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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.
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.


Some creature types are described as being immune to precision damage (see below). Creatures immune to precision damage take half damage from rogue sneak attacks. This occurs before any DR is applied, and would stack with any ability the creature has to reduce damage (such as taking half damage from being incorporeal), but only if that is not the reason they are immune to precision damage in the first place.
;: Immunity / Resistance to Precision Damage
: Some creature types are described as being immune to precision damage (see below). This rule has been changed. Assuming the creature is either denied its DEX bonus to AC (flat-footed) or is flanked by the rogue, the rogue's sneak attacks do full damage to these creatures. Creatures with the Protean subtype only get their 50% chance to ignore critical hits, not sneak attacks.  (This rule was changed because rogues really shouldn't have entire encounters where they don't get to do anything useful, especially since, even in a normal encounter, they have to work to get their sneak attack damage off. GM's who feel a need to make their PC's feel powerless should consider running a Call of Cthulhu game instead.)


<blockquote>
: Creatures described as immune to flanking are still immune to flanking. To perform a sneak attack on these creatures, the rogue will need to use stealth or some other means of causing the creature to be flat-footed.
; Creatures Resistant to Precision Damage
The following creature types (or subtypes) take only half damage from precision-based attacks (such as sneak attack):
* Elemental (subtype)
* Incorporeal (subtype) - unless using a weapon with the ghost touch property.
* Ooze (Type)
* Protean (subtype) - 50% chance to ignore critical hits or sneak attacks.
</blockquote>


<blockquote>
<blockquote>
; Creatures Immune to Flanking
; Creatures Immune to Flanking  
Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
* Ooze (Type)
* Ooze (Type)
* Swarm (Type)
* Swarm (Type)
* Elemental (subtype)
* Elemental (subtype)
* Protean (subtype) - 50% chance to ignore critical hits or sneak attacks.
* Protean (subtype) - 50% chance to ignore critical hits.
</blockquote>
</blockquote>


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* Incorporeal (subtype) - unless using a weapon with the ghost touch property.
* Incorporeal (subtype) - unless using a weapon with the ghost touch property.
* Ooze (Type)
* Ooze (Type)
* Protean (subtype) - 50% chance to ignore critical hits or sneak attacks.
* Protean (subtype) - 50% chance to ignore critical hits.
* Swarm (Type)
* Swarm (Type)
</blockquote>
</blockquote>

Revision as of 19:22, 31 August 2013

Go back to Reese's Campaign page.

You have pretty eyes. I think I'll take them.

Description:

Careful! She's got a knife!

Here's a secret. The rogue is the gal who does the most damage of any of the melee classes. It's true! A rogue with a dagger can out-damage a barbarian with an Imperial Axe. It's not even really that close. So when it says, 'Careful, she's got a knife', it's a needful warning indeed.

If you're looking for the classic DnD sneaky dangerous gal, this version of the rogue is what you want, because she's just absolutely deadly. Yes, rogues are a bit delicate, and they take a while for the damage to really start piling up to utterly insane levels, but you have to pay for all that overwhelming awesomeness somehow.

So, if you're a veteran rogue player and you want another death machine in your stable, here's the class for you. Check out all the Rogue talents, and be sure to check out the new feats below.

We're not crazy, it's completely on purpose! Try it out, and see how much damage a lady with a kitchen knife can REALLY do! :)

Alignment: Any

Hit Die: d6

Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.

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

Skill Ranks per Level: 8 + Int modifier.

Table: Rogue

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Rogue talent, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Rogue talent, trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Rogue talent, trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Rogue talent, trap sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent


Class Features

Weapon and Armor Proficiency

Rogues are 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.


Dagger Mastery

Rogues are experts with daggers. A rogue wielding a dagger does a d6 base damage with it, instead of a d4. This is the same for medium-sized races and small-sized races. Large rogues are just silly.


Sneak Attack

If a rogue can catch 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 at 1st level, and increases by 1d6 every two rogue levels thereafter. 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.

