Legendary Rogue Talents

Unless indicated, 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.

Adaptive Assailant (Ex)
Once per round, a rogue with this talent can declare her space and one adjacent square as the origin of her attacks until her next turn (allowing her to use one or both of these to determine whether she or allies are flanking an opponent). At 15th level, she counts an additional adjacent square for this purpose. The rogue must be at least 10th level before selecting this talent.

Agile Climber (Ex)
A rogue with this talent rolls twice while making Climb checks and when making Reflex saves to avoid falling and takes the better result.

Agonizing Attack* (Ex)
When a rogue with this talent deals sneak attack damage, all damage from the attack is considered continuous damage for the purposes of any concentration checks made by the damaged creature prior to the beginning of the rogue’s next turn. This talent does not stack with itself, a creature damaged by multiple agonizing strikes in a round only needs to make a single concentration check against the continuous damage from the sneak attack that dealt the most damage. The rogue must be at least 6th level before selecting this talent.

Ambush Assailant (Ex)
If a rogue attacks after successfully using Stealth against a creature, that creature is denied its Dexterity bonus to AC against all attacks the rogue makes until the beginning of the target’s next turn. Creatures with uncanny dodge are immune to this ability. The rogue must have a feat or skill specialty that grants a bonus to Stealth and be at least must be at least 8th level before selecting this talent.

Armor Expertise (Ex)
A rogue with this talent gains Medium Armor Proficiency as a bonus feat. In addition, she also reduces the armor check penalty of any light or medium armor she wears by 1 (to a minimum of 0) and offsets the speed reduction for wearing medium armor by 5 feet. At 10th level, the rogue can move at her normal speed while wearing medium armor.

Artful Dodger (Ex)
A rogue with this talent adds her Charisma modifier (if positive) as a bonus to her AC against attacks of opportunity. The rogue must be at least 8th level before selecting this talent.

Assassinate* (Ex)
A rogue with this talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the rogue must first study her target for 1 round as a standard action. On the following round, if the rogue makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the rogue as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the rogue’s level + the higher of the rogue’s Strength or Dexterity modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that rogue’s assassinate ability for 1 day. The rogue must be at least 10th level before selecting this talent.

Assault Leader (Ex)
When the rogue misses with an attack on an opponent she flanks, 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. A rogue can use this ability once per opponent per day.

Befuddling Attack* (Ex)
When the rogue deals sneak attack damage, the target takes a –2 penalty on attack rolls, skill checks, and ability checks (including concentration checks) for a number of rounds equal to the number of sneak attack damage dice dealt. This penalty does not stack with itself.

Bleeding Attack* (Ex)
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., 3d6 equals 3 points of bleed). At 8th level, the rogue adds an amount equal to half her Strength or Dexterity bonus (whichever is greater, minimum +1) to this bleed damage and at 16th level she instead adds an amount equal to her Strength or Dexterity bonus (whichever is greater, minimum +1). Bleeding creatures take this 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. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.

Blindsense (Ex)
A rogue with this talent gains blindsense to a range of 30 feet. A rogue must have the Blind-Fight feat and be at least 10th level before selecting this talent.

Blindsight (Ex)
A rogue with this talent gains blindsight to a range of 60 feet. A rogue must have blindsense to a range of at least 30 feet and be at least 12th level before selecting this talent.

Brutal Beating* (Ex)
Whenever a rogue with this talent deals sneak attack damage, she also makes the target sickened for one round. This talent does not stack with itself. A rogue must be at least 4th level before selecting this talent.

Charmer (Ex)
A rogue with this talent can roll twice while making a Diplomacy check and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability once per creature per day plus one additional time per creature per day for every five rogue levels she possesses. A rogue can use this ability when making a Diplomacy check against a group of creatures. However, if the rogue has already expended all her uses per day of this ability for specific creatures in the group, she rolls the two checks sequentially, using the first result for those specific creatures and using the better result for the rest of the group. The rogue must have a feat or skill specialty that grants a bonus on Diplomacy checks and be at least 6th level before selecting this talent.

Combat Feat
A rogue that selects this talent gains a bonus combat feat. A rogue can take this talent up to two times.

