
master arminas |

Ask and you shall receive:
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. At 1st level a rogue gains one rogue talent. She gains an additional rogue talent at 2nd level, and for every 2 levels rogue attained thereafter. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’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.
Acrobatic Master (Ex): A rogue that selects this talent gains a competence equal to one-half her rogue level (rounded down) on all Acrobatics, Climb, and Swim skill checks.
Agile Attack (Ex): A rogue that selects this talent can apply her Dexterity modifier on all damage rolls when she uses a light weapon or a weapon that is able to be used with the Weapon Finesse feat. This rogue talent has no effect on opponents immune to sneak attack.
Bastion of Self (Ex): A rogue that selects this talent gains a +2 bonus on her Will saves. This stacks with the bonus provided by the Iron Will feat. In addition, once per day, she may reroll a failed Will save; the rogue must abide by the results of the second roll, even if it is worse than the first. If the rogue also possesses the Improved Iron Will feat, she may reroll a failed Will save twice per day, but no more than once per round.
Bleeding Attack* (Ex): A rogue with this talent 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. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Combat Trick: A rogue with this talent gains a bonus combat feat.
Deadly Range (Ex): When selected, this talent increases the range at which a rogue may use Sneak Attack with ranged weapons by +10 feet. This talent may be selected more than once; its effects stack.
Dodge (Ex): When selected, this talent gives the rogue Dodge as a bonus feat. The dodge bonus to her AC granted by this feat increases by an additional +1 when she becomes a 6th level rogue, and every six rogue levels gained thereafter.
Dual Weapons Expertise (Ex): When this talent is selected, a rogue using Two-Weapon Fighting with two different light weapons or weapons which may be used with the Weapon Finesse feat may apply the benefits of the Weapon Focus feat to both weapons, if either weapon she is wielding has been selected for that feat. Additionally, if the rogue later acquires Improved Critical, she may apply the benefits of that feat to both weapons, if either weapon she is wielding has been selected for that feat.
In order to select this rogue talent, a rogue must first have selected finesse rogue as a rogue talent as well as the feats two-weapon fighting and weapon focus (in a light weapon or finesse weapon).
Fast Stealth (Ex): This talent allows a rogue to move at full speed using the Stealth skill without penalty.
Finesse Rogue: A rogue with this talent gains Weapon Finesse as a bonus feat.
Fisticuffs (Ex): This talent grants the rogue Improved Unarmed Strike as a bonus feat, and increases her damage when using unarmed strikes to 1d6 (for Medium-sized characters; Small characters deal 1d4, while Large characters deal 1d8). This damage does not increase as the rogue increases in level. In addition, she may is able to inflict both lethal and non-lethal damage with her unarmed strikes without penalty.
Hidden Weapons (Ex): When selected, this rogue talent provides the rogue with a bonus on all Sleight of Hand skill checks made to conceal weapons on her person equal to one-half her rogue level (round down).
Ledge Walker (Ex): This talent 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.
Nimble Climber (Ex): When a rogue with this talent fails a Climb check by 5 or more, she can immediately make another Climb check at the surface’s base DC +10. If successful, she stops her fall by clinging to the surface. The rogue does not take falling damage when she stops her fall in this manner.
Powerful Strike* (Ex): Whenever a rogue with this take 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 rolled on the sneak attack damage dice as 2s.
Prone Fighting (Ex): When prone, a rogue with this talent suffers no penalty on her attack rolls or combat maneuver checks, and opponents gain no bonus on their attack rolls against her. In addition, a rogue may stand up as a move-action that does not provoke an attack of opportunity.
Quick Disable (Ex): A rogue with this talent takes half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). In addition, a rogue can open a lock with the disable device skill as a standard action, rather than a full-round action.
Resiliency (Ex): Three times per day, but no more than once per round, a rogue who has taken hit point damage from an opponent that reduces her to 0 hit points or lower may use an immediate action to activate this talent. She immediately gains a number of temporary hit points equal to her level as a rogue. These temporary hit points last for 1 minute. In addition, a rogue with this ability may feign death at the same time, forcing her opponent to make a Sense Motive check (DC 10 + the rogue level + the rogue’s Intelligence modifier). Failure on this check results in the opponent believing that the rogue is dead and react accordingly as appropriate. While the rogue is feigning death, she remains fully alert and aware of what is occurring around her.
Silver Tongued Devil (Ex): A rogue who selects this rogue talent gains a competence bonus equal to one-half her rogue level (rounded down) on all Bluff and Diplomacy skill checks.
Slow Reactions* (Ex): Opponents damaged by the rogue’s sneak attack cannot make attacks of opportunity for 1 round.
Strong Constitution (Ex): A rogue that selects this talent gains a +2 bonus on her Fortitude saves. This stacks with the bonus provided by the Great Fortitude feat. In addition, once per day, she may reroll a failed Fortitude save; the rogue must abide by the results of the second roll, even if it is worse than the first. If the rogue also possesses the Improved Great Fortitude feat, she may reroll a failed Fortitude save twice per day, but no more than once per round.
Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to the rogue with this talent, even if they have already acted.
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.
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.

