Thief/Thief Talents

As a thief gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a thief gains one thief talent. She gains an additional thief talent for every two levels of thief attained after 2nd level. A thief cannot select an individual talent more than once. Talents marked with an asterisk add effects to a thief’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.
Thief Talent 	Prerequisites 	Benefits
Acrobatic Assist (Ex) 	— 	A thief can expend an attack of opportunity to perform an aid another action to assist an adjacent ally’s Acrobatics check, so long as he makes the check as part of movement that passes through the thief’s space or an adjacent space. Additionally, whenever the thief uses the aid another action to assist an ally in making an Acrobatics check and she succeeds, her ally gains a +1 dodge bonus to AC against attacks of opportunity caused when he moves out of or within a threatened area, until the end of his turn.
Acrobatic Charge (Ex) 	— 	A thief with this talent may make an Acrobatics check to move through a threatened area or an opponent’s square as part of a charge. He may also change direction once during a charge.
Agonizing Attack* (Ex) 	Thief 6 	When a thief with this talent deals sneak attack damage, all damage from the attack is considered continuous damage for the purposes of any concentration checks made by the damaged creature prior to the beginning of the thief’s next turn. This talent does not stack with itself, a creature damaged by multiple agonizing strikes in a round only needs to make a single concentration check against the continuous damage from the sneak attack that dealt the most damage.
Ambush Assailant (Ex) 	Thief 8 	If a thief attacks after successfully using Stealth against a creature, that creature is denied its Dexterity bonus to AC against all attacks the thief makes until the beginning of the target’s next turn. Creatures with uncanny dodge are immune to this ability
Ambusher (Ex) 	— 	A thief instantly leaps into action. When the thief acts in the surprise round, she can take a move action, a standard action, and a swift action. During a surprise round, opponents are always considered flat-footed to the thief, even if they have already acted. Foes with uncanny dodge are immune to the second part of this ability.
Armor Expertise (Ex) 	— 	A thief with this talent gains Medium Armor Proficiency as a bonus feat. In addition, she also reduces the armor check penalty of any light or medium armor she wears by 1 (to a minimum of 0) and offsets the speed reduction for wearing medium armor by 5 feet. At 10th level, the thief can move at her normal speed while wearing medium armor.
Artful Dodger (Ex) 	Thief 8 	A thief with this talent adds her Charisma modifier (if positive) as a bonus to her AC against attacks of opportunity.
Assault Leader (Ex) 	— 	Once per day, when the thief misses with a sneak attack on an opponent, she can designate a single ally who is adjacent of the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.
Befuddling Strike* (Ex) 	— 	When the thief deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the thief for 1d4 rounds.
Black Market Connections (Ex):	— 	A thief with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table: Settlement Statistics) for the purpose of determining the gil limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the thief 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 thief can also sell stolen items on the black market. If the check fails by 5 or more, the thief 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 thief’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 following: Thorp (DC 10), Hamlet (DC 12), Village (DC 15), Small Town (DC 18), Large Town (DC 20), Small City (DC 25), Large City (DC 30), and Metropolis (DC 35)
Bleeding Attack* (Ex) 	— 	A thief with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the thief’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Blindsense (Ex) 	Thief 10, Blind-Fight feat 	A thief with this talent gains blindsense to a range of 30 feet.
Bomber (Su) 	Sneak Attack class feature 	A thief with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as chemist’s bombs, except they deal damage equal to the damage dealt by the thief’s sneak attack (the thief doesn’t add her Intelligence modifier to this damage though).
Bomber’s Discovery (Su) 	Bomber thief talent 	A thief with this talent gains a chemist’s discovery that modifies a bomb.
Brutal Beating* (Ex) 	Thief 4 	Whenever a thief with this talent deals sneak attack damage, she also makes the target sickened for one round. This talent does not stack with itself
Camouflage (Ex) 	— 	A thief with this talent can craft simple but effective camouflage from the surrounding foliage. The thief needs 1 minute to prepare the camouflage, but once she does, it is effective for the rest of the day or until the thief fails a saving throw against an area-effect spell that deals earth, fire, ice, lightning, water, or wind damage, whichever comes first. The thief 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.
Canny Observer (Ex) 	— 	When a thief with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Card Shark (Su) 	— 	The thief gains Deadly Dealer as a bonus feat, even if she does not meet the prerequisites. Thrown cards are treated as darts, but the thief cannot imbue cards with additional power unless she has the Arcane Strike feat. This talent otherwise functions as the Deadly Dealer feat.
Celerity (Ex) 	— 	A thief reacts immediately to danger. Whenever a thief rolls for initiative, she can roll twice and take either result. At 10th level, she can roll for initiative three times and take any one of the results.
