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Rogue Talents

You gain one Rogue Talent at every even Rogue level from 2nd through 20th. Unless a talent says otherwise, you can select it only once.

Combat and Defense Talents

Talent Prerequisite Description
Evasion Rogue 2 Avoid or reduce harm from effects that allow a Reflex save.
Uncanny Dodge Rogue 2 Retain defensive awareness when surprised or attacked by an unseen foe.
Improved Evasion Rogue 8, Evasion Improve Evasion so a successful Reflex save avoids the effect and a failed save reduces it.
Improved Uncanny Dodge Rogue 8, Uncanny Dodge Prevent enemies from gaining an advantage by flanking the Rogue.
Opportunist Rogue 6 Make a limited reaction attack when an enemy nearby is struck by an ally.
Defensive Roll Rogue 8 Reduce the damage of one especially dangerous attack once per encounter.
Slippery Mind Rogue 10 Gain another chance to resist certain mind-affecting effects.
Improved Opportunist Rogue 14, Opportunist Improve the Rogue’s Opportunist reaction.
Perfect Opening Rogue 20 Turn a decisive opening into a powerful precision strike.

Skill and Infiltration Talents

Talent Prerequisite Description
Skill Mastery — Choose skills and use the Rogue’s Expertise benefit with them; expands the Rogue’s reliable skill set.
Master Infiltrator — Become exceptionally difficult to identify, track, or keep out of a secured location.
Trap Specialist — Improve trap detection, disarming, or the ability to create and exploit traps.
Escape Artist — Improve escape, evasion, and repositioning options.
Misdirection — Redirect attention or mislead a creature about the Rogue’s location or intent.
Hide in Plain Sight Rogue 14, Expertise (Stealth) While in dim light, you can attempt a Stealth check to become hidden while observed if you are within 10 feet of cover, concealment, or an area of shadow. You must still succeed at the check and follow the normal rules for remaining hidden; this talent does not grant concealment or make you invisible.

Precision and Ambush Talents

Talent Description
Long-Range Sneak Attack Once per turn, one ranged attack you make can deal Sneak Attack damage at any distance the attack can legally reach.
Poisoner Apply poisons more safely or effectively and improve their use in combat.
Ambusher Improve the Rogue’s ability to act from concealment or exploit an opening at the start of an encounter.

Sneak Attack Talents

These talents let you specialize in greater precision damage or in debilitating effects. You can select talents from either path or combine them, subject to their prerequisites.

Strike Talent Rules

A strike talent can be applied when you hit a Flanked or Flat-Footed target, but only if the attack deals at least 1 damage to that target after Damage Reduction. Secondary and off-hand attacks can qualify even when they do not deal Sneak Attack damage dice. For each qualifying hit, you can apply any number of distinct strike talents you know and meet the prerequisites for; each talent can be applied once per hit. Resolve each talent’s saving throw separately. Repeated applications stack as described in the talent. Unless a talent states otherwise, the target attempts a Fortitude save against a DC of 10 + half your Rogue level (rounded down) + your Dexterity modifier.

Precision

Talent Prerequisite Effect
Lethal Precision Rogue 4, Sneak Attack 2d6 Add 1d6 to Sneak Attack damage with your primary weapon.
Improved Lethal Precision Rogue 10, Lethal Precision, Sneak Attack 5d6 Add another 1d6 to Sneak Attack damage with your primary weapon.
Greater Lethal Precision Rogue 16, Improved Lethal Precision, Sneak Attack 8d6 Add another 1d6 to Sneak Attack damage with your primary weapon.

Debilitating Strike Talents

Talent Prerequisite Effect
Bleeding Strike Rogue 4, Sneak Attack 2d6 On a failed Fortitude save, inflict stacking bleed damage for a number of rounds equal to your Rogue level.
Hindering Strike Rogue 6, Bleeding Strike, Sneak Attack 3d6 On a failed Fortitude save, halve the target’s speed and prevent it from Running or Charging.
Crippling Strike Rogue 8, Hindering Strike, Sneak Attack 4d6 On a failed Fortitude save, inflict 1 point of Strength ability damage.
Dexterous Strike Rogue 8, Hindering Strike, Sneak Attack 4d6 On a failed Fortitude save, inflict 1 point of Dexterity ability damage.
Draining Strike Rogue 8, Hindering Strike, Sneak Attack 4d6 On a failed Fortitude save, inflict 1 point of Constitution ability damage.
Disorienting Strike Rogue 8, Hindering Strike, Sneak Attack 4d6 On a failed Fortitude save, penalize the target’s attacks and Reflex saves.
Blinding Strike Rogue 12, Disorienting Strike, Sneak Attack 6d6 On a failed Fortitude save, blind the target.
Nauseating Strike Rogue 16, Blinding Strike, Sneak Attack 8d6 On a failed Fortitude save, nauseate the target.

Mobile Duelist Talents

Talent Description
Parry Use a reaction to deflect or reduce an incoming melee attack.
Riposte Counterattack after successfully parrying or avoiding a melee attack.
Mobile Duelist Move around an engaged opponent while limiting the risk of retaliation.