Combat Ruse
A rogue who selects this talent gains Improved Feint as a bonus feat. She doesn’t need to meet the prerequisites for this feat.

Combat Swipe
A rogue who selects this talent gains Improved Steal as a bonus feat. She doesn’t need to meet the prerequisites for this feat.

Combat Trickery
A rogue who selects this talent gains Improved Dirty Trick as a bonus feat. She doesn’t need to meet the prerequisites for this feat.

Consummate Avoidance (Ex)
When a rogue with this talent is targeted by a melee or ranged attack, she can spend an immediate action to make an Acrobatics check. She can use the result as her AC or touch AC against that attack, but she must be aware of the attack and not denied her Dexterity bonus to AC. The rogue must have a feat or skill specialty that grants a bonus on Acrobatics and be at least 10th level before selecting this talent.

Crippling Strike* (Ex)
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 or Dexterity damage, decided by the rogue. The rogue must be at least 10th level before selecting this talent.

Cunning Trapsmith (Ex)
A rogue with this talent can use a swift action to set off any trap within 30 feet that she constructed or has studied and successfully bypassed. As a full-round action, the rogue can also set a simple trap with a CR no greater than her rogue level –2 (minimum 1). To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The types of traps that can be constructed in this way are subject to GM discretion.

Deadly Cocktail (Ex)
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. The rogue must be at least 8th level and must have the poison use class ability (or an equivalent ability that allows the rogue to apply poison to a weapon without accidentally poisoning herself) or be immune to poison before selecting this talent.

Deadly Range (Ex)
A rogue with this talent increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels the rogue possesses.

Deadly Sneak (Ex)
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. The rogue must be at least 10th level and have the powerful sneak rogue talent before selecting this talent.

Deft Swipe (Ex)
A rogue with this talent can use her Sleight of Hand bonus instead of her CMB when performing a steal combat maneuver. If she gains bonuses on steal combat maneuver checks from feats, spells, magic items, or similar effects, these are added to the Sleight of Hand bonus when using the steal maneuver. Additionally, opponents do not gain a +5 bonus to their CMD when the rogue tries to remove items fastened to them. A rogue must have the Improved Steal feat before selecting this talent.

Dexterous Extrication (Ex)
As an immediate action, a rogue with this talent can attempt an Escape Artist check in place of a Reflex saving throw against any effect that would immobilize her or impose the entangled condition on her. Additionally, when she is the target of a grapple combat maneuver, as an immediate action the rogue can attempt an Escape Artist check using the result of the skill check in place of her CMD against that combat maneuver attempt. A rogue of less than 10th level can only use this second ability once per opponent per day, but at 10th level this limitation no longer applies.

Dispelling Attack* (Su)
Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic. The rogue can choose to target the highest level spell effect active on the target or the lowest. The rogue can also name a specific spell effect affecting the opponent to be targeted if she desires (see dispel magic). If the rogue uses this ability on a creature that is the effect of an ongoing spell (such as a monster summoned by a summon monster spell), she also makes a dispel check to end the spell that conjured the creature. The caster level for dispelling attack is equal to the rogue’s level. At 16th level, a rogue can dispel two spells, similar to a targeted greater dispel magic, either starting with the highest level spells and proceeding to lower level spells or vice versa, decided by the rogue. A rogue must have the major magic rogue talent and be at least 10th level before selecting dispelling attack.

Distracting Attack* (Ex)
When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to lose its Dexterity bonus to AC 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. Creatures with uncanny dodge are immune to distracting attack.

Duelist’s Precision (Ex)
If a rogue makes a melee attack and deals sneak attack damage with a single light or one-handed weapon wielded in one hand and makes no attacks with any other weapon during her action, then she can roll double her normal number of sneak attack dice, choose half those dice, and total the chosen dice as her sneak attack damage for this attack. If a rogue uses this on her turn, she must choose to use duelist’s precision before making any attacks during her turn and if she does, she can only attack with a single light or one-handed weapon wielded in one hand until the end of her turn. A rogue can also use duelist’s precision with attacks outside her turn, such as attacks of opportunity, provided the other requirements are met.

