Ultimate Combat | Rules | Class Archetypes | Rogue | Advanced Rogue Talents

Advanced Rogue Talents

The following new advanced rogue talents can be selected by any rogue of 10th level or higher who meets the prerequisites.

Confounding Blades

* When a rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, her target cannot make attacks of opportunity for 1d4+1 rounds. The rogue must have the slow reaction rogue talent before she can choose this talent.

Familiar

A rogue with this 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 trick.

Getaway Master

A rogue with this talent gains a +10 bonus on all drive checks. The rogue must have the getaway artist rogue talent before choosing this talent.

Hard Minded

A rogue with this talent is hard to fool with illusions. She automatically receives a save to disbelieve any illusion she can see each round at the start of her turn, even if she hasn't interacted with it. If she fails a saving throw against an illusion that is not to disbelieve, she can attempt to save again 1 round later at the same DC. She gets only one extra chance to succeed at her saving throw.

Hide in Plain Sight

A rogue with this 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.

Master Tricks

A rogue can select a ninja trick from the list of master tricks in place of a rogue talent. The rogue cannot select a ninja trick that has the same name as a rogue talent. The rogue can choose but cannot use tricks that require ki points, unless she has a ki pool.

Rumormonger

A rogue with this 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.

Community Size

Community SizeDC
Small town18
Large town20
Small city25
Large city30
Metropolis35

Unwitting Ally

A rogue with this 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 trick 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

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.