| Social Talent |
Prerequisites |
Benefits |
| Always Prepared (Ex) |
None |
The thief can set aside resources to plan for future contingencies. The thief gains the Brilliant Planner feat except he can spend up to 100 gil per character level for his brilliant plan fund and only requires 1 minute to enact his brilliant plan. In addition, while in a settlement for at least 1 week, he can spend 24 hours and up to 500 gp per character level to create a stash somewhere within the settlement. Once per day, the thief can take 1 hour to retrieve a stash, retrieving any number of items that would have been available in a settlement he visited at the time of making the stash, regardless of the weight of the items. Once he retrieves a stash in this way, he subtracts the price of the items from the stash’s value and the stash is exhausted and lost, regardless if he used the full value of the stash. The thief can maintain any number of stashes, but a stash is lost if he does not spend 1 hour to maintain the stash at least once per month. A thief’s stash is well-hidden and only the thief knows the location of a stash he creates. |
| Black Market Connections (Ex): |
None |
A thief with this talent gains better access to magic items from black market connections. He treats every settlement as one size greater (see Table: Settlement Statistics) for the purpose of determining the gil limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the thief can treat the settlement as two sizes larger. If the settlement is already a metropolis and he succeeds at the check, all magic items are for sale. If the settlement is already a large city and he succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the thief can also sell stolen items on the black market. If the check fails by 5 or more, the thief does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the thief’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the following: Thorp (DC 10), Hamlet (DC 12), Village (DC 15), Small Town (DC 18), Large Town (DC 20), Small City (DC 25), Large City (DC 30), and Metropolis (DC 35) |
| Canny Observer (Ex) |
None |
When a thief 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), he gains a +4 bonus. |
| Charmer (Ex) |
Thief 5 |
A thief with this talent can roll twice while making a Diplomacy check and take the better result. He must choose to use this talent before making the Diplomacy check. A thief can use this ability once per creature per day plus one additional time per creature per day for every five thief levels he possesses. A thief can use this ability when making a Diplomacy check against a group of creatures. However, if the thief has already expended all his uses per day of this ability for specific creatures in the group, he rolls the two checks sequentially, using the first result for those specific creatures and using the better result for the rest of the group. |
| Coax Information (Ex) |
None |
A thief with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward him. When the duration of the attitude shift ends, that opponents’ attitude toward the thief returns to its previous level, rather than dropping one level. |
| Combat Artist (Ex) |
None |
The thief’s social identity is renowned as a skilled fencer or other “performance” combatant. A thief with this talent treats any weapon from a group he has chosen for finesse training as though it had the performance special quality and gains the Performing Combatant feat as a bonus feat, ignoring prerequisites, and is treated as though he had the Dazzling Display feat when determining if he qualifies for performance feats. Additionally, a thief does not arouse suspicion when using performance weapons (including weapons from the chosen weapon group) while in his social identity, though he must still make disguise checks when using sneak attacks or sneak attack modifying thief talents. He makes these disguise checks with a +10 circumstance bonus, rather than a +20. |
| Convincing Lie (Ex) |
None |
When a thief with this talent lies, he creates fabrications so convincing that others treat them as truth. When a thief with this talent successfully uses the Bluff skill to convince someone that what he is saying is true, if that individual is questioned later about the statement or story, that person uses the thief’s Bluff skill modifier to convince the questioner, rather than his own. If his Bluff skill modifier is better than the thief’s, the individual can use his own modifier and gain a +2 bonus on any check to convince others of the lie. This effect lasts for a number of days equal to half of the thief’s level + his Charisma modifier. |
| Esoteric Scholar (Ex) |
None |
The thief gains a number of additional skill points equal to his intelligence modifier multiplied by his thief level (Minimum 1 extra skill point per thief level). As he advances in levels, he gains additional skill points in the same way. Skill points granted in this way can only be used to gain ranks in knowledge skills, profession skills, perform skills and the use magic device skill. At 10th level, the thief can always choose to take 10 on knowledge skill checks, even if this is not normally allowed. |
| Expert Cipher (Ex) |
None |
A thief with this ability can attempt a Linguistics check to decipher a single page of text as a full-round action instead of taking 1 minute as normal. In addition, when the thief attempts a Use Magic Device check to cast a spell from a scroll, he is treated as though he had the minimum score in the appropriate ability score to cast that spell. Finally, the thief can choose to add his Intelligence modifier to his Use Magic Device skill checks instead of his Charisma modifier. |
| Face in the Crowd (Ex) |
None |
A thief with this talent can blend into groups easily. Opposed Perception and Sense Motive checks take a –2 penalty when made against the thief’s Bluff, Disguise, Sleight of Hand, or Stealth checks if she’s within 30 feet of at least two non-hostile characters of his apparent creature type. This penalty increases to –4 if she’s within 30 feet of at least eight such creatures or is currently in a square occupied by a crowd. |