A rogue using this ability who has the powerful sneak class feature deals an additional amount of sneak attack damage equal to half the number of sneak attack damage dice dealt. If the rogue also has the deadly sneak class feature, this additional damage increases to the number of sneak attack damage dice dealt. If using duelist’s precision in combination with the focused strike class feature, the rogue rolls triple her sneak attack damage dice and then chooses an amount of dice equal to twice her sneak attack dice as the sneak attack damage for the attack.

Esoteric Scholar (Ex)
A rogue with this talent adds three Knowledge skills of her choice to her list of class skills and she can make all Knowledge skill checks untrained. At 10th level, she can always choose to take 10 on a Knowledge skill check, even if this is not normally allowed.

Eviscerating Attack* (Ex)
When a rogue with this talent damages an opponent with one of her sneak attacks, the opponent takes 1 point of Strength, Dexterity, or Constitution bleed damage, decided by the rogue. At 16th level, this ability bleed damage increases to 2 points. A rogue must have the bleeding attack talent and be at least 12th level before selecting this talent.

Expert Leaper (Ex)
When making Acrobatics checks to jump, a rogue with this talent is always considered to have a running start and adds her rogue level to the check result. The rogue can always make an Acrobatics check to soften a fall, even if the fall is not deliberate. When softening a fall, a DC 15 Acrobatics check allows the rogue to ignore the first 20 feet fallen, instead of the first 10 feet. For every 5 by which the rogue exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen. Even if a rogue takes damage from a fall, she still lands on her feet if the result of the check to soften the fall equals or exceeds a DC of 15 + the falling damage dealt.

Extra Avoidance
At 3rd level and every 3 levels thereafter, the rogue gains and chooses an additional avoidance. The rogue can only choose a specific avoidance once for every three rogue levels she possesses.

Extra Skill Specialty
A rogue who selects this talent gains an additional skill specialty.

Familiar (Ex)
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, and the rogue’s effective wizard level is her rogue level. The rogue must have the major magic talent before selecting this talent.

Fast Stealth (Ex)
This ability allows a rogue to move at full speed using the Stealth skill without penalty. At 10th level, a rogue with this talent can use the Stealth skill while charging or running with a –10 penalty.

Fast Tumble (Ex)
When a rogue with this talent uses Acrobatics to move at full speed through a threatened area or an enemy’s space without provoking an attack of opportunity, the DC of the Acrobatics check only increases by 5, instead of 10. At 10th level, moving at full speed does not increase the DC for this type of Acrobatics check.

Feat
A rogue may gain any feat that she qualifies for in place of a rogue talent. A rogue can select this talent multiple times. The rogue must be at least 10th level before selecting this talent.

Finesse Rogue
A rogue that selects this talent gains Weapon Finesse as a bonus feat. If the rogue already has this feat, she can instead take any combat feat she meets the prerequisites for.

Finesse Specialist (Ex)
A rogue with this talent selects a type of weapon that can be used with Weapon Finesse. When the rogue makes a successful melee attack with this type of weapon, she can add her Dexterity modifier instead of her Strength modifier to the damage roll. If an effect would affect how the rogue’s Strength modifier would be added to the damage roll (such as attacking with an off-hand weapon while fighting with two weapons) then this also applies to the Dexterity modifier added to the damage roll. However, any effect that would increase the multiplier to the rogue’s Strength bonus on damage rolls to more than 1 times her Strength bonus (such as wielding a two-handed weapon or a one-handed weapon wielded in two hands) does not affect her Dexterity bonus on damage rolls. A rogue must have the Weapon Finesse feat before selecting this talent; she can select this talent multiple times.

Finesse Training (Ex)
When a rogue with this talent makes a successful melee attack with a sap, short sword, sword cane, rapier, or any simple weapon, and this weapon can be used with Weapon Finesse then she can add her Dexterity modifier instead of her Strength modifier to the damage roll. If an effect would affect how the rogue’s Strength modifier would be added to the damage roll (such as attacking with an off-hand weapon while fighting with two weapons) then this also applies to the Dexterity modifier added to the damage roll. However, any effect that would increase the multiplier to the rogue’s Strength bonus on damage rolls to more than 1 times her Strength bonus (such as wielding a two-handed weapon or a one-handed weapon in two hands) does not affect her Dexterity bonus on damage rolls. A rogue must have the Weapon Finesse feat before selecting this talent.

