Rogue

“Is this the conduct of a ‘sly and unpredictable villain’?”

“Decidedly so, if the villain, for the purposes of his joke, thinks to simulate the altruist.”

“Then how will you know villain from altruist?”

Cugel shrugged. “It is not an important distinction.”

―Jack Vance, Cugel’s Saga (1983)

This revision of the rogue class focuses on skills use and underhanded fighting. Ambush talents, that apply to the rogue’s signature sneak attack ability, have been rolled into the Strike feats mechanic, using the Opportune Strike ability to bridge the gap. In order to reinforce this competency, combat talents are gained every 3 levels. Skills use is bolstered by the new uses for class skills (Chapter 4) and the large number of skills on the class skills list, by acquisition of free Skill Focus feats, and by skill tricks that allow seemingly magical use of skills.

Classic rogues from folklore and fiction include Reynard the Fox, Brer Rabbit, Cugel the Clever (quoted above), the Gray Mouser (from Fritz Leiber’s “Lankhmar” Saga), Slippery Jim DiGriz (from Harry Harrison’s The Stainless Steel Rat), Kiera the Thief (from Steven Brust’s Jhereg novels), Han Solo and Lando Calrissian (from the Star Wars films), Burke (from Andrew Vachss’ novels), and even James Bond.

Level Base Attack Bonus Skill Trick Capacity Special
1st +0 1st Alertness, opportune strike, sneak attack +1d6, weapon finesse
2nd +1 2nd Evasion, general talent
3rd +2 2nd Combat talent, sneak attack +2d6
4th +3 4th General talent, sneak attack +3d6
6th +4 4th Combat talent, rogue’s luck (1/day)
7th +5 5th Jack of all trades (untrained), sneak attack +4d6
8th +6/+1 6th General talent, skill focus
9th +6/+1 6th Combat talent, improved sneak attack +5d6
10th +7/+2 7th Improved evasion, network of contacts
11th +8/+3 8th Advanced general talent, sneak attack +6d6
12th +9/+4 8th Advanced combat talent, rogue’s luck (2/day), skill focus
13th +9/+4 9th Skill focus, sneak attack +7d6
14th +10/+5 10th Advanced general talent
15th +11/+6/+6 10th Advanced combat talent, sneak attack +8d6
16th +12/+7/+7 11th Jack of all trades (class skills), skill focus
17th +12/+7/+7 12th Advanced general talent, sneak attack +9d6
18th +13/+8/+8 12th Advanced combat talent, greater evasion, rogue’s luck (3/day)
19th +14/+9/+9 13th Greater sneak attack +10d6
20th +15/+10/+10 14th Advanced general talent, skill focus

Saving Throws: Rogues gain a +2 class bonus to Reflex and Intuition saves.

Bonus Skills: Rogues are alert for danger, and are adept at remaining hidden from it, escaping from it, and talking their way out of it. You receive 1 free rank per class level in Bluff, Escape Artist, Perception, Stealth, and Streetwise. These bonus skills are otherwise treated as class skills, but do not count against your total number of skill points.

Class Skills: Acrobatics, Athletics, Concentration, Craft (all), Diplomacy, Disable Device, Knowledge (linguistics), Knowledge (lore), Perform (all), Planar Sense, Profession (all), Sleight of Hand, Spellcraft. A rogue of at least 16th level treats all skills as class skills.

Skill Ranks per Level: 4 + Int modifier.

Favored Class: When gaining a level of rogue as a favored class, rather than choosing +1 hp or skill point, you can instead choose a weapon with which you have at least Martial proficiency, and add a +1 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4, at which point this ability is equivalent to the Critical Focus feat for that weapon and counts as that feat for meeting prerequisites). This ability does not stack with the Critical Focus feat.

Weapon and Armor Proficiency: Rogues have Simple proficiency with all weapons, plus Martial proficiency with crossbows, darts, light blades, short bows, and the sap. They are proficient with light armor, but not with shields. You can choose to trade light armor proficiency for the Canny Defense or Dodge feat, at your option (in either case, you gain the bonuses only when unarmored).

Alertness (Ex): Rogues have an innate knack for sensing danger. You gain Alertness as a bonus feat at 1st level.

Opportune Strike (Ex): Rogues are adept at seizing opportunities in combat. You can use your total rogue level in place of your base attack bonus derived from rogue levels for a number of abilities and feats that scale with your base attack bonus. For example, an 11th level rogue, in some cases, treats his BAB as if it were +11, rather than +8.

Opportune Strike applies to the following:

  • When determining your number of immediate actions in combat (Chapter 1).

  • For purposes of qualifying for and determining the effects of [Strike] feats (Chapter 5).

  • For purposes of determining the effects certain other combat feats (e.g., Precise Shot), as listed in their descriptions.

Skill Tricks (Sp): You are so sure in the use of certain skills that you can perform seemingly magical feats with them. You know only a limited number of such tricks, according to the progression in Table 1 (referencing Spellcasting Table 1 in the Introduction), except that there are no 0-level skill tricks. You gain bonus tricks based on your Intelligence modifier (much as a wizard gains bonus spells per day), and a rogue with an intelligence of 8 or lower learns 1 fewer skill trick per level. You do not gain bonus tricks other than for high intelligence (i.e., ignore the “+1” notation in Spellcasting Table 1 in the Introduction).

There is no minimum Intelligence score needed to use most skill tricks. However, you must have a minimum number of ranks in the relevant skill equal to (2 x the level of the skill trick) -1. Skill tricks require no verbal, material, or focus components.

Unless otherwise noted, using a skill trick requires a full-round action, unless the talent in question involves movement (such as dimension door, feather fall, and spider climb), in which case the action of using the skill trick is part of the movement (re-activation is needed each round of movement). “Swift” tricks are usable as a swift action, but last only until the beginning of your next turn. Spells with longer casting times than 1 round take equally long to activate as skill tricks.

Skill tricks such as expeditious retreat, that provide some enhancement or benefit (“buff”) to the target, can be used only on yourself. Also note the restrictions on skill-boosting spells in Chapter 7.

Unlike spells, skill tricks are not limited by “uses per day.” Instead, to successfully pull off a trick you are attempting, you must succeed at a skill check at DC 10 + (4 x the spell level of the skill trick). As spell-like abilities, skill tricks can be disrupted in combat (see Concentration skill), but you make a relevant skill check in place of the Concentration check.. Likewise, your initiator level (i.e., effective caster level) is equal to your number of ranks in the applicable skill, rather than your number of ranks in Concentration. Saving throw DCs, if applicable, are determined using the applicable attribute modifier for that skill (10 + level of skill trick + relevant attribute modifier).

