Thief Talents

Thief Talent Prerequisite Benefit
Acrobatic Assist (Ex) None A thief can expend an attack of opportunity to perform an aid another action to assist an adjacent ally’s Acrobatics check, so long as he makes the check as part of movement that passes through the thief’s space or an adjacent space. Additionally, whenever the thief uses the aid another action to assist an ally in making an Acrobatics check and he succeeds, his ally gains a +1 dodge bonus to AC against attacks of opportunity caused when he moves out of or within a threatened area, until the end of his turn.
Acrobatic Charge (Ex) None A thief with this talent may make an Acrobatics check to move through a threatened area or an opponent’s square as part of a charge. He may also change direction once during a charge.
Agonizing Attack* (Ex) Thief 6 When a thief with this talent deals sneak attack damage, all damage from the attack is considered continuous damage for the purposes of any concentration checks made by the damaged creature prior to the beginning of the thief’s next turn. This talent does not stack with itself, a creature damaged by multiple agonizing strikes in a round only needs to make a single concentration check against the continuous damage from the sneak attack that dealt the most damage.
Ambush Assailant (Ex) Thief 8 If a thief attacks after successfully using Stealth against a creature, that creature is denied its Dexterity bonus to AC against all attacks the thief makes until the beginning of the target’s next turn. Creatures with uncanny dodge are immune to this ability
Ambusher (Ex) None A thief instantly leaps into action. When the thief acts in the surprise round, he can take a move action, a standard action, and a swift action. During a surprise round, opponents are always considered flat-footed to the thief, even if they have already acted. Foes with uncanny dodge are immune to the second part of this ability.
Armor Expertise (Ex) None The thief chooses one specific type of medium armour (other than armoured coats or ice coats) to become proficient with. In addition, he also reduces the armor check penalty of any light or medium armor he wears by 1 (to a minimum of 0) and offsets the speed reduction for wearing medium armor by 5 feet and may use his agility training and evasion abilities while wearing the selected medium armour. If the thief has the armor skin talent, it also applies to the selected medium armor. At 10th level, the thief can move at his normal speed while wearing the selected medium armor.
Armor Skin (Ex) None The thief’s armor is like a second skin. He doesn’t apply the armor check penalty for light armor on Acrobatics, Escape Artist, or Stealth checks. This penalty applies on other skill checks as normal
Artful Dodger (Ex) Thief 6 The dodge bonus provided by agility training is now doubled against any attack of opportunity made against the thief, not just ones he provokes by moving.
Assault Leader (Ex) None Once per encounter, when the thief misses with a sneak attack on an opponent, he can designate a single ally who is adjacent to the target that his attack missed. That ally can make a single melee attack against the opponent as an immediate action.
Befuddling Strike* (Ex) None When the thief deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the thief for 1d4 rounds.
Bleeding Attack* (Ex) None A thief 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 thief’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.
Blind Spot Thief 6 The thief is so skilled at stealth, he can use the Stealth skill to hide from creatures with unusual senses that normally automatically detect creatures. He gains Dampen Presence as a bonus feat. He can also hide from more unusual senses, such as lifesense, scent, or tremorsense. For each such ability that the creature possesses, if the thief is not bypassing the sense in another way—such as flying for tremorsense—the creature gains a stacking +20 circumstance bonus on all Perception checks to notice the thief, rather than automatically noticing the thief. The thief is also considered to have the Skill Focus (Stealth) feat for the purpose of satisfying the prerequisites of any feat that lists Dampen Presence as a prerequisite.
Brightwalker (Ex) Thief 6 The thief gains Hellcat Stealth as a bonus feat, even if he does not meet the prerequisites.
Brutal Beating* (Ex) Thief 4 Whenever a thief with this talent deals sneak attack damage, he also makes the target sickened for one round. This talent does not stack with itself
Camouflage (Ex) None A thief with this talent can craft simple but effective camouflage from the surrounding foliage. The thief needs 1 minute to prepare the camouflage, but once he does, it is effective for the rest of the day or until the thief fails a saving throw against an area-effect spell that deals earth, fire, ice, lightning, water, or wind damage, whichever comes first. The thief gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.
Celerity (Ex) None A thief reacts immediately to danger. Whenever a thief rolls for initiative, he can roll twice and take either result. At 10th level, he can roll for initiative three times and take any one of the results.
Chink in the Armor (Ex) None When a thief with this talent makes a successful sunder combat maneuver against an opponent, any successful attacks that he makes against that opponent until the start of his next turn deal sneak attack damage as if the opponent was flat-footed against his attack.
Close the Gap (Ex) None Each round, at the start of his turn, the thief can designate one foe within 20 feet that isn’t adjacent to him. When he moves, he doesn’t provoke attacks of opportunity from that foe as long as he ends his move adjacent to that foe. If he charges that foe, he does not take the –2 penalty to his AC on any attacks made by the designated foe.
Combat Feat None A thief may take a combat feat in place of a thief talent. This talent may be taken more than once.
Combat Trickster None A thief who selects this talent gains Deft Maneuvers and Trickster’s Maneuvers as bonus feats without needing to meet the prerequisites. At 6th level, he is treated as if he met all the prerequisites for Greater Steal (although he must take the feat as normal).
Cunning Trigger (Ex) None A thief with this talent can use a swift action to set off any trap within 30 feet that he constructed.
Darkstalker (Ex) Blind Spot A thief with this talent can use the stealth skill to hide in dim light or darkness from creatures with darkvision or low-light vision as if they did not have those senses, potentially allowing him to hide in what would ordinarily be plain sight (The thief is not invisible to these senses, rather they provide no benefit when trying to find the thief).
Deadly Range (Ex) None A thief with this talent increases the range at which he can apply his sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels the thief possesses. When making ranged sneak attacks, the thief gains a +1 circumstance bonus on each sneak attack damage die.