Immunity / Resistance to Precision Damage
Some creature types are described as being immune to precision damage (see below). This rule has been changed. Assuming the creature is either denied its DEX bonus to AC (flat-footed) or is flanked by the rogue, the rogue's sneak attacks do full damage to these creatures. Creatures with the Protean subtype only get their 50% chance to ignore critical hits, not sneak attacks. (This rule was changed because rogues really shouldn't have entire encounters where they don't get to do anything useful, especially since, even in a normal encounter, they have to work to get their sneak attack damage off. GM's who feel a need to make their PC's feel powerless should consider running a Call of Cthulhu game instead.)
Creatures described as immune to flanking are still immune to flanking. To perform a sneak attack on these creatures, the rogue will need to use stealth or some other means of causing the creature to be flat-footed.
Creatures Immune to Flanking

Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):

  • Ooze (Type)
  • Swarm (Type)
  • Elemental (subtype)
  • Protean (subtype) - 50% chance to ignore critical hits.


Critical Hits

Rogue critical hits, instead of doing a multiple of the base weapon damage, instead do max damage on all dice rolled, including sneak attack. (Note that this does not apply to the extra sneak attack dice granted by the "Twist the Knife" or "Deeper Wound" feats, which are just rolled normally.)

Creatures Immune to Critical Hits

The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):

  • Aeon (subtype)
  • Elemental (subtype)
  • Incorporeal (subtype) - unless using a weapon with the ghost touch property.
  • Ooze (Type)
  • Protean (subtype) - 50% chance to ignore critical hits.
  • Swarm (Type)


Trapfinding

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.


Evasion (Ex)

At 2nd level and higher, a 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.


Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

  • d20pfsrd link to Rogue Talents. Also see below for additions and modifications to some rogue talents.


Advanced Talents

At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.


Trap Sense (Ex)

At 3rd level, a 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.


Uncanny Dodge (Ex)

Starting at 4th level, a 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.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.


Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher 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 above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.


Master Strike (Ex)

Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Once per round, when 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 (FORT save, DC equals 10 + 1/2 the rogue's level + the rogue's DEX modifier)
  • paralyzed for 2d6 rounds (FORT save, DC equals 10 + 1/2 the rogue's level + the rogue's INT modifier), or
  • slain (FORT save, DC equals 10 + 1/2 the rogue's level + the rogue's STR modifier)

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 add +5 to their FORT save result.

New Rogue Talents

Finesse Rogue (modified)
Add DEX modifier as a bonus to melee to-hit and damage rolls, in addition to STR. This cannot be stacked with the Clever Rogue talent.
Clever Rogue
Use INT modifier as a bonus to melee to-hit and damage rolls, in addition to STR. This cannot be stacked with the Finesse Rogue talent.
Master of Disguise
The rogue may add 1/2 her level (round down) to disguise checks.
Cover Identity
A rogue may select one Craft, Perform, or Profession skill and gain a +4 competence bonus on checks. Additionally, the rogue may make checks as though trained in that skill, even if she has no ranks in it. The rogue can decide to adopt a new cover identity at any time. When she changes cover identities, the benefits switch over to the new skill or proficiency after 24 hours.
Expert Forger
A rogue with this talent can add half her level (minimum 1) to checks to create a forgery or fake document.
Magical Sleep
A rogue with this talent may cast sleep as a spell-like ability with a caster level equal to her level. The DC to save is 11 + the rogue's Charisma modifier. The rogue may choose to center the spell on a single target, in which case it will affect one target of any number of HD. To select this talent, the rogue must already have minor magic.
Magical Disguise
Once per day, the rogue may cast disguise self as a spell-like ability with a caster level equal to her level. To select this talent, the rogue must already have minor magic.
Poison Use
Rogues with this talent are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison).
Secret Keeper
A rogue may add her INT bonus to saves against any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus.