Certainty (Ex) 	— 	The thief chooses one of the skills she selected with thief’s edge. Once per day, the thief can reroll a skill check she just made with the selected skill and take the better result. The skill check cannot take more than 1 round. She can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter. A thief can select this talent multiple times. Each time, the thief must choose a different skill. A thief must have the thief’s edge class feature before selecting this talent.
Charmer (Ex) 	Thief 6 	A thief with this talent can roll twice while making a Diplomacy check and take the better result. She must choose to use this talent before making the Diplomacy check. A thief can use this ability once per creature per day plus one additional time per creature per day for every five thief levels she possesses. A thief can use this ability when making a Diplomacy check against a group of creatures. However, if the thief has already expended all her uses per day of this ability for specific creatures in the group, she rolls the two checks sequentially, using the first result for those specific creatures and using the better result for the rest of the group.
Chink in the Armor (Ex) 	— 	When a thief with this talent makes a successful sunder combat maneuver against an opponent, any successful attacks that she makes against that opponent until the start of her next turn deal sneak attack damage as if the opponent was flat-footed against her attack.
Cloying Shades (Su) 	Dimension Door (as a spell or spell-like ability) 	When a thief with this talent uses dimension door as a spell or spell-like ability, including the abundant step or shadow jump class feature, then all creatures adjacent to the thief at the start and end of her teleportation are entangled by grasping shadows for 1 round (although the creatures are not anchored in place). A successful Reflex saving throw negates this effect. The DC of this saving throw is equal to 10 + 1/2 the thief’s level + the thief’s Intelligence or Charisma modifier (whichever is higher).
Coax Information (Ex) 	— 	A thief with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. When the duration of the attitude shift ends, that opponents’ attitude toward the thief returns to its previous level, rather than dropping one level.
Combat Feat 	— 	A thief may gain any Combat feat that she qualifies for in place of a thief talent. This talent may be taken any number of times, selecting a new combat feat each time.
Combat Ruse 	— 	A thief who selects this talent gains Improved Feint as a bonus feat. She doesn’t need to meet the prerequisites for this feat.
Combat Swipe 	— 	A thief 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 Trickery 	— 	A thief who selects this talent gains Improved Dirty Trick as a bonus feat. She doesn’t need to meet the prerequisites for this feat.
Consummate Avoidance (Ex) 	Thief 10 	When a thief with this talent is targeted by a melee or ranged attack, she can spend an immediate action to make an Acrobatics check. She can use the result as her AC or touch AC against that attack, but she must be aware of the attack and not denied her Dexterity bonus to AC.
Convincing Lie (Ex) 	— 	When a thief with this talent lies, she creates fabrications so convincing that others treat them as truth. When a thief with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is questioned later about the statement or story, that person uses the thief’s Bluff skill modifier to convince the questioner, rather than his own. If his Bluff skill modifier is better than the thief’s, the individual can use his own modifier and gain a +2 bonus on any check to convince others of the lie. This effect lasts for a number of days equal to half of the thief’s level + her Charisma modifier.
Cunning Trigger (Ex) 	— 	A thief with this talent can use a swift action to set off any trap within 30 feet that she constructed.
Dampen Presence 	— 	A thief who selects this talent gains Dampen Presence as a bonus feat. The thief does not need to meet the feat’s prerequisites. The thief is also considered to have the Skill Focus (Stealth) feat for the purpose of satisfying the prerequisites of any feat that lists Dampen Presence as a prerequisite.
Deadly Range (Ex) 	— 	A thief with this talent increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels the thief possesses. When making ranged sneak attacks, the thief gains a +1 circumstance bonus on each sneak attack damage die.
Deflect Arrows (Ex) 	Thief 4 	A thief who selects this talent gains the Deflect Arrows feat as a bonus feat. She doesn’t need to meet the prerequisites for this feat. A thief can use this feat without a free hand, as long as she has one hand wearing a buckler or wielding a light or one-handed weapon.
Deft Palm (Ex) 	— 	A thief with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while she is being observed.
Deft Swipe (Ex) 	Combat Swipe talent or Improved Steal feat 	A thief with this talent can use her Sleight of Hand bonus instead of her CMB when performing a steal combat maneuver. If she gains bonuses on steal combat maneuver checks from feats, spells, magic items, or similar effects, these are added to the Sleight of Hand bonus when using the steal maneuver. Additionally, opponents do not gain a +5 bonus to their CMD when the thief tries to remove items fastened to them.