A list of skill tricks, sorted by level and relevant skill, is provided in Appendix A.

Sneak Attack (Ex): If you can catch an opponent when he is unable to defend himself effectively from your attack, you can hit a vital spot for extra damage. The attack deals extra damage whenever any of the following apply:

  • Your target is flat-footed or would otherwise be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).

  • When you flank the target (i.e., receive an Aid Another bonus to attacks against it, as described in Chapter 1).

  • When you attack a target that is not aware of your presence.

This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should you score a critical hit with a sneak attack, this extra damage is not multiplied.

Normally, ranged attacks can count as sneak attacks only if the target is within point blank range (normally 30 feet, although the Point-Blank Shot feat can expand this range). As a full attack action, you can make a single ranged sneak attack at any range.

You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Normally, you cannot make melee sneak attacks against opponents with concealment. The Blind-Fight feat enables you to make melee sneak attacks in melee against opponents with concealment; the Precise Shot feat allows you to make ranged sneak attacks against opponents with concealment, as detailed in the feat descriptions. Your Opportune Strike ability (q.v.) applies to both of those feats.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed attack), you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty, unless you have the Enforcer talent (q.v.). You cannot use splash weapons to deal sneak attack damage unless you have the Grenadier talent (q.v.).

If you make a sneak attack during a surprise round with a concealed weapon that the opponent does not know about, your sneak attack damage is automatically maximized if you succeed at a Sleight of Hand check made as part of the attack (DC 10 + the opponent’s base attack bonus). Your sneak attack damage is also maximized when used against a creature that is totally unaware of your presence and is not expecting to be in immediate danger. You can use a maximized sneak attack in this manner only once on any particular creature; thereafter, it will be wary of such a trick from you (even when surprised). This function supersedes the “underhanded” talent from Ultimate Combat.

Synergy: You can add the effects of any one strike you know (see “Combat Feats, Strikes” in Chapter 5) to any sneak attack that successfully deals damage, even if the normal activating conditions are not met. You cannot add Vital Strike to sneak attacks in this manner, however. Also, this synergy does not apply to sneak attacks made with splash weapons using the Grenadier talent (Appendix C).

Weapon Finesse: You gain Weapon Finesse as a bonus feat at 1st level. Use the Rogue's level in place of his BAB for determining its effects

Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. At 2nd level, you gain the following abilities:

  • If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

  • When targeted by a ranged attack, you can choose to drop prone as an immediate action, gaining the +4 bonus to AC. You apply this bonus retroactively to the triggering attack. (This ability supersedes the Gunslinger’s “leap for cover” class feature from Ultimate Combat.)

  • When a swarm attacks you by ending its turn in your space, you may attempt a Reflex save to avoid damage (DC equal to the swarm’s distraction save DC + 10). If the save succeeds, you also avoid any poison, blood drain, or similar effects that normally result from damage by the swarm. If you also have improved evasion (q.v.), it also applies to swarm damage. You must still make a Fortitude save to avoid distraction if you begin your turn in a space occupied by a swarm. (This supersedes the Swarm Dodger feat, from Osirion: Land of Pharaohs.)

General Talent: At 2nd level, you gain one rogue general talent (Appendix B), representing a particular knack you have picked up in your checkered career. You gain an additional general talent for every 3 levels of rogue thereafter. Unless otherwise noted, you cannot select an individual talent more than once.

Combat Talent: For every 3 class levels you possess, you gain a combat talent (Appendix C) representing your knowledge of underhanded fighting techniques and ability to seize upon openings. Unless otherwise noted, you must meet all prerequisites normally.

Skill Focus: At 4th level, you gain Skill Focus in one class skill as a bonus feat. You gain an additional skill focus every 4 class levels thereafter. This ability supersedes the Trapfinding ability from the core rules, and also the various analogous talents and variant class features from the Advanced Player’s Guide.

Surprise Attacks (Ex): Starting at 4th level, opponents are always considered flat-footed to you during a surprise round, even if they have already acted. You can take a move action, a standard action, and a swift action during a surprise round, rather than being limited to a move action or a standard action.

Synergy: If you also have the Spring Attack feat, you can move, attack, and retreat during a surprise round (subject to your maximum allowable movement), making a Stealth check during your retreat to hide; this supersedes the “go unnoticed” talent from the Advanced Player’s Guide.

Rogue’s Luck (Ex): A skilled rogue can routinely pull off seemingly impossible escapes and gambits. At 6th level, you gain a free Hero Point (Chapter 1) each day. For every 6 levels thereafter (i.e., at 12th and 18th levels), you gain an additional bonus hero point per day. Unlike normal hero points, these cannot be accumulated; if you start the next day with the previous day’s bonus points unspent, they are lost in favor of the new ones. Note that this ability largely supersedes the Fortune’s Friend prestige class, from Complete Scoundrel.

Jack of All Trades (Ex): A rogue of 7th level or higher can attempt untrained skill checks for all skills, even ones that do not normally allow it. At 16th level, you treat all skills as class skills.

Improved Sneak Attack (Ex): Starting at 9th level, any attack against a cowering, dazed, grappled, off-balance, panicked, prone, or sitting opponent is always considered a sneak attack.

Improved Evasion (Ex): Starting at 10th level, you still take no damage on a successful Reflex saving throw against attacks, and also take only half damage on a failed save.

  • In addition, if you succeed on a Reflex save against a spell or effect, you can choose to move out of the area of the spell or effect as an immediate action. You must take the shortest path available to you, and you can't move farther than your speed. If more than one path of equal distance is available, you can choose which path to use. If no such path is available, you can't use this ability. This movement provokes attacks of opportunity as normal for movement, and emulates the “evasive skitter” racial substitution feature from Races of the Dragon.

  • Instead of taking a full move, you can choose to take a 5-ft. step and also make a Stealth check to hide. If the step moves you to into cover, the Stealth check can be made without penalty. This supersedes the Cunning Evasion feat from the Players Handbook II.

A helpless rogue does not gain the benefit of improved evasion.

Network of Contacts (Ex): By 10th level, you are assumed to be a notorious underworld figure, celebrated secret agent, master thief, or whatever, with your own employees/underlings and/or contacts and “friends of friends” all over the world. Treat this as the Leadership feat, but use your Streetwise skill in place of the Diplomacy skill; this limits your followers to rogues, members of NPC classes, spies and/or criminals, and politicians.