Fleet Footed (Ex)
A rogue with this talent receives a +10 feet bonus to her base movement speed. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the rogue’s speed because of any load carried or armor worn. If the rogue gains the fast movement class feature from another class, the bonuses to her speed do not stack.

Flowing Feint (Ex)
A rogue with this talent who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action (such as from having the Improved Feint feat), she can combine a move action to move with her feint. The rogue also reduces one of the penalties by 4 when feinting against a non-humanoid creature or when feinting against a creature of animal intelligence. The rogue only applies this penalty reduction once when feinting against a creature that is a non-humanoid with animal intelligence. At 10th level, the rogue instead reduces both of these penalties by 4.

Ground Fighter (Ex)
A rogue with this talent can stand up from prone as a move action or a swift action without provoking an attack of opportunity. She can stand up from prone as a free action but this provokes an attack of opportunity. However, the rogue can avoid provoking this attack of opportunity by successfully using the Acrobatics skill as if she were moving through a threatened square at full speed. While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling and she reduces the penalties on her attack rolls and to her Armor Class for being prone by 2.

Hampering Attack* (Ex)
An opponent damaged by the rogue’s sneak attack has its movement speeds halved (to a minimum of 5 feet) and it cannot take a 5-foot step. A creature with a flight speed has its maneuverability reduced by one step and if it’s airborne at the time, it falls unless it succeeds at a DC 10 Fly check. These effects do not stack with themselves and last until the beginning of the rogue’s next turn.

Hard to Fool (Ex)
A rogue with this talent rolls twice while making Sense Motive checks and takes the better result. She must have a feat or skill specialty that grants a bonus on Sense Motive checks and be at least 4th level before selecting this talent.

Hide in Plain Sight (Ex)
A rogue with this talent is a master of disappearance. She can use the Stealth skill to hide even while being observed. The rogue must have a feat or skill specialty that grants a bonus on Stealth checks and be at least 12th level before selecting this talent.

Honeyed Words (Ex)
A rogue with this talent can roll twice while making a Bluff check and take the better result. She must choose to use this talent before making the Bluff check. A rogue can use this ability once per creature per day plus one additional time per creature per day for every five rogue levels she possesses. A rogue can use this ability when making a Bluff check against a group of creatures. However, if the rogue has already expended all her uses per day of this ability for specific creatures in the group, she rolls the two checks sequentially, using the first result for those specific creatures and using the better result for the rest of the group. The rogue must have a feat or skill specialty that grants a bonus on Bluff checks and be at least 6th level before selecting this talent.

Lasting Poison (Ex)
A rogue with this talent can apply poison to a weapon in such a way that it remains poisoned for a number of strikes equal to the rogue’s Intelligence modifier (minimum 2). The rogue must be at least 6th level before selecting this talent.

Ledge Runner (Ex)
This ability allows a rogue to move quickly on narrow, slippery, or uneven surfaces using the Acrobatics skill without the penalty for moving at full speed. In addition, the rogue doesn’t lose her Dexterity bonus to AC when using Acrobatics to move on these surfaces or while climbing. A rogue with this talent can use accelerated climbing to climb at half speed without penalty. She also can take a –10 penalty on a Climb check to move at full speed while climbing. When a rogue with this talent attempts to catch herself while falling, she reduces the penalty to the Climb check by 10.

Magical Revision (Ex)
By studying a spellbook for 10 minutes, a rogue with this talent can change one spell she is able to cast using minor magic or major magic to one sorcerer/wizard spell of the appropriate level which is contained in the spellbook. This change is permanent until the rogue takes the time to change it again. A rogue must have the minor magic rogue talent before choosing this talent.

Major Magic (Sp)
A rogue with this talent gains the ability to cast a spell as a spell-like ability. When selecting this talent the rogue chooses a 1st-level spell from the sorcerer/wizard spell list. At 10th level, she can instead choose a 2nd-level spell. Initially she can use this spell-like ability three times per day, this increases to five times per day at 6th level, seven times per day at 12th level, and nine times per day at 18th level. The caster level for this ability is equal to the rogue’s level. The save DC for this ability is 10 + the spell’s level + the higher of the rogue’s Charisma or Intelligence modifier. The rogue must have a Charisma or Intelligence score of at least 10 + the spell’s level and have the minor magic rogue talent to select this talent. A rogue can select this talent multiple times.

