Difference between revisions of "Rogue Talents"
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{{RogueTalentCard| | {{RogueTalentCard| | ||
− | Title= | + | Title=Expert Leaper| |
Type=Ex| | Type=Ex| | ||
Short=Make longer jumps and fall more gracefully.| | Short=Make longer jumps and fall more gracefully.| | ||
Benefit=When using the Acrobatics skill to jump, a rogue with this talent is always considered to have a running start and adds her rogue level to the check result. Whenever she deliberately falls, a successful DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen.}} | Benefit=When using the Acrobatics skill to jump, a rogue with this talent is always considered to have a running start and adds her rogue level to the check result. Whenever she deliberately falls, a successful DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen.}} |
Revision as of 20:48, 11 July 2019
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with "sn" add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
At 10th level, and every two levels thereafter, a rogue can choose an advanced talent in place of a rogue talent.
Skill Stunts: Talents with “Stunt” in the name are a new type of rogue talent. A rogue may select multiple skill stunts, each keyed to a different Dexterity– or Strength-based skill, but may not select the same one twice.
Assault Leader
Benefit: Once per day, 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.
Black Market Connections
(Ex)
With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items.
With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table.
Community Size | DC | Community Size | DC |
---|---|---|---|
Thorp | 10 | Large Town | 20 |
Hamlet | 12 | Small City | 25 |
Village | 15 | Large City | 30 |
Small Town | 18 | Metropolis | 35 |
Bleeding Attack
(Ex)sn
Camouflage
(Ex)
Canny Observer
(Ex)
Certainty
Prerequisite: Rogue's Edge(Ex)
Combat Swipe
Benefit: A rogue with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal).
Combat Trick
Benefit: A rogue who selects this talent gains a bonus combat feat.
Deft Palm
(Ex)
Esoteric Scholar
(Ex)
Expert Leaper
(Ex)