Your permanent followers permit illegal activities to occur close to your home base only with your approval; if you do allow it, you are entitled to “wet your beak” and collect a 10% “tax” (which is sufficient to pay for the housing and upkeep of your followers, and for gifts to visiting bosses from elsewhere). This puts considerable narrative power into your hands (as opposed to the referee’s), insofar as you can declare what illegal activities are undertaken in your area, and how they are run.

If you leave some or all of your leadership potential unassigned, whenever you are in any settlement, town, or city, you may call in favor from someone you know, or who knows someone you know. Treat this as gaining another follower, but the effect lasts only as long as you remain in town and/or the contact assists you, and the potential is then refunded to you. Exact details on how calling in the favor works, who the NPC is, etc., are subject to player and referee agreement, but it is not out of the question to call in favors from politicians, business leaders, a gang of thieves, or even adventurers, assuming the CR falls within the limits you can afford.

If you also have the Leadership feat, you gain the effects of that feat separately.

Advanced General Talents: Starting at 11th level, whenever you become eligible for a new general talent, you can select an advanced general talent instead.

Advanced Combat Talents: Starting at 12th level, whenever you become eligible for a new combat talent, you can select an advanced combat talent instead.

Greater Evasion (Ex): Upon reaching 18th level, you are immune to all effects that normally allow a Reflex save. This means that your Reflex save is effectively unbeatable (as if you always rolled a natural “20”), except in the case of the Defensive Roll talent and similar special cases. You are also immune to the attacks of mobs and swarms.

Greater Sneak Attack (Ex): Starting at 19th level, any attack against a blinded, cowering, dazed, dazzled, entangled, frightened, grappled, kneeling, nauseated, off-balance, panicked, prone, or sitting opponent is a sneak attack. Also, when attacking from higher ground, all your attacks are considered sneak attacks. This ability duplicates the “Using the Advantage” feat, from the Collected Book of Experimental Might (Malhavoc Press).

Appendix A: Skill Tricks

Examples of skill tricks, and their associated skills, are provided below. These are not meant to represent all possible tricks; rather, player ingenuity and referee judgment are called for on a case-by-case basis. In addition to those listed, you can learn Shadow Hand maneuvers (from the Tome of Battle) as if they were skill tricks of the appropriate levels. Non-core sources, indicated by superscripts, are cited in Chapter 7.

1st Level Skill Tricks

Any: immediate assistanceCM

Acrobatics: accelerated movementCAd, catsfeetCM, feather fall, feather stepAPG, rooftop striderRD, standPHII

Athletics: expeditious retreat, jump, quickswimSW, swift expeditious retreatCAd

Bluff: bane, compelling questionAUG, delusional prideUM (you can use this as an immediate action whenever you must save vs. charm or compulsion), distract assailantCAd, incite actionMH, innocenceAPG, interrogationUM, message, persuasive goadUM, private conversationBEM3, unwitting allyAPG

Craft (Alchemy): bomber’s eyeAPG, flare burstAPG

Craft (Toxicology): detect poison, extract drugBVD, quick soberRR

Diplomacy: bless (affects others), charm person, friendly faceRD

Disable Device: damp powderUC, detect secret doors, hold portal, instant locksmithCAd, jury-rigUC, peacebondUC, safe searchBEM3, understand objectWotC, weaken powderUC

Endurance: blissful sleepBEM3, invigorateAPG, remove sicknessUM

Escape Artist: liberating commandUC, protection from possessionGW, remove paralysis (you can use this on yourself even when you are paralyzed)

Knowledge (Linguistics): comprehend languages, erase

Knowledge (Lore): identify, object loresightAUG

Knowledge (the Planes): detect undead

Knowledge (Warfare): phantom threatCM, tactical acumenUC

Perception: alarm, guided shotCAd, instant searchCAd, keen sensesAPG, longshotUC, seekerAUG, sniper’s shotCAd, true strike, unerring weaponUC, vigilant slumberCM

Perform (Acting): combined talentCM, disguise self, Elina’s wardrobeRR2, greater raimentAPG, haunted fey aspectUC, illusion of calmUC, hypnotism, lock gazeUC, ventriloquism, vocal alterationUM

Sleight of Hand: animate rope, cheatDN, mage hand, mirror strikeUC, prestidigitation, shadow weaponUM

Spellcraft: detect magic, hex wardUM, magic aura

Stealth: mask dweomerAPG, obscure object, relative identityRRO, remove scentWotC, vanishAPG

Streetwise: locate cityRD

2nd Level Skill Tricks

Acrobatics: balancing lorecallCAd, cat’s grace, graceAPG, water walking

Athletics: certain gripUC, lesser celerityPHII, spider climb, swimCA

Bluff: alibiRR, cause fear, detect thoughts, hidden speechAPG, qualmUC (-1/rank; maximum -5), shock and aweDr325

Craft (Alchemy): alchemical allocationAPG, dust of twilightAPG, fire breathAPG, fog cloud, glitterdust, grease, pyrotechnics, sound burst

Craft (Construction): breakAPG

Craft (Fine Arts): create treasure mapAPG, silent image

Craft (Toxicology): accelerate poisonAPG, memory lapseAPG, pernicious poisonUM, touch injectionUC, toxic giftUM, transmute potion to poisonAPG

Diplomacy: eagle’s splendor, honeyed tongueAPG

Disable Device: arcane lock, destabilize powderUC, knock, recoil fireUC, snare, stabilize powderUC, thunder fireUC

Escape Artist: cushioning bandsUM, surmount afflictionUM

Knowledge (Linguistics): litany of eloquenceUC

Knowledge (Lore): fool’s gold

Perception: acute sensesUM, critical aimCM, listening lorecallCAd, scentCD, see invisibility

Perform (Acting): compel hostilityUC, disguise otherUM, ghostly disguiseUM, imbue with auraUM, misdirection, miserable pityUM

Sleight of Hand: abundant ammunitionUC, pilfering handUC, reloading handsUC, returning weaponUC, ricochet shotUC (does not stack with Manyshot feat), silk to steelUM, summon weaponCM, wracking touchCAd

Spellcraft: bypass wardAUG, dispel wardsDr313, Enkiki’s prankRR

Stealth: invisibility, rogue’s stabBEM3, swift blur

Streetwise: summon swarm

3rd Level Skill Tricks

Acrobatics: burst of speedUC, shadowslipDr337

Athletics: haste

Bluff: glibness, inevitable defeatPHII, instrument of agonyUC, vital strikeCM

Craft (Alchemy): amplify elixirAPG, fundamental breakdownTM2

Craft (Toxicology): rusted bladeCM, spit venomUM

Diplomacy: good hope, suggestion

Disable Device: malfunctionUM

Endurance: lesser age resistanceUM, nap stackAPG

Escape Artist: resinous skinUC

Heal: healing thiefUC

Knowledge (Linguistics): enthrall, tongues

Perception: clairaudience/clairvoyance, find the gapDN, hunter’s eyeAPG, litany of sightUC, locate weaknessUC

