TEXT: 1
  R
  ogues are the iconic masters of stealth and subterfuge, 
  with access to both a number of powerful set class 
  features (primarily relating to traps, evasion, and 
  sneak attacks) and a flexible set of customizable talents. 
  While this gives them a wide range of options, it can 
  also lead to characters with specific sneak, criminal, or 
  adventurer concepts having abilities they don’t need, such 
  as a wilderness scout being a master of urban traps, or an 
  entirely scholarly researcher and archeologist gaining a 
  huge number of sneak attack dice. Rogues are supposed to 
  be masters of picking up tricks of the trade, but half their 
  class abilities are static bonuses with little customization.
  At the same time many cool rogue tropes have been 
  presented as archetypes, allowing rogue characters to pick 
  up new stealth of skill-based abilities, almost always at the 
  cost of some of their trap expertise. It seems odd that the 
  most customizable class has so many nonmagical abilities 
  that are offered only as archetypes, when it’s the class that 
  is the original holder of the idea of talents as class features. 
  Further, the rogue is one of the few classes with an alternate 
  class (the ninja) that has no philosophical changes from 
  the original base class. The only things that set ninjas and 
  rogues apart are flavor and a few key class features, but 
  the classes remain so close that they can take each other’s 
  talents.
  Unfortunately it’s not possible to present all potential 
  rogue abilities as talents, since some rogue builds won’t 
  feature things like trapsense or sneak attacks and it’s not 
  reasonable for a rogue to be able to pick up every possible 
  core class features. There’s no system to allow even the 
  most basic rogue abilities be customizable, while keeping 
  them separate from the talents the rogue gains at every 
  other level.
  But what if there was?
  The Genius Guide to the Talented Rogue rewrites the classic 
  rogue class to use a system of edges and talents, rather 
  than static class abilities alternating with talents. Edges 
  
  2
  represent the “core” features of each rogue, 
  areas of study so intense and specialized 
  that no rogue can master all of them, while 
  the classic talent system has been expanded 
  to include any rogue-like ability a character 
  could reasonable pick up at any time with 
  study. This allows the rogue, ninja, and all 
  their archetypes to be covered by a single 
  class that is far more flexible than the 
  versions in the core rules, without allowing 
  overpowered combinations.
  To make this system as flexible as 
  possible, and to keep players and GMs from 
  constantly having to check multiple sources 
  for talents, this product includes talents, 
  advanced talents, archetypes, the assassin, 
  and the ninja alternate class for its abilities (as 
  well as including new talents to expand its 
  breadth). Because some abilities (such as a ki 
  pool) are not appropriate for every campaign, 
  and some GMs dislike allowing abilities from 
  multiple archetypes to be taken by a single 
  character, when an ability is adapted from 
  another class or an archetype, the name of 
  that source is given as a descriptor.
  Alignment: A talented rogue may 
  be of any alignment.
  Hit Die: d8
  Starting Wealth: At 1st level a 
  talented rogue begins play with 4d6x10 
  gp.
  Class Skills: The talented rogue’s 
  class skills are Acrobatics (Dex), 
  Appraise (Int), Bluff (Cha), Climb 
  (Str), Craft (Int), Diplomacy (Cha), 
  Disable Device (Dex), Disguise (Cha), 
  Escape Artist (Dex), Intimidate (Cha), 
  Knowledge 
  (dungeoneering) 
  (Int), 
  Knowledge (local) (Int), Linguistics 
  (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), 
  Sleight of Hand (Dex), Stealth (Dex), 
  Swim (Str), and Use Magic Device 
  (Cha).
  Skill Ranks per Level: 8 + Int 
  modifier.
  Class Features
  All of the following are class 
  features of the talented rogue.
  Proficiencies: A rogue is proficient 
  with all simple weapons, plus the hand 
  crossbow, rapier, sap, shortbow, and 
  short sword. They are proficient with 
  light armor, but not with shields.
  table 1: the talented rogue
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +0
  +2
  +0
  Rogue edge, rogue talent
  2
  +1
  +0
  +3
  +0
  Rogue edge, rogue talent
  3
  +2
  +1
  +3
  +1
  Rogue edge, rogue talent
  4
  +3
  +1
  +4
  +1
  Rogue edge, rogue talent
  5
  +3
  +1
  +4
  +1
  Rogue talent
  6
  +4
  +2
  +5
  +2
  Rogue talent
  7
  +5
  +2
  +5
  +2
  Rogue talent
  8
  +6/+1
  +2
  +6
  +2
  Rogue edge, rogue talent
  9
  +6/+1
  +3
  +6
  +3
  Rogue talent
  10
  +7/+2
  +3
  +7
  +3
  Advanced talents, rogue talent
  11
  +8/+3
  +3
  +7
  +3
  Rogue talent
  12
  +9/+4
  +4
  +8
  +4
  Rogue talent
  13
  +9/+4
  +4
  +8
  +4
  Rogue talent
  14
  +10/+5
  +9
  +4
  +4
  Rogue talent
  15
  +11/+6/+1
  +5
  +9
  +5
  Rogue talent
  16 
  +12/+7/+2
  +5
  +10
  +5
  Rogue talent
  17 
  +12/+7/+2
  +5
  +10
  +5
  Rogue talent
  18 
  +13/+8/+3
  +6
  +11
  +6
  Rogue talent
  19 
  +14/+9/+4
  +6
  +11
  +6
  Rogue talent
  20 
  +15/+10/+5
  +6
  +12
  +6
  Grand talent, rogue edge
  
  3
  rogue edges
  Every rogue has a unique outlook on 
  life, which colors what threats she takes 
  seriously, what esoteric skills she studies, 
  and what kinds of tricks and knacks she 
  picks up. These abilities, known as edges, 
  help a rogue act as an assassin, scout, expert 
  treasure locator, or some combination or 
  roles that appeal to her in particular. A rogue 
  gains an edge at 1st level, and additional 
  edges at 2nd, 3rd, 4th, and 8th level, and a 
  final edge at 20th level.
  Edges are similar to rogue talents, but 
  are more fundamental to her background 
  and worldview, and require constant and 
  regular practice to keep effective. As a result 
  there’s a limit to how many edges a rogue 
  can have, and most edges must be selected 
  early in the rogue’s career. While a rogue 
  gains multiple edges over her first few levels, 
  those acquisitions represent the culmination 
  of years (possibly a lifetime) of effort and 
  study. A rogue may not decide to take the 
  evasion edge until 4th level, but she has been 
  thinking about how to escape explosions and 
  practicing her ideas for long years before 
  her acumen rises to the level of that edge. 
  A rogue may not take an edge more than once 
  unless it specifies otherwise. Some edges are 
  taken from various rogue archetypes. These 
  edges include the name of their originating 
  archetype as a descriptor, to allow GMs 
  to limit characters to edges from a single 
  archetype (if desired).
  Ambush (Ex): [Bandit] The rogue is fully 
  practiced in the art of ambushing. When 
  she acts in the surprise round, she can take 
  a move action, standard action, and swift 
  action during the surprise round, not just a 
  move or standard action. A rogue must be 
  4th level to select this edge.
  Blade Sense (Ex): [Knife Master] The 
  rogue is so skilled in combat involving light 
  blades that she gains a +1 dodge bonus to 
  AC against attacks made against her with 
  light blades. This bonus increases by +1 
  for every three levels, to a maximum of +6 
  at 18th level. A rogue must be 3rd level to 
  select this edge.
  Bravado’s Blade (Ex): [Rake] When the 
  rogue hits an opponent and deals sneak 
  attack damage, she can forgo 1d6 points 
  of that damage and make a free Intimidate 
  check to demoralize the foe. For every 
  additional 1d6 points of sneak attack damage 
  she forgoes, she receives a +5 circumstance 
  bonus on this check. A rogue must have the 
  sneak attack talent to select this edge.
  Daring (Ex): [Swashbuckler] The rogue 
  gains a +1 morale bonus on Acrobatics 
  checks and saving throws against fear. This 
  bonus increases by +1 for every 3 levels 
  beyond 3rd. A rogue must be 3rd level to 
  select this edge.
  Divine Purpose (Su): [Sanctified Rogue] 
  The favor of a deity or religious institution 
  grants a special blessing on the rogue, 
  shoring up some of her weaknesses. She 
  gains a +1 sacred bonus on Fortitude and 
  Will saving throws. 
  
  4
  Effortless Sneak (Sp): [Chameleon] The rogue 
  chooses a single terrain from the ranger’s 
  favored terrain class feature. While she is within 
  that terrain, she can take 10 on any Stealth check 
  she makes. When the rogue reaches 6th level, 
  and every three levels thereafter, she chooses a 
  new type of terrain from the ranger’s favored 
  terrain list. She gains this ability with the newly 
  picked terrain. A rogue must be 3rd level to 
  select this edge.
  Expert Acrobat (Ex): [Acrobat] The rogue 
  does not suffer any armor check penalties on 
  Acrobatics, Climb, Fly, Sleight of Hand, or 
  Stealth skill checks while wearing light armor. 
  When she is not wearing armor, she gains a +2 
  competency bonus on Acrobatics and Fly skill 
  checks. 
  Evasion (Ex): The rogue can avoid even 
  magical and unusual attacks with great agility. 
  If she makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save, she instead takes 
  no damage. Evasion can be used only if the rogue 
  is wearing light armor or no armor. A helpless 
  rogue does not gain the benefit of evasion.
  A rogue must be at least 2nd level to select 
  this edge.
  Follow Up (Ex): [Investigator] The rogue can 
  roll twice on any Diplomacy check made to 
  gather information, and receives the information 
  for both results. This takes the same amount of 
  time as one check. If the lesser of the two checks 
  reveals false information, the rogue is aware of 
  it. False information is not revealed in this way 
  if the people she questioned do not know it to 
  be false.
  Frightening 
  (Ex): 
  [Thug] 
  Whenever 
  the rogue successfully uses Intimidate to 
  demoralize a creature, the duration of the 
  shaken condition is increased by 1 round. 
  In addition, if the target is shaken for 4 or 
  more rounds, the rogue can instead decide 
  to make the target frightened for 1 round.
  Hardy (Ex): [Survivalist] The rogue is 
  prepared to endure extreme hardships 
  and environmental conditions. She can go 
  twice the normal number of days without 
  water and triple the normal number of days 
  without food before feeling the effects of 
  either thirst or starvation.
  Improved Uncanny Dodge (Ex): The rogue 
  can no longer be flanked. This defense 
  denies another rogue the ability to sneak 
  attack the character by flanking her, unless 
  the attacker has at least four more rogue 
  levels than the target does.
  If a character already has uncanny dodge 
  (see below) from another class, the levels 
  from the classes that grant uncanny dodge 
  stack to determine the minimum rogue level 
  required to flank the character.
  A rogue must have uncanny dodge and 
  be at least 4th level to select this edge.
  Ki Pool (Su): [Ninja] The rogue gains a 
  pool of ki points, supernatural energy she 
  can use to accomplish amazing feats. The 
  number of points in the rogue’s ki pool is 
  equal to 1/2 her rogue level + her Int or Cha 
  modifier (selected when this edge is taken). 
  As long as she has at least 1 point in her ki 
  pool, she treats any Acrobatics skill check 
  made to jump as if she had a running start. 
  At 10th level, she also reduces the DC of 
  Acrobatics skill checks made to jump by 1/2 
  (although she still cannot move farther than 
  her speed allows).
  By spending 1 point from her ki pool, a 
  rogue can make one additional attack at her 
  highest attack bonus, but she can do so only 
  when making a full attack. In addition, she 
  can spend 1 point to increase her speed by 20 
  feet for 1 round. Finally, a rogue can spend 
  1 point from her ki pool to give herself a +4 
  insight bonus on Stealth checks for 1 round. 
  Each of these powers is activated as a swift 
  action. A rogue can gain additional powers 
  that consume points from her ki pool by 
  selecting some rogue talents with the rogue 
  descriptor.
  The ki pool is replenished each morning 
  after 8 hours of rest or meditation; these 
  hours do not need to be consecutive. If 
  the rogue possesses levels in another class 
  that grants points to a ki pool, her rogue 
  levels stack with the levels of that class to 
  determine the total number of ki points in 
  the combined pool, but only one ability 
  score modifier is added to the total. The 
  choice of which score to use is made when 
  the second class ability is gained, and once 
  made, the choice is set. The rogue can use ki 
  points from this pool to power the abilities 
  of every class she possesses that grants a ki 
  pool.
  Martial Training (Ex): [Swashbuckler] 
  The rogue may select one martial weapon to 
  add to her list of weapon proficiencies.
  