Masterful Strike (Ex)
A rogue with this talent can apply up to two talents to her sneak attack that add effects which are normally limited to one talent per individual sneak attack. These talents are marked with an asterisk (*). At 10th level, she can apply up to three such talents to each sneak attack.

Menacing Demeanor (Ex)
A rogue with this talent can roll twice while making an Intimidate check and take the better result. She must choose to use this talent before making the Intimidate check. A rogue can use this ability once per creature per day plus one additional time per creature per day for every five rogue levels she possesses. A rogue can use this ability when making an Intimidate check against a group of creatures. However, if the rogue has already expended all her uses per day of this ability for specific creatures in the group then she rolls the two checks sequentially, using the first result for those specific creatures and using the better result for the rest of the group. The rogue must have a feat or skill specialty that grants a bonus on Intimidate checks and be at least 6th level before selecting this talent.

Minor Magic (Sp)
A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list at will 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 higher of the rogue’s Charisma or Intelligence modifier. The rogue must have a Charisma or Intelligence score of at least 10 to select this talent. A rogue can select this talent multiple times.

Nimble Fingers (Ex)
A rogue with this talent rolls twice while making a Sleight of Hand check and takes the better result. She must have a feat or skill specialty that grants a bonus on Sleight of Hand checks before selecting this talent.

Offensive Defense* (Ex)
When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage the rogue gains a +1 circumstance bonus to AC against that creature for each sneak attack die dealt. Any situation or effect that causes the rogue to lose her Dex bonus to AC against this creature also causes her to lose this circumstance bonus. This circumstance bonus stacks with itself up to a maximum total bonus of twice the rogue’s sneak attack damage dice. This effect has a duration of one round.

Opportunist (Ex)
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. The rogue must be at least 10th level before selecting this talent.

Peerless Maneuver (Ex)
A rogue with this talent rolls twice while making an Acrobatics check and takes the better result. She must have a feat or skill specialty that grants a bonus on Acrobatics checks and be at least 6th level before selecting this talent.

Philological Polyglot (Ex)
A rogue with this talent rolls twice while making a Linguistics check and takes the better result. She never risks drawing a false conclusion from a failed Wisdom check after a failed Linguistics check. The rogue also learns an additional language for every 2 ranks she has in the Linguistics skill.

Powerful Sneak (Ex)
Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.

Positioning Strike (Ex)
When a rogue with this talent hits a creature with a melee attack, she can make a reposition combat maneuver against that creature. If the attack is also a sneak attack then the rogue gains a bonus on this combat maneuver check equal to the number of sneak attack damage dice dealt. This combat maneuver does not provoke an attack of opportunity. A rogue can use this ability once per creature per day.

Quick Disable (Ex)
It takes a rogue with this ability half the normal amount of time to disable mechanical devices, including traps, using the Disable Device skill. She can attempt to open a lock, that would normally require a full-round action, as a move action and can take 10 on Disable Device checks, even if even if this is not normally allowed.

Quicker than the Eye (Ex)
A rogue with this talent can retrieve non-bulky easy-to-reach items, such as potions, scrolls, or alchemical items, as easily as she can draw a light or one-handed weapon. This allows her to combine drawing such an item with a charge or regular move. If a rogue with this talent also has the Two Weapon Fighting feat, then when drawing weapons, she can instead draw one such item and a light or one-handed weapon, or draw two such items. If a rogue with this talent also has the Quick Draw feat, she can draw a hidden item or hidden weapon as a swift action and she can draw alchemical items, potions, scrolls, and wands as a free action, allowing her to throw alchemical items at her full rate of attacks. When attempting a Sleight of Hand check as a move action instead of a standard action, the rogue reduces the penalty by 10. In all these cases, drawing these items or weapons doesn’t provoke an attack of opportunity.

Rapid Scrutiny (Ex)
The rogue can search a creature, object, or area more quickly than normal. If her Perception check would normally require a full-round action or less, she may make it one step shorter along the following progression: full-round action, standard action, move action, swift action, immediate action. This decrease has no effect on Perception checks that are attempted as free actions or Perception checks that don’t require an action. The rogue can always take 10 on Perception checks, even if even if this is not normally allowed.

