Rogue Talents

A Pact Made in Shadows (Su) (Requires Rogue 10)

Choose a mandate (from the War sphere). You may create this mandate with an adjacent ally as a standard action. For purposes of the mandate, your caster level is equal to your rogue level and Charisma is your casting ability. The mandate lasts one round per rogue level, or until you create another mandate with this ability.

Adrenal Reaction (Ex)

When you regain hit points, you may make an attack as an immediate action. You may not use this ability again until at least 1 minute has passed.

Attention to Detail (Su)

Gain the Practiced Seer feat as a bonus feat. A rogue must be able to use sphere talents and abilities to select this talent.

Duplicitous (Ex)

Whenever a spell, spell-like ability, sphere ability, or supernatural ability is used that benefits multiple allies of a caster, the rogue is considered an ally and benefits as well. The rogue must be within range of the caster’s ability for this to work. This ability does not prevent them from also being considered an enemy by the same ability, and does not cause any additional costs the be paid by the caster.

Enlightened Self Interest (Su)

Choose a (rally) talent (from the War sphere) that does not cost more than 1 spell point to use. You may rally yourself with this talent as an immediate action without the need of a totem. This is a supernatural ability, and does not require spell points. For purposes of the rally, your caster level is equal to your rogue level and Charisma is your casting ability. You may use this rally twice per day.

You may choose this talent multiple times: each time you do, choose a different rally.

Expanded Spherecasting

Gain the Extra Magical Talent feat as a bonus feat. You may take this talent multiple times. A rogue must be able to use sphere talents and abilities to select this talent.

Flaying Slice (Ex)

When you do precision damage to a creature, you may open a wound that allows you and your allies to more easily penetrate their flesh. When you successfully sneak attack a creature, you may spend up to half your sneak attack dice to reduce the creature’s natural armor class by 1 for each die spent, to a minimum of 0. You may do this multiple times with multiple strikes. The loss of natural armor lasts until the creature heals at least 5 hit points per point of natural armor lost.

Hedgewitch Secret

A rogue with this talent may gain a hedgewitch non-tradition secret, having an effective hedgewitch level equal to its rogue level. You may select this rogue talent multiple times, each time selecting a different hedgewitch secret. A rogue must be able to use sphere talents and abilities to select this talent.

Know How to Bleed (Ex)

By exaggerating injuries, you can gain the upper hand in combat. Whenever you are hit for more than 20 hit points of damage in a single round, you can, until then end of your next turn, feint as a swift action.

Prescient Dodger (Ex)

The rogue has developed a sort of sixth sense where it can divine where blows will hit. The source of this foresight may be calculative, inborn luck or insightful. When unarmored and unencumbered and not using a shield, the rogue adds their highest mental ability modifier (Int, Wis, or Cha) to their AC and CMD. These bonuses apply even against touch attacks or when the rogue is caught flat-footed and increases by +1 for every 4 rogue levels. The rogue loses this bonus when they are immobilized or helpless, when they wear any armor or use a shield, or when they carry a medium or heavy load. This does not stack with the monk’s AC bonus or similar class features.

Roguish Know-How (Ex)

A rogue with this talent has honed her memory. When making a Knowledge check, she may add her Intelligence bonus a second time. Thus, a rogue with 5 ranks in Knowledge (local) and a +2 Intelligence bonus has a total skill bonus of +9 (+5 + 2 + 2) when using this ability. The rogue can also use this ability when making an Intelligence check to remember something.

Stolen Blood (Su)

Whenever you do precision damage to a creature, until the end of your next turn any hit points that creature regains are gained by you instead. The creature may make a Will save with a DC equal to 10 + 1/2 your rogue level + your Dex bonus to negate this effect.

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