New Advanced Rogue Talents

Surefooted
The rogue may ignore difficult terrain
Shadow-touched
A rogue which moves at least 15 feet from his starting position in a round gains 20% concealment until the end of his next turn. This concealment may be used to initiate stealth, though the standard rules for breaking stealth still apply.
Hide In Plain Sight (modified)
A rogue with this ability can make a stealth check even when he has no concealment and is being observed. Doing so is still part of a move action, however, and cannot be done outside of the rogue's turn.
Perfect Cover
The rogue may wear any medium or heavy armor and wield any martial weapon and carry any shield without proficiency penalty. Note, however, that many rogue abilities, including sneak attack, may not be used while wearing or wielding these things. Prerequisite: Cover Identity rogue talent.
Misdirection
Once per day, the rogue may use misdirection, as the spell, with a caster level of her level. The spell must be placed on herself. Prerequisite: Minor Magic.
Improved Magical Disguise
A rogue who selects this talent can use her magical disguise ability a number of times per day equal to 3 + the rogue's Charisma modifier. Prerequisite: Magical Disguise.
Rummage
Once per day, the rogue can treat a Perception check to search an area as though she rolled a natural 20. A thievery check may be made to attempt to leave no trace of having searched the area. The result of the thievery check sets the DC of someone noticing that the area has been searched. The time needed for this search is not reduced by the 20 result and is generally measured in minutes.
Deceptive Mind
Any time the rogue successfully saves versus a mind-affecting ability, she continues to be aware of the creature's commands and messages for the duration of the effect, although she need not obey. Prerequisite: Slippery Mind or Secret Keeper.


New Rogue Feats

Rapid Shot (Req. Rogue lvl 7)

When making a full-attack action with a ranged or thrown weapon, you can attack one additional time this round at your highest BAB. All of your attacks take a -2 penalty when using Rapid Shot. This feat cannot be used in the same round that Rapid Strike or Surprise Lunge are used.

Rapid Strike (Req. Rogue lvl 7)

When making a full-attack action in melee, you can attack one additional time this round at your highest BAB. All of your attack rolls take a –2 penalty when using Rapid Strike. If this feat is used with two-weapon fighting, these penalties do not stack. This feat cannot be used in the same round that Rapid Shot is used.

Surprise Lunge (Req. Rogue lvl 9)

When making a full-attack action with a melee weapon and only wielding a single light weapon, you can attack one additional time this round at your highest BAB. All of your attack rolls take a –2 penalty when using Surprise Lunge. If this feat is taken with Rapid Strike, these penalties do not stack. This feat cannot be used in the same round that Rapid Shot is used. (Note that this feat cannot be used during rounds in which the rogue employs two-weapon fighting feats.)

Twist the Knife (Req. Rogue lvl 13)

While wielding only a single light melee weapon, the rogue may roll twice his normal number of sneak attack dice on the first melee attack each round. The rogue's target must be eligible for precision damage for this feat to operate. If the rogue scores a critical hit, these extra sneak attack dice are not maximized, but instead rolled normally. (Note that this feat cannot be used during rounds in which the rogue employs two-weapon fighting feats.)

Deeper Wounds (Req. Rogue lvl 17, Twist the Knife)

While wielding only a single light melee weapon, the rogue may roll triple his normal number of sneak attack dice on the first melee attack each round. The rogue's target must be eligible for precision damage for this feat to operate. If the rogue scores a critical hit, these extra sneak attack dice are not maximized, but instead rolled normally. (Note that this feat cannot be used during rounds in which the rogue employs two-weapon fighting feats.)

Example Rogue Build

Epic Rogue

Table: Epic Rogue

Level BAB Fort Ref Will Special
21st +16/+11/+6 +7 +13 +7 Sneak attack +11d6, trap sense +7
22nd +16/+11/+6 +7 +13 +7 Epic Talents, Rogue Talent
23rd +17/+12/+7 +8 +14 +8 Sneak attack +12d6, Soul of an Assassin
24th +17/+12/+7 +8 +14 +8 Rogue Talent, trap sense +8
25th +18/+13/+8 +9 +15 +9 Sneak attack +13d6
26th +18/+13/+8 +9 +15 +9 Rogue Talent, Impossible Impersonation
27th +19/+14/+9 +10 +16 +10 Sneak attack +14d6, trap sense +9
28th +19/+14/+9 +10 +16 +10 Rogue Talent
29th +20/+15/+10 +11 +17 +11 Sneak attack +15d6, Retroactive Stealth
30th +20/+15/+10 +11 +17 +11 Rogue Talent, trap sense +10
31st +21/+16/+11 +12 +18 +12 Sneak attack +16d6
32nd +21/+16/+11 +12 +18 +12 Rogue Talent, Spending Money
33rd +22/+17/+12 +13 +19 +13 Sneak attack +17d6, trap sense +11
34th +22/+17/+12 +13 +19 +13 Rogue Talent
35th +23/+18/+13 +14 +20 +14 Sneak attack +18d6
36th Apotheosis!