  5
  Measure the Mark (Ex): [Cutpurse] When 
  the rogue makes a Sleight of Hand check to 
  take something from a creature, the target 
  makes its Perception check before the rogue 
  makes her Sleight of Hand check, and the 
  rogue knows the Perception check result. 
  She can decide whether or not to make the 
  check based on the results of the target’s 
  Perception check. If the rogue elects not to 
  make the check, she can make a Bluff check, 
  opposed by the target’s Sense Motive, to 
  prevent the target from noticing the attempt.
  Misdirection (Ex): [Chameleon] The rogue 
  knows that the secret to disappearing lies in 
  deceiving the senses of her observers. Every 
  day she gains a pool of stealth points equal 
  to her ranks in Bluff. These points refresh at 
  the start of each day. Before making a Stealth 
  check, she can choose to put stealth points 
  into the roll, gaining a bonus on Stealth 
  checks equal to the number of stealth points 
  she puts into the roll. If she gains a bonus on 
  Bluff checks because of a feat (such as Skill 
  Focus [Bluff]), she adds a number of points 
  to her stealth pool equal to the bonus the 
  feat grants.
  Natural Born Liar (Ex): [Charlatan] When 
  the rogue successfully deceives a creature 
  with a Bluff, that creature takes a –2 penalty 
  on the rogue’s Bluff checks for the next 24 
  hours. This ability does not stack with itself.
  No Trace: [Ninja] The rogue learns 
  to cover her tracks, remain hidden, and 
  conceal her presence. The DC to track a 
  rogue using the Survival skill increases by 
  +1. In addition, her training gives her a +1 
  insight bonus on Disguise skill checks and 
  on opposed Stealth checks whenever she 
  is stationary and does not take any action 
  for at least 1 round. These bonuses rise to 
  +2 when the rogue reaches 6th level, to +3 
  when she reaches 9th level, to +4 when she 
  reaches 12th level, to +5 at 15th, and to +6 at 
  18th level.
  Poison Use: The rogue is trained in the use 
  of poison and cannot accidentally poison 
  herself when applying poison to a weapon. 
  Rake’s Smile (Ex): [Rake] The rogue gains 
  a +1 morale bonus on Bluff and Diplomacy 
  checks. This bonus increases by +1 for every 
  3 levels beyond 3rd. A rogue must be 3rd 
  level to select this edge.
  Roof Running (Ex): [Roof Runner] The 
  rogue is entirely adept at moving across 
  the tops of buildings, spires, and similar 
  locations. Provided she is wearing light 
  armor, the roof runner can move at full speed 
  while traveling across the tops of buildings 
  or similar structures, and takes no penalties 
  on any Dexterity-based Skill checks or 
  Reflex saves that might be incurred from 
  moving about on a roof. 
  Scout’s Charge (Ex): [Scout] Whenever 
  the rogue makes a charge, her attack deals 
  sneak attack damage as if the target were 
  flat-footed. Foes with uncanny dodge are 
  immune to this ability. A rogue must be 
  4th level and have the sneak attack talent to 
  select this edge.
  
  6
  Second Chance (Ex): [Acrobat] The rogue can 
  reroll any Acrobatics, Climb, or Fly skill check 
  she has just made. This reroll is made at a –5 
  penalty. She must take the second result, even 
  if it is worse. An acrobat can use this ability 
  only once on any given skill check. She can 
  use this ability once per day at 3rd level, plus 
  one additional time per day for every 3 levels 
  beyond 3rd. A rogue must be third level to 
  select this edge.
  Skilled Liar (Ex): [Spy] Whenever a rogue uses 
  Bluff to attempt to deceive someone, she gains a 
  bonus on the opposed roll equal to 1/2 her rogue 
  level (minimum +1). This bonus does not apply to 
  feint attempts or attempts to pass secret messages.
  Skirmisher (Ex): [Scout] Whenever the rogue 
  moves more than 10 feet in a round and makes 
  an attack action, the attack deals sneak attack 
  damage as if the target was flat-footed. If the rogue 
  makes more than one attack this turn, this ability 
  only applies to the first attack. Foes with uncanny 
  dodge are immune to this ability. The rogue must 
  be 8th level and have the scout’s charge edge to 
  select this edge.
  Stab and Grab (Ex): [Cutpurse] As a full-round 
  action, the rogue can make an attack and also 
  make a Sleight of Hand check to steal something 
  from the target of the attack. If the attack deals 
  sneak attack damage, the rogue can use Sleight 
  of Hand to take an item from the creature during 
  combat; otherwise this ability can only be used in 
  a surprise round before the target has acted. If the 
  attack is successful, the target takes a –5 penalty on 
  the Perception check to notice the theft. A rogue 
  must be 3rd level to select this edge.
  Talent: The rogue may select any rogue talent 
  she meets the prerequisites for.
  Trap Sense (Ex):  The rogue gains an 
  intuitive sense that alerts her to danger from 
  traps, giving her a +1 bonus on Reflex saves 
  made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps. These 
  bonuses rise to +2 when the rogue reaches 6th 
  level, to +3 when she reaches 9th level, to +4 
  when she reaches 12th level, to +5 at 15th, and 
  to +6 at 18th level.
  Trap sense bonuses gained from multiple 
  classes stack. 
  Trapfinding (Ex): The rogue adds 1/2 
  her level to Perception skill checks made 
  to locate traps and to Disable Device skill 
  checks (minimum +1). Additionally, the 
  rogue can use Disable Device to disarm 
  magic traps.
  Unbending (Ex): [Pirate] The rogue gains 
  a +1 bonus on saving throws against mind-
  affecting effects. This bonus increases by +1 
  for every three levels, to a maximum of +6 
  at 18th level. A rogue must be 3rd level to 
  select this edge.
  Uncanny Dodge (Ex): The rogue can 
  react to danger before her senses would 
  normally allow her to do so. She cannot be 
  caught flat-footed, nor does she lose her 
  Dex bonus to AC if the attacker is invisible. 
  She still loses her Dexterity bonus to AC if 
  immobilized. A rogue with this ability can 
  still lose her Dexterity bonus to AC if an 
  opponent successfully uses the feint action 
  (see Combat) against her. A rogue must be 
  2nd level to select this edge.
  Unflinching (Ex): [Pirate] The rogue gains 
  a +1 bonus on saving throws against fear 
  effects. This bonus increases by +1 for every 
  three levels, to a maximum of +6 at 18th 
  level. A rogue must be 3rd level to select this 
  edge.
  hey, Where’s My sneak 
  attaCk?!
  Sneak attack, one of the iconic abilities of 
  the rogue, does not appear on the talented 
  rogue class chart. Instead it is now treated as 
  a rogue talent that can be taken more than 
  once (but not for more than half the rogue’s 
  talents), allowing rogue players to decide if 
  they want the traditional offensive punch of 
  sneak attack or would rather focus on some 
  other aspect of being a sneak.
  It’s worth noting that a rogue without 
  sneak attack has fewer options for dealing 
  hit point damage to foes, and may have to 
  get creative in order to remain as effective as 
  a classic rogue. This option is presented for 
  players who are up to the challenge, or have a 
  strong character concept that doesn’t include 
  being a master of sliding a knife between a 
  foe’s ribs. It also works well for NPCs who 
  are supposed to be adventurous experts in 
  sneaking, sabotage, or similar subjects, but 
  not in melee combat. But sacrificing sneak 
  attack for other talents may well result in a 
  character that is less powerful overall, and 
  players should consider the consequences 
  carefully before doing so.
  
