Adept Pickpocket (Ex): A rogue with this talent gains two abilities: First, she can use her Sleight of Hand skill instead of the Profession skill to determine the gold piece value she can earn by pickpocketting. This check can be made after a single day's worth of work, instead of a week. Second, the difficulty to take something from a creature is reduce to DC 15, and she gains a +2 bonus to Sleight of Hand when used to steal.
Athleticism (Ex): A rogue with this talent rolls twice when making Climb or Swim checks and takes the better result. If she already rolls twice while making a Climb or Swim 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 or Swim checks.
Camouflage (Ex): Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding area. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that was used to make the camouflage.
Canny Observer (Ex): When a rogue 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.
Combat Trick: A rogue that selects this talent gains a bonus combat feat that she qualifies for (See feats). This trick can be taken multiple times. A rogue taking this talent can ignore Combat Expertise as a prerequisite for the purposes of selecting a feat.
Esoteric Scholar (Ex): A rogue with this talent may attempt a Knowledge check, even when she is not trained in that Knowledge skill, a number of times per day equal to her Intelligence modifier (Minimum 1). She must choose to use this talent before making the Knowledge check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses
Expert Leaper (Ex): When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
Fast Fingers (Ex): A rogue with this talent can roll two dice while making a Sleight of Hand check, and take the better result, a number of times per day equal to her Dexterity modifier (Minimum 1). She must choose to use this talent before making the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Follow Clues (Ex): A rogue with this talent can use Perception to follow tracks as per the Survival skill.
Getaway Artist (Ex): A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving and escape artist checks.
Grit (Ex): A rogue with this talent gains the Amateur Gunslinger feat and one grit feat of her choice. She must fulfill the prerequisites of the grit feat in order to choose it. A rogue must have the firearm training talent before choosing this one.
Iron Guts (Ex): A rogue 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 rogue to be nauseated or sickened.
Ki Pool (Ex): A rogue with this talent gains a small ki pool. This ki pool is similar to a ninja's ki pool, but the rogue's ki pool does not grant any extra attacks. The rogue 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.
Major Magic (Sp): A rogue with this talent gains the ability to cast two 1st-level spell from the sorcerer/wizard spell list two times a day each as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for these spells is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.
Minor Magic (Sp): A rogue with this talent gains the ability to cast three 0-level spell from the sorcerer/wizard spell list. Each of these spells can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for these spells is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.
Nimble Maneuver (Ex): This ability allows a rogue to move at normal speed along surfaces that would require an Acrobatics or Climb check, instead of half speed. In addition, a rogue with this talent is not flat-footed when using Acrobatics or Climb to move along these surfaces. Surfaces that are impossible to traverse through Acrobatics or Climb, remain impossible. This ability does not allow full movement in difficult terrain.
Ninja Trick (Ex): A rogue with this talent can choose a trick from the ninja trick list. The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once.
Peerless Maneuver (Ex): A rogue with this talent can roll two dice while making an Acrobatics check, and take the better result, a number of times per day equal to her Dexterity modifier (Minimum 1). She must choose to use this talent before making the Acrobatics check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
Quick Disable (Ex): This ability allows a rogue to spend a full round action to use disable device, regardless of difficulty. In addition, the rogue may also spend a standard action using disable device at a penalty of -5.
Quick Disguise (Ex): A rogue with this talent can spend a 30 minute period to design a disguise that is concealed under their normal clothing that is startlingly quick to change into. Only one disguise can be hidden on her person at a time in this manner, but changing back and forth between her regular self and her disguise is a full round action. The disguise roll is made during creation, and is only rerolled when the diguise is recreated (See the disguise skill for check modifiers). A rogue can have multiple disguises, and switching which one is currently on her person takes 10 minutes.
Survivalist: A rogue with this talent adds Heal and Survival to her list of class skills, and gains a +2 to each.
Terrain Mastery (Ex): A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger's ability does. A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.