master arminas |

And the advanced talents.
Advanced Rogue Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced rogue talents in the place of a rogue talent.
Cunning Defense (Ex): If the rogue selects this advanced rogue talent, she may add her Intelligence bonus to her AC in addition to her Dexterity. This advanced rogue talent may only be used with the rogue is wearing no armor or light armor.
In order to select this advanced rogue talent, a rogue must first have selected the dodge rogue talent (see above).
Deadly Strike* (Ex): Whenever a rogue with this advanced rogue talent uses the powerful strike rogue talent (see above), she treats all 1s and 2s rolled on the sneak attack damage dice as 3s.
In order to select this advanced rogue talent, a rogue must first have selected the powerful strike rogue talent.
Defensive Roll (Ex): With this advanced rogue talent, a rogue can roll with an opponents blow to take less damage from it than she normally would. Once per round, as an immediate action, the rogue may attempt to roll with the damage from she receives from a melee or ranged attack (but not a spell). To use this advanced rogue talent, the rogue must attempt a Reflex saving throw with a DC equal to her opponent’s attack roll. If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she cannot use this ability. Neither evasion nor improved evasion applies to a defensive roll.
In order to select this advanced rogue talent, a rogue must first have selected the resiliency rogue talent. If the rogue fails her saving throw and is reduce to 0 or fewer hit points, or if the rogue makes her saving throw, but the attack still reduces her to 0 or fewer hit points, she may activate her resiliency talent as a free action.
Feat: A rogue may gain any feat that she qualifies for in place of an advanced rogue talent.
Opportunist (Ex): Once per round, a rogue with this advanced rogue talent can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat cannot use this advanced rogue talent more than once per round.
Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Slippery Mind (Ex): This advanced rogue talent allows a rogue to wiggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC, with a +2 bonus on the save. She gets only this one extra chance to succeed on her saving throw.

Tels |

I like it, altho i like rogues in general. I especially like the idea of taking 2 lower level talents instead of one advanced talent, kinda like a spellcaster can with the extra spells feat.
@Tels, your math was off. the rogue had a 22(10, 6 armor, 3 int, 2 dex, 1 dodge) the fighter had a 24(10, 11 armor, 2 dex w/armor training, 1 dodge) and that's not even counting that he should have had a +2 shield on top (for a 28).
So far as the rogue equaling the fighter with ac, I can take a mage and have a 21 (4 mage armor, 4 shield spell, 3 dex) and he's immune to MM as well at 1st level, so look at it from that side too. By the time you get 2 stat bumps, anyone in melee combat should have a 20+, the Fighter should have 26+, unless you have -chosen- to lower your AC and use a 2h instead of sword and board, which is your call as the tank i guess.
Yes, my math was off, but I also wasn't comparing to the Fighter specifically, simple to a full BAB melee class, like Cavaliers, Paladins, Samurai, Rangers or Barbarians (though why those last two are in full plate I don't know). A Cavalier in full plate with those stats would have a 23, while the Rogue would have a 22. This is just a baseline though. As the two classes level up, they will have access to all of the exact same equipment, therefore, keeping the bonuses roughly the same.
Hell, the Rogue could probably actually surpass the non-Fighter, non-Shield AC since his Dex and Int can be boosted and he can wear things like Mithril Chain or Celestial Mithril Chain. You'd see Rogues having the roughly the same AC as a guy covered head to toe in an inch an a half thick metal. This strikes me as wrong. It'd be like seeing an Jeep taking the same blows as a Tank.

Ciaran Barnes |

Acrobatics could easily be split into Acrobatic Master (including Fly if you wish) and Athletic Master.
As for Hidden Weapons, it covers only one use of Slight of Hand, which is not an oft used skill. Adding rogue level to hiding weapons would not be out of line, or just adding half level to all SoH checks.

Tels |

I think some of these Talents need to be looked over and compared to Rogue archetype abilities. Like Hidden Weapons really steps on the toes of the Knife Master Archetype. The Knife Master looses Trap Finding to get Hidden Blade which add half her level on Sleight of Hand checks made to conceal a light blade, where as Hidden Weapons gets half her level for all weapons. The Hidden Weapons talent is better than the Knife Master ability because you only pay a talent instead of loosing a class ability and it applies to all weapons instead of just light weapons. I know it's based on the Ninja Trick of the same name, I'm just saying that the new tricks should avoid making Archetype abilities redundant if possible.

SteelDraco |

I think some of these Talents need to be looked over and compared to Rogue archetype abilities. Like Hidden Weapons really steps on the toes of the Knife Master Archetype. The Knife Master looses Trap Finding to get Hidden Blade which add half her level on Sleight of Hand checks made to conceal a light blade, where as Hidden Weapons gets half her level for all weapons. The Hidden Weapons talent is better than the Knife Master ability because you only pay a talent instead of loosing a class ability and it applies to all weapons instead of just light weapons. I know it's based on the Ninja Trick of the same name, I'm just saying that the new tricks should avoid making Archetype abilities redundant if possible.
I disagree - several of the rogue archetypes seemed like they'd be better written up mechanically as one or two new talents. The class has variation built in with the talent system - specializations like 'knife master' and 'acrobat' fit better as builds within that, rather than requiring an archetype.
I like a lot of these changes. This is good stuff.

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I think ideally rogue talents should be 100% to 110% as good as feats; you should be wanting to use Extra Rogue talent now and then, not spending rogue talents to get more feats. Compare to Hexes; spending a feat on an extra hex is a decent buy.
I think you shouldn't be afraid to step on an archetype; most of them are unimpressive as is. After making the basic unmodified rogue good enough, you can upgrade any archetypes that got left behind or were made obsolete.