| False Friend (Ex) |
None |
A thief with this talent gains a +4 bonus when making Bluff checks to convince someone he has never met or who doesn’t know his well that they are previously acquainted or know each other well. |
| Firearm Training (Ex) |
None |
A thief with this talent gains Weapon Proficiency (Firearms). If he is already proficient with firearms, he instead gains any other combat feat for which he qualifies. A thief with this talent does not arouse suspicion when using firearms while in his social identity, though he must still make disguise checks when using sneak attacks or sneak attack modifying thief talents. He makes these disguise checks with a +10 circumstance bonus, rather than a +20. |
| Follow Clues (Ex) |
None |
A thief with this talent can use Perception to follow tracks as per the Survival skill. |
| Guileful Polyglot (Ex) |
None |
A thief with this talent who has at least one rank in Linguistics gains four additional languages. A thief with this talent who does not have any ranks in Linguistics gains two additional languages. If the thief later gains ranks in Linguistics, he gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself. |
| Hard to Fool (Ex) |
None |
A thief with this talent can roll two dice while making a Sense Motive check, and take the better result. |
| Heads Up (Ex) |
None |
When the thief makes a Perception check, as an immediate or swift action, he can allow one adjacent ally to act as if they had also made a Perception check with the same result. |
| Heist Preparation (Ex) |
Thief 3, Knowledge (Engineering) 3 ranks, Dual Identity |
The thief can use his social identity to learn important facts about a location before returning later in his thief identity. If he spends at least 1 hour in a location while in his social identity, he can attempt a DC 20 Knowledge (engineering) check to make this place his Prepared Location. If he succeeds, he gains a +2 bonus on climb, disable device, perception and stealth checks made at his prepared location and automatically knows whether or not any secret or concealed doors exist, though he must still actively search for them. At levels 9, 14 and 19, these bonuses increase by +1. For every 5 by which you beat the DC, you also gain a cumulative +1 bonus to those skills. Perception checks made to find traps or secret doors, etc, can be made during the same hour as the engineering check and also gain these bonuses, assuming his engineering check was successful. If the thief fails to return to the prepared location within 1 week, the situation changes too much and he does not gain these benefits. A thief can have any number of prepared locations, limited only by his ability to maintain them. When maintaining a location, which can only be done once per week per location, he makes the engineering check again, but only uses the new result if it is higher. Otherwise, he uses his old result for another week. Additionally, he can, usually in his social identity, stash up to 5 lbs of gear per level in a prepared location, making a disguise check to hide it. He can maintain multiple stashes in the same location, but each discovered stash gives the discoverer a cumulative +5 bonus on perception checks to locate any other stashes. If an area stops being a prepared location, all stashes are automatically discovered. |
| Homefield Advantage (Ex) |
Thief 5, Heist Preparation Social Talent |
The thief chooses a location that is intimately familiar to him (This is commonly a safe house or base of operations). That location is permanently considered to be a prepared location, treating the engineering check as if he had rolled a 20. He can reset his permanent prepared location by spending an hour, allowing him to “reroll” the engineering check and/or select a new location to become a permanent prepared location. |
| Honeyed Words (Ex) |
Thief 5 |
A thief with this talent can roll twice while making a Bluff check and take the better result. He must choose to use this talent before making the Bluff check. A thief can use this ability once per creature per day plus one additional time per creature per day for every five thief levels he possesses. A thief can use this ability when making a Bluff check against a group of creatures. However, if the thief has already expended all his uses per day of this ability for specific creatures in the group, he rolls the two checks sequentially, using the first result for those specific creatures and using the better result for the rest of the group. |
| Martial Arts Training (Ex) |
None |
The thief gains the Martial Arts ability of a monk of his thief level. Unless the thief has the Combat Artist ability, fighting unarmed in his social identity still arouses suspicion, but each time he makes a successful unarmed attack the thief can make a bluff check at a +10 bonus (Any bonuses he gains when feinting also applies to this bluff check) opposed by a perception check (Either his opponent’s or any onlooker’s) to make it appear as though the thief merely struck a lucky blow. He does not need to make this bluff check if his unarmed strike is a natural 20, however. |
| Menacing Demeanor (Ex) |
Thief 5 |
A thief with this talent can roll twice while making an Intimidate check and take the better result. He must choose to use this talent before making the Intimidate check. A thief can use this ability once per creature per day plus one additional time per creature per day for every five thief levels he possesses. A thief can use this ability when making an Intimidate check against a group of creatures. However, if the thief has already expended all his uses per day of this ability for specific creatures in the group then he rolls the two checks sequentially, using the first result for those specific creatures and using the better result for the rest of the group. |
