Legendary Rogue Skill Specialties

Each skill specialty grants bonuses equal to 1/2 the rogue’s level (minimum +1) on certain checks. A rogue cannot gain a specific skill specialty more than once and bonuses from different skill specialties do not stack.

### *Athletic Agility*

Grants a bonus on Climb checks and on Acrobatics checks made to jump or to traverse narrow or uneven surfaces. When the rogue takes damage while climbing or using Acrobatics to traverse a treacherous surface which triggers a check to avoid falling, if the rogue fails this check by 4 or less then instead of falling she may reduce her total movement this turn by 10 feet. If it is currently not the rogue’s turn or she lacks sufficient remaining movement this turn, the rogue reduces her total movement for her next turn and must take a move or full-round action to move at the start of her next turn.

If the rogue fails a horizontal jump by 2 or less then, instead of missing the jump, she can choose to land prone on the other side. The rogue can make a jump that exceeds her remaining movement for the round but she subtracts the excess distance from her total movement during her next turn and must take a move or full-round action to move at the start of her next turn. Additionally, the rogue doesn’t land prone when she fails a vertical jump check by 5 or more unless she takes damage from the fall.

### *Imperceptible*

Grants a bonus on Stealth checks. The DC of checks made to find or follow the rogue’s tracks also increase by the same amount. When the rogue has concealment or total concealment, the miss chance of either type of concealment improves by 5%. This increases by 5% at 4th level and every 4 levels thereafter (to a maximum +30% at 20th level).

### *Information Broker*

Grants a bonus on Knowledge (local) checks and Diplomacy checks made to gather information. When gathering information, the rogue can roll twice and find out both results. If the lesser of the two checks reveals false information, the rogue is aware it is false unless all those she questions believe it to be true.

### *Interrogation*

Grants a bonus on Intimidate and Sense Motive checks. When the rogue successfully intimidates a creature, she can make a Sense Motive check against the same DC as the Intimidate check. If this succeeds, the rogue can add her Wisdom modifier (minimum +1) to the next Intimidate check she makes against that creature within the next hour.

### *Investigation*

Grants a bonus on Sense Motive checks and on Perception checks against disguises, illusions, and when searching for secret doors or hidden objects (but not traps). The rogue always receives a Perception check to notice a disguise, even if the disguised creature is not drawing attention to itself. Also, when she interacts with an individual whose behavior is being influenced by an enchantment effect, the rogue gains an automatic Sense Motive check to sense the enchantment.

When studying an illusion or interacting with it, the rogue can attempt a Perception check against DC equal to 10 + the caster level of the illusion. If this check succeeds, she gains a +4 bonus on her saving throw to disbelieve that illusion, as if an ally had disbelieved the illusion and communicated this to her.

### *Legerdemain*

Grants a bonus on Sleight of Hand checks, on Bluff checks made to feint, and on Perception checks made to oppose Sleight of Hand checks (including noticing hidden weapons). When the rogue makes a successful feint against an enemy, that foe cannot make attacks of opportunity against the rogue while it is denied its Dexterity bonus to AC against the rogue’s attack. When the rogue succeeds at a Sleight of Hand check to take something from a creature, that creature cannot make attacks of opportunity against the rogue until the start of its next turn.

### *Lithe Gymnast*

Grants a bonus on Escape Artist checks and on Acrobatics checks made to move through a threatened square without provoking an attack of opportunity. Before attempting an Acrobatics checks to move through a creature’s threatened area without provoking an attack of opportunity, the rogue can require that the creature secretly decide whether it will take an attack of opportunity if the rogue fails the check. If the creature decides to take the attack of opportunity and the Acrobatics check fails, then the creature must make the attack of opportunity if able. However, if the creature decides to take the attack of opportunity and the Acrobatics check succeeds by 5 or more, then the creature uses up an attack of opportunity attempt but does not actually take the attack of opportunity.

When squeezing through a narrow space that is at least half as wide as her normal space, the rogue halves the penalties on her attack rolls and to her AC for squeezing, and if she succeeds at a DC 20 Escape Artist check then her movement speed this round isn’t reduced for squeezing. If the rogue makes an Escape Artist check to escape a grapple or pin and the roll is a natural 20 (the d20 comes up 20) then the check automatically succeeds.

### *No Trace*

Grants a bonus on Disguise checks and on opposed Stealth checks whenever the rogue is stationary and does not take any action for at least 1 round. In addition, the DC of checks made to find or follow the rogue’s tracks also increase by the same amount.

### *Persuasion*

Grants a bonus on Intimidate checks and on Diplomacy checks to make requests of a creature or to change a creature’s attitude. When making requests of a creature using Diplomacy, the rogue halves the increase to the check’s DC for making additional requests after the first. If the rogue successfully uses Intimidate to change a creature’s attitude and succeeds by 10 or more, then when the intimidation expires the creature treats the rogue as indifferent (instead of unfriendly) and is unlikely to report her behavior to authorities.

### *Poisoner*

Grants a bonus on Craft (alchemy) checks and on checks to recognize poisons or identify potions. The rogue is trained in the use of poison, and cannot accidentally poison herself when applying poison to a weapon.

### *Pretender*

Grants a bonus on Disguise checks and on Bluff checks made to deceive someone or to pass secret messages. If the rogue is targeted by *detect thoughts* or a similar mindreading effect which reveals surface thoughts, she can make a Bluff check opposed by the thought reader’s Sense Motive check. If the Bluff check succeeds, the rogue may choose what thoughts are detected. If the Bluff check fails, her surface thoughts are revealed as false.

### *Smooth-talk*

Grants a bonus on Diplomacy checks and on Bluff checks made to deceive someone or pass secret messages. When using Diplomacy to shift a creature’s attitude, the rogue can shift up to three steps up rather than just two. If the rogue fails a Bluff check made to deceive someone, any further checks made to deceive them (assuming that this is even possible) have the penalty reduced by 5.

### *Trapfinding*

Grants a bonus on Disable Device checks and on Perception checks made to locate traps. The rogue can use Disable Device to disarm magic traps.

### *Vigilance*

Grants a bonus on initiative checks and on Perception checks made to notice hidden creatures or when determining awareness during a surprise round. At 20th level, the rogue treats her initiative roll as a natural 20.