Epic Class Abilities

Soul of an Assassin (Ex)

The Rogue has become an unparalleled master at the art and craft of harm, so much so that even a poorly-made strike is still lethal by any lesser killer's standards. In any situation where the Rogue is entitled to administer their Sneak Attack dice, the Rogue still deals damage even on a missed attack. When the Rogue misses an attack roll that is eligible for sneak attack dice, she may still roll her weapon dice and apply that damage to her target. The only consolation is, it could have been a lot worse....


Retroactive Stealth (Ex)

The rogue is so skilled at sneaking, even she sometimes isn't certain where she is. Once per encounter, at the start of her turn, the rogue may relocate to any location within 30 feet of her current position as a swift action. This is not movement: The rogue was always in this location. Everybody, including the rogue, simply thought she was where she seemed to be. Obviously, this revelation does not provoke attacks of opportunity. The new location may not be occupied by another creature or by objects larger than tiny. Additionally, any enemies adjacent to the rogue after this movement is performed are considered to be flat-footed against the rogue. Surprise!


Impossible Impersonation (Sp)

The rogue’s ability to disguise herself as other creatures has gone beyond being merely uncanny. When she disguises herself as a creature, reality itself seems to be fooled. Once per day, if she has 10 minutes to focus on her role, the rogue may transform herself as per the greater polymorph spell (caster level equal to the rogue’s HD). Because the transformation is merely a trick and not a physical change, viewers may attempt a Will save to disbelieve the transformation as though it were an illusion (DC to disbelieve equal to a Disguise check made by the rogue at the end of the transformation process) This transformation may last up to a number of rounds equal to the rogue’s class level.


Spending Money (Ex)

Generally speaking, Epic rogues tend to accumulate money and toys at an astonishing rate. Each week the rogue will earn 10,000 to 40,000 gold simply by living in any medium-sized city or larger urban area. On an adventure, this ability manifests itself in the uncanny ability for the Rogue to have useful stuff in her pockets at all times. If there is a need for any item which costs less than five thousand gold, the Rogue may simply subtract that much money from their on-hand cash and discover that they 'bought' the item a while ago and have been lugging it around 'just in case.'

Epic Rogue Talents

As the epic rogue gains more experience, she learns a number of Epic Rogue Talents that aid her and confound her foes. Starting at 22nd level, a rogue gains one Epic Rogue Talent. She gains an additional rogue talent for every 2 levels of rogue attained after 22nd level. Unless specifically excepted, the rogue cannot select any individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.



Almost a Ranger (Ex)

(Prereq: Camouflage)

As Camouflage, except the bonus to Stealth checks increases to +8.


Bonus Feat (Ex)

The Rogue may choose any epic or non-epic feat for which he qualifies.


Cagey (Su)

(Prereq: Hard to Fool)

The rogue may use Hard to Fool against any illusions of any sort.


Critical Strike (Ex)

Whenever the Rogue scores a critical hit on a Sneak Attack, all his extra Sneak Attack damage is maximized, even that gained from first-attack feats.


Disease Use (Su)

(Prereq: Poison Use, Non-Good)

The Rogue may harness diseases (magical or otherwise) and apply them much like a poison. The Rogue is always immune to infecting himself but otherwise gains no special resistance to disease.


Dispelling Strike* (Su)

(Prereq: Dispelling Attack)

The Rogue's Dispelling Attack now functions as a Greater Dispel Magic spell, targeting the lowest level affects first.


Enabler (Ex)

(Prereq: Assault Leader)

Benefit: Once per encounter, 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.


Epic Dodge (Ex)

Once per day the Rogue may declare that an attack which just hit them, in fact, missed. Additionally, once per day, after failing a Reflex save, the rogue may declare that she, in fact, made the save. She may use both affects in the same round if so desired. These declarations are not an action.


Foul Play (Ex)

(Prereq: Positioning Attack)

The rogue flat-out cheats in combat. Once per encounter, the rogue may move up to fifty feet without provoking attacks of opportunity, as long as they end the movement adjacent to the same target she struck to trigger this ability.


Gutter Mage (Sp)

(Prereq: Major Magic, Int 13)

The Rogue gains the ability to cast a 2nd-level spell from the sorcerer/wizard spell list once per day as a spell-like ability, with a caster level equal to the rogue's level. The save DC for this spell is 12 + the rogue's Intelligence modifier. The rogue learns an additional 1st and 0 level spell from the sorcerer/wizard spell list, usable two and three times per day, respectively.