Deflect Arrows (Ex) Thief 4 A thief who selects this talent gains the Deflect Arrows feat as a bonus feat. He doesn’t need to meet the prerequisites for this feat. A thief can use this feat without a free hand, as long as he has one hand wearing a buckler or wielding a light or one-handed weapon.
Deft Palm (Ex) None A thief with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while he is being observed. Although this ability is a thief talent, the thief may use this ability in his social identity without needing to make a disguise check provided he succeeds on the sleight of hand check.
Demand Attention (Ex) None The first time each round that the thief deals sneak attack damage to an opponent, he can forgo sneak attack damage to distract the creature. The target must succeed at a Will save (DC 10 + the number of sneak attack dice sacrificed + his Charisma modifier) or become distracted until the start of his next turn. Distracted opponents are entirely focused on the thief, and pay little attention to their surroundings; they are not considered to be observing other characters within 30 feet, allowing them to attempt Stealth checks to hide. A distracted opponent automatically fails Perception checks against creatures more than 30 feet away.
Developed Poison Immunity (Ex) None When this talent is taken, select a single animal or plant poison that the thief has been poisoned with but survived. The thief automatically succeeds at all Fortitude saves against exposure to the selected poison.
Dexterous Extrication (Ex) None As an immediate action, a thief with this talent can attempt an Escape Artist check in place of a Reflex saving throw against any effect that would immobilize his or impose the entangled condition on him. Additionally, when he is the target of a grapple combat maneuver, as an immediate action the thief can attempt an Escape Artist check using the result of the skill check in place of his CMD against that combat maneuver attempt.
Disease Use (Ex) None A thief with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The thief does not risk exposure to this disease unless he is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.
Distracting Attack* (Ex) None A thief with this talent can make sneak attacks with subtle flourishes that disorient and distract his enemy. When he hits a creature with a melee attack that deals sneak attack damage, he can forgo the additional damage to cause the creature to become flat-footed against one target of his choosing until the beginning of his next turn. The thief cannot designate himself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.
Duelist’s Precision (Ex) None If a thief makes a melee attack and deals sneak attack damage with a single light or one-handed weapon wielded in one hand and makes no attacks with any other weapon during his action, then he can roll double his normal number of sneak attack dice, choose half those dice, and total the chosen dice as his sneak attack damage for this attack. If a thief uses this on his turn, he must choose to use duelist’s precision before making any attacks during his turn and if he does, he can only attack with a single light or one-handed weapon wielded in one hand until the end of his turn. A thief can also use duelist’s precision with attacks outside his turn, such as attacks of opportunity, provided the other requirements are met. A thief using this ability who has the powerful sneak class feature deals an additional amount of sneak attack damage equal to half the number of sneak attack damage dice dealt. If the thief also has the deadly sneak class feature, this additional damage increases to the number of sneak attack damage dice dealt.
Eerie Disappearance (Ex) Thief 6 As a full-round action, the thief can move up to his speed. If he successfully reaches a location that offers his cover or concealment, any creature observing his must attempt a Perception check opposed by the thief’s Stealth check. On a failed check, the observer loses track of the thief and fails to note where he moved to. The thief does not take a penalty on this Stealth check for moving up to his speed. At the end of his movement, the thief can attempt an Intimidate check to demoralize all foes within 60 feet who were aware of his at any point during his movement and are unaware of his current location. He rolls the Intimidate check only once and compares his result to the DC for each opponent. Although this ability is a thief talent, the thief may use this ability in his social identity without needing to make a disguise check provided the stealth check is successful and he forgoes the demoralize attempt.
Eldritch Conduit (Su) None As a full-round action, a thief with this talent can use two potions, two wands, or two scrolls. Each item is expended or loses a charge as if used normally. The thief chooses to gain the magical effect of one, but calculates its effects using the caster level of the othim. The thief must still succeed at a Use Magic Device check to operate scrolls or wands unless some other ability allows him to do so, but makes only one skill check to operate both items.
Emboldening Strike* (Ex) None When a thief with this talent hits a creature with a melee attack that deals sneak attack damage, he gains a +1 circumstance bonus on saving throws for every 2 sneak attack dice rolled (minimum +1) for 1 round.
Enhanced Delivery* (Ex) None Whenever a thief with this talent uses a poisoned weapon to attempt an attack in conjunction with a sneak attack, the DC to resist the poison increases by half his number of sneak attack dice (minimum 1).
Expert Leaper (Ex) None When making Acrobatics checks to jump, a thief with this talent is always considered to have a running start and adds his thief level to the check result. The thief can always make an Acrobatics check to soften a fall, even if the fall is not deliberate. When softening a fall, a DC 15 Acrobatics check allows the thief to ignore the first 20 feet fallen, instead of the first 10 feet. For every 5 by which the thief exceeds the DC of this check, he can ignore an additional 10 feet of distance fallen. Even if a thief takes damage from a fall, he still lands on his feet if the result of the check to soften the fall equals or exceeds a DC of 15 + the falling damage dealt.
Extinguishing Strike* (Ex) None When a thief with this talent hits a creature with a melee attack that deals sneak attack damage, any non-magical light sources worn or carried by the creature (such as lit torches, lanterns, or sunrods) are automatically extinguished. Once per day, the thief can use this ability to also attempt a dispel check (as per dispel) against any magical sources of light a target carries, using his thief level as the caster level.
False Attacker (Ex) None Whenever the thief strikes a foe from hiding, he can attempt a Bluff check as an immediate action (opposed by the target’s Sense Motive or Perception check, whichever has a higher bonus) before rolling damage to convince the foe that another creature was the attacker. This Bluff check applies the normal modifiers for convincing a creature of a falsehood, but can be accomplished with just physical trickery (a shared language is not required). If the Bluff is successful, and the thief maintains concealment or cover, the thief’s stealth does not end. Although this ability is a thief talent, the thief may use this ability in his social identity without needing to make a disguise check provided he succeeds on the bluff check.
