If a talent calls for a save attack it is made at 1d20 + Base Attack Bonus + her Focus modifier. The rogue may add her weapon’s enhancement bonus to this save attack.

NamePrerequisiteDescription
Ambush GrappleSneak AttackWhen you succeed at a grapple combat maneuver against an unaware opponent you may immediately deal sneak attack damage to the target. This talent may be used with other talents with sneak attack as a prerequisite.
Bewildering AttackSneak AttackWhenever a rogue deals sneak attack damage to a creature they take a –1 penalty to AC. At 5th level and 5 levels thereafter, the penalty to AC against attacks increases by an additional –1. This effect lasts for 1 round, and additional applications do not stack, but increase the duration by 1 round.
Bleeding AttackSneak AttackA rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 bleed for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). As per bleed these effects do not stack with themself, but the duration can be refreshed with each application.
Careful Stab-When a rogue with this talent reduces a creature to 0 or fewer hit points with precision damage, she can choose to leave that creature at -1 HP and stable.
Dark Adaptation-The rogue gains blindsense out to a range of 5 feet, but only against creatures concealed by darkness or her own blindness. She still suffers the normal miss chance for attacking creatures with concealment.
Deft Palm-A rogue with this talent may use sleight of hand to conceal a weapon while holding it in plain sight, even while being observed.
Disorienting AttackSneak AttackWhenever a rogue deals sneak attack damage to a creature they take a –1 penalty on attack rolls. At 5th level and every 5 levels thereafter, the penalty on attack rolls increases by an additional –1. This effect lasts for 1 round, and additional applications do not stack, but increase the duration by 1 round.
Dispelling Attack (Ki)Sneak Attack, Rogue 10thA creature affected by the rogue’s sneak attack may have one of their spells dispelled. The rogue may spend 1 stamina when making a sneak attack against a target to make a dispel attempt (1d20+ your MPB) against the lowest level ongoing spell on the creature (against the caster 1d20+ the caster’s SPB). If your check is higher the effect is dispelled and immediately ends.
Duelist’s EyeDuelist NicheBefore rolling sense motive a rogue with this talent can spend one stamina to roll two dice while making a Sense Motive check, and take the better result.
Efficient AlchemyPoisoner Niche, Rogue 4thThe rogue has learned to create poisons more efficiently, reducing the cost of any poison she creates by 10% and may add twice her rogue level to the base progress per day.
Expert Leaper-When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
Face in the Crowd-The rogue gains a bonus equal to half her class level on Disguise and Stealth checks when 10 or more creatures of her size are within 30 feet of her. At 10th level creatures need only be within one size category of the rogue for this ability.
Fast Fingers-Before rolling sleight of hand a rogue with this talent can spend one stamina to roll two dice while making a Sleight of Hand check and take the better result.
Fast Stealth-The rogue reduces the penalties for moving at full speed while using stealth by half. If the rogue has another ability that reduces these abilities by half she instead takes no penalty for moving at full speed while stealthing.
Fast TumbleRogue 4thWhen using acrobatics to move through threatened squares the rogue no longer increases the DC for moving at full speed.
Fortified Position (Ex)Rogue 4thWhenever the rogue gains a bonus on Physical saves due to cover, she gains an equal bonus on Resilience saves.
Guided Blade-Once per round as a reaction, you may attempt an aid check to improve an ally’s attack against the target. This may only be applied if the target has the flanked condition.
Hairpin Trick-The rogue is skilled at making do with anything she can find. She takes no penalty on Disable Device checks for using improvised tools, and can attempt such checks without any tools at a -4 penalty. She gains a +4 bonus on disable device checks with non-improvised tools.
Hamstring Strike (Ex)Sneak AttackWhenever a rogue deals sneak attack damage to a creature their speeds are reduced by 5 feet plus an additional 5 feet per 5 rogue levels you possess (to a minimum of 5 feet). In addition, the target increases the AP cost to shift by 1 for the duration of this effect. This effect lasts for 1 round, and additional applications do not stack, but increase the duration by 1 round.
Heads Up-When you make a Perception check, as a reaction you can allow one adjacent ally to act as if they had also made a Perception check with the same result.
Heavy SneakSneak Attack, Rogue 5thA rogue with this ability may used one-handed melee, ranged, or thrown weapons with her sneak attack class feature.
Hide in Plain SightRogue 10thThe rogue can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a rogue can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Opportunistic StrikerRogue 10thOnce per round, the rogue can make an attack of opportunity against a flat-footed opponent that was successfully stuck by another creature, besides the rogue herself, with a melee attack.
Peerless Maneuver-Before rolling acrobatics a rogue with this talent can spend one stamina to roll two dice while making a Acrobatics check, and take the better result.
Ranged Feint-The rogue may use feint with a ranged weapon from 30 feet away + an additional 5 feet per two rogue levels she possesses
Rogue Crawl-The rogue gains Fast Crawl as a bonus feat.
Shadow Strike (Ki)Sneak Attack, Rogue 6thYou may infuse your attacks with the void for 1 round per 2 rogue levels as a reaction for 1 stamina. While infused your attacks are capable of dealing full damage against incorporeal creatures. Against non-incorporeal creatures your sneak attacks make an additional Resilience(End) save attack. A successful save attack causes the target to become fatigued for 1d4 rounds. This penalty lasts for an additional round for every 5 levels of rogue you possess.
Silencing StrikeSneak AttackWhen a creature is damaged by the rogue’s sneak attack she may spend 1 stamina to make a Mental(Int) save attack. On a success the creature is rendered mute for 1 round, plus an additional round per degree of success.
Stand Up-A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe. The rogue may spend 1 stamina to stand up without provoking an attack of opportunity.