  7
  rogue talents
  As a talented rogue gains experience, she 
  learns a number of talents that aid her and 
  confound her foes. Starting at 1st, a talented 
  rogue gains one rogue talent. She gains an 
  additional rogue talent for every level of 
  rogue attained after 1st. A rogue cannot 
  select an individual talent more than once 
  unless the talent specifies otherwise.
  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, and a rogue 
  must have selected the sneak attack talent at 
  least once before selecting any talents that 
  modify it.
  Some talents are taken from various 
  rogue archetypes. These talents include the 
  name of their originating archetype as a 
  descriptor, to all GMs to limit characters to 
  talents from a single archetype, if desired.
  Accuracy (Ex): [Sniper] The rogue halves 
  all range increment penalties when making 
  ranged attacks with a weapon with which 
  she has proficiency.
  Acrobatic Master (Su): [Ninja] As a swift 
  action, a rogue with this talent can focus her 
  ki to grant her a +20 bonus on one Acrobatics 
  check of her choice made before the start of 
  her next turn. Using this ability expends 1 ki 
  point from her ki pool.
  A rogue must have a ki pool (such as 
  from the ki pool edge) before selecting this 
  talent.
  Adaptable Flanker (Ex): A number of times 
  per day equal to her Dexterity bonus, the 
  rogue may treat a foe as flanked if that foe is 
  threatened by at least three creatures, even if 
  they do not normally qualify as flanking the 
  target. Only the rogue may treat the target 
  as flanked. The flanked status remains until 
  the rogue moves, the target moves, or the 
  beginning of the rogue’s next turn.
  Assault Leader (Ex): Once per day, when 
  the rogue misses with an attack on a flanked 
  opponent, 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.
  Befuddling Strike* (Ex): When the rogue 
  deals sneak attack damage against an 
  opponent, that opponent takes a –2 penalty 
  on attack rolls against the rogue for 1d4 
  rounds. A rogue must have selected the 
  sneak attack talent to select this talent.
  Black Market Connections (Ex): A rogue 
  with this talent gains better access to magic 
  items from black market connections. She 
  treats every settlement as one size greater 
  for the purpose of determining the gp limit 
  of the base value of items for sale, as well as 
  the number of minor, medium, and major 
  magic items for sale in the settlement. If 
  the settlement is already a metropolis, all 
  minor and medium magic items are for sale, 
  as well as 3d8 major magic items. With a 
  successful Diplomacy check, the rogue can 
  treat the settlement as two sizes larger. If 
  the settlement is already a metropolis and 
  
  8
  she succeeds at the check, all magic items are 
  for sale. If the settlement is already a large city 
  and she succeeds at the check, all minor and 
  medium magic items are for sale, as well as 3d8 
  major magic items. With a successful check, the 
  rogue can also sell stolen items on the black 
  market. If the check fails by 5 or more, the rogue 
  does something to spook the market, and treats 
  the city as normal for 1 week. Furthermore, 
  those in control of the black market may alert 
  the authorities to the rogue’s presence in an act 
  of reprisal for spooking the market or to divert 
  attention away from their illicit activities. The 
  DCs of the checks are by settlement size and are 
  given in the table below.
  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., 4d6 equals 4 points of bleed). 
  Bleeding creatures take that 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. Bleeding damage 
  from this ability does not stack with itself. 
  Bleeding damage bypasses any damage 
  reduction the creature might possess. A 
  rogue must have selected the sneak attack 
  talent to select this talent.
  Brutal Beating* (Ex): [Thug] Whenever 
  the rogue deals sneak attack damage, she 
  can choose to forgo 1d6 points of sneak 
  attack damage to make the target sickened 
  for a number of rounds equal to 1/2 her 
  rogue level. This ability does not stack 
  with itself—only the most recent duration 
  applies. A rogue must have the sneak attack 
  talent and be 3rd level to select this talent.
  Camouflage (Ex): Once per day, a rogue 
  with this talent can craft simple but effective 
  camouflage from the surrounding foliage. 
  The rogue needs 1 minute to prepare the 
  camouflage, but once she does, it is good 
  for the rest of the day or until the rogue 
  fails a saving throw against an area effect 
  spell that deals fire, cold, or acid damage, 
  whichever comes first. The rogue gains a +4 
  bonus on Stealth checks while within terrain 
  that matches the foliage used to make the 
  camouflage. This ability cannot be used in 
  areas without natural foliage.
  Canny Observer (Ex): When a rogue with 
  this talent makes a Perception check to 
  hear the details of a conversation or to find 
  concealed or secret objects (including doors 
  and traps), she gains a +4 bonus.
  Careful Disarm (Ex): [Burglar, Trapsmith] 
  Whenever the rogue attempts to disarm 
  a trap using Disable Device, she does not 
  spring the trap unless she fails by 10 or more. 
  If she does set off a trap she was attempting 
  to disarm, she adds double her trap sense 
  bonus to avoid the trap. A rogue must be 
  4th level and have the trap sense edge to 
  take this talent.
  Charmer (Ex): Once per day, the rogue 
  can roll two dice 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 one additional time per day for every 
  5 rogue levels she possesses.
  Choking Bomb (Ex): [Ninja] Whenever 
  a rogue throws a smoke bomb, all living 
  creatures in the resulting cloud must make 
  a Fortitude save or become staggered by the 
  choking black smoke for 1d4 rounds. The 
  DC of this saving throw is equal to 10 + 1/2 
  the rogue’s level + the rogue’s Int or Cha 
  modifier (selected when the talent it taken). 
  The rogue can decide to create an ordinary 
  smoke bomb or add poison to this smoke 
  bomb as normal. The rogue must have the 
  poison bomb talent before selecting this 
  talent.
  Coax Information (Ex): A rogue with this 
  talent can use Bluff or Diplomacy in place 
  of Intimidate to force an opponent to act 
  friendly toward her. 
  Combat Swipe: A rogue who selects this 
  talent gains Improved Steal as a bonus feat.
  C o m m u n i t y 
  Size
  DC
  Thorp
  10
  Hamlet
  12
  Village
  15
  Small town
  18
  Large town
  20
  Small city
  25
  Large city
  30
  Metropolis
  35
  
  9
  Combat Trick: A rogue that selects this 
  talent gains a bonus combat feat.
  Convincing Lie (Ex): When a rogue with 
  this talent lies, she creates fabrications so 
  convincing that when others repeat it, they 
  are likely to convince those they are talking 
  to that the outlandish story is the truth. 
  When a rogue with this talent successfully 
  uses the Bluff skill to convince someone that 
  what she is saying is true, if that individual 
  is questioned later about the statement or 
  story, that person uses the rogue’s Bluff skill 
  modifier to convince the questioner, rather 
  than his own. (Obviously the individual 
  already believes he is telling the truth, this 
  allows him to convince others that what the 
  rogue originally said is true.)
  If his Bluff skill modifier is better than 
  the rogue’s, the individual can use his own 
  modifier and gain a +2 bonus on any check 
  to convince others of the lie. This effect lasts 
  for a number of days equal to 1/2 the rogue’s 
  level + the rogue’s Int or Cha modifier 
  (selected when this talent is taken).
  Cunning Trigger (Ex): A rogue with this 
  talent can use a swift action to set off any 
  trap within 30 feet that she constructed. 
  Darkvision (Su): [Ninja] This talent allows 
  the rogue to use her ki to enhance her sight, 
  granting darkvision out to a range of 60 feet. 
  Using this talent is a standard action that 
  costs 1 ki point. The enhanced senses last for 
  1 hour. A rogue must have a ki pool (such as 
  from the ki pool edge) before selecting this 
  talent.
  Deadly Range (Ex): [Ninja] A rogue with 
  this talent increases the range at which she 
  can deal sneak attack damage by 10 feet. A 
  rogue can take this talent more than once. 
  Its effects stack.
  Deflect Arrows: [Ninja] A rogue who 
  selects this talent gains the Deflect Arrows 
  feat as a bonus feat. The rogue must have 
  the Improved Unarmed Strike combat feat 
  before taking this talent.
  Deft Palm (Ex): A rogue with this talent 
  can make a Sleight of Hand check to conceal 
  a weapon while holding it in plain sight, 
  even while she is being observed.
  Distracting Attack* (Ex): A rogue with this 
  talent can make sneak attacks with subtle 
  flourishes that disorient and distract her 
  enemy. When she hits a creature with a melee 
  attack that deals sneak attack damage, she 
  can forgo the additional damage to cause the 
  creature to become flat-footed 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. A rogue 
  must have selected the sneak attack talent to 
  select this talent.
  Distraction (Ex): [Burglar] Whenever 
  the rogue is detected while using Stealth, 
  she can immediately attempt a Bluff skill 
  check opposed by the Sense Motive skill of 
  the creature that spotted her. If this check 
  succeeds, the target assumes that the noise 
  was something innocent and disregards the 
  detection. This only functions if the creature 
  cannot see the rogue. This ability can only be 
  used once during a given Stealth attempt. If 
  the same creature detects the rogue’s presence 
  again, the ability has no effect. A rogue must be 
  4th level to select this talent.
  Divine Epiphany (Su): [Sanctified Rogue] 
  Once per day, the rogue can peer into the 
  immediate future and predict the results of a 
  specific action as if she had cast an augury spell. 
  The caster level of this spell is equal to her rogue 
  class level. A rogue must be 8th level and have 
  the divine purpose edge or major and minor 
  petition talents before selecting this talent.
  
  10
  Driver’s Fortitude (Ex): [Driver] The rogue 
  learns to keep driving and maintain control of 
  her vehicle, even when mortally wounded. If the 
  rogue drops below 0 hit points but is not dead, 
  she can attempt a DC 15 Fortitude save each 
  round to remain conscious and in control of her 
  vehicle (able to make drive checks), though she 
  may take no other actions. (See Ultimate Combat 
  for more information on vehicles and driving 
  checks.)
  Endure Elements (Sp): [Survivalist] The rogue 
  gains endure elements as a spell-like ability, as the 
  spell of the same name. The rogue’s caster level 
  is the same as her rogue level. She may use this 
  ability once per day, plus one additional time 
  for every 4 full rogue levels she possesses. A 
  rogue must have the hardy edge or survivalist 
  talent before selecting this talent.
  Esoteric Scholar (Ex): Once a day, a rogue with 
  this talent may attempt a Knowledge check, 
  even when she is not trained in that Knowledge 
  skill.
  Expert Leaper (Ex): When making jump 
  checks, the rogue is always considered to have a 
  running start. Also, when the rogue deliberately 
  falls, a DC 15 Acrobatics check allows her to 
  ignore the first 20 feet fallen, instead of the first 
  10 feet.
  Fast Fingers (Ex): Once per day, a rogue 
  with this talent can roll two dice while making 
  a Sleight of Hand check and take the better 
  result. She must choose to use this talent before 
  making the Sleight of Hand check. A rogue can 
  use this ability one additional time per day for 
  every 5 rogue levels she possesses.
  Fast Getaway (Ex): After successfully 
  making a sneak attack or Sleight of Hand 
  check, a rogue with this talent can spend a 
  move action to take the withdraw action. 
  She can move no more than her speed 
  during this movement. 
  Fast Picks (Ex): A rogue with this talent 
  can use the Disable Device skill to attempt 
  to open a lock as a standard action instead 
  of a full-round action. 
  Fast Stealth (Ex): This ability allows a 
  rogue to move at full speed using the Stealth 
  skill without penalty.
  Fearsome Strike* (Ex): [Bandit] The rogue 
  can terrify an opponent with a single hit. 
  A number of times per day equal to her 
  Int or Cha modifier (selected when this 
  talent is taken), when the rogue confirms a 
  critical hit and deals sneak attack damage 
  to an opponent, she can choose to make the 
  opponent frightened for a number of rounds 
  equal to her Int or Cha modifier (minimum 
  1). She cannot use this ability in conjunction 
  with a critical feat. A rogue must be 8th level 
  to select this talent.
  Feather Fall (Su): [Ninja] As an immediate 
  action, the rogue can slow her descent as 
  if using feather fall. This ability uses her 
  rogue level as the caster level. Each use of 
  this ability uses up 1 ki point. A rogue must 
  have a ki pool (such as from the ki pool 
  edge) before selecting this talent.
  Finesse Rogue: A rogue that selects this 
  talent gains Weapon Finesse as a bonus feat.
  Firearm Training (Ex): A rogue with this 
  talent gains Exotic Weapon Proficiency 
  (firearms). (See Ultimate Combat for more 
  information on firearms. Firearms, and 
  firearm proficiency, may not be available 
  in all campaigns. Talk to your GM before 
  planning to take this talent.)
  Flurry of Stars (Ex): [Ninja] A rogue with 
  this ability can expend 1 ki point from her 
  ki pool as a swift action before she makes 
  a full-attack attack with shuriken. During 
  that attack, she can throw two additional 
  shuriken at her highest attack bonus, but 
  all of her shuriken attacks are made at a –2 
  penalty, including the two extra attacks. A 
  rogue must have a ki pool (such as from the 
  ki pool edge) before selecting this talent.
  Follow Clues (Ex): A rogue with this talent 
  can use Perception to follow tracks as per 
  the Survival skill.
  Forgotten Talent (Ex): [Ninja] A rogue 
  with this ability can recall one talent she’s 
  observed, or briefly studied, or had explained 
  to her by her ancient masters. When she 
  uses this ability, she selects one talent (not 
  an advanced talent or grand talent) that she 
  does not know and can use that talent for 
  a number of rounds equal to her level. She 
  must pay any ki costs associated with the 
  talent as normal. Using this ability expends 
  2 ki point from her ki pool, plus the ki cost 
  of the talent she chooses. A rogue must have 
  a ki pool (such as from the ki pool edge) 
  before selecting this talent.
  
