
Gloom |

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Rogue Talents
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Modification to Trap Spotter that will allow the sensing of secret/hidden doors as well, or a new Rogue Talent similar to Trapspotter called Door Spotter.
Faster Stealth - Ability to Double Move while Stealth without penalty, pre-req of Fast Stealth
Lasting Poison - Ability to poison a weapon and have it last for multiple rounds (Similar to the Alchemist Sticky Poison discovery)
Improved Flanking - Bonuses that allow extra attack bonuses for flanking an enemy or catching them flat footed. Possible damage bonuses if they feel it is helpful to balance.
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Advanced Rogue Talents
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Running Stealth - Ability to Run with Stealth at a significantly less penalty.
Hide in Plain Sight - As Shadowdancer/Assassin
Darkstalker - As the old feat (Possibly level 20 requirement, possibly sooner)
Improved Trap Spotter/Door Spotter increased range increment to make it more viable for higher end traps.
Magical Aura Negation - Ability to hide magical auras from worn items. It helps you pose as a Diplomat or other various official when you don't glow as bright as the son if someone attempts to use Detect Magic in the area.
Any other Rogue Talent would easily be added to this list, allowing improved benefits of adding status effects to enemies by sacrificing a number of sneak attack dice for an attack.. Anything that aids Stealth.. Anything that aids Trap Detection and Neutralization.
Just my 2 cents. Feel free to toss your own in. :)

Big Stupid Fighter |

Rogue Talents:
Blinding Speed: Rogues gain +4 Initiative
Inconspicuous: A Rogue who goes before all enemies on the first turn may make a stealth check that round as a swift action.
Dastardly Trick: A Rogue who lands a sneak attack may perform a Dirty Trick manuever as a swift action.
Thug:A Rogue who attacks out of stealth may attack once with each hand as a standard action
Advanced Rogue Talents
Killer: Requires: Thug. A rogue who moves his movement speed or less and attacks out of stealth may perform a full attack action.
Slicing Roll: If a Rogue killed an opponent last round, it may move up to its speed as a swift action, moving through threatened squares provkes as normal and requires an acrobatics check.

STR Ranger |

I'd LOVE to see some talents that let rogues kick more a$$.
Some that let them be more 'rogueish'
EG- Rain of Steel- For every SA you land you get a +1 Cumulative bonus to your next attack and damage roll.
EG A TWF Rogue who lands his first hit gets +1 to attack/damage on the next attack. If that hits then the bonus goes to +2 for the 3rd attack etc.
(This would really help negate the rogues flurry of misses :)
Lucky Bastard- For whatever reason, fate smiles on you.
1 per day at 1st level and every 6 levels after you can roll twice on a skill check, save or attack and take the better result.
Death Attack-as the ninja trick.

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An Advanced Talent that allows them to get Sneak Atack relatively casually without flanking (maybe something like "Expert Duelist" which makes any foe who you are the only one threatening count as flanked vs. you).
It's powerful, but a Ninja can use Greater Invisibility for similar results (and a lot of other cool stuff), plus it reinforces the swashbuckler Rogue archetype.
Other stuff to improve a Rogue's combat options would also be good.
Maybe something like Wand Expert (Basically duplicates 'Staff-Like Wand', but allows either Cha or Int as a casting stat) and Wand Master (Requires Wand Expert. Allows two uses of a particular Wand per charge), and other similar Talents to enhance Use Magic Device would also be pretty cool on the utility front. Maybe a bit off for Ultimate Combat, though.
Maybe some powers that use Charisma, reinforcing the whole charming Rogue thing. One that added Charisma to AC would be particularly good, as it would solve any AC problems for a Charisma based Rogue. Alternately, one (maybe 'Deadly Flourish') that replaced Strength with Charisma for damage. Both would be overkill, but either on it's own could be really good, and the second seems very possible given some Oracle Revelations. One that added Int to damage or AC instead might be nice as well.
Definitely an Advanced Talent to get a Ninja's Ki Pool. And other things that let Rogues step on Ninja's toes as much as vice versa. I mean, part of what made the Ninja flat-out better was it's ability to cherry-pick Rogue stuff without the reverse.

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It's called improved feint, our rogue is f!@#ing scary.
It's a trap. It gives you one Sneak Attack a round. By 8th level you could have 4 of those (and thus maybe two or three times the damage) if you flank with Two Weapon Fighting. And you need to be doing that to stay competetive on damage with, well, any melee class. Certainly to stay on par with a Fighter.
Check any one of the DPR threads if you don't believe me.

