Rogue

        Alignment: Any.

        Hit Die: d8

        Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit 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.

The Rogue

        Base                Fort        Ref        Will

Level        Attack Bonus        Save        Save        Save        Special

1st        +0                +0        +2        +2        Sneak attack +1d6, trapfinding

2th        +1                +0        +3        +3        Evasion, rogue talent

3rd        +2                +1        +3        +3        Nimble +1, trap sense +1

4th        +3                +1        +4        +4        Rogue talent, uncanny dodge

5th        +3                +1        +4        +4        Sneak attack +2d6

6th        +4                +2        +5        +5        Rogue talent, trap sense +2

7th        +5                +2        +5        +5        Nimble +2

8th        +6/+1                +2        +6        +6        Improved uncanny dodge, rogue talent

9th        +6/+1                +3        +6        +6        Sneak attack +3d6, trap sense +3

10th        +7/+2                +3        +7        +7        Advanced talents, rogue talent

11th        +8/+3                +3        +7        +7        Nimble +3

12th        +9/+4                +4        +8        +8        Rogue talent, trap sense +4

13th        +9/+4                +4        +8        +8        Sneak attack +4d6

14th        +10/+5                +4        +9        +9        Rogue talent

15th        +11/+6/+1        +5        +9        +9        Nimble +4, trap sense +5        

16th        +12/+7/+2        +5        +10        +10        Rogue talent        

17th        +12/+7/+2        +5        +10        +10        Sneak attack +5d6        

18th        +13/+8/+3        +6        +11        +11        Rogue talent, trap sense +6        

19th        +14/+9/+4        +6        +11        +11        Nimble +5        

20th        +15/+10/+5        +6        +12        +12        Master strike, rogue talent

Class Features

For the sake of brevity, I'll list actual changes.

        Weapon and Armor Proficiency Rogues are proficient with all simple weapons and rogue weapons (hand crossbow, rapier, sap, shortbow, short sword, and whip). They are proficient with light armor, but not with shields.

        Sneak Attack (Ex) 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 anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), when the rogue flanks her target, or on a successful critical hit. This extra damage is 1d6 at 1st level, and increases by 1d6 every four rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet and an ally is adjacent to the target.

        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.

Nimble (Ex) Starting at 3rd level, a rogue gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the rogue to lose her Dexterity bonus to AC also causes the rogue to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 3rd level (to a maximum of +5 at 19th level).

Revised Standard Rogue Talents

        Befuddling Strike (Ex) When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds. This penalty increases by -1 every 5 levels the rogue possesses.

        Distracting Attack (Ex) A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed until the beginning of her next turn. Creatures with uncanny dodge are immune to distracting attack.

        Powerful Sneak (Ex) Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she gains +1 to each sneak attack damage die. At 10th level, she gains +2 to each sneak attack die.

        Sacred Sneak Attack (Su) When making a sneak attack against an undead creature or evil outsider, the rogue’s damage is considered good-aligned for the purpose of overcoming damage reduction. A rogue must have a good alignment to select this rogue talent.

        Underhanded (Ex) A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage.

        Assault Leader (Ex) 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. A rogue can do this 1/day, plus one time for every four rogue levels she possesses.

        Camouflage (Ex) A rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.

        Esoteric Scholar (Ex) A rogue with this talent may attempt a Knowledge check, even when she is not trained in that Knowledge skill. The rogue adds 1/2 her rogue level (minimum +1) to checks made with untrained Knowledge skills.

        Fast Getaway (Ex) After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action or swift action to take the withdraw action. She can move no more than her speed during this movement if she uses a move action, and no more than half her speed if she uses a swift.

        Getaway Artist (Ex) A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks. She adds 1/2 her rogue level to checks made with these skills when using them to flee.

        Hold Breath (Ex) A rogue with this talent adds her rogue level to the number of rounds she can hold her breath. At 8th level, rounds become minutes. At 16th level, minutes become hours.