  11
  Getaway Artist (Ex): A rogue with this 
  talent adds Fly, Handle Animal, and Ride to 
  her list of class skills, and gains a +2 bonus on 
  all driving checks. (See Ultimate Combat for 
  more information on vehicles and driving 
  checks.)
  Greater Finesse (Ex): The rogue may use 
  Weapon Finesse to add her Dex bonus to 
  attacks (rather than her Str modifier) with 
  an expanded range of weapons. The rogue 
  may use Weapon Finesse with any light or 
  1-handed melee weapon with the monk or 
  performance quality, as well as the cutlass, 
  flail, scimitar, and shortspear. A rogue must 
  have the Weapon Finesse feat to select this 
  talent
  Grit (Ex): A rogue with this talent gains the 
  Amateur Gunslinger feat and one grit feat of 
  her choice. She must fulfill the prerequisites 
  of the grit feat in order to choose it. A rogue 
  must have the firearm training talent before 
  choosing this one.
  Guileful Polyglot (Ex): A rogue with this 
  talent who has at least one rank in Linguistics 
  gains four additional languages. A rogue with 
  this talent who does not have any ranks in 
  Linguistics gains two additional languages. 
  If the rogue later gains ranks in Linguistics, 
  she gains two additional languages, to a total 
  of four additional languages above those 
  granted by the Linguistics skill itself.
  Gut Stab (Ex): The rogue adds +2 to 
  damage dealt with light melee weapons. 
  Additionally, the rogue is treated as having 
  taken the sneak attack feat for purposes of 
  meeting the prerequisites of talents marked 
  with an asterisk*. As a standard action the 
  rogue may make a single melee attack made 
  with a light melee weapon using the shank 
  talent and add a single effect from a talent 
  marked with an asterisk to it. The rogue 
  cannot use the same asterisk talent against 
  a particular foe more than once in a 24-hour 
  period. For any calculations the talent marked 
  with an asterisk makes using the rogue’s 
  sneak attack dice, instead use the number of 
  times the rogue has taken the shank talent. 
  A rogue must have the shank talent before 
  selecting this talent.
  Hard Drive (Ex): [Driver] When the rogue is 
  driving a vehicle that uses a group of animals 
  or magical beasts as muscle propulsion, the 
  DCs of all driving checks are reduced by 2, 
  the maximum speed of the vehicle increases 
  by 10 feet, and the acceleration increases 
  by 5 feet. (See Ultimate Combat for more 
  information on vehicles and driving checks.)
  Hard to Fool (Ex): Once per day, a rogue 
  with this talent can roll two dice while 
  making a Sense Motive check, and take the 
  better result. She must choose to use this 
  talent before making the Sense Motive check. 
  A rogue can use this ability one additional 
  time per day for every 5 rogue levels she 
  possesses. 
  Hidden Weapons (Ex): [Ninja] A rogue with 
  this ability can easily conceal weapons on her 
  body. The rogue adds her level on opposed 
  Sleight of Hand checks made to conceal a 
  weapon. In addition, she can draw hidden 
  weapons as a move action, instead of as a 
  standard action.
  
  12
  High Jumper (Ex): [Ninja] When a rogue with 
  this talent makes a high jump, the DC for that 
  jump is half the normal DC. The rogue must 
  have the acrobatic master talent before taking 
  this talent.
  Hold Breath (Ex): A rogue with this talent 
  increases the number of rounds she can hold 
  her breath by 2. She can take this talent multiple 
  times.
  Honeyed Words (Ex): Once per day, the rogue 
  can roll two dice 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 one additional time 
  per day for every five rogue levels she possesses.
  Iron Guts (Ex): A rogue with this talent has 
  a cast-iron stomach or has trained herself to 
  withstand poisons, especially ingested ones. She 
  gains a +1 bonus on all saves against ingested 
  poisons as well as a +4 bonus on saves against 
  all spells and effects that cause the rogue to be 
  nauseated or sickened.
  Ki Block* (Su): [Ninja] A rogue with this 
  talent can prevent a creature from using its ki 
  pool. Whenever the rogue deals sneak attack 
  damage, the target must make a Will save or be 
  unable to spend any points from its ki pool for 
  a number of rounds equal to the rogue’s Int or 
  Cha modifier (selected when this talent is taken). 
  The DC of this save is 10 + 1/2 the rogue’s level + 
  the rogue’s Int or Cha modifier. The number of 
  points in the target’s ki pool is unaffected, and 
  abilities that do not require the subject to spend 
  ki still function. A rogue must have selected the 
  sneak attack talent to select this talent.
  Ki Charge (Su): A rogue with this talent 
  can invest a portion of her ki into a single 
  thrown weapon, such as a shuriken, and 
  throw it as a standard action. The thrown 
  weapon explodes on impact in a 5-foot burst, 
  dealing 1d6 points of fire damage plus 1d6 
  points of fire damage for every four levels 
  of the rogue above 2nd, to a maximum 4d6 
  at 18th level. Creatures caught in the blast 
  receive a Reflex save to halve the damage. 
  The DC of this save is 10 + 1/2 the rogue’s 
  level + the rogue’s Int or Cha modifier 
  (selected when this talent it taken). If the 
  thrown weapon hits a creature, that creature 
  takes a –2 penalty on the saving throw. If the 
  thrown weapon misses, treat it as a thrown 
  splash weapon. Using this ability expends 
  1 ki point from her ki pool. A rogue must 
  have a ki pool (such as from the ki pool 
  edge) before selecting this talent.
  Ki Talent (Ex): A rogue with this talent 
  gains a small ki pool. This ki pool is similar 
  to that gained with the ki pool edge, but 
  does not grant any extra attacks. The rogue 
  gains a number of ki points equal to her 
  Wisdom modifier (minimum 1). These ki 
  points replenish at the start of each day. If 
  she already has a ki pool, or gains a ki pool 
  later, she gains half her Wisdom bonus 
  (minimum 1) as bonus ki points to her ki 
  pool. She can spend a ki point to gain a +10-
  foot bonus to movement until the end of her 
  turn.
  Lasting Poison (Ex): A rogue with this 
  talent can apply poison to a weapon in such 
  a way that it is effective for two successful 
  attacks instead of one. The poison has a 
  reduced effect, however, and saves made 
  against the poison receive a +2 circumstance 
  bonus. Applying poison in this way requires 
  a full-round action, or a standard action if 
  the rogue has the swift poison talent.
  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.
  Light Steps (Ex): [Ninja] The rogue learns 
  to move while barely touching the surface 
  underneath her. As a full-round action, she 
  can move up to twice her speed, ignoring 
  difficult terrain. While moving in this way, 
  any surface will support her, no matter how 
  much she weighs. This allows her to move 
  across water, lava, or even the thinnest 
  tree branches. She must end her move on a 
  surface that can support her normally. She 
  cannot move across air in this way, nor can 
  she walk up walls or other vertical surfaces. 
  When moving in this way, she does not take 
  damage from surfaces or hazards that react 
  to being touched, such as lava or caltrops, 
  nor does she need to make Acrobatics 
  checks to avoid falling on slippery or rough 
  surfaces. Finally, when using light steps, the 
  rogue ignores any mechanical traps that use 
  a location-based trigger. A rogue must be 
  4th level and have the no trace edge to select 
  this talent.
  