Gloom |

Dex to Daggers wouldn't be a bad talent, but I'm also hoping for a feat that allows using Dex for damage on light weapons.. or at the very least..
1/2 Dex 1/2 Str for main hand
1/2 Dex for Offhand
or
1/2 Dex 1/2 Str for main hand
1/2 Dex 1/2 Str for Offhand with Double Slice
I'd be cool with a feat that allows Dex instead of Str for damage and a talent that allows Int to be added to damage as well.

Gloom |

Not sure how I feel about the insightful combatant Talent.. on one hand it looks nice for the Duelist.. On the other hand, it's not really rogue themed and I'd much rather see Dex for Attack/Damage using light weapons being an option for both Swashbucklers and for Duelists.. Wielding the item one handed should not be a requirement.
In this case I'd much rather see a feat that allows all "Light" weapons to use Dex for Damage. I think of it more as an Improved Weapon Finesse option.. Dervish still makes sense and is useful because Scimitar is not a light weapon. :)
As far as Rogue talent goes.. I'd much rather see something like..
Anatomist: Int Modifier added to damage on light weapons..
It could be either a normal or advanced Rogue Talent. It would also be precision based damage as it wouldn't be multiplied into critical hits, and targets with no discernable anatomy (Oozes etc) are immune to precision based damage.

Gloom |

Feint as a Free Action is an idea, though keep in mind there are other classes as good as or better at Feint then Rogue. I think they might have an issue with us attempting to "take that from them".. besides, I'd much rather have something that increases our potential across the board and not something that situational.
Int added into damage when precision damage is viable imo is a pretty decent idea, and I'd suggest limiting it to light weapons as not to steal the thunder away from the Greatsword wielding wrecking machines.

Gloom |

Consolidated List
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Rogue Talents
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Blinding Speed - Rogues gain +4 Initiative
Inconspicuous - A Rogue who goes before all enemies on the first turn may make a stealth check that round as a swift action.
Dastardly Trick - A Rogue who lands a sneak attack may perform a Dirty Trick manuever as a swift action.
Thug - A Rogue who attacks out of stealth may attack once with each hand as a standard action
Reconnoiter - Pre-Req: Trap Spotter - Allows Perception check as a free action to notice Traps, Doors, and Hidden Enemies.
Camoflauge - Ability to Double Move in Stealth with No Penalty. Running Stealth at -20 Penalty.
Lasting Poison - Ability to poison a weapon and have it last for multiple rounds. (Similar to the Alchemist Sticky Poison discovery)
Exploit Weakness - Int Modifier as bonus damage to all strikes against targets with discernable anatomy when using a Light weapon. (Precision based damage, does not get multiplied by Crit)
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Advanced Rogue Talents
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Inner Strength - Gives Ki as Ninja (Does not stack with Ninja Ki, instead Rogue levels function as Ninja levels for stacking) also allows Rogue to take some Ninja Talents.
Killer - Requires: Thug. A rogue who moves his movement speed or less and attacks out of stealth may perform a full attack action.
Slicing Roll - If a Rogue killed an opponent last round, it may move up to its speed as a swift action, moving through threatened squares provkes as normal and requires an acrobatics check.
Improved Camoflauge - Ability to Run in stealth at -10 Penalty.
Hide in Plain Sight - As Shadowdancer/Assassin
Darkstalker - Pre-Req: Hide in Plain Sight - Stealth Check functions against all sensory types. Blindsense, Blindsight, Tremorsense, Scent, etc.

Gloom |

Few other suggestions.. want some feedback..
Came up in a conversation about Tomb Raiding and proper stealthing.
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Rogue Talent
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Low-Light Vision - Grants Low-Light Vision
Superior Low-Light Vision - Quadruple Range Increments for Light source.
Darkvision - Darkvision 60 ft.
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Advanced Rogue Talent
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See in Darkness - Can see in any type of darkness including magical darkness.
Logical Progression..
Superior Low-Light requires Low-Light..
Darkvision requires Superior Low-Light..
See in Darkness requires Darkvision..
Possibly add in Deepsight.. the 120ft Darkvision option?
Edit: This came up when discussing the old Tomb Raider/Treasure Hunter prestige. :)