        Honeyed Words (Ex) Once per day, the rogue can roll two dice while making a Charisma or Charisma based skill check, and take the better result. She must choose to use this talent before making the check. A rogue can use this ability one additional time per day for every four rogue levels she possesses.

        Major Magic (Sp) A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. For every five levels the rogue possesses, she can select another 1st-level spell that can be cast two times per day. A rogue must have the minor magic rogue talent before choosing this talent.

        Minor Magic (Sp) A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent. For every five levels the rogue possesses, she can select another 0-level spell that can be cast three times per day.

        Peerless Maneuver (Ex) Once per day, a rogue with this talent can roll two dice while making a Strength or Dexterity based check, and take the better result. She must choose to use this talent before making the check. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

        Positioning Attack (Ex) Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

        Quick Disable (Ex) It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). A rogue with this talent can also use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.

        Resiliency (Ex) Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

        Skill Mastery The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.

        Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. If she chooses to roll, she rolls 2d20 and takes the best result. In addition, it takes her half the time to take 20 on a mastered skill. (10x normal time)

        A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

        Stealthy Sniper (Ex) When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.

        Survivalist A rogue with this talent adds Heal and Survival to her list of class skills. She adds 1/2 her rogue level to checks made with these skills.

        Thoughtful Reexamining (Ex) Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Revised Advanced Rogue Talents

        Deadly Sneak (Ex) This has been rolled into Powerful Sneak.

        Dispelling Attack (Su) Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, functioning identically to the spell. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.

        Another Day (Ex) Once per day, when the rogue would be reduced to 0 or fewer hit points by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The rogue is staggered for 1 round on her next turn. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

        Defensive Roll (Ex) With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from any source), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow and this damage is nonlethal; if it fails, she takes full damage, half of which is nonlethal. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

        Hunter’s Surprise (Ex) Once per day, a rogue with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

        Knock-Out Blow (Ex) A rogue with this talent can attempt to knock out an opponent with a sneak attack. She must declare the use of knock-out blow before she makes the attack. If the attack hits, it does nonlethal damage, and the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier.

        Redirect Attack (Ex) Once per day, when a rogue with this talent is hit with a melee attack, she can redirect the attack to strike at an adjacent creature with a free action. The 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. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

New Standard Rogue Talents

        Acrobatic Charge A rogue with this talent gains a bonus equal to 1/2 her level on Acrobatics and Athletics checks. She can charge or run over difficult terrain.

        Black Market Connections A rogue with this talent gains a network of spies, informants and other ne'er-do-wells throughout the land.

        A rogue selects a number of urban centers equal to one-half her rogue level plus her Charisma modifier. This process takes a week. To select a center, she must have personally visited, or be aware of such a settlement within 10 miles per class level of an urban center she has visited. At 10th level, the range increases to 50 miles per class level. At 15th level, the range increases to 100 miles per class level.

        A rogue can drop a center from her list (typically to add another) by spending a week to shift her contacts out to their new place of operations. A DM can determine that a settlement is not appropriate for a rogue to gain access to in this manner, for instance, a CE balor rogue and a city of angels in Heaven may be off limits barring actual roleplay.

        An urban center is a settlement at least the size of a small town. A large city counts as a minimum of two settlements. A metropolis counts as a minimum of three settlements. Large cities and metropoli are often broken into smaller districts, each of which can be the size of a small town or larger. If this is the case, each district counts as its own settlement.

        When personally within any of these centers, the rogue also communicate with the other selected centers, making Bluff, Diplomacy, Intimidate, Knowledge and Sense Motive checks at a -2 penalty, and purchases at a 5% markup. Purchased goods from a distant center require 1d4 days for delivery. At 10th level, they require 1d4 hours. At 20th level, they require 1d4 minutes.

        When not personally within these centers, the rogue can still communicate with them, making the checks at a -5 penalty, and purchases at a 10% markup.

        A rogue with this talent does not suffer capital or business attrition within her selected centers. The rogue is considered "very familiar" with her centers for the purpose of teleport and similar spells. The rogue is considered to have second-hand knowledge of all residents of her centers for the purpose of scrying and similar spells.