Perform (Acting): screechAPG, veil of lustRR2

Sleight of Hand: absorbing touchAPG, shadow cacheMP, shrink item

Spellcraft: arcane sight, dispel magic (you can use this on yourself with merely a mental effort with no components)

Stealth: nondetection, swift displacement, swift invisibilityCAd

Streetwise: enduring scrutinyCM, winding alleysRD (urban settings only)

4th Level Skill Tricks

Acrobatics: shadow stepUM

Bluff: aura of doomUM, battlemind linkUM, discern lies, greater interrogationUM

Craft (Alchemy): firefallAPG, solid fog

Craft (Fine Art): tattoo itemRR

Craft (Tailor): treasure stitchingAPG

Craft (Toxicology): absorb toxicityUC, Melf’s slumber arrowsCM, neutralize poison, poison

Diplomacy: charm monster, control summoned creature, denounceAPG

Endurance: age resistanceUM

Escape Artist: freedom of movement (you can use this on yourself even if you would otherwise be unable to move), primal screamUM

Heal: cursed bladeCW

Knowledge (as appropriate for creature type): named bulletUC

Perception: detect scrying, echolocationUM, sniper’s eyeCAd

Perform (Dance): dance of a hundred cutsUM

Planar Sense: mirror safeRR

Sleight of Hand: death bladeRR

Spellcraft: arcana theftUM, curse of magic negationUM, ghostdweomerRR

Stealth: greater invisibility, shadow formCAd

Streetwise: locate person

5th Level Skill Tricks

Bluff: mind fog

Craft (Toxicology): cloudkill

Diplomacy: adoring crowdRRO

Disable Device: symbol of strikingUC (replace descriptive text with you actually rigging the weapon like a trap)

Endurance: greater age resistanceUM

Escape Artist: break enchantment (you can use this trick on yourself to break an effect that would otherwise prevent you from doing so), swift etherealness

Knowledge (Lore): contact other plane

Perception: true seeing

Perform (Acting): false vision, maligned performanceRR2, seeming

Sleight of Hand: telekinesis, wreath of bladesUC

Spellcraft: thief of spellsBEM2

Stealth: mislead, unseen strikeCM

Streetwise: commune with cityBHM2

6th Level Skill Tricks

Acrobatics: air walk

Athletics: cloak of the seaCAd

Craft (Toxicology): euphoric tranquilityAPG

Diplomacy: aura of trustAEST, mass suggestion

Escape Artist: phase door

Knowledge (Linguistics): speak with monstersPH2

Knowledge (Lore): legend lore

Perform (Dance): dance of a thousand cutsUM, dance of seductionRR

Planar Sense: gate sealMF

Sleight of Hand: animate objects, instant summons, wraithstrikeCAd

Spellcraft: analyze dweomer, greater dispel magic

Streetwise: city strideRD, incite riotPHII

7th Level Skill Tricks

Bluff: expendAPG, mind blank

Craft (Alchemy): incendiary cloud

Diplomacy: charm’s aegisRRO, marks of forbiddanceAPG, mass charm monster

Escape Artist: etherealness, freedom, passwall

Knowledge (as appropriate for creature type): greater named bulletUC

Knowledge (Linguistics): power word stun

Knowledge (Lore): vision

Knowledge (the Planes): soul bind

Perception: deathsightCM

Perform (Acting): project image, veil

Spellcraft: control constructUM, greater arcane sight, mage’s disjunction

Stealth: superior invisibilitySC

Streetwise: city transportBHM2

Appendix B: General Talents

General Talents

Talent Effects
Arcane trickster Multiclass with arcane casting
Bottomless bag Turn sack into bag of holding
City born Favored terrain (urban)
Daggerspell shaper Multiclass with druid
Dungeon delver Favored terrain (underground)
General feat Gain bonus general feat
Guarded mind Permanent nondetection
Infiltration Treat area as favored terrain
Light sleeper Need less rest; immune to sleep
Night vision Low-light vision or darkvision
Sabotage item Use Disable Device on magic
Skill inspiration Floating Skill Focus feat
Slippery mind Deep Intuition, Iron Will
Temple raider Multiclass with cleric
Trapfinding Auto-check for traps in 10’r.
Twilight luck +2 luck bonus to saves

Arcane Trickster (Ex): You gain the following advantages when multiclassing with an arcane casting class:

  • Your arcane class level provides Weak synergy towards your sneak attack damage and effective rogue level for the effects of talents (and qualifying for advanced talents).

  • Your rogue level provides Weak synergy to your arcane spellcaster level for purposes of determining the effects of bloodline powers, school powers, etc.

  • You may choose to give up all skill tricks. If you do so, your rogue levels provide Strong theurgy towards your arcane casting progression (Spellcasting Table 3 in Chapter 7: Spells).

Combining this option with diviner levels allows you to simulate an Unseen Seer from Complete Mage. Other combinations, with appropriate talents, can be used to simulate the Spellthief and the Daggerspell Mage (Complete Adventurer).

Bottomless Bag (Su): You can treat any one ordinary sack, backpack, or other container as a bag of holding (type I). The container remains a bag of holding until it leaves your possession or you designate a different container; when the effect ends, the container resumes its normal properties, and any items too large to fit within its true dimensions immediately and harmlessly fall out of the opening.

Unlike a permanent bag of holding, the bag created by this ability cannot be overloaded or ruptured, nor does it have any special interaction with other kinds of extradimensional spaces.

At 6th level, your bottomless bag increases to the size of a bag of holding II. At 11th level, your bottomless bag increases to the size of a bag of holding type III. Alternately, you can create two bags of holding type II, though their extradimensional spaces are not linked in any way. This talent supersedes the Balanced Scale of Abadar class feature of the same name, from Dark Markets: A Guide to Katapesh.

City Born (Ex): You gain favored terrain (urban), as the ranger class feature, with a bonus equal to half your number of ranks in Streetwise (minimum +2). This allows you can move at your normal speed through crowds, and do not treat them as difficult terrain; you gain the other favored terrain bonuses and abilities as listed.

You can make Stealth checks while being observed as long as you are in a “crowd” (for this purpose, defined as 10 or more creatures of at least half your size within a 10 ft. radius of you) that is Indifferent to you or better. When in cities you normally leave no trail and cannot be tracked; if you choose to "lay low" in a city, you become all but impossible to find without magical means. All attempts to find you with urban tracking (see Streetwise skill) simply fail outright unless the tracker also has favored terrain: urban. You may leave a trail if you so choose, however.

