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.