Fast Getaway (Ex) None After successfully making a sneak attack or Sleight of Hand check, a thief with this talent can spend a move action to take the withdraw action. He can move no more than his speed during this movement.
Fast Stealth (Ex) None This ability allows a thief to move at full speed using the Stealth skill without penalty. Although this ability is a thief talent, if the thief uses this talent in his social identity, he still gains the normal +20 bonus on disguise checks to appear as his current identity.
Feint from Shadows (Ex) None A thief with this talent can feint in combat using a ranged weapon against a target within 30 feet and cause the opponent to lose his Dexterity modifier against his next melee or ranged attack. The thief must have concealment (but not full concealment) from the target of the feint.
Flowing Feint (Ex) None A thief with this talent who uses a standard action to move can combine that move with a feint. If he is able to feint as a move action (such as from having the Deft Maneuvers feat), he can combine a move action to move with his feint. The thief also reduces one of the penalties by 4 when feinting against a non-humanoid creature or when feinting against a creature of animal intelligence. The thief only applies this penalty reduction once when feinting against a creature that is a non-humanoid with animal intelligence. At 10th level, the thief instead reduces both of these penalties by 4.
Focusing Attack* (Ex) None When a thief selects this talent, he must choose the confused, shaken, or sickened condition. When the thief has the selected condition and hits a creature with a melee attack that deals sneak attack damage, the thief no longer has that condition. A thief can take this talent up to three times. Each time, he must select a different condition that he is able to remove from himself with a melee attack that deals sneak attack damage. Even if the thief has taken this talent multiple times, he can remove only a single effect on himself with each melee attack that deals sneak attack damage.
Gloom Magic (Sp) Int 12, Minor Magic thief talent A thief with this talent gains the ability to cast darkness two times per day as a spell-like ability. The darkness created by this ability does not impair the thief’s vision. The caster level for this ability is equal to the thief’s level. For every three thief levels he possesses, he may cast darkness an additional time per day.
Got Your Back (Ex) None Once per round as an immediate action, the thief may expend an attack of opportunity to attempt an aid another check to improve an ally’s attack. The thief and his ally must both be flanking the same opponent. This counts as an attack of opportunity.
Grit (Ex) Proficiency With Firearms A thief with this talent gains the Amateur Gunslinger feat and one grit feat of his choice. He must fulfill the prerequisites of the grit feat in order to choose it.(Note: This talent currently does nothing as Gunner is not released yet.)
Ground Fighter (Ex) None A thief with this talent can stand up from prone as a move action or a swift action without provoking an attack of opportunity. He can stand up from prone as a free action but this provokes an attack of opportunity. However, the thief can avoid provoking this attack of opportunity by successfully using the Acrobatics skill as if he were moving through a threatened square at full speed. While prone, a thief with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A thief with this talent can take a 5-foot step while crawling and he reduces the penalties on his attack rolls and to his Armor Class for being prone by 2.
Hidden Flight (Ex) Fast Stealth thief talent A thief with this talent may run or charge while stealthing by taking a -10 to his Stealth check.
Hold Breath (Ex) None A thief with this talent doubles the amount of time he can hold his breath. Although this ability is a thief talent, if the thief uses this talent in his social identity, he still gains the normal +20 bonus on disguise checks to appear as his current identity.
Instinctive Awareness (Ex) None A thief intuitively senses impeding threats. He can always act in the surprise round, even if unaware of attackers.
Iron Guts (Ex) None A thief with this talent has a cast-iron stomach or has trained himself to withstand poisons, especially ingested ones. He 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 thief to be nauseated, sickened, poisoned or sapped.
Last Ditch Effort (Ex) None Once per hour, a thief with this ability who accidentally activates a trap while attempting to disarm it may immediately attempt another Disable Device check to disarm it, albeit at a –5 penalty. The result of the second check is taken even if the result is lower.
Lasting Poison (Ex) None A thief with this talent can apply poison to a weapon in such a way that it is effective for a number of successful attacks equal to his Dexterity modifier (minimum two) instead of one. This poison has a reduced effect, however, and saves made against the poison gain a +2 circumstance bonus. Applying poison in this way is a full-round action, or a standard action if the thief has the swift poison thief talent.
Ledge Walker (Ex) None This ability allows a thief to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a thief with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains his Dexterity bonus to AC.
Leave An Opening (Ex) None The thief’s sneak attack leaves an unbalancing opening in a foe’s defenses, setting up the foe to be attacked again. At the beginning of the foe’s next turn, if the thief threatens the foe, the foe provokes an attack of opportunity from the thief. Multiple attacks against the same foe don’t create multiple attacks of opportunity in the same round (but attacks against several foes can cause each to provoke one attack of opportunity).
Lethal Acrobatics (Ex) None When a thief with this talent successfully uses Acrobatics to move through an opponent’s square without provoking an attack of opportunity, that opponent is considered flat-footed to the thief’s next attack until the end of the thief’s turn.
Magic Adept (Ex) None Once per hour, a thief with this talent may reroll a Use Magic Device check. The thief must take the second roll even if it is worse.
Major Magic (Sp) Minor Magic thief talent, Intelligence score of at least 11 A thief with this talent gains the ability to cast a 1st-level spell from the black mage spell list once per day as a spell-like ability for every 2 thief levels he possesses. The thief’s caster level for this ability is equal to his thief level. The save DC for this spell is 11 + the thief’s Intelligence modifier. A thief may take this talent more than once. Each time a different spell must be selected. Each spell chosen has its own pool of uses.
Maneuver Mastery (Ex) None The thief has truly mastered one combat maneuver. A thief selects a maneuver when he gains this talent. Whenever he attempts this maneuver, he uses his thief level in place of his base attack bonus (in addition to any base attack bonus gained from other classes). A thief can select this thief talent more than once. Its effects do not stack. Each time he selects this talent he selects another combat maneuver.
