Magical Traps (Ex)
The rogue gains a +2 bonus to Perception and Disable Device skill checks made to find and disarm traps, and may disarm magical traps as if she has the trap finding class feature. A rogue must be 4th level before selecting this rogue talent.
A rogue with this talent chooses a 1st-level formula from the alchemist formula list. She may prepare this extract from memory, just like the formula gained from the Minor Alchemy talent. She may now create two extracts from memory each day. These extracts may be carried and imbibed by others, as if the rogue possessed the Infusion alchemist discovery. A rogue must have the Minor Alchemy talent before choosing this talent.
Make It Count (Ex)
The rogue takes her time and makes a calculated strike. Before the end of her next turn a rogue with this talent may make a single attack as a standard action. When making this attack, the rogue rolls twice and takes the higher result. Using this ability expends 1 guile point from her guile pool. A rogue must have the Guile Pool talent before choosing this talent.
A rogue with this talent chooses one 1st-level formula from the Alchemist formula list that she may prepare as an alchemist’s extract once per day from memory, using her rogue level as her caster level. The rogue does not gain or need a formula book, and does not count as being an alchemist, a spellcaster, or possessing a formula book for any other purpose. The rogue must have an Intelligence of at least 11 to select this talent.
Poison Use (Ex)
A rogue with this talent no longer risks poisoning herself when applying poison to a weapon.
A rogue with this talent may perform the feint combat maneuver with a ranged weapon. The rogue must be within range to apply her sneak attack damage to a successful attack.
Whenever a rogue with this talent attacks a flat-footed opponent, during a surprise round, she may designate one attack that round as an ambush. An ambush deals an amount of extra damage equal to her rogue level. This extra damage is considered additional weapon damage, and is multiplied on a critical hit. Furthermore, if the attack is a sneak attack, 1/2 of the sneak attack damage dice pool (rounded down) is changed to weapon damage for this attack only. (This bypasses precision damage resistances or immunities.) This weapon damage is not multiplied on a critical hit.
This talent adds an effect to a rogue’s sneak attack. Only one of these type of talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Guile Pool (Ex)
A rogue with this talent gains a guile pool equal to 1/4 her rogue level plus her INT modifier.
By spending 1 point from her guile pool, a rogue can grant herself a +1 insight bonus to her next attack. In addition, she can spend 1 point from her guile pool to gain a +2 insight bonus to a single skill check. Each of these powers are activated as a swift action.
The guile pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive. The rogue must be at least level 4 to take this talent. This talent is not available to characters with the ki pool class ability.
Advantageous Enfilade (Ex)
Before the start of her next turn a rogue with this talent may, while an enemy is flanked by two allies, be treated as flanking that enemy as well. She must be within range to apply her sneak attack damage to a successful attack. Using this ability expends 1 guile point from her guile pool. The rogue must have the Guile Pool talent before choosing this talent.
This talent does not affect any of the rogue’s allies. A rogue with the Gang Up feat can treat an enemy as being flanked by her as long as there are two allies threatening it in melee, these allies do not need to be flanking.
For one round after the rogue deals sneak attack damage to an enemy, that enemy must make a concentration check or lose any spell or spell-like ability it attempts to cast. The DC of the concentration check is equal to 10 + the spell’s level + twice the number of sneak attack dice the rogue possesses.
Master Sniper (Ex)
As a full-round action, a rogue with this talent may double the sniping penalty to her Stealth skill check to make a full attack action and hide afterward. All of these attacks gain the benefit of being made from concealment. A rogue must be within 30 ft. of the target of these attacks. This range may not be altered by spells or effects. A rogue must have the Stealthy Sniper talent before choosing this talent.
A rogue with this talent may prepare a mutagen as the alchemist class feature, using the rogue’s level –4 as her alchemist level when determining the mutagen’s duration. These levels stack with any alchemist levels she possesses for this talent. A rogue must have the Minor Alchemy and Major Alchemy talents before choosing this talent.
Quick Poison (Ex)
A rogue with this talent may apply poison to a weapon as a swift action. A rogue must have the Poison talent before choosing this talent.