Demand Attention (Ex) 	— 	The first time each round that the thief deals sneak attack damage to an opponent, he can forgo sneak attack damage to distract the creature. The target must succeed at a Will save (DC 10 + the number of sneak attack dice sacrificed + his Charisma modifier) or become distracted until the start of his next turn. Distracted opponents are entirely focused on the thief, and pay little attention to their surroundings; they are not considered to be observing other characters within 30 feet, allowing them to attempt Stealth checks to hide. A distracted opponent automatically fails Perception checks against creatures more than 30 feet away.
Developed Poison Immunity (Ex)	— 	When this talent is taken, select a single animal or plant poison that the thief has been poisoned with but survived. The thief automatically succeeds at all Fortitude saves against exposure to the selected poison.
Dexterous Extrication (Ex) 	— 	As an immediate action, a thief with this talent can attempt an Escape Artist check in place of a Reflex saving throw against any effect that would immobilize her or impose the entangled condition on her. Additionally, when she is the target of a grapple combat maneuver, as an immediate action the thief can attempt an Escape Artist check using the result of the skill check in place of her CMD against that combat maneuver attempt. A thief of less than 10th level can only use this second ability once per opponent per day, but at 10th level this limitation no longer applies.
Disease Use 	— 	A thief with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The thief does not risk exposure to this disease unless she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.
Distracting Attack* (Ex) 	— 	A thief 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 against one target of her choosing until the beginning of her next turn. The thief cannot designate herself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.
Duelist’s Precision (Ex) 	— 	If a thief makes a melee attack and deals sneak attack damage with a single light or one-handed weapon wielded in one hand and makes no attacks with any other weapon during her action, then she can roll double her normal number of sneak attack dice, choose half those dice, and total the chosen dice as her sneak attack damage for this attack. If a thief uses this on her turn, she must choose to use duelist’s precision before making any attacks during her turn and if she does, she can only attack with a single light or one-handed weapon wielded in one hand until the end of her turn. A thief can also use duelist’s precision with attacks outside her turn, such as attacks of opportunity, provided the other requirements are met. A thief using this ability who has the powerful sneak class feature deals an additional amount of sneak attack damage equal to half the number of sneak attack damage dice dealt. If the thief also has the deadly sneak class feature, this additional damage increases to the number of sneak attack damage dice dealt.
Eerie Disappearance (Ex) 	Thief 6 	As a full-round action, the thief can move up to her speed. If she successfully reaches a location that offers her cover or concealment, any creature observing her must attempt a Perception check opposed by the thief’s Stealth check. On a failed check, the observer loses track of the thief and fails to note where she moved to. The thief does not take a penalty on this Stealth check for moving up to her speed. At the end of her movement, the thief can attempt an Intimidate check to demoralize all foes within 60 feet who were aware of her at any point during her movement and are unaware of her current location. She rolls the Intimidate check only once and compares her result to the DC for each opponent.
Eldritch Conduit (Su) 	— 	As a full-round action, a thief with this talent can use two potions, two wands, or two scrolls. Each item is expended or loses a charge as if used normally. The thief chooses to gain the magical effect of one, but calculates its effects using the caster level of the other. The thief must still succeed at a Use Magic Device check to operate scrolls or wands unless some other ability allows him to do so, but makes only one skill check to operate both items.
Emboldening Strike* (Ex) 	— 	When a thief with this talent hits a creature with a melee attack that deals sneak attack damage, she gains a +1 circumstance bonus on saving throws for every 2 sneak attack dice rolled (minimum +1) for 1 round.
Enhanced Delivery* (Ex) 	— 	Whenever a thief with this talent uses a poisoned weapon to attempt an attack in conjunction with a sneak attack, the DC to resist the poison increases by half her number of sneak attack dice (minimum 1).
Esoteric Scholar (Ex) 	— 	A thief with this talent adds three Knowledge skills of her choice to her list of class skills and she can make all Knowledge skill checks untrained. At 10th level, she can always choose to take 10 on a Knowledge skill check, even if this is not normally allowed.
Expert Cipher (Ex) 	— 	A thief with this ability can attempt a Linguistics check to decipher a single page of text as a full-round action instead of taking 1 minute as normal. In addition, when the thief attempts a Use Magic Device check to cast a spell from a scroll, she is treated as though she had the minimum score in the appropriate ability score to cast that spell. Finally, the thief can choose to add her Intelligence modifier to her Use Magic Device skill checks instead of her Charisma modifier.
Expert Leaper (Ex) 	— 	When making Acrobatics checks to jump, a thief with this talent is always considered to have a running start and adds her thief level to the check result. The thief can always make an Acrobatics check to soften a fall, even if the fall is not deliberate. When softening a fall, a DC 15 Acrobatics check allows the thief to ignore the first 20 feet fallen, instead of the first 10 feet. For every 5 by which the thief exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen. Even if a thief takes damage from a fall, she still lands on her feet if the result of the check to soften the fall equals or exceeds a DC of 15 + the falling damage dealt.
