger class feature, except it allows movement without penalty through naturally occurring difficult terrain within the chosen terrain type.

Careful Disarm (Ex)
At 4th level, whenever a trapsmith attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. When using Disable Device, the rogue can attempt to leave no trace of her tampering without taking the –5 penalty, but this attempt takes twice as long as normal.

This ability replaces the rogue talent gained at 4th level.

Trap Master (Ex)
At 4th level, whenever a trapsmith 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.

Rogue Feats
The following are feats specially designed to integrate with the rogue class and its specialties. They can be taken with normal feat slots or in place of a rogue talent if the rogue meets the minimum level listed.

Bait and Switch (Combat)
Your cunning bladework can turn the tables on your enemies.

Prerequisite: Swap Places, Switchblade, Weapon Finesse, positioning attack rogue talent.

Benefit: When you use the Switchblade feat and you hit our target, you can attempt a combat maneuver to reposition the target as a swift action. If the maneuver succeeds, you can force the target to move into your space while you take a 5-foot step to move into the space it has just left. The target’s movement does not provoke attacks of opportunity unless you have the Greater Reposition feat. If your maneuver fails, you can still use your Switchblade feat to swap places with a willing adjacent ally.

Bloodletter (Combat)
Blood flows freely when you catch your enemies off guard.

Prerequisite: Bleeding attack rogue talent, sneak attack +3d6.

Benefit: Whenever you successfully sneak attack a target that is taking bleed damage, your sneak attack damage is increased by 1d6.

Deadly Disappearance (Combat)
Your opponents lose track of you in the carnage of battle when you land a telling blow.

Prerequisite: Sneak attack +5d6, Stealth 10 ranks

Benefit: When attacking a creature you flank or that is denied its Dexterity bonus, if you confirm a critical hit against that opponent or reduce that creature to 0 hit points or fewer, you can make a Stealth even while being directly observed and without cover or concealment. If your Stealth check succeeds, you gain total concealment until the end of your next turn or until you attack.

Deadly Opportunist (Combat)
Your opportunity attacks are deadly accurate.

Prerequisite: Combat Reflexes, opportunist rogue talent.

Benefit: You increase the critical threat range of any light weapon you wield by 1 when you are making attacks of opportunity. In addition, when you confirm a critical hit with a slight weapon when making an attack of opportunity, you can make an additional attack with the same weapon against the same target as an immediate action.

Easy Mark (Combat)
Your bluster, bravado, and bladework leave your foes open to your attacks, and those of your allies.

Prerequisite: Improved Feint, distracting attack rogue talent, sneak attack +2d6

Benefit: When you hit a target in melee with a light weapon, you can make a Bluff check as a swift action to feint that target. If your target is already flanked or denied its Dexterity bonus, you sacrifice only one-half of your sneak attack damage rather than all of it when using your distracting attack.

Special: If you have the Greater Feint feat and successfully feint a target using this feat, your target is denied its Dexterity bonus against you and all allies adjacent to you until the end of your next turn.

Switchblade (Combat)
Your deft hands and dancing feet make you a blur on the battlefield.

Prerequisite: Swap Places, Weapon Finesse, positioning attack rogue talent.

Benefit: As a standard action, you can make a single melee attack with a light weapon as a melee touch attack. Your attack deals half damage, and after resolving your attack you can take a 5-foot step into the space of a willing ally. That ally can take a 5-foot step as an immediate action to move into the space you have just left. Your ally need not have the Swap Places feat to make this movement.

Trail of Blood (Combat)
You cut a bloody swathe through your foes, turning their weapons against each other and themselves.

Prerequisite: Treacherous Goad, Bluff 15 ranks, befuddling strike rogue talent, sneak attack +2d6.

Benefit: As a full-round action, you can move up to your speed. Your movement provokes attacks of opportunity, but you can use your Treacherous Goad feat against each creature that makes an attack of opportunity. Even if your Bluff check fails against an attacker, you can make an Acrobatics check against a DC equal to your attacker’s CMD to avoid its attack of opportunity.

Treacherous Goad (Combat)
Your bewildering blows lure a target into harming itself.

Prerequisite: Bluff 10 ranks, befuddling strike rogue talent, sneak attack +2d6.

Benefit: If a target affected by your befuddling strike misses you with an attack of opportunity, you can attempt a Bluff check as if to feint the target as an immediate action. If the feint succeeds, the target automatically hits itself with its attack of opportunity, dealing half damage to itself. If the target is flanked or denied its Dexterity bonus against you when it makes its attack of opportunity, you add one-half your sneak attack damage to the damage it takes. You can use this feat against any foe that misses you with an attack of opportunity; however, you take a -10 penalty on your Bluff check when using it against enemies that you have not affected with your befuddling strike.

Triple Jump
Your practiced leaps can cover impossible distances.

Prerequisite: Acrobatics 10 ranks, acrobatic stunt rogue talent

Benefit: Whenever you make an Acrobatics check to jump, you may roll three times and take the best result. In addition, once per day you can roll three times when making an Acrobatics check to jump, adding the results of all three checks together to determine the distance you jump. You can exceed your speed with the distance of this jump.

Twist the Knife (Combat)
You can apply speed and strength along with precision to deal grievous harm with smaller weapons.

Prerequisite: Weapon Finesse, powerful sneak rogue talent, sneak attack +3d6.

Benefit: When you hit an opponent that is flanked or denied its Dexterity bonus with a light weapon, as a swift action you can twist the weapon in the wound, applying both your Strength and Dexterity modifier as a bonus to your damage roll."Legendary Rogue. Copyright 2015, Legendary Games; Authors: Matt Goodall and Jason Nelson"