Tactical Master (Ex)
A rogue with this talent may use her Assault Leader talent an additional 1 time per day for every 5 Rogue levels she possesses. The Assault Leader talent may not be used more than once per round. A rogue must have the Assault Leader talent before choosing this talent.
Improved Ambush (Ex)
The rogue gains the ability to apply a condition to the target of her Ambush ability. The target of a successful ambush must make a fortitude saving throw (DC 10 + 1/2 your rogue level + the your INT modifier). A target who fails this saving throw is sickened. At 12th level, she may make the target staggered. At 14th level, she may make the target nauseated. At 16th level, she may make the target stunned. All of the above effects last for 1d4+1 rounds. The rogue must choose which condition the opponent will gain before she makes the Ambush attempt. Characters immune to precision damage or critical hits are immune to the condition imposed by this ability. Factors that negate or reduce the chance of critical hits and sneak attacks (such as fortification armor) work similarly on this ability.
This advanced talent is not available to characters with the ki pool class ability. A rogue must have the ambush rogue talent before choosing improved ambush.
This talent increases a rogue’s guile pool to 1/2 her rogue level plus her INT modifier. By spending 1 point from her guile pool, a rogue can grant herself a +2 insight bonus to her next attack. This bonus increases by +1 every 3 levels after level 10 (13th, 16th, and 19th) to a maximum of +5 at 19th level. In addition, she can spend 1 point from her guile pool to gain a +3 insight bonus to a single skill check. Each of these powers are activated as a swift action.
This advanced talent is not available to characters with the ki pool class ability. A rogue must have the guile pool rogue talent before choosing impressive guile.
A rogue with this talent is able to use her guile pool to increase her ability to feint.
By spending 2 guile points, the rogue can feint as a move action. If the rogue has the improved feint feat, this feint can instead be done as a swift action. If the rogue has at least one guile point in their pool, they can use their intelligence modifier instead of their charisma modifier for the purpose of bluff skill checks to feint.
This advanced talent is not available to characters with the ki pool class ability. A rogue must have the guile pool rogue talent before choosing astonishing guile.
Tengu Sword Trance
You have studied the ways of the tengu, and have learned to adapt your training to emulate their stylistic sword trances.
A rogue with this talent can choose a tengu sword trance from the list below. Entering a trance is a full-round action that provokes attacks of opportunity. The rogue may maintain the trance for a number of rounds per day equal to 1/2 rogue level + Wisdom modifier. A rogue may end this trance as a free action. Following a trance, the rogue is fatigued for a number of rounds equal to twice the number of rounds spent in the trance. A rogue cannot enter a trance while fatigued but can otherwise enter a trance multiple times during a single encounter or combat. If the rogue falls unconscious, the trance immediately ends.
If a trance grants the benefits of a style feat, the rogue is treated as if it possesses that feat for the purpose of meeting that prerequisite for other feats in that style tree, but only gains their benefits while that trance is active.
Crane Trance (Ex): Your blade rises and falls with the graceful sweeping arcs of the mountain crane.
When in this trance, you gain the benefits of the Crane Style feat.
Dragon Trance (Ex): Like the dragon, you have honed the steadiness of your mind and body.
When in this trance, you gain the benefits of the Dragon Style feat.
Leopard Trance (Ex): Using the swiftness of the leopard, your evasive footwork confuses your opponents.
When in this trance, you gain the benefits of the Mobility feat.
Monkey Trance (Ex): As the monkey springs, you leap from the reach of your enemies.
While in this trance, you can make an Acrobatics check opposed by an opponent’s CMD. If you succeed, you may move 5 feet as a swift action within the opponent’s threatened area; this movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Serpent Trance (Ex): Like the serpent, your quick movements allow you to catch your opponent unawares.
While in this trance, you receive a +4 bonus on Bluff checks made to feint during combat.
Tiger Trance (Ex): You pounce upon your opponents, striking with the ferocity and brute force of a wild tiger.
While in this trance, you can make a combat maneuver check against an opponent within charge range. If you succeed, you may charge that opponent and make a full attack against that opponent.
The rogue must have Combat Expertise to select this talent.
Special: You can select this talent multiple times. Each time it is taken, you may remain in a trance for an additional two rounds, and learn another trance. You can only use one type of trance at a time.