Extinguishing Strike* (Ex) 	— 	When a thief with this talent hits a creature with a melee attack that deals sneak attack damage, any non-magical light sources worn or carried by the creature (such as lit torches, lanterns, or sunrods) are automatically extinguished. Once per day, the thief can use this ability to also attempt a dispel check (as per dispel) against any magical sources of light a target carries, using her thief level as the caster level.
Face in the Crowd (Ex) 	— 	A thief with this talent can blend into groups easily. Opposed Perception and Sense Motive checks take a –2 penalty when made against the thief’s Bluff, Disguise, Sleight of Hand, or Stealth checks if she’s within 30 feet of at least two non-hostile characters of her apparent creature type. This penalty increases to –4 if she’s within 30 feet of at least eight such creatures or is currently in a square occupied by a crowd.
False Attacker (Ex) 	— 	Whenever the thief strikes a foe from hiding, she can attempt a Bluff check as an immediate action (opposed by the target’s Sense Motive or Perception check, whichever has a higher bonus) before rolling damage to convince the foe that another creature was the attacker. This Bluff check applies the normal modifiers for convincing a creature of a falsehood, but can be accomplished with just physical trickery (a shared language is not required). If the Bluff is successful, and the thief maintains concealment or cover, the thief’s stealth does not end.
False Friend (Ex) 	— 	A thief with this talent gains a +4 bonus when making Bluff checks to convince someone she has never met or who doesn’t know her well that they are previously acquainted or know each other well.
Fast Getaway (Ex) 	— 	After successfully making a sneak attack or Sleight of Hand check, a thief with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.
Fast Stealth (Ex) 	— 	This ability allows a thief to move at full speed using the Stealth skill without penalty.
Feint from Shadows (Ex) 	— 	A thief with this talent can feint in combat using a ranged weapon against a target within 30 feet and cause the opponent to lose his Dexterity modifier against her next melee or ranged attack. The thief must have concealment (but not full concealment) from the target of the feint.
Firearm Training (Ex) 	— 	A thief with this talent gains Exotic Weapon Proficiency (simple firearms).
Fleet Footed (Ex) 	— 	A thief with this talent receives a +10 feet bonus to her base movement speed. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the thief’s speed because of any load carried or armor worn. If the thief gains the fast movement class feature from another class, the bonuses to her speed do not stack.
Flowing Feint (Ex) 	— 	A thief with this talent who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action (such as from having the Improved Feint feat), she can combine a move action to move with her feint. The thief also reduces one of the penalties by 4 when feinting against a non-humanoid creature or when feinting against a creature of animal intelligence. The thief only applies this penalty reduction once when feinting against a creature that is a non-humanoid with animal intelligence. At 10th level, the thief instead reduces both of these penalties by 4.
Focusing Attack* (Ex) 	— 	When a thief selects this talent, she must choose the confused, shaken, or sickened condition. When the thief has the selected condition and hits a creature with a melee attack that deals sneak attack damage, the thief no longer has that condition. A thief can take this talent up to three times. Each time, she must select a different condition that she is able to remove from herself with a melee attack that deals sneak attack damage. Even if the thief has taken this talent multiple times, she can remove only a single effect on herself with each melee attack that deals sneak attack damage.
Follow Clues (Ex) 	— 	A thief with this talent can use Perception to follow tracks as per the Survival skill.
Getaway Artist (Ex) 	— 	A thief with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks.
Gloom Magic (Sp) 	Int 12, Minor Magic thief talent 	A thief with this talent gains the ability to cast darkness two times per day as a spell-like ability. The darkness created by this ability does not impair the thief’s vision. The caster level for this ability is equal to the thief’s level.
Got Your Back (Ex) 	— 	Once per round as an immediate action, the thief may expend an attack of opportunity to attempt an aid another check to improve an ally’s attack. The thief and her ally must both be flanking the same opponent. This counts as an attack of opportunity.
Grit (Ex) 	Firearm Training thief talent 	A thief with this talent gains the Amateur Gunner feat and one grit feat of her choice. She must fulfill the prerequisites of the grit feat in order to choose it.
Ground Fighter (Ex) 	— 	A thief with this talent can stand up from prone as a move action or a swift action without provoking an attack of opportunity. She can stand up from prone as a free action but this provokes an attack of opportunity. However, the thief can avoid provoking this attack of opportunity by successfully using the Acrobatics skill as if she were moving through a threatened square at full speed. While prone, a thief with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A thief with this talent can take a 5-foot step while crawling and she reduces the penalties on her attack rolls and to her Armor Class for being prone by 2.