Rapid Swipe
A rogue who selects this talent gains Quick Steal as a bonus feat. She doesn’t need to meet the prerequisites for this feat. A rogue must have the Improved Steal feat and be at least 6th level before selecting this talent.

Rapid Trickery
A rogue who selects this talent gains Quick Dirty Trick as a bonus feat. She doesn’t need to meet the prerequisites for this feat. A rogue must have the Improved Dirty Trick feat and be at least 6th level before selecting this talent.

Seamless Facade (Ex)
When disguising herself as a different gender, race, age category, or size category, a rogue with this talent reduces each of the penalties by –2. For example, if a female rogue disguises herself as a male two age categories older than herself, she would take a –2 to the check instead of a –6. She also reduces the amount of time it takes to create a disguise. 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 the rogue wants to disguise herself as a male of a different race, this takes 2 minutes.

Table: Disguise Functions & Time

Silencing Attack* (Ex)
When a rogue with this talent deals sneak attack damage, the target is rendered mute for 1 round. A successful Fortitude save negates this effect (DC = 10 + 1/2 of the rogue’s level + the higher of the rogue’s Strength or Dexterity modifier). A mute creature cannot speak, use language-dependent effects, use verbal spell components, or use command words. A rogue must be at least 6th level before selecting this talent.

Skill Excellence
A rogue with this talent who has at least 10 ranks in a skill may take 10 when making a check using this skill even if this is not normally allowed. The rogue must be at least 10th level before selecting this talent.

Skill Mastery
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 this is not normally allowed. A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time. The rogue must be at least 10th level before selecting this talent.

Skirmisher (Ex)
Whenever a rogue with this talent moves at least 10 feet in a round and makes an attack action, she deals sneak attack damage as if the target was denied its Dexterity bonus to AC. If the rogue makes more than one attack this turn, this talent applies only to the first attack. Foes with uncanny dodge are immune to this ability. A rogue must have the waylaying charge talent before selecting this talent.

Slippery Mind (Ex)
A rogue with this talent can wriggle free from that which would otherwise control or compel her. If the rogue is affected by a mind-affecting spell or effect and fails her saving throw, she can attempt it again at the start of her next turn at the same DC. This ability only gives the rogue one extra chance from to succeed on her saving throw against each mind-affecting effect.

At 15th level, the restriction of only one extra chance no longer applies. Instead, at the start of the rogue’s 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 save, she is no longer subject to the mind-affecting effect. She can even make this saving throw against mind-affecting effects that normally don’t allow a saving throw. In those cases, generate the saving throw DC as if the spell or effect did allow a saving throw. The rogue must be at least 10th level before selecting this talent.

Slow Reactions* (Ex)
Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.

Sniper’s Eye (Ex)
When a rogue with this talent makes a ranged against an opponent that is threatened by at least two allies, the rogue gains flanking bonuses for the ranged attack as if she were flanking the enemy in melee and deals sneak attack damage with the attack if her target is within her sneak attack range. Creatures with improved uncanny dodge are immune to this, unless the rogue making the ranged attack has enough rogue levels to be able to flank the target in melee. The rogue must be at least 6th level before selecting this talent.

Stealthy Sniper (Ex)
When a rogue with this talent acts in the surprise round she may treat her initiative roll as a 20 for the surprise round, regardless of her actual initiative roll, but can only make an attack with a ranged weapon. Her normal initiative roll is used in subsequent rounds. When a rogue with this talent uses the Stealth skill to snipe, she reduces the penalty on the Stealth check by 5. At 10th level, she reduces this penalty by 10.

Strong Swimmer (Ex)
A rogue with this talent rolls twice while making Swim checks and takes the better result. Even if the rogue fails a Swim check, she is not considered off-balance in the water and doesn’t lose her Dexterity bonus to AC. She can also hold her breath for twice as long before she risks drowning.

Superior Combat Ruse
A rogue who selects this talent gains Greater Feint as a bonus feat. She doesn’t need to meet the prerequisites for this feat. A rogue must have the Improved Feint feat and be at least 6th level before selecting this talent.