Masterful Strike (Ex) None A thief with this talent can apply up to two talents to his sneak attack that add effects which are normally limited to one talent per individual sneak attack. These talents are marked with an asterisk (*). At 10th level, he can apply up to three such talents to each sneak attack.
Melee Archer (Ex) None A thief with this talent may flank enemies 10 feet away from his while using a ranged weapon, as if the ranged weapon were a reach weapon. If the thief threatens squares with his ranged weapons (i.e., through the Snap Shot feat,) he may also flank enemies inside his threatened area.
Mien of Despair (Su) None When a thief with this talent successfully demoralizes an opponent using the Intimidate skill or performs a successful feint against an opponent, the opponent loses any morale bonuses and cannot benefit from any morale bonuses for 1d4+1 rounds.
Minor Magic (Sp) Intelligence score of at least 11 A thief with this talent gains the ability to cast a 0 cost spell from the black mage spell list, with the exception of detect magic and mage hand. This spell can be cast at will as a spell-like ability. The caster level for this ability is equal to the thief’s level. The save DC for this spell is 11 + the thief’s Intelligence modifier.
Nimble Climber (Ex) None Whenever the thief fails a Climb check by 5 or more, he can attempt a Reflex save (using the same DC as the Climb check) to catch himself and avoid falling.
Obscuring Blow* (Ex) None Once per encounter, the thief can forgo his potential to deal sneak attack damage to attempt to cloud an opponent’s vision. He must declare the use of obscuring blow before he makes the attack. If the attack hits, it does normal damage but, instead of dealing sneak attack damage (and any effect that triggers when the thief deals sneak attack damage), the target treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls for a number of rounds equal to half the thief’s level. A successful Fortitude saving throw reduces this effect to 1 round. The DC of this saving throw is equal to 10 + half of the thief’s level + his Intelligence modifier.
Offensive Defense* (Ex) None When a thief with this talent hits a creature with a melee attack that deals sneak attack damage, the thief gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. The thief can only receive this bonus once per round.
Peerless Maneuver (Ex) None A thief with this talent can roll two dice while making an Acrobatics check to tumble, and take the better result.
Poison Use (Ex) None The thief is trained in the use of poison, and can’t accidentally poison himself when applying poison to a weapon.
Positioning Attack (Ex) None When a thief with this talent hits a creature with a melee attack, he can move up to 30 feet without provoking attacks of opportunity. The thief must end his movement in a square that threatens that creature hit with the melee attack.
Powerful Sneak* (Ex) None Whenever a thief with this talent takes a full-attack action, he can take a –2 penalty on all attack rolls until the start of his next turn. If he does, he can reroll any sneak attack damage dice that result in 1s. He can reroll multiple dice, but he can’t reroll any individual die more than once per attack.
Prepared Sabotage (Ex) Heist Preparation social talent, Sabotage Specialist feat Whenever a thief uses disable device in his prepared location, any devices that are sabotaged or locks that are opened can be rigged so that they function normally for up to a week, at which point the sabotage becomes evident unless the sabotage is maintained, allowing the thief, or an ally who is aware of the sabotage, to trigger the sabotage at a later time as a free action (Provided he is physically interacting with the sabotaged item.). A perception check with a DC equal to your disable device result reveals the sabotage.
Quick Disable (Ex) None It takes a thief with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When he uses Disable Device to open a lock that would normally take a full-round action to open, he reduces the duration to a standard action.
Quick Scrounge (Ex) None The thief can search a creature, object, or area in half as much time as normal. If his Perception check would normally require a full-round action or less, it becomes one step shorter along the following progression: full-round action, standard action, move action, swift action, immediate action. This talent has no effect on Perception checks that are attempted as free actions or Perception checks that don’t require an action. Although this ability is a thief talent, if the thief uses this talent in his social identity, he still gains the normal +20 bonus on disguise checks to appear as his current identity.
Quick Trapsmith (Ex) None As a full-round action, a thief with this talent can set a simple trap with a CR no greater than half his thief level. To do this, he must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion
Quicker than the Eye (Ex) None A thief with this talent can retrieve non-bulky easy-to-reach items, such as potions, scrolls, or alchemical items, as easily as he can draw a light or one-handed weapon. This allows his to combine drawing such an item with a charge or regular move. If a thief with this talent also has the Two Weapon Fighting feat, then when drawing weapons, he can instead draw one such item and a light or one-handed weapon, or draw two such items. If a thief with this talent also has the Quick Draw feat, he can draw a hidden item or hidden weapon as a swift action and he can draw alchemical items, potions, scrolls, and wands as a free action, allowing his to throw alchemical items at his full rate of attacks. When attempting a Sleight of Hand check as a move action instead of a standard action, the thief reduces the penalty by 10. In all these cases, drawing these items or weapons doesn’t provoke an attack of opportunity.
Rapid Boost (Ex) None Once per encounter, the thief can roll two dice while attempting a Sleight of Hand check and take the better result. He must choose to use this talent before attempting the Sleight of Hand check. A thief can use this ability one additional time per encounter for every five thief levels he has.
Rapid Perception (Su) None A thief with this talent can attempt a Perception check to intentionally search for a specific item or creature as a swift action instead of a move action. If he is intentionally searching for an invisible creature, the creature’s bonus on its Stealth check from its invisibility is halved. Although this ability is a thief talent, it is not an ability that is used overtly and thus can be used in the thief’s social identity without needing to make disguise checks.
Rapid Swipe Thief 6, Trickster's Maneuvers feat A thief who selects this talent gains Quick Steal as a bonus feat. He doesn’t need to meet the prerequisites for this feat.