This talent subsumes the favored terrain ability, the “go to ground” ability from the Cityscape web enhancement, and the Crowd Tactics feat from Races of Destiny.

Daggerspell Shaper (Su): You must have at least one level in Druid (wild shaper) in order to gain this talent. You gain the following benefits when multi-classing between druid and rogue:

  • Your rogue level provides Weak synergy to your druidic initiation abilities, both in terms of the level at which they function, and for purposes of gaining new abilities.

  • You retain magical bonuses from magic items while in wild shape. If you are holding one or more magical slashing or piercing weapons and wild shape into a form with claw attacks, each claw gains the enhancement bonus and weapon properties (if any) of the weapon held in the corresponding hand. If the assumed form does not have claw attacks with limbs that corresponds to your arms, this has no effect.

  • You can choose to give up your rogue skill tricks. If you do so, your rogue level provides Strong theurgy towards your druidic spellcasting ability.

This talent largely supersedes the prestige class of the same name from Complete Adventurer.

Dungeon Delver (Ex): You gain favored terrain (underground), as the ranger class feature of the same name, with a bonus equal to half your number of ranks in Profession (mining) (minimum +2 bonus).

General Feat: You can learn one general feat or [Skill] feat (Chapter 5) in place of a general talent. You may select this talent more than once; each time, choose a different feat.

Guarded Mind (Ex): A lifetime of guarding your thoughts has left you with three major effects:

  • You are permanently under the effects of nondetection (as the spell), with a caster level equal to your number of ranks in Bluff. However, this is an extraordinary ability and cannot be dispelled (although you can lower the effect as a swift action and reinstate it as a free action).

  • If a magical effect is used against you that would normally detect your lies or force you to speak the truth (e.g., discern lies, zone of truth), the user of the effect must succeed at a Concentration check opposed to your Bluff check to succeed. Failure means the effect does not detect your lies nor force you to speak only the truth.

  • You and all magic items you carry are constantly under the effects of a magic aura spell, for the purpose of making you appear non-magical. The effective caster level is equal to your number of ranks in Bluff.

This talent supersedes the Unseen Seer prestige class feature of the same name (from Complete Mage) and the Scout’s “cunning stealth” special ability from Green Ronin’s Advanced Player’s Manual. The magic aura effect supersedes the Master Spy’s nonmagical aura prestige class feature, from the Advanced Player’s Guide.

Infiltration (Ex): If you spend at least 15 minutes studying an area or structure up to the size of a small castle, you get a “feel” for the place. (You must have a vantage point from which to observe the entire area to be affected, or at least a significant portion of it; merely studying the entrance to a dungeon doesn’t work.) Thereafter, you treat that place as favored terrain (as the ranger class feature of the same name) with a bonus equal to your Alertness bonus; the skill bonuses also extend to Acrobatics, Athletics, and Disable Device checks within the place. Allies with you in that place gain half the bonus you do whenever they have a line of sight to you. These bonuses last until you leave; if you come back, you must spend another 15 minutes studying the place.

Source: This talent is modified from the Nightsong Infiltrator prestige class feature of the same name, and the Nightsong Enforcer’s “teamwork” prestige class feature, from Complete Adventurer.

Light Sleeper (Ex): You are immune to magical sleep effects, and do not receive the normal –10 penalty on Perception checks while asleep. Also, you gain the benefits of 8 hours of rest after only 7 hours; this time is reduced by an additional hour per 3 class levels you possess (e.g., at 18th level, you need only 1 hour of sleep per day).

Night Vision (Ex): You gain low-light vision and darkvision 60 ft. If you already have darkvision, you can instead choose to increase its range by 30 ft. You can select this talent multiple times; its effects stack.

Sabotage Item (Ex): You can use the Disable Device skill to “rig” magical items, interfering with their normal functioning, in the following ways.

Task DC
De-activate item 15 + caster level
Cause backfire 20 + caster level
Take over item 25 + caster level
Destroy artifact 35

De-Active Item: Given access to an unattended magical item, as a full-round action you can attempt to sabotage it, rendering it useless for either 1 round per class level you possess, or else for the next attempted use, no matter when that occurs (your choice). This requires a Disable Device check at DC 15 + the item’s caster level. You can attempt this trick while the item is in someone else’s possession, but this provokes an attack of opportunity. You can use this ability to suppress a cursed item’s effects on you and thus get rid of it.

Cause Backfire: If you succeed by a margin of 5 or more, you can instead cause the item to backfire the next time it is used (e.g., activating a wand of fireball might cause the fireball to detonate centered on the wand).

Take Over Item: If you succeed on the check by a margin of 10 or more, you can cause the item to remain useless for everyone except you until it is repaired using the Imbue Item feat and the appropriate Craft feat and spells, or until it the tampering is corrected by another successful sabotage item check opposed to the one that disabled it (you can also restore it to use at will). You can also gain beneficial effects from a cursed item without suffering the curse or other ill effects from it.

Destroy Artifact: If you have at least 19 ranks in Disable Device, you can disable or destroy even minor artifacts. You must have possession of the minor artifact for at least a week, which you must spend in uninterrupted contemplation of the nature of the artifact. At the end of that week, you make a DC 35 Disable Device check to unweave the fabric of the item, and if you are successful, the artifact is disabled (rendered inoperable until repaired with this ability) or destroyed. If you fail, you cannot try to affect the artifact again with this ability, but another rogue can. This mimics the Iconoclast’s “destroy artifact” variant class feature, from Ultimate Combat.

Skill Inspiration (Ex): You gain Skill Focus as a bonus feat, but instead of being fixed to one skill, you choose the skill each morning. In addition, as a free action, you can change the skill to which it applies; you can change the skill in this way a number of times per day equal to your intelligence bonus (if any) + half your class level.

Slippery Mind (Ex): You gain Deep Intuition and Iron Will as bonus feats.

Temple Raider (Ex): You can select this talent only if you have levels in a divine spellcasting class.

  • Your rogue level provides Strong synergy towards determining your effective divine class level for purposes of channeling energy, or divine resistance, damage reduction, and the effects of revelations (Incarnate).

  • When calculating your sneak attack damage and the effects of your rogue talents, and for purposes of qualifying for advanced talents, your divine spellcaster class level provides Weak synergy to your rogue level.

  • You can choose to lose all skill tricks. In exchange, your rogue levels provide Strong theurgy towards your divine spellcasting progression. If you have access to the Thievery domain, theurgy from rogue levels also applies towards gaining domain powers.