In Your Shoes (Su)

Once per day, the rogue may swap places with a willing creature as an immediate action. This is not movement and does not provoke attacks of opportunity: It seems the rogue and the swappee have been disguised as each other the whole time! This talent is usable on any PC Ally in the Rogues party. Note that if the rogue has a familiar or animal companion, this talent may be used on that creature as well.


Knows a Guy (Ex)

(Prereq: Black Market Connections)

As Black Market Connections, except the rogue treats settlements as three category's larger and can never 'spook the market.'


Like Picking Your Teeth (Su)

(Prereq: Fast Picks)

You may now use your disable device skill to pick a lock as part of a move action. Note that you may also move your normal speed, although actually opening a door is a separate action.


Nemesis (Su)

(Prereq: Hunter's Surprise)

Once per encounter, the Rogue may designate one enemy as her prey. If the rogue is the one who kills the prey, she may immediately designate another victim to be her prey. She may continue designating new victims as long as she gets the killing strike.


Selective Obfuscation (Ex)

The rogue may allow a number of her allies to perceive her, even while stealthed or invisible, up to her INT mod.


Cloaked (Su)

(Prereq: Selective Obfuscation)

The Rogue is constantly under the affect of an invisibility spell. He can suppress this ability as a swift action. If the Rogue becomes visible for any reason, he may become invisible again as a swift action.


Epic Sneak Attack (Ex)

The damage die of the Rogue's Sneak attack gains +1 per die.


Punctured (Ex)

(Prereq: Epic Sneak Attack)

The damage die of the Rogue's Sneak attack gains another +1 per die, to a total bonus of +2 per die.


Disjoining Strike (Su)

(Prereq: Dispelling Strike)

The Rogue's Dispelling Attack also functions as the spell Mage's Disjunction.


Onslaught (Ex)

(Prereq: Enabler, Assault Leader)

Benefit: Once per round, 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.


Provocateur (Su)

(Prereq: Rumormonger)

As Rumormonger, except the rogue may use this ability a number of times per day, instead of a week, and gains a +4 bonus on the influence roll.


Shell Game* (Ex)

(Prereq: Befuddling Strike)

Benefit: When the rogue deals sneak attack damage against an opponent, that opponent takes a –5 penalty on attack rolls against the rogue for 4 rounds.


Supreme Stealth (Su)

(Prereq: Cloaked)

The Rogue is constantly under the affect of an greater invisibility spell. He can suppress this ability as a swift action. If the Rogue becomes visible for any reason, he can become invisible again as a swift action.


Street Mage (Sp)

(Prereq: Gutter Mage, Int 13)

The Rogue gains the ability to cast a 3rd-level spell from the sorcerer/wizard spell list once per day as a spell-like ability, with a caster level equal to the rogue's level. The save DC for this spell is 13 + the rogue's Intelligence modifier. The rogue learns an additional 2nd and 1st level spell, each usable once per day, and an additional 0 level spell. The Rogue can now use all of his 0 level spells at will.


True Friend (Ex)

(Prereq: Redirect Attack)

Once per encounter, when a rogue with this talent is hit with a melee attack, she can redirect the attack to strike at an adjacent enemy creature with a free action. The enemy 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. However, if the rogue instead redirects the attack so that it strikes one of her allies, she can use this talent once every round. She is a True Friend.


What's in It's Pockets? (Ex)

(Prereq:Combat Swipe)

The rogue gains the feats Greater Steal and Quick Steal, even if she does not meet the prerequisites. In addition to the items allowed by the Steal maneuver, you may attempt to Steal Backpacks, Boots, Wrist Slot Items, and Hand Slot items.


Wheedle (Ex)

(Prereq: Coax Information)

As Coax Information, except the rogue may roll both Bluff and Diplomacy (assuming they have them) and take the best result. In any case, both rolls have +4 on the check.


Wrongfoot* (Ex)

(Prereq: Distracting Attack)

Once per encounter, when the rogue hits a creature with a melee attack that deals sneak attack damage, she causes the creature to become flat-footed against one PC ally of her choosing until the beginning of her next turn. The rogue may designate herself as the ally gaining the benefit of this talent. Creatures with uncanny dodge are immune to wrongfoot.