Rapid Trickery Thief 6, Trickster's Maneuvers feat A thief who selects this talent gains Quick Dirty Trick as a bonus feat. He doesn’t need to meet the prerequisites for this feat.
Resiliency (Ex) None Once per day, a thief with this ability can gain a number of temporary hit points equal to twice his thief level. Activating this ability is an immediate action that can be performed only when the thief is brought to below 0 hit points. This ability can be used to prevent the thief from dying. These temporary hit points last for 1 minute. If the thief’s hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal. For every four thief levels he possesses, he may use this ability an additional time per day.
Rooftop Infiltrator (Ex) None A thief with this gains a climb speed equal to half his base speed, which increases to his full base speed when climbing a rope and can take 10 when using Climb or Acrobatics to move over narrow surfaces even when in danger or distracted.
Sacrifice Self (Ex) Evasion, Improved Evasion class features A thief who makes a successful Reflex save against an area effect can ignore the benefits of his evasion ability to shield an adjacent ally against the effect, essentially halving the damage that ally would normally take. A thief with improved evasion can attempt a secondary save against his ally’s damage. If the save is successful, neither he nor his ally takes any damage. A thief must have evasion in order to select this talent, and he must have improved evasion to benefit from the secondary effect.
Scavenger (Ex) None A thief with this talent can pick up and stow an object as a swift action instead of two separate move actions. He gains a +2 bonus on Sleight of Hand checks to pick the pockets of creatures that are stunned or disabled. Although this ability is a thief talent, it is not an ability that is used overtly and thus can be used in the thief’s social identity without needing to make disguise checks.
Set-Up (Ex) None When a thief successfully hits a target with a sneak attack in melee, he can choose to forgo his additional sneak attack damage to make the target more vulnerable to one of his allies adjacent to it. The first melee attack that ally makes against the target before the beginning of his next turn treats the target as flanked, even if his ally is not flanking the target. This has no effect on creatures he could not flank with that ally, even if the ally was properly positioned.
Shadow Duplicate (Sp) None Once per encounter, as an immediate action, when the thief is hit, the thief can create a single shadow duplicate of himself, as per mirror image. The GM randomly determines whether the attack hit the thief or the shadow duplicate. The shadow duplicate lasts for a number of rounds equal to the thief’s level, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell. The caster level for this ability is equal to the thief’s level. A thief can use this ability one additional time per encounter for every 5 thief levels he has.
Shadow’s Chill* (Su) Ice Resistance racial trait When a thief with this talent hits a creature with a melee weapon that deals sneak attack damage, a number of points of the damage dealt equal to the number of sneak attack dice rolled is ice damage. The remainder of the sneak attack damage and the normal weapon damage are unaffected.
Shadow’s Sight None The thief gains low-light vision and darkvision 60 feet. If he already had low light or darkvision, its range increases by 30 feet.
Shove Aside (Ex) Evasion class feature When a thief and an adjacent ally are both in the area of an attack that requires a saving throw, he can take a –4 penalty on his saving throw to grant his ally a +4 bonus on his saving throw. He loses the evasion ability against this attack. If he has improved evasion, it is reduced to evasion for this attack instead.
Skilled Spotter (Ex) None Whenever a thief with this talent comes within 10 feet of a trap or secret door, he receives an immediate passive Perception skill check equal to 10 + his bonus to Perception skill checks to notice the trap or secret door. This check should be made in secret by the GM.
Skillful Maneuver (Ex) Deft Maneuvers, Powerful Maneuvers or Trickster's Maneuvers The thief’s varied techniques and knowledge allow him to apply his skills in a combative manner. When performing a combat maneuver for which he has the associated prerequisite feat for, the thief uses his bonus for the associated skill in place of his CMB for that combat maneuver. (This does not make the maneuver a skill check, however, it is still a CMB check.) If he gains bonuses on combat maneuver checks from feats, spells, magic items, or similar effects, these are added to the skill bonus when using that maneuver. Bull Rush: Acrobatics. Dirty Trick: Bluff. Disarm: Sleight of Hand. Drag: Stealth. Grapple: Escape Artist. Overrun: Acrobatics. Reposition: Stealth. Steal: Sleight of Hand. Sunder: Sleight of Hand. Trip: Acrobatics
Silencing Attack* (Ex) Thief 6 When a thief with this talent deals sneak attack damage, the target is rendered mute for 1 round. A successful Fortitude save negates this effect (DC 10 + half of the thief’s level + the higher of the thief’s Strength or Dexterity modifier). A mute creature cannot speak, use language-dependent effects, use verbal spell components, or use command words
Slow Reactions* (Ex) None Opponents damaged by the thief’s sneak attack can’t make attacks of opportunity for 1 round.
Snap Shot (Ex) None A thief with this talent may treat his initiative roll as a 20 for a surprise round, regardless of his initiative, but he may only take an attack action with a ranged weapon. His normal initiative roll is used in subsequent rounds. If two or more thieves possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a thief is prevented from acting in the surprise round, this talent has no effect.
Sneaky Maneuver* (Ex) None Anytime a thief with this talent could hit an opponent with a melee sneak attack on his turn, he may take a –2 penalty on his attack roll and attempt a dirty trick, disarm, steal, sunder, or trip combat maneuver instead of dealing sneak attack damage. If the attack succeeds, the thief deals weapon damage as normal and then attempts a combat maneuver check as a swift action (the –2 penalty only applies to the initial attack roll, not the combat maneuver check). This combat maneuver still provokes attacks of opportunity unless the thief has a feat or ability that allows his to perform it without provoking attacks of opportunity.
Sniper’s Eye (Ex) None A thief with this talent can apply his sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.
Stem the Flow* (Su) Sneak Attack +3d6 When making a successful sneak attack against a creature with the ability to holy/unholy burst, the thief may forgo 3d6 points of sneak attack damage to instead prevent the target from using holy/unholy burst for a number of rounds equal to half his thief level.