This talent supersedes the feat of the same name, from Dragon magazine (issue 357). It can be used to simulate the Temple Raider of Olidammara (Complete Divine), and the Balanced Scale of Abadar (from Dark Markets: A Guide to Katapesh).

Trapfinding (Ex): You are an expert at finding, disarming, and activating traps, and gain the following abilities:

  • You gain a passive Disable Device or Spellcraft check (Chapter 4), as appropriate, to notice any trap, secret door, hidden mechanical gadget, or spell effect within 5 ft. per 2 class levels you possess.

  • You can disable traps by touch. You take no penalties for finding or disabling traps in darkness or while blinded. In addition, you can apply your Dexterity modifier, rather than your Intelligence modifier, to Disable Device checks if you choose. This ability supersedes the Tactile Trapsmith feat from Complete Adventurer.

As you gain skill ranks, you gain the following additional abilities that pertain to mechanical traps (Disable Device ranks) and magical traps (Spellcraft ranks):

  • At 6 ranks, as a swift action you can set off any trap within 5 ft. per 2 class levels that you personally constructed or have successfully bypassed in the past; this supersedes the “cunning trigger” talent from the Advanced Player’s Guide. When you trigger a trap against opponents, that trap receives a circumstance bonus on melee attack rolls and saving throw DC equal to your Alertness bonus (as the Trapper’s Setup feat from Ultimate Combat).

  • At 11 ranks, you are at home walking through minefields and opening trapped safes. You receive a passive check to avoid setting off any traps you would normally trigger, even if you have not detected them,

  • At 16 ranks, when you intentionally set off a trap, you can shift its target square(s) by up to 5 ft. per 2 relevant skill ranks you possess. Because you affect each square individually, you can potentially create a “safe” area surrounded by otherwise deadly effects.

Synergy:

  • If you have the mage hand spell, you can use it in conjunction with the Disable Device and Sleight of Hand skills. Working at a distance increases the normal skill check DC by 5. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used.

Twilight Luck (Ex): You receive a +2 luck bonus to all saving throws. You can select this talent multiple times; each time, the bonus increases by +2, to a maximum bonus equal to your Charisma modifier (minimum +2).

Advanced General Talents

Talent Effects
Bypass spell Treat active spell as magic trap
Cunning rogue +2 inherent bonus to Int
Dexterous fortitude Make Reflex save in place of Fort
Dexterous will Make Reflex save in place of Will
Lord of lies You Bluff unopposed 1 round
Nick of time Standard action as immediate
Quickness of action +2 inherent bonus to Dex
Silver tongue +2 inherent bonus to Cha

Bypass Spell (Ex): You can use the Spellcraft skill on active spell effects as if they were magical traps. For example, if trapped in a telekinetic sphere, you might spend a full-round action determining how to bypass it, thus freeing yourself. Alternatively, you might spend a full-round action figuring out how to attack an opponent guarded by a prismatic sphere without being affected by it. This requires a Spellcraft check, at DC = 10 + the caster level of the spell + the level of the spell.

When you successfully disarm a magical trap using the Spellcraft skill, you always treat your Spellcraft check as if it were 20 higher than the spell DC (see Spellcraft skill for details).

Cunning Rogue (Ex): You gain a +2 inherent bonus to Intelligence, as if from a Tome of Clear Thought. You may select this talent multiple times; each time, the bonus increases by +2, to a maximum bonus of +6.

Dexterous Fortitude (Ex): You must have the Slippery Mind talent to select this advanced talent. Once per round, when targeted by an effect that requires a Fortitude saving throw, you may make a Reflex save instead to avoid the effect (evasion, improved evasion, and greater evasion are not applicable). This supersedes the feat of the same name from the 3.5 edition System Reference Document (“Epic Feats”).

Dexterous Will (Ex): You must have the Slippery Mind talent to select this advanced talent. Once per round, when targeted by an effect that requires a Will saving throw, you may make a Reflex save instead to avoid the effect (evasion, improved evasion, and greater evasion are not applicable). This supersedes the feat of the same name from the 3.5 edition System Reference Document (“Epic Feats”).

Lord of Lies (Ex): When you attempt a Bluff check, your target cannot attempt an opposed check to see through your lies until 1 round after your skill check. For that round, he or she automatically believes your deception. Targets who succeed at the check are not affected by this talent from you for the rest of the day: they are now on guard against you and suspect of everything you say. You can still trick them, but they no longer delay their counterchecks.

If you use Lord of Lies to feint, you always get at least one attack against your opponent with their active defense denied: they automatically believe your feint long enough for you to make that attack. Even if you can feint as a free action, you don't get a full round of attacks with active defense denied by using Lord of Lies. You only gain this benefit of Lord of Lies once per opponent per encounter, but may feint normally against them (without the benefit of Lord of Lies) as often as you like through the rest of the encounter.

This talent supersedes the Thief ability of the same name from Iron Heroes (Fiery Dragon Productions).

Nick of Time (Ex): You have a knack for choosing the best time to act. Once per encounter, you can use an immediate action to perform an action that normally requires a standard action to perform. This talent supersedes the Pathfinder Delver prestige class feature of the same name, from Seekers of Secrets.

Quickness of Action (Ex): You gain a +2 inherent bonus to Dexterity, as if from a Manual of Quickness of Action. You may select this talent multiple times; each time, the bonus increases by +2, to a maximum bonus of +6.

Silver Tongue (Ex): You gain a +2 inherent bonus to Charisma, as if from a Tome of Leadership and Influence. You may select this talent multiple times; each time, the bonus increases by +2, to a maximum bonus of +6.

Appendix C: Combat Talents

Combat Talents

Combat Talent Effects
Combat style feat Gain bonus Combat feat/strike
Death in the dark Empower sneak attack damage
Defensive roll Reflex half for 1 attack/day
Fast getaway Withdraw after sneak attack
Grenadier Alchemical flask sneak attacks
Guardbreaker Favored enemy (constructs, etc.)
Martial outlaw Multiclass with fighter
Ninjitsu training Multiclass with monk
Resiliency Gain temp hp
Savage outlaw Multiclass with barbarian
Strike team leader Confer 6th sense bonus to allies

Combat Style Feat: Choose any the following feats: Adaptable Flanking, Blind-Fight, Combat Expertise, Combat Reflexes, Deft Opportunist, Disengaging Feint, Dodge, Draw Attack, Flanking Shot, Improved Feint, Improved Flanking, Paired Opportunist, Precise Shot, Weapon Focus, Wind Stance, or any Strike feat. You must meet the prerequisites normally, but your Opportune Strike ability (q.v.) applies to any feat you select as a combat style feat. You may select this talent multiple times; each time, choose a different feat from the list.