  13
  Major Magic (Sp): A rogue with this 
  talent gains the ability to cast a 1st-level 
  spell from the sorcerer/wizard 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 Int or Cha modifier (selected when 
  this talent is taken). The rogue must have an 
  Int or Cha of at least 11 to select this talent. 
  A rogue must have the minor magic rogue 
  talent before choosing this talent.
  Major Petition (Sp): A rogue with this 
  talent gains the ability to cast a 1st-level spell 
  from the cleric/oracle 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 
  rogue may only select a spell with the chaos, 
  evil, good, or law descriptor if her alignment 
  matches the descriptor. The save DC for this 
  spell is 11 + the rogue’s Wis or Cha modifier 
  (selected when this talent is taken) modifier. 
  The rogue must have a Wis or Cha of at least 
  11 to select this talent. A rogue must have the 
  minor petition rogue talent before choosing 
  this talent.
  Martial Mastery (Ex): The rogue may select 
  a single combat feat to receive as a bonus 
  feat. She must meet the feat’s prerequisites, 
  but may treat half her rogue levels as fighter 
  levels for this purpose. A rogue must have the 
  martial training edge and be 8th level to select 
  this talent.
  Master Poisoner (Ex): [Poisoner] The rogue 
  can use Craft (alchemy) to change the type 
  of a poison. This requires 1 hour of work 
  with an alchemist’s lab and a Craft (alchemy) 
  skill check with a DC equal to the poison’s 
  DC. If successful, the poison’s type changes 
  to contact, ingested, inhaled, or injury. If the 
  check fails, the poison is ruined. The rogue 
  also receives a bonus on Craft (alchemy) skill 
  checks when working with poison equal to 1/2 
  her rogue level. A rogue must have the poison 
  use edge to take 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. 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 Int or Cha modifier (selected when 
  this talent is taken). The rogue must have an 
  Int or Cha of at least 10 to select this talent. 
  Minor Petition (Sp): A rogue with this talent 
  gains the ability to cast a 0-level spell from 
  the clerical/oracles 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 rogue may only select a spell 
  
  14
  with the chaos, evil, good, or law descriptor if 
  her alignment matches the descriptor. The save 
  DC for this spell is 10 + the rogue’s Wis or Cha 
  modifier (selected when this talent is taken). 
  The rogue must have a Wis or Cha of at least 10 
  to select this talent. 
  Nimble Climber (Ex): When a rogue with this 
  talent fails a Climb check by 5 or more, she can 
  immediately make another Climb check at the 
  surface’s base DC +10. If successful, she stops 
  her fall by clinging onto the surface. The rogue 
  does not take falling damage when she stops 
  her fall in this manner. 
  Ninja Training: [Ninja] The rogue has 
  received the training classically associated with 
  ninja. The rogue gains Knowledge (nobility) as 
  a class skill, and is proficient with the kama, 
  katana, kusarigama, nunchaku, sai, shuriken, 
  siangham, and wakizashi.
  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 dodge bonus to AC against attacks from 
  that creature for each sneak attack die rolled. 
  This bonus lasts until the beginning of the 
  rogue’s next turn, and does not stack with itself. 
  A rogue must have selected the sneak attack 
  talent to select this talent.
  Peerless Maneuver (Ex): Once per day, a 
  rogue with this talent can roll two dice while 
  making an Acrobatics check, and take the better 
  result. She must choose to use this talent before 
  making the Acrobatics check. A rogue can use 
  this ability one additional time per day for 
  every 5 rogue levels she possesses.
  Poison Bomb (Ex): [Ninja] Whenever the 
  rogue throws a smoke bomb, she can decide 
  to include 1 dose of any inhaled poison she 
  possesses. This poison affects all creatures 
  in the smoke and lasts as long as the smoke 
  lasts. She must pay for the poison normally. 
  The rogue must have the smoke bomb talent 
  before selecting this talent.
  Positioning Attack (Ex): Once per day, 
  when a rogue with this talent hits a creature 
  with a melee attack, she can move up 
  to 30 feet without provoking attacks of 
  opportunity. The movement must end in a 
  space adjacent to the creature hit with the 
  melee attack. 
  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. A rogue must have selected the sneak 
  attack talent to select this talent.
  Pressure Points* (Su): [Ninja] A rogue 
  with this talent can strike at an opponent’s 
  vital pressure points, causing weakness and 
  intense pain. Whenever the rogue deals 
  sneak attack damage, she also deals 1 point 
  of Strength or Dexterity damage, decided 
  by the rogue. Unlike normal ability damage, 
  this damage can be healed by a DC 15 Heal 
  check. Each successful check heals 1 point of 
  damage caused by this talent. A rogue with 
  this talent receives a +10 insight bonus on 
  this Heal check. A rogue must have selected 
  the sneak attack talent to select this talent.
  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).
  Quick Disguise (Ex): A rogue with 
  this talent can use the items at hand and 
  seemingly innocuous material hidden on 
  her person to create startlingly effective 
  disguises, reducing the amount of time it 
  takes to create a disguise using the Disguise 
  skill. 
  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 a female rogue wants to disguise herself 
  as a male of a different race, that takes 2 
  minutes.
  A rogue with both quick disguise and 
  sudden disguise takes half the listed time to 
  don a disguise.
  Disguise
  Time
  Minor details only
  1 full-round 
  action
  Disguise as a different 
  gender
  1 minute
  Disguise as a different 
  race
  1 minute
  Disguise as a different 
  age category
  1 minute
  Disguise as a different 
  size category
  1 minute
  
  15
  Quick Trapsmith (Ex): As a full-round 
  action, a rogue with this talent can set a 
  simple trap with a CR no greater than 1/2 her 
  rogue level. To do this, she must purchase 
  the components, spend the required time 
  constructing the trap in advance, and have 
  its components at hand. The type of trap 
  that can be constructed in this way is subject 
  to GM discretion.
  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.
  Rope Master (Ex): A rogue with this 
  ability can move at her normal speed when 
  using rope on a Climb check, can take 10 
  when using Acrobatics to move over narrow 
  surfaces even when in danger or distracted, 
  and gains a +4 bonus when determining 
  the DC to escape bonds when she ties up a 
  creature.
  Sea Legs (Ex): [Pirate] The rogue gains 
  the Sea Legs feat as a bonus feat, even if she 
  does not meet the prerequisites.
  Shank (Ex): The rogue has learned the 
  brutal, 
  straightforward 
  assault 
  fighting 
  common to prisons and gaol cells. When all 
  the attack rolls the rogue makes in a round 
  are with light melee weapons, the rogue 
  treats her base attack bonus as if it was 1 
  higher. Thus a 7th level rogue with the shank 
  talent has a +6/+1 attack progressing if she 
  only uses daggers to attack for one round.
  Because the attacks made with the shank 
  talent are quick, forceful, and simple, it is not 
  possible to add precision damage (such as 
  sneak attack dice) to any attack made using 
  this talent.
  This talent may be taken multiple times, 
  but the rogue’s effective base attack bonus 
  with light melee weapons may never exceed 
  her rogue level.
  Shadow Clone (Su): [Ninja] The rogue can 
  create 1d4 shadowy duplicates of herself 
  that conceal her true location. This ability 
  functions as mirror image, using the rogue’s 
  level as her caster level. Using this ability is 
  a standard action that uses up 1 ki point. A 
  rogue must have a ki pool (such as from the 
  ki pool edge) before selecting this talent.
  Slow Metabolism (Ex): [Ninja] The rogue 
  has a slower-than-normal metabolism. She 
  can hold her breath for twice as long as 
  normal before needing to make Constitution 
  checks (four times her Constitution score). In 
  addition, whenever the rogue is poisoned, 
  the time between saving throws (the poison’s 
  frequency) is doubled. Thus, a poison that 
  has a frequency of “1/round for 6 rounds” 
  would instead be “1/2 rounds for 12 rounds.”
  
  16
  Slow Reactions* (Ex): Opponents damaged 
  by the rogue’s sneak attack can’t make attacks 
  of opportunity for 1 round. A rogue must have 
  selected the sneak attack talent to select this 
  talent.
  Smoke Bomb (Ex): [Ninja] This ability allows 
  a rogue to throw a smoke bomb that creates a 
  cloud of smoke with a 15-foot radius. This acts 
  like the smoke from a smokestick. The rogue 
  can center this smoke on herself, or throw the 
  bomb as a ranged touch attack with a range of 
  20 feet. Using this ability is a standard action. 
  Each use of this ability uses up 1 ki point. A 
  rogue must have a ki pool (such as from the ki 
  pool edge) before selecting this talent.
  Snap Shot (Ex): A rogue with this talent may 
  treat her intitiative roll as a 20 for a surprise 
  round, regardless of her initiative, but she may 
  only take an attack action with a ranged weapon. 
  Her normal initiative roll is used in subsequent 
  rounds. If two or more rogues possess this 
  talent, their initiative determines the order in 
  which they act, but they all go before any other 
  creature. If a rogue is prevented from acting in 
  the surprise round, this talent has no effect.
  Snatch Arrows: [Ninja] A rogue who selects 
  this talent gains the Snatch Arrows feat as a 
  bonus feat. The rogue must have the Improved 
  Unarmed Strike feat and the Deflect Arrows 
  feat before taking this talent.
  Sneak Attack (Ex): If a rogue with this talent 
  catches an opponent when he is unable to 
  defend himself effectively from her attack, she 
  can strike a vital spot for extra damage.
  The rogue’s attack deals extra damage (called 
  “precision damage”) anytime her target would 
  be denied a Dexterity bonus to AC (whether 
  the target actually has a Dexterity bonus or 
  not), or when the rogue flanks her target. 
  This extra damage is 1d6 this first time this 
  talent is selected, and increases by 1d6 every 
  additional time the talent is selected. Should 
  the rogue score a critical hit with a sneak 
  attack, this extra damage is not multiplied. 
  Ranged attacks can count as sneak attacks 
  only if the target is within 30 feet.
  With a weapon that deals nonlethal 
  damage (like a sap, whip, or an unarmed 
  strike), a rogue can make a sneak attack that 
  deals nonlethal damage instead of lethal 
  damage. She cannot use a weapon that deals 
  lethal damage to deal nonlethal damage in 
  a sneak attack, not even with the usual –4 
  penalty.
  The rogue must be able to see the target 
  well enough to pick out a vital spot and must 
  be able to reach such a spot. A rogue cannot 
  sneak attack while striking a creature with 
  concealment.
  This talent may be taken more than once, 
  adding 1d6 to the rogue’s sneak attack each 
  time it is selected. However, a rogue’s total 
  sneak attack can never exceed half her rogue 
  level (rounding up).
  Sneak Stab (Ex): [Knife Master] A rogue 
  focuses her ability to deal sneak attack 
  damage with daggers and similar weapons 
  to such a degree that she can deal more 
  sneak attack damage with those weapons 
  at the expense of sneak attacks with other 
  weapons. When she makes a sneak attack 
  with a dagger, kerambit, kukri, punching 
  daggers, starknife, or swordbreaker dagger, 
  she uses d8s to roll sneak attack damage 
  instead of d6s. For sneak attacks with all 
  other weapons, she uses d4s instead of d6s. 
  A rogue must have the sneak attack talent to 
  select this talent.
  Sniper’s Eye (Ex): A rogue with this talent 
  can apply her sneak attack damage on 
  ranged attacks targeting foes within 30 feet 
  that benefit from concealment. Foes with 
  total concealment are still immune.
  Spring Up (Ex): A rogue with this ability 
  does not provoke an attack of opportunity 
  for standing up while threatened by a foe. A 
  rogue must be 4th level and have the stand 
  up talent to select this talent.
  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.
  Strong Impression: A rogue who selects 
  this talent gains Intimidating Prowess as a 
  bonus feat.
  Strong Stroke (Ex): A rogue with this 
  talent rolls twice when making Swim checks 
  and takes the better result. If she already rolls 
  twice while making a Swim check because 
  of another ability or effect, she gains a +2 
  insight bonus on both of those rolls instead. 
  If the rogue is under the effect of a spell or 
  ability that forces her to roll two dice and 
  take the worse result, she only needs to roll 
  1d20 while making Swim checks.
  