        The specific nature of this communication and delivery is up to the player and the DM to determine, but can utilize sending, telepathic bonds, teleporting minions, messages sent via birds or secret code, etc, so long as it allows the rogue reasonable access to her centers.

        Generally, unless a specific method is being used that is faster or slower, assume that it requires an hour of uninterrupted action to contact a center if outside of civilization. At 10th level, this should be reduced to ten minutes, and at 20th level, a minute. The DM can modify this as needed to account for being off plane, or within a large settlement that is a non-selected center.

        Canny Defense As long as she is wearing no armor or light armor, a rogue with this talent can add her Intelligence or her Charisma bonus to armor class. A rogue must be 4th level to take this talent.

        Card Sharp (Su) The rogue gains Deadly Dealer as a bonus feat, even if she does not meet the prerequisites. Thrown cards are treated as darts. The rogue also gains the benefit of the Arcane Strike feat, using her rogue level in place of caster level, but only for the purposes of using Deadly Dealer.

        Charlatan A rogue that selects this talent gains False Casting as a bonus feat.

        Danger Sense (Ex) A rogue gains a bonus on initiative checks equal to 1/2 her level, and can always act during a surprise round even if unaware of opponents.

        Darkness My Ally (Ex) A rogue with this talent adds a 5% to any existing miss chance to be struck by an attack. At 5th level and every 5th level after, the rogue adds 5% to the miss chance. The total can never be increased beyond a maximum of 75% miss chance through use of this ability.

        Darksight A rogue with this talent treats dim lighting as normal light. At 5th level, a rogue with this talent treats darkness as dim light with a range of 20 feet. At 10th level, a rogue with this talent treats supernatural darkness as normal darkness (allowing her to see through it if she possesses darkvision). At 20th level, a rogue with this talent gains the see in darkness ability.

        Deadly Range (Ex) A rogue with this talent increases the range at which he can deal sneak attack damage by 10 feet. A rogue can select this talent more than once; its effects stack. A rogue must be at least 4th level before selecting this talent.

Deadly Strike (Ex) A successful critical strike against an opponent exposes a weakness easily exploited by the rogue. In addition to dealing sneak attack damage, all additional successful attacks made against the target by the rogue add sneak attack damage until the beginning of the rogue's next turn.

Dextrous A rogue with this talent uses his Dexterity modifier in place of Strength for melee attack rolls.

Fearsome Reputation A rogue with this talent gains a bonus equal to 1/2 her class level (minimum +1) on Intimidate checks. At 10th level, foes shaken by her suffer a -4 penalty instead of -2. At 20th level, foes shaken by her suffer a -6 penalty.

        Foil Scrutiny (Ex) A rogue with this talent is able to obscure his thoughts and intentions. He gains a +2 bonus on all Bluff and Disguise checks, as well as on Will saving throws to resist mind-reading spells and effects (such as detect thoughts and discern lies).

        Heart of the City When within one of her selected urban centers, the rogue gains a +2 bonus on Bluff, Diplomacy, Intimidate, Knowledge, Perception and Sense Motive checks made against residents of the urban center. Likewise, she also gains this bonus on weapon attack and damage rolls made against them. At 5th level, and every five levels after, this bonus increases by +2. A rogue must have black market connections to select this talent.

        Infuriating Combatant Once per day, when missed by a melee attack, a rogue can make a trip or dirty trick attempt against the foe as an attack of opportunity. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

        Light Armor Training A rogue with this talent learns to be more maneuverable while wearing light armor. Whenever he is wearing light armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At 8th level and every four levels after, these bonuses increase by +1 each time. He can don light armor in half the normal time. A rogue must be 4th level to select this talent.

        Panache A rogue with this talent uses her Charisma modifier in place of Strength for melee attack rolls.

        Poison Use A rogue with this talent never risks poisoning herself when applying poison. She can apply poison to a weapon as a swift action, instead of a standard action. She gains a bonus equal to half her rogue level (minimum +1) on saves against poison. When making a sneak attack with a poisoned weapon, she can sacrifice any number of sneak attack dice to increase the DC of the poison by the same amount.