Strong Stroke (Ex) None A thief with this talent rolls twice when making Swim checks and takes the better result. If he already rolls twice while making a Swim check because of another ability or effect, he gains a +2 insight bonus on both of those rolls instead. If the thief is under the effect of a spell or ability that forces his to roll two dice and take the worse result, he only needs to roll 1d20 while making Swim checks. Although this ability is a thief talent, this ability can be used in the thief’s social identity without needing to make disguise checks provided his social identity is that of a sailor or naval officer and so forth.
Superior Senses (Ex) None A thief with this talent has a mastery over his senses, and can detect presences by smell and sound as well as he can with sight. He gains a +10 bonus to his Perception rolls to locate creature who benefit from invisibility. Although this ability is a thief talent, it is not an ability that is used overtly and thus can be used in the thief’s social identity without needing to make disguise checks.
Surprise Attack (Ex) None During the surprise round, a thief with this ability always considers opponents flat-footed, even if they have already acted. A thief with this ability adds half his thief level to his sneak attack damage rolls made during the surprise round.
Swift Poison (Ex) None A thief with this talent can apply poison to a weapon as a move action, instead of a standard action.
Swoop (Ex) None A thief with this talent can, once per turn, declare his next movement to be a swoop. A swoop only allows the thief to move at half speed, but a swoop is almost completely silent, granting the thief a +20 circumstance bonus on stealth checks to avoid being heard.
Thief Tricks (Ex) None The thief may take one of the following feats that he qualifies for in place of a thief talent: Cat's Fall, City Sprinter, Deft Hands, Manipulative Agility, Sabotage Specialist, and Walking Sleight. A thief may take this talent more than once. Each time, a different feat must be selected.
Thief’s Eye (Sp) Intelligence score of at least 11 The thief gains the ability to cast detect magic at-will as a spell like ability. The thief can also detect valuable items with this ability even if they are otherwise mundane, as though they had the following aura strengths based on their value. A thief may choose to “switch off” auras for items worth less than 1000 gil. Only items that are “intended” to be valuable have an aura. For example, gemstones or jewelry would have an aura, but an expensive lock wouldn’t. Mundane valuables do not, however, have a lingering aura. (Generally speaking, any item that would be considered “treasure” would have an aura, but ordinary filler items generally wouldn’t.) By making a successful appraise check on the third round, the thief learns an item’s rough value, based on its aura. If the item has a faint aura, he learns its rough value in increments of 1000 gil. If the item has a moderate aura he learns its rough value in increments of 10,000 gil and so forth. If he uses this ability on a magic item, use its aura based on its value. A table for values can be found under the thief talent table
Thief’s Hand (Sp) Intelligence score of at least 11 The thief gains the ability to cast the spell mage hand at-will as a spell like ability. For every three levels of thief he possesses, he increases the weight of objects he can move by 5 pounds. (This does not stack with the bonus granted by Magic Trick (Mage Hand)) Additionally, he can attempt Disable Device and Sleight of Hand checks within range of his mage hand. Working at a distance increases the normal skill check DC by 5, and he cannot take 10 on this check.
Throw Off-Balance (Ex) None Once per encounter, when an adjacent creature attacks and misses a thief with this talent, the thief may force that creature to take a 5-foot step that does not provoke an attack of opportunity, which must end in a safe square adjacent to the thief. That creature becomes flat-footed against one target of the thief’s choosing until the beginning of the thief’s next turn.
Trick Shot (Ex) None A thief with this talent may perform the feint combat maneuver with a ranged weapon.
Thwart Pursuit (Ex) None A thief adds either +4 or half his thief level (Whichever is greater) as a bonus on all checks in a chase and to the DCs of checks to track him or notice his tracks. If he is in the same settlement (The equivalent area of a small city or smaller) as someone who tries to gather information about him, he may make a bluff check opposed by the information gatherer’s diplomacy check. Success on the thief’s part indicates that the information gatherer received no useful information, while success by 5 or more indicates the thief succeeded in laying a false trail, preventing the information gatherer from trying again for one day per 5 points by which the thief succeeds.
Underhanded* (Ex) None A thief with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if he makes a sneak attack during the surprise round using a concealed weapon that his opponent didn’t know about, he does not have to roll sneak attack damage, and the sneak attack deals maximum damage. A thief can only use the underhanded talent a number of times per day equal to his Charisma modifier (minimum 1).
Unseeing Acumen (Ex) None A thief who selects this talent gains Blind-Fight as a bonus feat. Additionally, if a thief with this talent is blind or in darkness, he reduces the penalties on Strength and Dexterity-based skills by 2 and doesn’t take a penalty on opposed Perception checks. He still automatically fails checks and activities relying on vision, such as reading or sight-based Perception checks.
Urban Explorer (Ex) Thief 4 A thief who selects this talent gains urban environments as a favoured terrain as per the ranger’s favoured hunt ability at a +2 bonus. At 6th level and every three levels thereafter, the favoured terrain bonuses increase by an additional +2. (Note: In campaigns where you have to choose a specific city as a favoured terrain, thieves can spend 8 hours in study to change the city this ability applies to.)
Wall Scramble (Ex) None A thief with this talent rolls twice when making Climb checks and takes the better of the two rolls.
Waylaying Charge (Ex) Thief 4 Whenever a thief with this talent makes a charge, his attack deals sneak attack damage as if the target was denied its Dexterity bonus to AC. If the thief makes more than one attack this turn, this talent applies only to the first attack. Foes with uncanny dodge are immune to this ability
Whip It Good (Ex) None The thief gains proficiency with whips and scorpion whips and gains Whip Mastery as a bonus feat, even if he does not meet the prerequisites. If he already has the Whip Mastery feat, he instead gains any other feat he would have qualified for at the level when he chose Whip Mastery. In addition, if he is at least 6th level, he also gains the Improved Whip Mastery feat even if he does not meet the prerequisites. He uses his thief level in place of his base attack bonus (Including any base attack bonus gained from other classes) for the purpose of meeting prerequisites of feats and abilities that have Whip Mastery as a prerequisite.