  17
  Style Master: [Ninja] A rogue who selects 
  this talent gains a style feat that she qualifies 
  for as a bonus feat. (See Ultimate Combat for 
  more information on style feats.)
  Sudden Disguise (Su): [Ninja] As a swift 
  action, a rogue can change her appearance 
  for 1 minute per level. (Double this duration 
  if the rogue has both quick disguise and 
  sudden disguise.) This ability functions as 
  disguise self. Each use of this ability uses up 
  1 ki point. A rogue must have a ki pool (such 
  as from the ki pool edge) before selecting this 
  talent.
  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. 
  Survivalist: A rogue with this talent adds 
  Heal and Survival to her list of class skills.
  Swift Poison (Ex): A rogue with this talent 
  can apply poison to a weapon as a move 
  action, instead of a standard action.
  Swinging Reposition (Ex): [Pirate] The 
  rogue can incorporate a ship’s masts, rigging, 
  ropes, sails, and other such structures into 
  her combat style. Provided she is wearing 
  light armor, when fighting in an environment 
  where such structures exist, the rogue 
  incorporates them into her Acrobatics 
  checks by grabbing hold of the structure 
  and swinging toward her opponent, making 
  either a charge or a bull rush maneuver. Once 
  she completes her attack or maneuver, she can 
  reposition herself. Immediately after making 
  the charge or bull rush, she can move 5 feet as 
  a free action, even if the charge ends her turn. 
  This movement does not provoke attacks of 
  opportunity.
  Terrain Mastery (Ex): A rogue with this 
  talent gains a favored terrain as the ranger 
  ability of the same name, though the favored 
  terrain ability does not 
  increase with her level as 
  the ranger’s ability does. 
  A rogue can take this ability 
  multiple times, each time 
  applying it to a new terrain, and 
  granting all other favored terrains 
  a +2 increase to the favored terrain 
  bonus.
  Trap Master (Ex): [Trapsmith] Whenever 
  the rogue disarms a trap using Disable 
  Device, she can bypass it even if her check 
  did not exceed the DC by 10 or more. If it is 
  a magic trap that allows specific creatures 
  to pass it without danger, she can modify 
  which creatures it allows to pass, adding her 
  allies and restricting enemies if she desires. 
  A rogue must be 8th level and have the trap 
  sense edge and careful disarm talent to take 
  this talent.
  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.
  Tumbling Descent (Ex): [Roof Runner] The 
  rogue can use her Acrobatics skill to attempt 
  a rapid descent from a rooftop or another 
  surface, ricocheting against another surface 
  and then diving through an opening (such 
  as a balcony or window) directly below. So 
  long as she has at least two surfaces no farther 
  than 10 feet apart to bounce against, she can 
  ricochet her body back from one to the next, 
  
  18
  descending great distances with a single check. 
  The DC is 10 + 5 for every additional 10-foot 
  increment descended beyond the initial 10 feet 
  dropped. If she fails, she falls the full distance. 
  A rogue must have the roof running edge before 
  selecting this talent.
  Unarmed Combat Training: [Ninja] A rogue 
  who selects this talent gains Improved Unarmed 
  Strike as a bonus feat.
  Underhanded* (Ex): A rogue with this talent 
  gains a +4 circumstance bonus on all Sleight 
  of Hand checks made to conceal a weapon. 
  Furthermore, if she makes a sneak attack during 
  the surprise round using a concealed weapon 
  that her opponent didn’t know about, she does 
  not have to roll sneak attack damage, and the 
  sneak attack deals maximum damage. A rogue 
  can only use the underhanded talent a number 
  of times per day equal to her Int or Cha modifier 
  (selected when the talent is taken, minimum 0 
  times/day).
  Undetected Sabotage (Ex): [Ninja] Whenever 
  a rogue with this talent uses Disable Device 
  to sabotage or disable a device, she can make 
  a special Stealth check with a bonus equal to 
  her level. Anyone who inspects the device does 
  not notice the sabotage and assumes the object 
  works unless he beats the rogue’s check with an 
  opposed Perception skill check.
  Vanishing Trick (Su): [Ninja] As a swift action, 
  the rogue can disappear for 1 round per level. 
  This ability functions as the invisibility spell. 
  Using this ability uses up 1 ki point. A rogue 
  must have a ki pool (such as from the ki pool 
  edge) before selecting this talent.
  Ventriloquism (Su): [Ninja] As a swift 
  action, the rogue can throw her voice as if 
  using the spell ventriloquism. She can use 
  this ability for 1 minute per rogue level. 
  Each use of this ability uses up 1 ki point. A 
  rogue must have a ki pool (such as from the 
  ki pool edge) before selecting this talent.
  Wall Climber (Su): 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.
  Wall Scramble (Ex): A rogue with this 
  talent rolls twice when making Climb 
  checks and takes the better of the two rolls. 
  If she already rolls twice while making a 
  Climb check because of another ability or 
  effect, she gains a +2 insight bonus on both 
  of those rolls instead. If the rogue is under 
  the effect of a spell or ability that forces her 
  to roll two dice and take the worse result, 
  she only needs to roll 1d20 while making 
  Climb checks.
  Weapon Training: A rogue that selects this 
  talent gains Weapon Focus as a bonus feat.
  advanCed talents
  At 10th level, and every rogue level 
  thereafter, a rogue can choose one of the 
  following advanced talents in place of a 
  rogue talent. Advanced talents otherwise 
  follow the rules for talents.
  Another Day (Ex): Once per day, when 
  the rogue would be reduced to 0 or fewer 
  hit points by a melee attack, she can take 
  a 5-foot step as an immediate action. If the 
  movement takes her out of the reach of the 
  attack, she takes no damage from the attack. 
  The rogue is staggered for 1 round on her 
  next turn.
  Angel of Death (Su): [Assassin] The 
  rogue becomes a master of death. Once per 
  day, when the rogue makes a successful 
  assassinate attack, she can cause the target’s 
  body to crumble to dust. This prevents 
  raise dead and resurrection (although true 
  resurrection works as normal). The rogue 
  must declare the use of this ability before 
  the attack is made. If the attack misses or 
  the target successfully saves against the 
  assassinate, this ability is wasted with no 
  effect. A rogue must be 15th level and have 
  the assassinate advanced talent to select this 
  advanced talent.
  Assassinate* (Ex): [Ninja] 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 
  
  19
  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 
  rogue’s Int or Cha modifier (selected when 
  this talent is taken). 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.
  A rogue must have the sneak attack 
  talent to select this advanced talent.
  Blinding Bomb (Ex): [Ninja] Whenever 
  the rogue throws a smoke bomb, all living 
  creatures in the cloud must make a Fortitude 
  save or be blinded by the black smoke for 1d4 
  rounds. The DC of this saving throw is equal 
  to 10 + 1/2 the rogue’s level + the rogue’s Int 
  or Cha modifier (selected when this talent is 
  taken). This talent cannot be combined with 
  a choking bomb, but the rogue can combine 
  a blinding bomb with a poison bomb. The 
  rogue must have the choking bomb talent 
  before selecting this talent.
  Confounding Blades* (Ex): When a rogue 
  with this advanced talent hits a creature 
  with a melee weapon that deals sneak attack 
  damage, her target cannot make attacks 
  of opportunity until the beginning of the 
  rogue’s next turn. A rogue must have the 
  sneak attack talent to select this advanced 
  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 damage. A rogue must have 
  selected the sneak attack talent to select this 
  talent.
  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.
  Deadly Shuriken (Ex): [Ninja] As a full-
  round action, a rogue with this advanced 
  talent can take careful aim and pool all of 
  her attack potential into a single, deadly 
  shuriken throw. When she does this, she 
  throws a single shuriken at a single target, 
  but makes as many attack rolls as she can, 
  based on her base attack bonus. She makes 
  the attack rolls in order from highest bonus 
  to lowest, as if she were making a full attack. 
  If any of the attack rolls hit the target, the 
  attack hits. For each additional successful 
  attack roll beyond the first, the rogue 
  increases the damage by 1d6. Precision 
  damage and extra damage from weapon 
  special abilities (such as flaming) are 
  added with damage modifiers and are not 
  increased by this advanced talent. If one or 
  
  20
  more rolls are critical threats, she confirms the 
  critical once using her highest base attack bonus 
  –5. For each critical threat beyond the first, she 
  reduces this penalty by 1 (to a maximum of 0).
  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. A rogue must have the powerful sneak 
  and sneak attack rogue talents before choosing 
  this talent. 
  Defensive Roll (Ex): With this advanced talent, 
  the rogue can roll with a potentially lethal blow 
  to take less damage from it than she otherwise 
  would. Once per day, when she would be 
  reduced to 0 or fewer hit points by damage in 
  combat (from a weapon or other blow, not a 
  spell or special ability), the rogue can attempt 
  to roll with the damage. To use this ability, the 
  rogue must attempt a Reflex saving throw (DC 
  = damage dealt). If the save succeeds, she takes 
  only half damage from the blow; if it fails, she 
  takes full damage. She must be aware of the 
  attack and able to react to it in order to execute 
  her defensive roll—if she is denied her Dexterity 
  bonus to AC, she can’t use this ability. Since this 
  effect would not normally allow a character to 
  make a Reflex save for half damage, the rogue’s 
  evasion ability does not apply to the defensive 
  roll.
  Dispelling Attack* (Su): Opponents that are 
  dealt sneak attack damage by a rogue with this 
  ability are affected by a targeted dispel magic, 
  targeting the lowest-level spell effect active on 
  the target. The caster level for this ability is equal 
  to the rogue’s level. A rogue must have the major 
  magic rogue talent before choosing dispelling 
  attack. A rogue must have selected the sneak 
  attack talent to select this talent.
  Entanglement of Blades* (Ex): When a 
  rogue with this talent hits a creature with a 
  melee attack that deals sneak attack damage, 
  the target cannot take a 5-foot step until the 
  beginning of the rogue’s next turn. A rogue 
  must have the sneak attack talent to select 
  this talent.
  Familiar (Ex): A rogue with this advanced 
  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, but the rogue’s effective 
  wizard level is her rogue level –4. The rogue 
  must have the minor magic and major magic 
  talents before she can choose this advanced 
  talent.
  Fast Tumble (Ex): When a rogue with this 
  advanced talent uses Acrobatics to move 
  at full speed through a threatened square 
  without provoking an attack of opportunity, 
  the DC of the Acrobatics check does not 
  increase by 10. 
  Feat: [Ninja] The rogue may gain any feat 
  that she qualifies for in place of an advanced 
  talent.
  Improved Evasion (Ex): This works like 
  evasion, except that while the rogue still 
  takes no damage on a successful Reflex 
  saving throw against attacks, she henceforth 
  takes only half damage on a failed save. A 
  helpless rogue does not gain the benefit of 
  improved evasion. A rogue must have the 
  evasion edge to select improved evasion.
  Frugal Trapsmith (Ex): When a rogue with 
  this talent constructs a mechanical trap, she 
  only pays 75% of the normal cost.
  Getaway Master (Ex): A rogue with this 
  talent gains a +10 bonus on all drive checks. 
  The rogue must have the getaway artist talent 
  before choosing this advanced talent.
  Ghost Step (Su): [Ninja] As a swift action, a 
  rogue with this talent can pass through walls 
  as if she were a ghost. Until the end of her 
  turn, she can pass through a wall or other 
  surface that is up to 5 feet thick per level as if 
  she were incorporeal. She must exit the solid 
  material by the end of her turn. Each use of 
  this ability uses up 1 ki point.
  Hard to Fool (Ex): A rogue with this 
  advanced talent is hard to fool with mind-
  affecting effects. At the start of her 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 check, she is no longer 
  subject to the mind-affecting effect. She can 
  make this saving throw even against mind-
  affecting effects that normally don’t allow 
  a saving throw. In those cases, generate the 
  saving throw as if the spell or effect did allow 
  a saving throw.
  Hide in Plain Sight (Ex): A rogue with this 
  advanced talent can select a single terrain 
  from the ranger’s favored terrain list. She is 
  a master at hiding in that terrain, and while 
  within that terrain, she can use the Stealth 
  skill to hide, even while being observed. A 
  rogue may take this advanced talent more 
  than once, each time selecting a different 
  terrain from the favored terrain list.
  
