Scoundrel Talent List

* Bleeding attack: A 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 additional point of damage each round for each die of the rogue’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.
* Combat trick: Gain a combat feat.
* Fast stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
* Ledge Walker: This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
* Quick Disable: It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
* Powerful Sneak: Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.
* Resiliency: Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
* Scavenger: A rogue 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.
* Scoundrel crawl: While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.
* Set-up: When you successfully hit a target with a sneak attack in melee, you can choose to forgo your additional sneak attack damage to make the target more vulnerable to one of your allies adjacent to it. The first melee attack that ally makes against the target before the beginning of your next turn treats the target as flanked, even if your ally is not flanking the target. This has no effect on creatures you could not flank with that ally, even if the ally was properly positioned.
* Slow reactions: When you successfully hit a target with a sneak attack in melee, you can choose to forgo your additional sneak attack damage to make the target more vulnerable to one of your allies adjacent to it. The first melee attack that ally makes against the target before the beginning of your next turn treats the target as flanked, even if your ally is not flanking the target. This has no effect on creatures you could not flank with that ally, even if the ally was properly positioned.
* 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.
* Surprise attack: During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
* Sniper's Eye: A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes that benefit from concealment. Foes with total concealment are still immune.
* Underhanded: A rogue 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 rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).
* Wall Scramble: A rogue with this talent rolls twice when making Climb checks and takes the better of the two rolls. If she already rolls twice while making a Climb check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the rogue 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 Climb checks.
* Weapon Training: Gain proficiency with the Rifles and Vibroweapons weapon groups.

### Advanced Talents

* Crippling strike
* Defensive roll
* Improved evasion
* Opportunist
* Skill mastery
* Slippery mind