Death in the Dark [Strike] (Ex): When you make a sneak attack against a flat-footed opponent, if the opponent fails a Fortitude save, your sneak attack or damage is Empowered (150% of normal). If the saving throw is successful, however, the sneak attack damage is halved. Because this is a [strike] effect, it cannot be combined with other [strike] effects unless you also have the Striking Mastery feat. Source: Tome of Battle.

Defensive Roll (Ex): With this talent, you can roll with a potentially lethal blow to take less damage from it than you otherwise would. When you would otherwise take damage that would reduce you to below 0 hp, you can attempt to roll with the attack. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the attack (or damage equal to your remaining hp; whichever is lower. If it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute a defensive roll—if you are denied your Dexterity bonus to AC, you can't use this ability. Since this effect would not normally allow you to make a Reflex save for half damage, the evasion ability and its improvements do not apply to the defensive roll.

Fast Getaway (Ex): After successfully making a sneak attack or Sleight of Hand check, you can spend a move action to take the withdraw action. You can move no more than your speed during this movement. Source: Advanced Player’s Guide.

Grenadier (Ex): A rogue with the Craft (Alchemy) skill can use alchemist’s fire, acid flasks, and other splash weapons to increased effect. As long as you have at least 1 rank in Craft (alchemy) + 2 ranks per additional +1d6 of sneak attack damage, you deal sneak attack damage with such weapons. This talent provides for the favored rogue “builds” of the “CharOps” boards. An equivalent of a Pathfinder Alchemist character (from the Advanced Players Guide) would be made using a multiclass rogue/wizard/ barbarian, with this talent and the Arcane Trickster talent (q.v.).

Synergy: You can treat alchemical weapons as if they were 1st level spell-like abilities (Evocation school), for purposes of gaining the Innate Metamagic feat and applying metamagic effects to them. You can also use the Blast Spell and Imbue Missile feats (if you have them) in conjunction with alchemical weapons. These effects allow you to emulate most of the Pathfinder alchemist’s “bomb-making discoveries.”

Guardbreaker (Ex): Your familiarity with the strange guardians often left in tombs allows you to attack them more effectively. You may also treat your Alertness bonus as a favored enemy bonus against constructs, oozes, and undead; this bonus stacks with any ranger favored enemy bonuses. This talent supersedes the Pathfinder Delver prestige class feature of the same name, from Seekers of Secrets.

Martial Outlaw (Ex): You can select fighter talents in the place of rogue combat talents, and vice versa. In addition, you gain the following benefits when multiclassing with Fighter:

  • Your rogue class level provides Strong synergy when determining your effective fighter level for any level-dependent fighter talents or class features you possess, and for purposes of qualifying for advanced fighter talents.

  • Additionally, your fighter level (if any) provides Strong synergy to your rogue level when determining your sneak attack damage, the level-dependent effects of your combat talents, and for purposes of qualifying for advanced combat talents.

  • Your fighter level provides Weak synergy to general talents.

  • If you gain the Eldritch Knight fighter talent, you can elect for it to apply to your rogue skill tricks instead of to an arcane casting progression.

Ninjitsu Training (Ex): You must have at least 1 level in monk to select this talent, which provides the following advantages when multiclassing between rogue and monk:

  • Your rogue levels provide Full synergy for determining your monk unarmed attack damage.

  • Your rogue levels provide Strong synergy for purposes of determining your Weapon Form damage bonus, for determining the effects of level-dependent monk sutras, and for purposes of effective monk level for qualifying for advanced sutras. You can gain monk sutras in the place of rogue skill and combat talents, and vice versa.

  • Your monk level provides Weak synergy when determining sneak attack damage and type (improved, etc.), level-dependent effects of rogue talents, and for purposes of qualifying for advanced talents.

  • You can choose to give up your monk ki powers in exchange for Weak theurgy towards skill tricks known. You retain ki slots of the appropriate levels (Spellcasting Table 2) for purposes of your monk ki strike ability. Alternatively, you can give up your skill tricks in exchange for Weak synergy towards your ki power progression.

This talent supersedes the Ascetic Rogue feat from Complete Adventurer and the Ascetic Stalker feat from Complete Scoundrel. A monk/rogue with this talent replicates the ninja base class from Ultimate Combat.

Resiliency (Ex): You can instantly gain a number of temporary hit points per day equal to your rogue class level x your Dexterity modifier. You can divide the total however you see fit, but each use requires an immediate action, and temporary hit points not lost to damage disappear after one minute.

Savage Outlaw (Ex): You must have at least one level in barbarian to gain this talent. You gain the following advantages when multiclassing between rogue and barbarian:

  • Your barbarian level provides Weak synergy when determining sneak attack damage, for adjudicating the level-dependent effects of rogue talents, and for purposes of qualifying for advanced rogue talents.

  • Your rogue level provides Strong synergy for purposes of determining the type of rage you have available (improved, greater, mighty, etc.) and your attribute bonuses from rage, for determining the number of rounds of rage per day you can sustain, and for determining the level-dependent effects of rage powers.

  • You can choose to give up your rogue skill tricks. If you do so, your rogue level also provides Strong synergy with your barbarian level for purposes of learning new rage powers.

  • Alternatively, you can choose to give up your rage powers. If you do so, your barbarian level provides Strong synergy with your rogue level for purposes of determining skill tricks known.

Strike Team Leader (Ex): This functions as the fighter talent of the same name.

Advanced Combat Talents

Combat Talent Effects
Blink Swift blink 1 round/level
Burning link Damage familiar or companion
Dodge, epic Avoid 1 attack per round
Evasion, friends’ Adjacent allies have evasion
Flurry of throws Additional thrown weapon atks
Ghost blade Opponent loses Dex to AC
Hunter’s surprise Automatic sneak attacks 1 rd./day
Lingering damage Damage on 2nd round as well
Manticore parry Parried attack hits adjacent foe
Persistent attacker Sneak attack next round
Quiet death Confuse eyewitnesses
Savvy strike Strikes bypass immunities
Striking mastery Apply more than one effect
Surprise spells Deliver sneak attack with spells
True death Add to resurrect survival DC
Unstoppable Actions cannot be interrupted

Blink (Sp): You can blink a number of rounds per day equal to your rogue level. These rounds need not be consecutive. Activation is a swift action; you can end the effect as a free action. This talent supersedes the planar rogue class feature of the same name from the Planar Handbook.