  21
  Hunter’s Surprise (Ex): Once per day, a 
  rogue with this talent can designate a single 
  enemy she is adjacent to as her prey. Until the 
  end of her next turn, she can add her sneak 
  attack damage to all attacks made against 
  her prey, even if she is not flanking it or it is 
  not flat-footed. A rogue must have the sneak 
  attack talent to select this advanced talent.
  Instant Poison (Ex): A rogue with this 
  talent can apply poison to a weapon as a 
  swift action, instead of a standard action. 
  A rogue must have the swift poison talent 
  and poison use edge to select this advanced 
  talent.
  Invisible Blade (Su): [Ninja] Whenever a 
  rogue uses the vanishing trick talent, she is 
  treated as if she were under the effects of the 
  greater invisibility spell. The rogue must have 
  the vanishing trick talent before selecting 
  this talent.
  Knock-Out Blow (Ex): Once per day, the 
  rogue can forgo her sneak attack damage 
  to attempt to knock out an opponent. She 
  must declare the use of knock-out blow 
  before she makes the attack. If the attack 
  hits, it does normal damage, but instead of 
  dealing sneak attack damage (and instead 
  of any effect that triggers when the rogue 
  deals sneak attack damage), the target falls 
  unconscious for 1d4 rounds. A successful 
  Fortitude save reduces this effect to 
  staggered for 1 round. The DC of this save 
  is equal to 10 + 1/2 the rogue’s level + the 
  rogue’s Int or Cha modifier (selected when 
  the advanced talent is taken). A rogue must 
  have the sneak attack talent to select this 
  advanced talent.
  Master of Disguise (Ex): Once per day, a 
  rogue with this talent gains a +10 bonus on 
  a single Disguise check. 
  Master of Poisons (Ex): The save DC of 
  any poison the rogue uses is increased by 
  +2. This has no effect on the DC of poisons 
  the rogue possesses if someone else uses 
  them.
  Mystic Disguise (Su): [Ninja] A rogue 
  with this talent can take on the appearance of 
  other creatures and individuals. Whenever 
  the rogue uses the sudden disguise talent, 
  the duration increases to 10 minutes per 
  level. Alternatively, the rogue can use 
  the sudden disguise talent to take on the 
  appearance of a specific individual that 
  the rogue has seen before for 1 minute per 
  level. Creatures that are familiar with the 
  individual receive a Will saving throw to see 
  through the illusion. The DC of this saving 
  throw is 10 + 1/2 the rogue’s level + the 
  rogue’s Int or Cha modifier (selected when 
  the advanced talent is taken). This illusion 
  also changes the rogue’s speech, if she has 
  heard the individual talk and can speak his 
  language. The rogue must have the sudden 
  disguise talent before selecting this talent.
  Opportunist (Ex): Once per round, the 
  rogue can make an attack of opportunity 
  against an opponent who has just been 
  struck for damage in melee by another 
  character. This attack counts as an attack of 
  opportunity for that round. Even a rogue 
  with the Combat Reflexes feat can’t use 
  the opportunist ability more than once per 
  round.
  
  22
  Redirect Attack (Ex): Once per day, when a 
  rogue with this talent is hit with a melee attack, 
  she can redirect the attack to strike at an adjacent 
  creature with a free action. The creature targeted 
  must be within melee reach of the attack that hit 
  the rogue, and the creature that made the attack 
  against the rogue must make a new attack roll 
  against the new target. 
  Rumormonger (Ex): A rogue with this 
  advanced talent can attempt to spread a rumor 
  though a small town or larger settlement by 
  making a Bluff check. She can do so a number of 
  times per week equal to her Charisma modifier 
  (minimum 0). The DC is based on the size of the 
  settlement, and it takes a week for the rumor to 
  propagate through the settlement. If the check 
  succeeds, the rumor is practically accepted as 
  fact within the community; succeeding by 5 or 
  more over the DC decreases the time it takes 
  the rumor to propagate by 1d4 days. A failed 
  check means the rumor failed to gain traction, 
  while failing by 5 or more causes the opposite 
  of the rumor or some other competing theory 
  involving the rumor’s subject to take hold.
  See the Unseen (Su): [Ninja] As a swift 
  action a rogue with this talent learns how to 
  see that which cannot be seen. This acts as 
  the see invisibility spell, using her rogue level 
  as the caster level. Each use of this ability 
  uses up 1 ki point.
  Shadow Split (Su): [Ninja] This talent 
  allows the rogue to create an illusory 
  double of herself that moves away from her, 
  allowing the rogue to create a distraction. 
  When she uses this ability, an illusory 
  double appears and moves away from the 
  rogue, heading in one direction. The double 
  climbs walls, jumps pits, or simply passes 
  through obstacles, moving at twice the 
  rogue’s speed in the direction indicated by 
  the rogue when the ability is used. Its course 
  cannot be changed. The double persists for 
  1 round per level of the rogue. Those who 
  interact with the double receive a Will 
  saving throw to recognize that it is fake. The 
  DC of this save is 10 + 1/2 the rogue’s level 
  + the rogue’s Int or Cha modifier (selected 
  when this talent is taken). Each use of this 
  ability uses up 1 ki point. The rogue must 
  possess a ki pool (such as from taking the 
  ki pool edge) and the shadow clone talent 
  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 stress and distractions would normally 
  prevent her from doing so. A rogue may 
  gain this special ability multiple times, 
  selecting additional skills for skill mastery 
  to apply to each time.
  Slippery Mind (Ex): This ability represents 
  the rogue’s ability to wriggle free from 
  magical effects that would otherwise control 
  or compel her. If a rogue with slippery mind 
  is affected by an enchantment spell or effect 
  and fails her saving throw, she can attempt 
  it again 1 round later at the same DC. She 
  gets only this one extra chance to succeed on 
  her saving throw.
  Stealthy Sniper (Ex): When a rogue with 
  this talent uses the Stealth skill to snipe, she 
  only suffers a –10 penalty on the Stealth 
  check, instead of –20. 
  Thoughtful Reexamining (Ex): Once per 
  day, a rogue with this talent can reroll a 
  Knowledge, Sense Motive, or Perception 
  skill check to try to gain new or better 
  information from the roll. This reroll can be 
  made any time during the same day as the 
  original check. 
  True Death (Su): [Assassin] Anyone slain 
  by the rogue’s assassinate ability becomes 
  more difficult to bring back from the dead. 
  Spellcasters attempting to bring a creature 
  back from the dead using raise dead or 
  similar magic must make a caster level check 
  with a DC equal to 15 + the rogue’s level or 
  the spell fails and the material component 
  is wasted. Casting remove curse the round 
  before attempting to bring the creature back 
  from the dead negates this chance. The DC 
  Community Size
  DC
  Small town
  18
  Large town
  20
  Small city
  25
  Large city
  30
  Metropolis
  35
  
  23
  of the remove curse is 10 + the rogue’s level. A 
  rogue must have the assassinate advanced 
  talent to take this advanced talent.
  Unarmed Combat Mastery: [Ninja] A 
  rogue who selects this advanced talent 
  deals damage with her unarmed strikes as 
  if she were a monk of her rogue level –4. If 
  the rogue has levels in monk, this ability 
  stacks with monk levels to determine how 
  much damage she can do with her unarmed 
  strikes. A rogue must have the Improved 
  Unarmed Strike feat before taking this 
  talent.
  Unbound Steps (Su): [Ninja] This talent 
  allows a rogue to use her ki to walk through 
  the air. Whenever the rogue uses the light 
  steps talent, she can walk on air, rising or 
  descending as she desires. She must end 
  her move on a solid surface. Each use of 
  this ability uses up 1 ki point. A rogue must 
  have a ki pool (such as from taking the ki 
  pool edge) and have the light steps talent to 
  select this advanced talent.
  Unwitting Ally (Ex): A rogue with this 
  advanced talent can spend a swift action 
  to attempt to make an opponent act like an 
  ally for purposes of providing a flank until 
  the beginning of the rogue’s next turn. The 
  opponent must be able to hear and see the 
  rogue, and the rogue must succeed at a Bluff 
  check opposed by the opponent’s Sense 
  Motive. If the check succeeds, the opponent 
  acts as an ally for the purpose of providing 
  a flank. Whether or not the check succeeds, 
  the rogue cannot use this advanced talent 
  again on the same opponent for the next 
  24 hours. If the rogue fails the check by 5 
  or more, she cannot use the unwitting ally 
  ability on any opponent within line of sight 
  of the failed attempt for 24 hours.
  Weapon Snatcher (Ex): A rogue with this 
  talent can make a Sleight of Hand check in 
  place of a combat maneuver check when 
  attempting to disarm an opponent.
  grand talent
  At 20th level a rogue may select one of 
  the following grand talents. A rogue may 
  select a talent or advanced talent in place 
  of a grand talent, if that is preferred. Grand 
  talents otherwise follow the rules for talents.
  Hidden Master (Su): [Ninja] The rogue 
  becomes a true master of the art of ninjitsu. 
  She can, as a standard action, cast greater 
  invisibility on herself. While invisible in this 
  way, she cannot be detected by any means, 
  and not even invisibility purge, see invisibility, 
  and true seeing can reveal her. She uses her 
  rogue level as her caster level for this ability. 
  Using this ability consumes 3 ki points from 
  her ki pool. In addition, whenever the rogue 
  deals sneak attack damage, she can sacrifice 
  additional damage dice to apply a penalty 
  to one ability score of the target equal to 
  the number of dice sacrificed for 1 minute. 
  This penalty does not stack with itself and 
  cannot reduce an ability score below 1. A 
  rogue must have selected the ki pool edge 
  and sneak attack talent to select this grant 
  talent.
  