        Ranger Combat Style (Ex) The rogue selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.

        Risk Taker The rogue gains a +1 dodge bonus to AC vs attacks of opportunity. This bonus increases by +1 for every four rogue levels possessed.

        At 8th level, the rogue takes half damage from attacks of opportunity.

        At 16th level, the rogue may make a counter attack of opportunity against a creature who has made an attack of opportunity against her. The rogue must be capable of making an attack, and her counter attack resolves after the initial attack of opportunity, but before the action which provoked it.

        Rogue Weapon Training A rogue with this talent gains a +1 bonus on attack and damage rolls when making an attack with a simple weapon, hand crossbow, rapier, sap, shortbow, or short sword. At 10th level and every four levels after, the bonus granted increases by +1.

        If the weapon has a reload time, the rogue can reduce that reload time by one step.

        If the weapon has a range increment, the rogue increases the increment by +10 feet per +1 bonus.

        Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if the rogue has weapon training from other classes.

        A rogue also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the rogue's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

        Rogue's Luck 1/day, the rogue can add a bonus equal to 1/2 her level on any d20 roll. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

        Scoundrel (Ex) You may use your rogue level in place of your base attack bonus when determining your CMB and CMD for the Dirty Trick and Steal Combat Maneuvers. You only generate an attack of opportunity if the maneuver fails.

        Shadow Strike A rogue gains Shadow Strike as a bonus feat.

        Slowing Strike* (Ex) An opponent damaged by the rogue's sneak attack has its speed halved for 1d4 rounds. A successful Fortitude saving throw negates this effect (DC = 10 + 1/2 of the rogue's level + the rogue's Intelligence modifier). Against creatures with multiple types of movement, the rogue must choose which movement type to affect. If the rogue affects a creature's flight movement, its maneuverability is reduced by one step; if it's airborne at the time, it falls unless it succeeds at a Fly check (DC 10 + the damage dealt). If the rogue targets a creature already affected by this ability, its speed and maneuverability are not further reduced; the rogue may either extend the duration of that effect by 1d4 rounds or choose another movement type to affect (keeping track of the duration of each affected movement separately).

        Smell the Fear A rogue with this talent gains a +1 bonus to attacks and damage against any creature that is shaken, frightened or panicked. At 4th level and every four levels after, this bonus increases by +1.

        Soul of the City When within one of her selected urban centers, the rogue is not slowed by difficult terrain. In addition, she treats local citizens as allies, for the purposes of flanking, moving through occupied squares and teamwork feats. This does not apply to creatures with a specific attitude of unfriendly towards the rogue or worse. A rogue must have black market connections to select this talent.

        Stealthy A rogue with this talent gains a competence bonus equal to half her rogue level (minimum +1) on Stealth checks. At 10th level, her Stealth check functions, albeit at a -10 penalty, against creatures with supernatural senses, such as blindsight, blindsense and tremorsense. At 15th level the penalty is -5. At 20th level, she takes no penalty.

        Trapsmith (Ex, Su) A rogue may use traps a number of times per day equal to 1/2 her rogue level plus her Intelligence modifier (minimum 1) and learns a number of traps equal to 1 + her Intelligence modifier. A rogue many use both extraordinary and supernatural versions of any traps she knows.

        This talent may be selected multiple times. Every time this talent is gained, the rogue learns additional traps equal to 1 + her Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent.

        Trap Spotter (Ex) Whenever the Rogue comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap, even if she is not actively looking for traps. This check should be made in secret by the GM.

        Trick Throw (Ex) As a result of skill and practice, the rogue gains Blind-Fight as a bonus feat. Additionally, the rogue also extends the benefits of the Blind-Fight feat to a range of 30 feet with missile and thrown weapons.

        Wall Climber A rogue with this talent gains a climb speed equal to one-half her base land speed. At 10th level this increases to her full base land speed. The rogue can climb a perfectly flat vertical or inverted surface with no handholds with a DC 40 check.