Without a Trace (Ex) Evasion class feature When the thief successfully uses evasion or improved evasion to avoid taking damage, he can attempt to hide as an immediate action. The thief attempts a Stealth check with a –20 penalty, but gains a +1 bonus on his check for every die of damage the avoided attack would have dealt. The thief can attempt this check even while being observed, as long as he has cover or concealment or an ability that allows his to use the Stealth skill while being observed without cover or concealment.

Table: Thief's Eye Value

Aura Strength By Value
Faint 10,000 or less gil
Moderate 10,000 to 100,000 gil
Strong 100,000 to 1 million gil
Overwhelming 1 million gil and above

Advanced Thief Talents

Thief Talent Prerequisites Benefits
Adaptive Assailant (Ex) None Once per round, a thief with this talent can declare his space and one adjacent square as the origin of his attacks until his next turn (allowing his to use one or both of these to determine whether he or allies are flanking an opponent). At 15th level, he counts an additional adjacent square for this purpose.
Another Day (Ex) None Once per encounter, when the thief would be reduced to 0 or fewer hit points by a melee attack, he can take a 5-foot step as an immediate action. If the movement takes his out of the reach of the attack, he takes no damage from the attack. The thief is staggered for 1 round on his next turn.
Blindsense (Ex) Blind-Fight feat A thief with this talent gains blindsense to a range of 30 feet.
Blindsight (Ex) Blindsense (30') A thief with this talent gains blindsight to a range of 60 feet.
Blind Spot, Improved (Ex) Blind Spot When using blind spot to hide from a creature with an unusual sense, the bonus on perception checks that creature gets to notice the thief is reduced by an amount equal to the thief’s level. (This reduction applies to all instances of the bonus the creature gets, not the total bonus. So, a creature with two senses a level 10 thief is not otherwise bypassing makes its perception checks with a +20 bonus, rather than a +40)
Bright Master (Ex) Brightwalker When using Hellcat Stealth, the penalty to stealth checks is reduced by half his thief level. (So, if he takes this talent at level 10, he may use hellcat stealth with only a -5 penalty).
Center of Combat (Ex) None A thief with this talent gains a +1 dodge bonus to AC for every adjacent opponent beyond the first.
Consummate Avoidance (Ex) None When a thief with this talent is targeted by a melee or ranged attack, he can spend an immediate action to make an Acrobatics check. He can use the result as his AC or touch AC against that attack, but he must be aware of the attack and not denied his Dexterity bonus to AC.
Crippling Strike* (Ex) None A thief with this ability can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage.
Cutting Edge (Ex) None A thief with this ability immediately selects two additional skills with his thief’s edge ability. He can select this advanced talent multiple times.
Deadly Cocktail (Ex) None A thief with this talent can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons’ frequency is extended by 50% and the save DC increases by +2. This talent is an exception to the rule that injury poisons can only be delivered one dose at a time.
Deadly Sneak* (Ex) Powerful Sneak thief talent When a thief with this talent uses the powerful sneak talent, he rerolls all sneak attack dice that resulted in 1s or 2s. He can reroll multiple dice, but he can’t reroll any individual die more than once per attack.
Defensive Roll (Ex) None The thief can roll with a potentially lethal blow to take less damage from it than he otherwise would. When he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the thief can attempt to roll with the damage. To use this ability, the thief must attempt a Reflex saving throw (DC = damage dealt). If he succeeds, the thief takes only half damage from the blow; if he fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll; if he is denied his Dexterity bonus to AC, he can’t use this ability. Since such damage would not normally allow a character to attempt a Reflex save for half damage, the thief’s evasion ability does not apply to the defensive roll.
Devastating Sneak (Ex)* Powerful Sneak, Deadly Sneak thief talents Whenever a thief with this talent uses the powerful sneak thief talent, he treats all 1s, 2s and 3s on the sneak attack damage dice as 4s.
Dispelling Attack (Su) Major Magic thief talent An opponent that is dealt sneak attack damage by a thief with this ability is affected by a targeted dispel magic affecting the lowest-level spell effect active on the target. The caster level for this ability is equal to the thief’s level.
Double Debilitation* (Ex) None Whenever the thief inflicts a penalty against a target using the debilitating injury class feature, he can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties.
Entanglement of Blades* (Ex) None When a thief with this talent hits a creature with a melee attack that deals sneak attack damage, the target cannot take a 5-foot step until the beginning of the thief’s next turn.
Eviscerating Attack* (Ex) Bleeding Attack thief talent When a thief with this talent damages an opponent with one of his sneak attacks, the opponent takes 1 point of Strength, Dexterity, or Constitution bleed damage, decided by the thief. At 16th level, this ability bleed damage increases to 2 points.
Fast Tumble (Ex) None When a thief with this talent uses Acrobatics to tumble at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.
Feat None A thief may gain any feat that he qualifies for in place of a thief talent. This talent may be taken more than once. Each time, a different feat must be selected.
Hamstring Strike* (Ex) None Anytime a thief with this talent successfully hits an opponent with a sneak attack, he may forgo his sneak attack damage to try to hamstring his opponent. If the attack succeeds, the thief deals weapon damage as normal, but instead of the thief dealing sneak attack damage, the target is knocked prone and is unable to take move actions during its next turn. A successful Fortitude save (DC 10 + half of the thief’s level + his Dexterity modifier) negates this effect.