Guileful Polyglot (Ex) 	— 	A thief with this talent who has at least one rank in Linguistics gains four additional languages. A thief with this talent who does not have any ranks in Linguistics gains two additional languages. If the thief later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.
Hard to Fool (Ex) 	— 	A thief with this talent can roll two dice while making a Sense Motive check, and take the better result.
Heads Up (Ex) 	— 	When the thief makes a Perception check, as an immediate or swift action, she can allow one adjacent ally to act as if they had also made a Perception check with the same result.
Hidden Flight (Ex) 	Fast Stealth thief talent 	A thief with this talent may run or charge while stealthing by taking a -10 to her Stealth check.
Hold Breath (Ex) 	— 	A thief with this talent doubles the amount of time she can hold her breath.
Honeyed Words (Ex) 	— 	Once per day, the thief can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. A thief can use this ability one additional time per day for every five thief levels she possesses.
Instinctive Awareness (Ex) 	— 	A thief intuitively senses impeding threats. She can always act in the surprise round, even if unaware of attackers.
Iron Guts (Ex) 	— 	A thief with this talent has a cast-iron stomach or has trained herself to withstand poisons, especially ingested ones. She gains a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all spells and effects that cause the thief to be nauseated, sickened, poisoned or sapped.
Ki Pool (Ex) 	— 	A thief with this talent gains a small ki pool. This ki pool is similar to a monk’s ki pool, but the thief’s ki pool does not grant any extra attacks. The thief gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn.
Larceny (Ex) 	Combat Swipe talent or Improved Steal feat 	If the thief successfully makes a steal combat maneuver, she steals a random alchemical item appropriate to the enemies’ CR. CR 1-5 - Tier 1, CR 6-10 - Tier 2. The thief can only steal one item per enemy. The alchemical item stolen is up to the DM’s discretion. For every 5 by which the thief beats the creature's CMD, she treats the CR of the creature as 1 higher, to a maximum of 5 CRs higher. In addition, if the CR of the creature is less than half of her character level, this ability will not work.
Last Ditch Effort (Ex) 	— 	Once per day, a thief with this ability who accidentally activates a trap while attempting to disarm it may immediately attempt another Disable Device check to disarm it, albeit at a –5 penalty. The result of the second check is taken even if the result is lower.
Lasting Poison (Ex) 	— 	A thief with this talent can apply poison to a weapon in such a way that it is effective for a number of successful attacks equal to her Dexterity modifier (minimum two) instead of one. This poison has a reduced effect, however, and saves made against the poison gain a +2 circumstance bonus. Applying poison in this way is a full-round action, or a standard action if the thief has the swift poison thief talent.
Ledge Walker (Ex) 	— 	This ability allows a thief to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a thief with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.
Lethal Acrobatics (Ex) 	— 	When a thief with this talent successfully uses Acrobatics to move through an opponent’s square without provoking an attack of opportunity, that opponent is considered flat-footed to the thief’s next attack until the end of the thief’s turn.
Magic Adept (Ex) 	— 	Once per day, a thief with this talent may reroll a Use Magic Device check. The thief must take the second roll even if it is worse.
Major Magic (Sp) 	Minor Magic thief talent, Intelligence score of at least 11 	A thief with this talent gains the ability to cast a 1st-level spell from the black mage spell list once per day as a spell-like ability for every 2 thief levels she possesses. The thief’s caster level for this ability is equal to her thief level. The save DC for this spell is 11 + the thief’s Intelligence modifier.
Maneuver Mastery (Ex) 	— 	The thief has truly mastered one combat maneuver. A thief selects a maneuver when she gains this talent. Whenever she attempts this maneuver, she uses her thief level in place of her base attack bonus (in addition to any base attack bonus gained from other classes). A thief can select this thief talent more than once. Its effects do not stack. Each time she selects this talent she selects another combat maneuver.
Masterful Strike (Ex) 	— 	A thief with this talent can apply up to two talents to her sneak attack that add effects which are normally limited to one talent per individual sneak attack. These talents are marked with an asterisk (*). At 10th level, she can apply up to three such talents to each sneak attack.
Melee Archer (Ex) 	— 	A thief with this talent may flank enemies 10 feet away from her while using a ranged weapon, as if the ranged weapon were a reach weapon. If the thief threatens squares with her ranged weapons (i.e., through the Snap Shot feat,) she may also flank enemies inside her threatened area.
Menacing Demeanor (Ex) 	Thief 6 	A thief with this talent can roll twice while making an Intimidate check and take the better result. She must choose to use this talent before making the Intimidate check. A thief can use this ability once per creature per day plus one additional time per creature per day for every five thief levels she possesses. A thief can use this ability when making an Intimidate check against a group of creatures. However, if the thief has already expended all her uses per day of this ability for specific creatures in the group then she rolls the two checks sequentially, using the first result for those specific creatures and using the better result for the rest of the group.