Burning Link [Strike] (Su): When you successfully execute a sneak attack, you can choose to apply any or all of the additional sneak attack damage to the target’s animal companion, familiar, or bonded object (if any) instead of the target, bypassing any hardness or damage reduction the secondary target possesses. Base weapon damage and other bonuses apply to the target itself. Source: Dragon magazine, issue 344.

Dodge, Epic (Ex): You must already have the Dodge feat, the Improved Evasion class feature, and the Defensive Roll talent to select this advanced talent. Designate one opponent per round against whom you are being especially wary. Once per round, when struck by an attack from that opponent, you may automatically avoid all damage from the attack. This supersedes the feat of the same name from the 3.5 edition System Reference Document (“Epic Feats”).

Evasion, Friends’ (Ex): Every ally adjacent to you gains evasion. If you also have the Improved Evasion talent, this does not extend to allies; only evasion does. Source: Complete Champion.

Flurry of Throws [Strike] (Ex): When throwing weapons (throwing daggers, darts, shuriken, acid flasks, alchemist’s fire, etc.) against flat-footed opponents, you may choose to reduce your sneak attack damage to throw one additional weapon per die “traded.” These additional attacks are made with a -2 penalty to the attack rolls. Your remaining sneak attack damage applies to all attacks against susceptible targets. For example, an 11th level rogue (BAB +8/+3) could reduce his sneak attack damage by 3d6 to throw 5 daggers (at +8/+6/+6/+6/+3), each dealing normal damage plus 3d6 sneak attack damage. Source: Dragon magazine, issue 344.

Ghost Blade [Strike] (Ex): As a standard action, make a single attack. The victim of this attack is automatically treated as being flat-footed against it. This emulates the strike of the same name, from the Tome of Battle (used in conjunction with a charge attack, it also subsumes the Neraph Charge feat from the Planar Handbook). In addition, you can activate this ability as a free action (even as part of a full attack) once per day per 6 class levels you possess; this supersedes the Arcane Trickster’s “impromptu sneak attack” ability.

Hunter’s Surprise (Ex): Once per day as an immediate action, you can designate a single adjacent enemy as your prey. Until the end of your next turn, you can add your sneak attack damage to all attacks made against this opponent, even if the normal conditions for sneak attacks do not apply. Source: Advanced Player’s Guide.

Lingering Damage [Strike] (Ex): You must already have the Persistent Attacker advanced combat talent (q.v.) to select this talent. Any time you deal damage to an opponent with a sneak attack, that opponent takes your sneak attack damage again on your next turn. You must choose whether to apply this effect or that of your persistent attacker talent, unless you have the Striking Mastery feat (q.v.), in which case they both apply.

Synergy: If you also have the Killing Stroke feat, any death attack you make that deals sneak attack damage but fails to kill its target continues to pose a threat. On your turn on the round after the failed death attack, the target must make a second Fortitude saving throw (DC 10 + lingering sneak attack damage) to avoid being slain. Source: Dragon magazine, issue 297.

You can select this talent multiple times; each time, the number of rounds the lingering damage and/or death remains increases by 1.

Manticore Parry (Ex): When you successfully parry an attack against you with a held action (see combat rules), you can bat aside the blow, causing it to target an adjacent enemy other than your attacker. Use the results of the original attack roll to determine whether it hits the new target. This talent supersedes the Warblade counter of the same name, from the Tome of Battle, and also the Swordsage scorpion parry counter from that source and the “redirect attack” rogue ability from the Advanced Player’s Guide. When combined with the Riposte talent, this talent also supersedes the Free Hand Fighter’s “reversal” variant class feature, also from the Advanced Player’s Guide.

Persistent Attacker [Strike] (Ex): On a successful sneak attack, you can cause your first successful attack against that creature on your next turn to also be considered a sneak attack, even if it wouldn’t normally qualify. This talent supersedes the ambush feat of the same name, from Complete Scoundrel.

Quiet Death (Ex): Whenever you sneak attack and/or kill a creature during a surprise round, you can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying you as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing you to avoid detection. This supersedes the Assassin’s prestige class feature of the same name.

Savvy Strike (Ex): When you use a [Strike] feat that normally applies an effect on the target against an opponent that is immune, your strike still has some effect (albeit reduced). Creatures immune to sneak attacks take half sneak attack damage; creatures immune to ability damage take half damage from your Crippling Strike feat; creatures immune to certain scaling conditions are affected but at a condition one step less severe (e.g., dazzled instead of blinded, staggered instead of dazed, shaken instead of frightened, etc.).

Striking Mastery (Ex): As the advanced fighter talent of the same name.

Surprise Spells (Sp): You can add your sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage. This talent supersedes the Arcane Trickster prestige class capstone feature from the core rules.

True Death (Su): You must possess the Killing Stroke feat to gain this ability.

  • Anyone slain by your sneak attack or Killing Stroke becomes more difficult to bring back from the dead; add your number of sneak attack dice to the resurrection survival DC (for example, a rogue with sneak attack +7d6 adds +7 to the save DC). Casting remove curse the round before attempting to bring the creature back from the dead negates this effect; the DC of the remove curse is 15 + your class level + your Charisma modifier.

  • Once per day, when you make a successful Killing Stroke, you can cause the target's body to crumble to dust. This prevents raise dead and resurrection entirely (although true resurrection works as normal).

This talent supersedes the Assassin prestige class feature of the same name, and also the Assassin’s angel of death class feature, from the core rules.

Unstoppable (Ex): Your actions can no longer be interrupted by immediate or pre-emptive actions. Those actions can still occur, but do not prevent your own actions from being completed. You must have an Alertness bonus of +5 or higher (16 ranks in Perception) to select this talent.

Appendix D: Rogue Feats

The following feats are listed here, rather than in the Chapter 5, because they are generally applicable only to rogues.

Rogue Talents, Practiced

Prerequisite: Rogue talent class feature.

Benefit: For purposes of the effects of your general rogue talents, treat your rogue level as if it were 4 levels higher than is actually the case, to a maximum effective class level equal to your Hit Dice. This does not provide additional talents; it merely improves the level-dependent effects of existing talents.

Special: The effects of feat stack with class synergy features improving your effective rogue level; this a specific exception to the non-stacking rule. Your total limit based on effective character level remains in force. This feat has no effect on your other class features.

Sneak Attack, Practiced

Prerequisite: Sneak attack +1d6.

Benefit: Treat your rogue class level as if it were 4 levels higher when determining your sneak attack damage, to a maximum effective rogue level equal to your Hit Dice.

Special: The effects of feat stack with class synergy features improving your sneak attack; this a specific exception to the non-stacking rule. Your total limit based on effective character level remains in force.