Hard Minded (Ex) None A thief with this talent is hard to fool with mind-affecting effects. At the start of his turn, if he is still subject to any mind-affecting spells or effects, he can make a Will saving throw with a standard DC for the effect’s level, and if he succeeds at the check, he is no longer subject to the mind-affecting effect. He can make this saving throw even against mind-affecting effects that normally don’t allow a saving throw. In those cases, generate the saving throw as if the spell or effect did allow a saving throw.
Hunter’s Surprise (Ex) None Once per encounter, a thief with this talent can designate a single enemy he is adjacent to as his prey. Until the end of his next turn, he can add his sneak attack damage to all attacks made against his prey, even if he is not behind it or it is not flat-footed.
Knock-Out Blow (Ex) None Once per encounter, the thief can forgo his sneak attack damage to attempt to knock out an opponent. He must declare the use of knock-out blow before he makes the attack. If the attack hits, it does normal damage, but instead of dealing sneak attack damage (and instead of any effect that triggers when the thief deals sneak attack damage), the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC of this save is equal to 10 + half of the thief’s level + his Intelligence modifier.
Light Walker (Ex) Ledge Walker thief talent The thief can move at full speed through difficult terrain and can take 5-foot steps into difficult terrain.
Leap and Bound (Ex) None A thief with this talent adds his Strength bonus on Acrobatics checks in addition to his Dexterity modifier. He is always treated as having a running start when jumping, and the DC multiplier for a high jump is reduced to 2 rather than 4. When the thief jumps, he does not fall until the end of his turn, allowing him to attack or perform other actions in midair. If the thief grapples a creature capable of bearing his weight, he does not fall, instead remaining adjacent to the creature as it moves.
Magebane Attack (Ex) None Through a combination of pain and distraction, a thief with this talent can make it hard for spellcasters he hits to use their magic. For one round after the thief deals sneak attack damage to an enemy, that enemy must make a concentration check or lose any spell or spell-like ability it attempts to cast. The DC of the concentration check is equal to 10 + the spell’s level + twice the number of sneak attack dice the thief possesses.
Master Sniper (Ex) Stealthy Sniper thief talent As a full-round action, a thief with this talent may double the sniping penalty to his Stealth check to make a full attack and hide afterward, instead of only making a single attack. All his attacks gain the benefits of being hidden, not just the first.
Opportunist (Ex) None The thief 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 and can’t be used more than once per round.
Perfectly Prepared (Ex) Heist Preparation social talent A thief with this talent can traverse his prepared location practically blindfolded, traipsing around like he’s been there his entire life. While he is in his prepared location, he gains the following effects: A climb speed equal to his base land speed. He ignores any speed penalties due to difficult terrain or poor visibility caused by “environmental” issues, such as an overgrown garden, untidy library, being in total darkness, etc. Anything designed to impede movement, such as magical effects or a spiked floor, still do so. He is always considered to be taking 10 on all acrobatics checks, other than to move through threatened squares, and on stealth checks and does both at full speed. He can use stealth to hide even when being observed, or when he is not in cover or concealment. As long as he is within 10 feet of dim light (his own shadow doesn’t count), he can hide without anything to actually hide behind. He leaves no trail and can’t be tracked while in his prepared location, though he can be tracked to or from it, and he can leave a trail if he so chooses. He has a photographic recollection of any part of his prepared location he has personally been to, or at least seen, allowing him to describe the area in perfect detail or navigate even if he cannot see.
Quick Poison (Ex) Swift Poison thief talent A thief with this talent may apply poison to a weapon as a swift action.
Quick Shot (Ex) None Whenever the thief rolls initiative, he can also make a single attack with a ranged weapon as a swift action. He can use this ability only if he has a weapon in hand and it is loaded (if applicable). If more than one thief has this talent, their initiative check results determine the order in which they make their attacks. After these attacks are resolved, the round proceeds as normal.
Reckless Charge (Ex) None A thief with this talent can choose to gain an additional +2 bonus to attack and damage when making a charge attack. This bonus stacks with any other bonuses gained from charging into combat. When using this talent, the thief loses any AC bonuses gained from Dexterity for the round.
Redirect Attack (Ex) None Once per encounter, when a thief with this talent is hit with a melee attack, he can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the thief, and the creature that made the attack against the thief must make a new attack roll against the new target.
Skill Mastery None The thief becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent his from doing so. A thief may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Stealthy Sniper (Ex) None When a thief with this talent uses the Stealth skill to snipe, he only suffers a –10 penalty on the Stealth check, instead of –20.
Superior Combat Trickster Deft Maneuvers and Trickster's Maneuvers A thief who selects this talent gains Greater Feint and Greater Dirty Trick as bonus feats. He doesn’t need to meet the prerequisites for these feats.
Superior Combat Swipe Trickster's Maneuvers A thief who selects this talent gains Greater Steal as a bonus feat.
Tactical Master (Ex) Assault Leader thief talent A thief with this talent may use Assault Leader an additional 1 time per encounter for every 5 thief levels he possesses. Assault Leader may not be used more than once per round.
Thief’s Hand, Improved (Sp) Thief’s Hand, Intelligence score of at least 15 While may use his mage hand ability at twice the normal distance and he does not increase the DC by 5 when working at a distance. Additionally, the thief can use his mage hand ability to manipulate the inner workings of locks or other mechanical devices directly, granting him a +10 circumstance bonus on disable device checks.
Unwitting Ally (Ex) None A thief with this talent can spend a swift action to attempt to make an opponent act like an ally for purposes of providing a flank until the beginning of the thief’s next turn. The opponent must be able to hear and see the thief, and the thief must succeed at a Bluff check opposed by the opponent’s Sense Motive. If the check succeeds, the opponent acts as an ally for the purpose of providing a flank. Whether or not the check succeeds, the thief cannot use this trick again on the same opponent for the next 24 hours. If the thief fails the check by 5 or more, he cannot use the unwitting ally ability on any opponent within line of sight of the failed attempt for 24 hours.