| Mockingbird (Ex) |
Thief 5 |
The thief can mimic almost any sort of voice, or even animal calls and sound effects, and he can throw his voice at a distance. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alteration spells. |
| Obfuscate Story (Ex) |
None |
While another individual attempts to give an account of an event, the thief makes an opposed Diplomacy check to deftly interject comments or statements over the course of the storytelling that cause the individual to muddle his ability to recall accurate or specific details. If the thief succeeds, his target remains unaware that the thief’s interjections caused the confusion. However, if he fails, the target is allowed a Sense Motive check (DC equal to the thief’s failed Diplomacy check) to figure out that he made deliberate attempts to confuse the story. |
| Philologist (Ex) |
None |
A thief with this talent can reroll any Linguistics skill check made to decipher writing in an unfamiliar language, and never risks drawing a false conclusion from a failed Wisdom check after a failed Linguistics check. A thief with this talent is allowed only one reroll per inscription, message, or text encountered. |
| Second Impression (Ex) |
Thief 5 |
If an observer sees through your disguise with a successful Perception check, you can (as an immediate action) attempt a Bluff check to convince him that he’s mistaken. Use the observer’s Perception check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show. You must be aware of the observer’s discovery in order to use this talent; for example, you can’t use it against someone viewing you secretly, nor can you use it against someone who sees through your disguise but keeps that information secret. When in doubt, the GM should allow a thief to use this talent if he has any reason to fear that his cover has been blown. This effect extends to all viewers within 30 feet of you. For example, you could attempt it against an entire patrol of guards confronting you just as effectively as against a single person. This talent doesn’t let you maintain a disguise that has been defeated by other means; for example, if a disguise self spell is penetrated by a true seeing spell, Second Impression won’t help. |
| Silver Tongued Scoundrel (Ex) |
Diplomacy 1 rank |
If a creature would be rendered hostile due to catching the thief red-handed (Such as when caught trespassing, picking a lock or a pocket, etc), but the thief has not performed violent actions or otherwise threatens violence, the thief can attempt a Diplomacy check to Influence Attitude treating the target as indifferent, rather than hostile, but can only make the target friendly. Success does not mean the creature automatically forgives the thief, but it does give his some breathing room to give a plausible explanation for his activities or at least the opportunity to run. |
| Steal the Story (Ex) |
Obfuscate Story thief talent |
After muddling another’s account using obfuscate story, the thief may make another opposed Diplomacy check to alter the details further in order to discredit, insult, or humiliate the target. If the check succeeds, the target takes a penalty on Diplomacy and Intimidate checks against anyone who heard the altered story. This penalty is equal to the thief’s Intelligence, Wisdom, or Charisma bonus (whichever is highest), and lasts until the target is able to repair his reputation or discredit the thief. |
| Swift Tracker (Ex) |
None |
While following tracks, the thief can move at his normal speed without penalty while using the Survival skill. In addition, the penalty for moving at up to twice his normal speed while following tracks is reduced to –10. |
| Social Tricks |
None |
The thief may take one of the following feats that he qualifies for in place of a social talent: Alertness, Betrayal Sense, Confabulist, Deceitful, Insightful Advice, Intoxicating Flattery, Ironclad Logic, Measure Foe, Persuasive, Play to the Crowd, Rhetorical Flourish, Sense Assumptions, Sense Relationships, Street Smarts, Magical Aptitude, and Nerve-Racking Negotiator. A thief may take this social talent more than once. Each time, a different feat must be selected. |
| Superb Performer |
Combat Artist social talent |
A thief may take one of the following feats in place of a social talent: Any performance feat, Dazzling Display, Master Combat Performer, Performance Weapon Mastery or Stage Combatant. He must meet the prerequisites for any feat chosen (Excluding needing the dazzling display feat, as normal). |
| Social Talent |
Prerequisite |
Benefits |
| Frugal Trapsmith (Ex) |
None |
When a thief with this talent constructs a mechanical trap, he only pays 75% of the normal cost. |
| Rumormonger (Ex) |
None |
A thief with this talent can attempt to spread a rumor through a small town or larger settlement by making a Bluff check. He can do so a number of times per week equal to his Charisma modifier (minimum 1). The DC is based on the size of the settlement, and it takes a week for the rumor to propagate through the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold. Community size: Small town (DC 18), Large town (DC 20, Small city (DC 25), Large city (DC 30), Metropolis (DC 35). |
| Skill Familiarity (Ex) |
None |
The thief chooses four skills when he gains this talent. He can take 10 on checks with his chosen skills even when distracted or threatened. If he takes 10 on checks with these skills while not distracted or threatened, he gains a bonus on the check equal to one-quarter his thief level (minimum +2). This social talent can be taken a number of times equal to the thief’s Intelligence modifier (Minimum 1) |
| Thoughtful Reexamination (Ex) |
None |
A thief with this talent can reroll Knowledge, Sense Motive, or Perception skill checks to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check. He may use this talent any number of times per day, but he can only reroll each specific instance of these skills once. |