Mien of Despair (Su) 	— 	When a thief with this talent successfully demoralizes an opponent using the Intimidate skill or performs a successful feint against an opponent, the opponent loses any morale bonuses and cannot benefit from any morale bonuses for 1d4+1 rounds.
Minor Magic (Sp) 	Intelligence score of at least 11 	A thief with this talent gains the ability to cast a 0-level spell from the black mage spell list. This spell can be cast at will as a spell-like ability. The caster level for this ability is equal to the thief’s level. The save DC for this spell is 11 + the thief’s Intelligence modifier.
Multitalented (Ex) 	— 	The thief can use her thief talents more often. Once per day, she can use a thief talent that is normally only usable once per day one additional time. At 10th level and 18th level, she can use this talent one additional time per day (for a maximum total of 3 additional uses of a thief talent that can normally only be used once per day). The uses of this talent do not have to be spent on the same thief talent. This ability cannot be used with an advanced talent.
Nimble Climber (Ex) 	— 	Whenever the thief fails a Climb check by 5 or more, she can attempt a Reflex save (using the same DC as the Climb check) to catch herself and avoid falling.
Ninja Trick (Ex) 	— 	A thief with this talent can choose a trick from the ninja trick list. A thief can pick this talent more than once. A thief cannot choose a ninja trick with the same name as a thief talent.
Obfuscate Story (Ex) 	— 	While another individual attempts to give an account of an event, the thief makes an opposed Diplomacy check to deftly interject comments or statements over the course of the storytelling that cause the individual to muddle his ability to recall accurate or specific details. If the thief succeeds, her target remains unaware that the thief’s interjections caused the confusion. However, if she fails, the target is allowed a Sense Motive check (DC equal to the thief’s failed Diplomacy check) to figure out that she made deliberate attempts to confuse the story.
Obscuring Blow* (Ex) 	— 	Once per day, the thief can forgo her potential to deal sneak attack damage to attempt to cloud an opponent’s vision. She must declare the use of obscuring blow before she makes the attack. If the attack hits, it does normal damage but, instead of dealing sneak attack damage (and any effect that triggers when the thief deals sneak attack damage), the target treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls for a number of rounds equal to half the thief’s level. A successful Fortitude saving throw reduces this effect to 1 round. The DC of this saving throw is equal to 10 + half of the thief’s level + her Intelligence modifier.
Offensive Defense* (Ex) 	— 	When a thief with this talent hits a creature with a melee attack that deals sneak attack damage, the thief gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. The thief can only receive this bonus once per round.
Peerless Maneuver (Ex) 	— 	A thief with this talent can roll two dice while making an Acrobatics check to tumble, and take the better result.
Philologist (Ex) 	— 	A thief with this talent can reroll any Linguistics skill check made to decipher writing in an unfamiliar language, and never risks drawing a false conclusion from a failed Wisdom check after a failed Linguistics check. A thief with this talent is allowed only one reroll per inscription, message, or text encountered.
Poison Use (Ex) 	— 	The thief is trained in the use of poison, and can’t accidentally poison herself when applying poison to a weapon.
Positioning Attack (Ex) 	— 	Once per encounter, when a thief with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The thief must end her movement in a square that threatens that creature hit with the melee attack.
Powerful Sneak* (Ex) 	— 	Whenever a thief with this talent takes a full-attack action, she can take a –2 penalty on all attack rolls until the start of her next turn. If she does, she can reroll any sneak attack damage dice that result in 1s. She can reroll multiple dice, but she can’t reroll any individual die more than once per attack.
Quick Disable (Ex) 	— 	It takes a thief with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When she uses Disable Device to open a lock that would normally take a full-round action to open, she reduces the duration to a standard action.
Quick Scrounge (Ex) 	— 	The thief can search a creature, object, or area in half as much time as normal. If her Perception check would normally require a full-round action or less, it becomes one step shorter along the following progression: full-round action, standard action, move action, swift action, immediate action. This talent has no effect on Perception checks that are attempted as free actions or Perception checks that don’t require an action.
Quick Trapsmith (Ex) 	— 	As a full-round action, a thief with this talent can set a simple trap with a CR no greater than half her thief level. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion.
