Rogue Talents

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.

Combat Trick 
A rogue that selects this talent gains a bonus combat feat.

Combat Intuition (Ex)
The rogue adds ½ her level to Knowledge skill checks to identify the abilities and weaknesses of creatures.

Dashing Disarm (Ex)
The rogue gains a +2 bonus on combat maneuver checks to disarm opponents. In addition, when the rogue successfully disarms an opponent, she may make an Intimidate check to demoralize them as a free action.

Fast Stealth (Ex)
This ability allows a rogue to move at full speed using the Stealth skill, without penalty.

Friends in Low Places (Ex)
When selecting this talent, the rogue chooses either Scrip or Vaettir. She gains the selected race’s language as a bonus language as well as a +3 bonus to Diplomacy checks to influence the attitude of these creatures and gather information when in their communities. If the rogue ever approaches an encampment or community of these creatures that would normally kill her race on sight, she may attempt to improve their attitude using Diplomacy even if this would not normally be an option (game master’s discretion). In addition, she gains a +3 bonus on all Knowledge checks pertaining to his chosen race’s history and culture.

High Jump (Ex)
The rogue adds her level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, she always counts as having a running start when making jump checks using Acrobatics. Once per day, she may gain a +20 bonus on Acrobatics checks made to jump for 1 round. At 6th level, she may use this ability an additional time a day.

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

Minor Magic (Sp)
Prerequisite: Int 10
A rogue with this talent gains the ability to cast a 0-level spell from the mystic spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 10 + the rogue’s Intelligence modifier.

False Prophet (Su)
Prerequisite: Minor Magic
When changing her appearance with the disguise skill, the rogue may choose to gain the Aura class feature as a cleric or crusader of her level. Spells such as Detect Evil identify the aura as authentic; however, succeeding at a Perception check to see through the disguise or a Spellcraft check against the same DC reveals this aura as an arcane fabrication. In addition, the rogue may gain a minor physical alteration from the following list when assembling her disguise: faintly glowing eyes, a birthmark is the shape of deity’s symbol, or silver-tinted skin. Other physical alterations may be approved by the game master, although they may never confer any mechanical benefit.

Major Magic (Sp)
Prerequisite: Int 11, Minor Magic
A rogue with this talent gains the ability to cast a 1st-level spell from the mystic spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 11 + the rogue’s Intelligence modifier.

Poison Master (Ex)
The rogue is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Quick Feet (Ex)
The rogue gains a 10 foot enhancement to her movement speed. A rogue wearing medium or heavy armour or carrying a medium or heavy load loses this extra speed.

Slow Fall (Ex)
When the rogue is within arm’s reach of a wall, she can use it to slow her descent. When first gaining this ability, she takes damage as if the fall were 20 feet shorter than it actually is. This effective distance increases to +40 feet when the rogue reaches 4th level and to 60 feet when she reaches 6th level.

Snow Stalker (Ex)
The rogue may move through any sort of snowy or icy terrain at his normal speed and without suffering any impairment. Snow and ice that are conjured, enchanted, or magically manipulated to impede motion, however, still affect her. In addition, she gains a +3 circumstance bonus on stealth checks while hiding in such terrain.

Quick Disable (Ex)
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 (Ex)
Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Rogue Crawl (Ex)
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.

Stand Up (Ex)
A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Surprise Attack (Ex)
During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

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

Wall Climber (Ex)
A rogue with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces. A rogue wearing medium or heavy armour or carrying a medium or heavy load loses her climb speed.

Whale Bones Pirate (Ex)
The rogue gains a +3 competence bonus on Profession (Sailor) and Swim skill checks. In addition, she gains proficiency with the shashka sabre and net.

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