New Advanced Rogue Talents

        Bypass Spells (Ex) A rogue can use the Disable Device skill on active spell effects as if they were magical traps. For example, if trapped in a telekinetic sphere, a rogue might spend a full-round action determining how to bypass it, thus freeing herself. Alternatively, she might spend a full-round action figuring out how to attack an opponent guarded by a prismatic sphere without being affected by it. The DC is 10 + the caster level of the spell + the level of the spell. A rogue must be at least 16th level before selecting this talent.

        Charming (Su) The rogue can use Diplomacy to charm individuals who are not hostile. The check DC is equal to 20 + the DC to improve the creature's attitude one step. (Attitude DC + Cha mod for normal games, Attitude DC + 1/2 HD + Cha mod for my game) A rogue uses her rogue level in place of caster level to determine effects. A rogue can target a given individual only once per day with this ability.

        Crafty Maneuver (Ex) Once per day, a rogue with this talent can add her rogue level to a combat maneuver check or to her Combat Maneuver Defense when an opponent attempts a maneuver against her as an immediate action. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

        Frightful Presence A rogue with this talent gains a frightful presence. Any foe within 30 ft. aware of her presence must make a Will save or be frightened for 1d6 rounds. At 12th level and every two levels after, this duration increases by 1d6. On a successful save, the foe is immune to the rogue's frightful presence for 24 hours. A rogue must possess the fearsome reputation and smell the fear talents to select this talent.

        Greater Magic (Sp) A rogue with this talent gains the ability to cast a 3rd-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 13 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 13 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 3nd spell that can be cast two times per day. A rogue must have the improved magic rogue talent before choosing this talent.

        Harrow Strike (Ex) Once per day, when making a sneak attack, the rogue can draw a random card from a harrow deck they own. If the attack hits, instead of dealing sneak attack damage, a number of points of ability damage equal to the number of sneak attack damage is dealt instead. The ability score damaged is the score affiliated with the suit of the harrow card drawn. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

        Hide in Plain Sight (Ex) A rogue with this talent can use the Stealth skill even while being observed and without cover or concealment, as long as she is within 10 feet of a shadow other than her own.

        High Magic (Sp) A rogue with this talent gains the ability to cast a 4th-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 14 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 14 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 4th spell that can be cast two times per day. A rogue must have the greater magic rogue talent before choosing this talent.

        Improved Magic (Sp) A rogue with this talent gains the ability to cast a 2nd-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 12 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 12 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 2nd spell that can be cast two times per day. A rogue must have the major magic rogue talent before choosing this talent.

        Old School A rogue with this talent gains 1 XP per 100 gp of treasure they find.

        Sabotage Item (Ex) A rogue can use the Disable Device skill to cause a magic item to malfunction, either on its next use (DC 10 + caster level), for a short period (up to 1 round per class level; DC 15 + caster level), or until repaired (DC 20 + caster level). By adding 5 to the DC, a rogue can cause the item to backfire on the user (if applicable) rather than simply not working. By adding 10 to the DC, a rogue can cause the item to work normally for her, in addition to not functioning (or backfiring) for others. This takes 1 round for an unattended object. A rogue can perform this task on an object in someone's possession, but this requires a successful Sleight of Hand check on her part and provokes an attack of opportunity. A rogue must be at least 16th level before selecting this talent.

        Sneak Attack of Opportunity When making an attack of opportunity, a rogue deals half of his normal sneak attack damage. A rogue cannot apply any talents to this sneak attack, nor do any effects that activate on a sneak attack function.

        Steal Spell A rogue with this talent can use Sleight of Hand to steal a random ongoing spell from a target. The rogue makes the check at a -15 penalty and the DC is the same as to dispel the spell. If successful, the rogue transfers the ongoing spell to herself.

        Suggestive (Su) A rogue with this talent can use Bluff, Diplomacy or Intimidate to replicate the effects of suggestion, using her rogue level in place of caster level. The DC is 20 higher than using the skill on the individual normally. A rogue can target a given individual only once per day with this ability, regardless of success or failure.