Quicker than the Eye (Ex) 	Quick Draw feat 	A thief with this talent can retrieve non-bulky easy-to-reach items, such as potions, scrolls, or alchemical items, as easily as she can draw a light or one-handed weapon. This allows her to combine drawing such an item with a charge or regular move. If a thief with this talent also has the Two Weapon Fighting feat, then when drawing weapons, she can instead draw one such item and a light or one-handed weapon, or draw two such items. If a thief with this talent also has the Quick Draw feat, she can draw a hidden item or hidden weapon as a swift action and she can draw alchemical items, potions, scrolls, and wands as a free action, allowing her to throw alchemical items at her full rate of attacks. When attempting a Sleight of Hand check as a move action instead of a standard action, the thief reduces the penalty by 10. In all these cases, drawing these items or weapons doesn’t provoke an attack of opportunity.
Rapid Boost (Ex) 	— 	Once per day, the thief can roll two dice while attempting a Sleight of Hand check and take the better result. She must choose to use this talent before attempting the Sleight of Hand check. A thief can use this ability one additional time per day for every five thief levels she has.
Rapid Perception (Su) 	— 	A thief with this talent can attempt a Perception check to intentionally search for a specific item or creature as a swift action instead of a move action. If she is intentionally searching for an invisible creature, the creature’s bonus on its Stealth check from its invisibility is halved.
Rapid Swipe 	Thief 6, Combat Swipe talent or Improved Steal feat 	A thief who selects this talent gains Quick Steal as a bonus feat. She doesn’t need to meet the prerequisites for this feat.
Rapid Trickery 	Thief 6, Combat Trickery talent or Improved Dirty Trick feat	A thief who selects this talent gains Quick Dirty Trick as a bonus feat. She doesn’t need to meet the prerequisites for this feat.
Resiliency (Ex) 	— 	Once per day, a thief with this ability can gain a number of temporary hit points equal to twice her thief level. Activating this ability is an immediate action that can be performed only when the thief is brought to below 0 hit points. This ability can be used to prevent the thief from dying. These temporary hit points last for 1 minute. If the thief’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Rope Master (Ex) 	— 	A thief with this ability can move at her normal speed when using rope on a Climb check, can take 10 when using Climb to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature.
Sacrifice Self (Ex) 	Evasion, Improved Evasion class features 	A thief who makes a successful Reflex save against an area effect can ignore the benefits of her evasion ability to shield an adjacent ally against the effect, essentially halving the damage that ally would normally take. A thief with improved evasion can attempt a secondary save against her ally’s damage. If the save is successful, neither she nor her ally takes any damage. A thief must have evasion in order to select this talent, and she must have improved evasion to benefit from the secondary effect.
Scavenger (Ex) 	— 	A thief with this talent can pick up and stow an object as a swift action instead of two separate move actions. She gains a +2 bonus on Sleight of Hand checks to pick the pockets of creatures that are stunned or disabled.
Set-Up (Ex) 	— 	When a thief successfully hits a target with a sneak attack in melee, she can choose to forgo her additional sneak attack damage to make the target more vulnerable to one of her allies adjacent to it. The first melee attack that ally makes against the target before the beginning of her next turn treats the target as flanked, even if her ally is not flanking the target. This has no effect on creatures she could not flank with that ally, even if the ally was properly positioned.
Shadow Duplicate (Sp) 	— 	Once per day, as an immediate action, when the thief is hit, the thief can create a single shadow duplicate of herself, as per mirror image. The GM randomly determines whether the attack hit the thief or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the thief’s level, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell. The caster level for this ability is equal to the thief’s level. A thief can use this ability one additional time per day for every 5 thief levels she has.
Shadow’s Chill* (Su) 	Ice Resistance racial trait 	When a thief with this talent hits a creature with a melee weapon that deals sneak attack damage, a number of points of the damage dealt equal to the number of sneak attack dice rolled is ice damage. The remainder of the sneak attack damage and the normal weapon damage are unaffected.
Shove Aside (Ex) 	Evasion class feature 	When a thief and an adjacent ally are both in the area of an attack that requires a saving throw, she can take a –4 penalty on her saving throw to grant her ally a +4 bonus on his saving throw. She loses the evasion ability against this attack. If she has improved evasion, it is reduced to evasion for this attack instead.
Silencing Attack* (Ex) 	Thief 6 	When a thief with this talent deals sneak attack damage, the target is rendered mute for 1 round. A successful Fortitude save negates this effect (DC 10 + half of the thief’s level + the higher of the thief’s Strength or Dexterity modifier). A mute creature cannot speak, use language-dependent effects, use verbal spell components, or use command words
Silver Tongued Scoundrel (Ex) 	Diplomacy 1 rank 	If a creature would be rendered hostile due to catching the thief red-handed (Such as when caught trespassing, picking a lock or a pocket, etc), but the thief has not performed violent actions or otherwise threatens violence, the thief can attempt a Diplomacy check to Influence Attitude treating the target as indifferent, rather than hostile, but can only make the target friendly. Success does not mean the creature automatically forgives the thief, but it does give her some breathing room to give a plausible explanation for her activities or at least the opportunity to run.