  24
  Master Expert (Ex): The rogue has become 
  a master of applying her skills under any 
  circumstances. The rogue receives a +4 bonus to 
  any skill check when she takes 10, and a +6 bonus 
  to any skill checks when she takes 20. Additionally, 
  she receives a number of bonus skill dice each 
  day equal to half her rogue level. These are d6s 
  she may roll and add to a skill check’s total. If she 
  chooses to do this before the success or failure of a 
  skill check she may add as many of her remaining 
  bonus skill dice as she wishes. After a skill check’s 
  success or failure is revealed she may immediately 
  choose to add a single bonus skill die, and if its 
  additional value raised her check enough to count 
  as a success, her skill check is successful. A rogue 
  must have the skill mastery advanced talent to 
  select master expert.
  Master Strike (Ex): The rogue becomes incredibly 
  deadly when dealing sneak attack damage. Each 
  time the rogue deals sneak attack damage, she can 
  choose one of the following three effects:
  The target can be...
  •     put to sleep for 1d4 hours
  •     paralyzed for 2d6 rounds, or
  •     slain
  Regardless of the effect chosen, the target 
  receives a Fortitude save to negate the additional 
  effect. The DC of this save is equal to 10 + sneak 
  attack dice + the rogue’s Int or Cha modifier 
  (selected when this talent is taken). Once a creature 
  has been the target of a master strike, regardless of 
  whether or not the save is made, that creature is 
  immune to that rogue’s master strike for 24 hours. 
  Creatures that are immune to sneak attack damage 
  are also immune to this ability. A rogue must have 
  selected the sneak attack talent to select this talent.
  save vs. Wall oF text
  Because it includes well more than 175 
  edges, talents, advanced talents, and grand 
  talents, getting through the talented rogue 
  class write-up can be daunting. Once a 
  character has been written up its easy to 
  look any selected edges and talents if they 
  are presented alphabetically, but when 
  thinking about what talent to take next the 
  abilities can form a nigh-impenetrable “wall 
  of text.” 
  To help with this issue we’ve categorized 
  all the edges and talents into the following 
  themes and sub themes, based on common 
  rogue character concepts: Defensive (general 
  and saving throws), Flexible Customization, 
  Magic/Mysticism, 
  Movement, 
  Offensive 
  (general and sneak attack), Traps, and Skills 
  (with several sub-categories for specific 
  skills). Each talent gives its name and notes 
  if it is an edge, advanced talent, or grand 
  talent. This allows a GM or player looking 
  for a new option to see which edges and 
  talents are most likely to match his desired 
  character concept without reading through 
  the entire list of options.
  Defensive (General)
  Another Day (advanced)
  Blade Sense (edge)
  Defensive Roll (advanced)
  Deflect Arrows
  Hardy (edge)
  Hold Breath
  Improved Uncanny Dodge (edge)
  Offensive Defense
  Redirect Attack (advanced)
  Resiliency
  Slow Metabolism
  Snatch Arrows
  Uncanny Dodge (edge)
  Defensive (savinG Throws)
  Daring (edge)
  Divine Purpose (edge)
  Evasion (edge)
  Hard to Fool (advanced)
  Improved Evasion (advanced)
  Iron Guts
  Slippery Mind (advanced)
  Unbending (edge)
  Unflinching (edge)
  flexible CusTomizaTion
  Feat (advanced)
  Forgotten Talent
  Talent (edge)
  maGiC/mysTiCism
  Divine Epiphany
  Endure Elements
  Familiar (advanced)
  Feather Fall
  Ghost Step (advanced)
  Hidden Master (grand)
  Invisible Blade (advanced)
  Ki Talent
  Ki Pool (edge)
  Major Magic
  Major Petition
  Minor Magic
  
  25
  Minor Petition
  Mystic Disguise (advanced)
  See the Unseen (advanced)
  Shadow Clone
  Shadow Split (advanced)
  Unbound Steps (advanced)
  Vanishing Trick
  Ventriloquism
  movemenT
  Driver’s Fortune
  Expert Leaper
  Fast Getaway
  Fast Tumble (advanced)
  Getaway Artist
  Getaway Master (advanced)
  Ghost Step (advanced)
  Hard Drive
  High Jumper
  Ledge Walker
  Light Steps
  Positioning Attack
  Rogue Crawl
  Roof Running (edge)
  Rope Master
  Sea Legs
  Spring Up
  Stand Up
  Swinging Reposition
  Terrain Mastery
  Tumbling Descent
  Wall Climber
  offensive (General)
  Accuracy
  Adaptable Flanker
  Ambush (edge)
  Assault Leader
  Blinding Bomb (advanced)
  Choking Bomb
  Combat Swipe
  Combat Trick
  Convincing Lie
  Deadly Cocktail (advanced)
  Deadly Shuriken (advanced)
  Finesse Rogue
  Firearm Training
  Flurry of Stars
  Greater Finesse
  Grit
  Gut Stab
  Instant Poison (advanced)
  Ki Block
  Ki Pool (edge)
  Ki Charge
  Lasting Poison
  Martial Mastery
  Martial Training (edge)
  Master of Poisons (advanced)
  Master Poisoner
  Ninja Training
  Opportunist (advanced)
  Poison Bomb
  Poison Use (edge)
  Shank
  Smoke Bomb
  Snap Shot
  Strong Impression
  Swift Poison
  Unarmed Combat Training
  Unarmed Combat Mastery (advanced)
  Weapon Training
  offensive (sneak aTTaCk)
  Angel of Death (advanced)
  Assassinate (advanced)
  Befuddling Strike
  Bleeding Attack
  Bravado’s Blade (edge)
  Brutal Beating
  Confounding Blades (advanced)
  Crippling Strike (advanced)
  Deadly Range
  Deadly Sneak (advanced)
  Dispelling Attack (advanced)
  Distracting Attack
  Entanglement of Blades (advanced)
  Fearsome Strike
  Hunter’s Surprise (advanced)
  Knock-Out Blow (advanced)
  Master Strike (grand)
  Offensive Defense
  Powerful Sneak
  Pressure Points
  Scout’s Charge (edge)
  Skirmisher (edge)
  Slow Reactions
  Sneak Attack
  Sneak Stab
  Sniper’s Eye
  Style Master
  Surprise Attack
  True Death (advanced)
  Underhanded
  Unwitting Ally (advanced)
  skills (General)
  Master expert (grand)
  Ninja Training
  Skill Mastery (advanced)
  Survivalist
  skills (aCrobaTiCs)
  Acrobatic Master
  Daring (edge)
  Expert Acrobat (edge)
  Fast Tumble (advanced)
  Ki Pool (edge)
  Ledge Walker
  Peerless Maneuver
  Second Chance (edge)
  skills (bluff)
  Coax Information
  Natural Born Liar (edge)
  Honeyed Words
  Rake’s Smile (edge)
  Rumormongering (advanced)
  Skilled Liar (edge)
  
  26
  skills (Climb)
  Expert Acrobat (edge)
  Nimble Climber
  Second Chance (edge)
  Wall Scramble
  skills (DiplomaCy)
  Black Market Connections
  Charmer
  Coax Information
  Follow Up (edge)
  Rake’s Smile (edge)
  skills (Disable DeviCe)
  Careful Disarm (edge)
  Quick Disable
  Trap Master
  Trapfinding (edge)
  Undetected Sabotage’
  skills (DisGuise)
  No Trace (edge)
  Quick Disguise
  Master of Disguise (advanced)
  Mystic Disguise (advanced)
  Sudden Disguise
  skills (fly)
  Expert Acrobat (edge)
  Getaway Artist
  Second Chance (edge)
  skills (inTimiDaTe)
  Frightening (edge)
  skills (linGuisTiCs)
  Guileful Polyglot
  skills (knowleDGe)
  Esoteric Scholar
  Thoughtful Reexamination (advanced)
  skills (perCepTion)
  Canny Observer
  Darkvision
  Follow Clues
  Thoughtful Reexamination (advanced)
  Trapfinding (edge)
  skills (sense moTive)
  Hard to Fool
  Thoughtful Reexamination (advanced)
  skills (sleiGhT of hanD)
  Deft Palm
  Expert Acrobat (edge)
  Fast Fingers
  Hidden Weapons
  Measure the Mark (edge)
  Stab and Grab (edge)
  Underhanded
  Weapon Snatcher (advanced)
  skills (sTealTh)
  Camouflage
  Distraction
  Effortless Sneak (edge)
  Expert Acrobat (edge)
  Fast Stealth
  Hide in Plain Sight (advanced)
  Misdirection (edge)
  No Trace (edge)
  Stealthy Sniper (advanced)
  skills (swim)
  Strong Stroke
  Traps
  Careful Disarm (edge)
  Cunning Trigger
  Frugal Trapsmith (advanced)
  Quick Disable
  Quick Trapsmith 
  Trap Master
  Trap Sense (edge)
  Trap Spotter
  Trapfinding (edge)
  
  27
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  Open Game License v 1.0a ©2000, Wizards of the Coast, Inc. 
  System Reference Document. ©2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. ©2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
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  The Genius Guide To: The Talented Rogue. ©2013, Super Genius Games. Author: Owen K.C. 
  Stephens
  We err on the side oF aWesoMe!
  Credits
  Designer:
  Owen K.C. Stephens
  Editor:
  The Geniuses
  Cover Art:
  Gabriel Verdon
  Interior Art:
  Gabriel Verdon, Shaman Stockart, Robert Friis, 
  Redpeggy, Storn Cook, Lin Bo
  Graphic Design and Typesetting:
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  Produced By:
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Classes/The Genius Guide to The Talented Rogue.pdf