Superior Combat Swipe
A rogue who selects this talent gains Greater Steal as a bonus feat. She doesn’t need to meet the prerequisites for this feat. A rogue must have the Improved Steal feat and be at least 6th level before selecting this talent.

Superior Combat Trickery
A rogue who selects this talent gains Greater Dirty Trick as a bonus feat. She doesn’t need to meet the prerequisites for this feat. A rogue must have the Improved Dirty Trick feat and be at least 6th level before selecting this talent.

Superlative Stealth (Ex)
Upon gaining this ability, a rogue with this talent selects two of the following senses: blindsense, blindsight, scent, or tremorsense. The rogue must select blindsense before selecting blindsight. A creature using the chosen senses can’t automatically detect the rogue, and must succeed at Perception checks as normal to do so. The rogue must have a feat or skill specialty that grants a bonus on Stealth checks and be at least 8th level before selecting this talent. A rogue can take this talent up to two times, each time choosing two different senses.

Supple Contortionist (Ex)
A rogue with this talent rolls twice while making an Escape Artist check and takes the better result. She must have a feat or skill specialty that grants a bonus on Escape Artist check checks before selecting this talent.

Survivalist (Ex)
A rogue with this talent adds Heal, Knowledge (nature), and Survival to her list of class skills. She can use Perception to follow tracks as per the Survival skill and adds half her rogue level (minimum 1) on Perception and Survival checks made to find or follow tracks.

Swift Magic
Three times per day, a rogue with this talent can cast one of her a minor magic or major magic spells as a swift action as if using the Quicken Spell-like Ability feat (Pathfinder RPG Bestiary). The rogue must have the major magic talent and be at least 10th level before selecting this talent.

Swift Poison (Ex)
A rogue with this talent can apply poison to a weapon as a move action or a swift action. The rogue must be at least 6th level, and must have the poison use class feature (or an equivalent ability that allows the rogue to apply poison to a weapon without accidentally poisoning herself) or be immune to poison before selecting this talent.

Trapspotter (Ex)
Whenever a rogue comes within 10 feet of a trap, she makes an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Twofold Ruse
A rogue who selects this talent gains Two Weapon Feint as a bonus feat. She doesn’t need to meet the prerequisites for this feat. A rogue must have the Improved Feint and Two Weapon Fighting feats before selecting this talent.

Unseeing Acumen (Ex)
A rogue who selects this talent gains Blind-Fight as a bonus feat. Additionally, if a rogue with this talent is blind or in darkness, she reduces the penalties on Strength- and Dexterity-based skills by 2 and doesn’t take a penalty on opposed Perception checks. She still automatically fails checks and activities relying on vision, such as reading or sight-based Perception checks.

Waylaying Charge (Ex)
Whenever a rogue with this talent makes a charge, her attack deals sneak attack damage as if the target was denied its Dexterity bonus to AC. If the rogue makes more than one attack this turn, this talent applies only to the first attack. Foes with uncanny dodge are immune to this ability. The rogue must be at least 4th level before selecting this talent.

Weapon Snatcher (Ex)
A rogue with this talent can use Sleight of Hand bonus instead of her CMB when attempting to disarm an opponent. If she gains bonuses on disarm combat maneuver checks from feats, spells, magic items, or similar effects, these are added to her Sleight of Hand bonus when using the disarm maneuver. The rogue also applies any penalties she has on her attack roll to this check. However, if the rogue is unarmed when using this ability, she doesn’t take the –4 penalty for making a disarm maneuver while unarmed. When using this ability as part of a full attack, the rogue takes a penalty on the check equal to the difference between base attack bonus of the attack being used for the disarm maneuver and her highest base attack bonus. For example, a rogue with a BAB of +6/+1 who uses this talent to make a disarm maneuver with her secondary attack (the one with +1 BAB) takes a –5 penalty on the disarm maneuver. If the rogue has a free hand after successfully disarming an opponent, she may gain the disarmed item or weapon. This attempt does not provoke an attack of opportunity. The rogue must be at least 8th level before selecting this talent.

Weapon Training
A rogue that selects this talent gains Weapon Focus as a bonus feat. She doesn’t need to meet the prerequisites for this feat.