Slow Reactions* (Ex) 	— 	Opponents damaged by the thief’s sneak attack can’t make attacks of opportunity for 1 round.
Snap Shot (Ex) 	— 	A thief with this talent may treat her initiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more thieves possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a thief is prevented from acting in the surprise round, this talent has no effect.
Sneaky Maneuver* (Ex) 	— 	Anytime a thief with this talent could hit an opponent with a melee sneak attack on her turn, she may take a –2 penalty on her attack roll and attempt a dirty trick, disarm, steal, sunder, or trip combat maneuver instead of dealing sneak attack damage. If the attack succeeds, the thief deals weapon damage as normal and then attempts a combat maneuver check as a swift action (the –2 penalty only applies to the initial attack roll, not the combat maneuver check). This combat maneuver still provokes attacks of opportunity unless the thief has a feat or ability that allows her to perform it without provoking attacks of opportunity.
Sniper’s Eye (Ex) 	— 	A thief with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.
Steal the Story (Ex) 	Obfuscate Story thief talent 	After muddling another’s account using obfuscate story, the thief may make another opposed Diplomacy check to alter the details further in order to discredit, insult, or humiliate the target. If the check succeeds, the target takes a penalty on Diplomacy and Intimidate checks against anyone who heard the altered story. This penalty is equal to the thief’s Intelligence, Wisdom, or Charisma bonus (whichever is highest), and lasts until the target is able to repair his reputation or discredit the thief.
Stem the Flow* (Su) 	Sneak Attack +3d6 	When making a successful sneak attack against a creature with the ability to holy/unholy burst, the thief may forgo 3d6 points of sneak attack damage to instead prevent the target from using holy/unholy burst for a number of rounds equal to half her thief level.
Strong Stroke (Ex) 	— 	A thief with this talent rolls twice when making Swim checks and takes the better result. If she already rolls twice while making a Swim check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the thief is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Swim checks.
Superior Senses (Ex) 	— 	A thief with this talent has a mastery over her senses, and can detect presences by smell and sound as well as he can with sight. He gains a +10 to his Perception rolls to locate creature who benefit from invisibility.
Surprise Attack (Ex) 	— 	During the surprise round, a thief with this ability always considers opponents flat-footed, even if they have already acted. A thief with this ability adds half her thief level to her sneak attack damage rolls made during the surprise round.
Swift Poison (Ex) 	— 	A thief with this talent can apply poison to a weapon as a move action, instead of a standard action.
Swift Tracker (Ex) 	— 	While following tracks, the thief can move at her normal speed without penalty while using the Survival skill. In addition, the penalty for moving at up to twice her normal speed while following tracks is reduced to –10.
Throw Off-Balance (Ex) 	— 	Once per day, when an adjacent creature attacks and misses a thief with this talent, the thief may force that creature to take a 5-foot step that does not provoke an attack of opportunity, which must end in a safe square adjacent to the thief. That creature becomes flat-footed against one target of the thief’s choosing until the beginning of the thief’s next turn.
Trap Spotter (Ex) 	— 	Whenever a thief with this talent comes within 10 feet of a trap, she receives an immediate passive Perception skill check equal to 10 + her bonus to Perception skill checks to notice the trap. This check should be made in secret by the GM.
Trick Shot (Ex) 	— 	A thief with this talent may perform the feint combat maneuver with a ranged weapon.
Underhanded* (Ex) 	— 	A thief 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. A thief can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 1).
Unseeing Acumen (Ex) 	— 	A thief who selects this talent gains Blind-Fight as a bonus feat. Additionally, if a thief with this talent is blind or in darkness, she reduces the penalties on Strength and Dexterity-based skills by 2 and doesn’t take a penalty on opposed Perception checks. She still automatically fails checks and activities relying on vision, such as reading or sight-based Perception checks.
Wall Scramble (Ex) 	— 	A thief with this talent rolls twice when making Climb checks and takes the better of the two rolls.
Waylaying Charge (Ex) 	Thief 4 	Whenever a thief with this talent makes a charge, her attack deals sneak attack damage as if the target was denied its Dexterity bonus to AC. If the thief makes more than one attack this turn, this talent applies only to the first attack. Foes with uncanny dodge are immune to this ability
Without a Trace (Ex) 	Evasion class feature 	When the thief successfully uses evasion or improved evasion to avoid taking damage, she can attempt to hide as an immediate action. The thief attempts a Stealth check with a –20 penalty, but gains a +1 bonus on her check for every die of damage the avoided attack would have dealt. The thief can attempt this check even while being observed, as long as she has cover or concealment or an ability that allows her to use the Stealth skill while being observed without cover or concealment.