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Thief Talents

As a thief gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a thief gains one thief talent. She gains an additional thief talent for every 2 levels of thief attained after 2nd level. A thief cannot select an individual talent more than once. Talents marked with an asterisk add effects to a thief’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.

Table: Thief Talents

Thief TalentPrerequisitesBenefits
Acrobatic Assist (Ex)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 she succeeds, her 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)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.
Assault Leader (Ex)When the thief misses with a sneak attack on an opponent, she can designate a single ally who is adjacent of the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.
Befuddling Strike* (Ex)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)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.
Bomber (Su)A thief with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as chemist’s bombs, except they deal damage equal to the damage dealt by the thief’s sneak attack (the thief doesn’t add her Intelligence modifier to this damage though).
Bomber’s Discovery (Su)Bomber thief talentA thief with this talent gains a chemist’s discovery that modifies a bomb.
Camouflage (Ex)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 she 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 acid, cold, or fire 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.
Canny Observer (Ex)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), she gains a +4 bonus.
Card Sharp (Su)The thief gains Deadly Dealer as a bonus feat, even if she does not meet the prerequisites. Thrown cards are treated as darts, but the thief cannot imbue cards with additional power unless she has the Arcane Strike feat. This talent otherwise functions as the Deadly Dealer feat.
Certainty (Ex)The thief chooses one of the skills she selected with thief’s edge. Once per day, the thief can reroll a skill check she just made with the selected skill and take the better result. She can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter. A thief can select this talent multiple times. Each time, the thief must choose a different skill. A thief must have the thief’s edge class feature before selecting this talent.
Charmer (Ex)Once per day, the thief can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A thief can use this ability one additional time per day for every five thief levels she possesses.
Coax Information (Ex)A thief with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. 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 SwipeA thief with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal).
Combat TrickA thief that selects this talent gains a bonus combat feat (see Feats).
Convincing Lie (Ex)When a thief with this talent lies, she 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 she 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 + her Charisma modifier.
Cunning Trigger (Ex)A thief with this talent can use a swift action to set off any trap within 30 feet that she constructed.
Dampen PresenceA thief who selects this talent gains Dampen Presence as a bonus feat. The thief does not need to meet the feat’s prerequisites. 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.
Deft Palm (Ex)A thief with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while she is being observed.
Demand Attention (Ex)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)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.
Disease UseA 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 she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.
Distracting Attack* (Ex)A thief with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. The thief cannot designate herself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.
Eerie Disappearance (Ex)Thief 6As a full-round action, the thief can move up to her speed. If she successfully reaches a location that offers her cover or concealment, any creature observing her 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 she moved to. The thief does not take a penalty on this Stealth check for moving up to her speed. At the end of her movement, the thief can attempt an Intimidate check to demoralize all foes within 60 feet who were aware of her at any point during her movement and are unaware of her current location. She rolls the Intimidate check only once and compares her result to the DC for each opponent.
Eldritch Conduit (Su)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 other. 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)When a thief with this talent hits a creature with a melee attack that deals sneak attack damage, she gains a +1 circumstance bonus on saving throws for every 2 sneak attack dice rolled (minimum +1) for 1 round.
Esoteric Scholar (Ex)A thief with this talent can attempt any Knowledge skill check, even if she is not trained in that Knowledge skill.
Expert Cipher (Ex)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, she is treated as though she had the minimum score in the appropriate ability score to cast that spell. Finally, the thief can choose to add her Intelligence modifier to her Use Magic Device skill checks instead of her Charisma modifier.
Expert Leaper (Ex)When using the Acrobatics skill to jump, a thief with this talent is always considered to have a running start and adds her thief level to the check result. Whenever she deliberately falls, a successful DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen.
Extinguishing Strike* (Ex)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 her thief level as the caster level.
Face in the Crowd (Ex)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 her 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 Attacker (Ex)Whenever the thief strikes a foe from hiding, she 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.
False Friend (Ex)A thief with this talent gains a +4 bonus when making Bluff checks to convince someone she has never met or who doesn’t know her well that they are previously acquainted or know each other well.
Fast Fingers (Ex)A thief with this talent can roll two dice while making a Sleight of Hand check and take the better result.
Fast Getaway (Ex)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. She can move no more than her speed during this movement.
Fast Picks (Ex)A thief with this talent can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.
Fast Stealth (Ex)This ability allows a thief to move at full speed using the Stealth skill without penalty.
Feint from Shadows (Ex)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 her next melee or ranged attack. The thief must have concealment (but not full concealment) from the target of the feint.
Firearm Training (Ex)A thief with this talent gains Exotic Weapon Proficiency (firearms).
Focusing Attack* (Ex)When a thief selects this talent, she 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, she must select a different condition that she is able to remove from herself with a melee attack that deals sneak attack damage. Even if the thief has taken this talent multiple times, she can remove only a single effect on herself with each melee attack that deals sneak attack damage.
Follow Clues (Ex)A thief with this talent can use Perception to follow tracks as per the Survival skill.
Getaway Artist (Ex)A thief with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks.
Got Your Back (Ex)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 her ally must both be flanking the same opponent. This counts as an attack of opportunity.
Grit (Ex)Firearm Training thief talentA thief with this talent gains the Amateur Gunslinger feat and one grit feat of her choice. She must fulfill the prerequisites of the grit feat in order to choose it.
Guileful Polyglot (Ex)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, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.
Hard to Fool (Ex) A thief with this talent can roll two dice while making a Sense Motive check, and take the better result.
Heads Up (Ex)When the thief makes a Perception check, as an immediate or swift action, she can allow one adjacent ally to act as if they had also made a Perception check with the same result.
Hidden Flight (Ex)Fast Stealth thief talentA thief with this talent may run or charge while stealthing by taking a -10 to her Stealth check.
Hold Breath (Ex)A thief with this talent doubles the amount of time she can hold her breath.
Honeyed Words (Ex)Once per day, the thief can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. A thief can use this ability one additional time per day for every five thief levels she possesses.
Iron Guts (Ex)A thief with this talent has a cast-iron stomach or has trained herself to withstand poisons, especially ingested ones. She gains a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all spells and effects that cause the thief to be nauseated, sickened, poisoned or sapped.
Ki Pool (Ex)A thief with this talent gains a small ki pool. This ki pool is similar to a monk’s ki pool, but the thief’s ki pool does not grant any extra attacks. The thief gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn.
Last Ditch Effort (Ex)Once per day, 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)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 her 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)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 her Dexterity bonus to AC.
Lethal Acrobatics (Ex)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)Once per day, 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 11A 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 she possesses. The thief’s caster level for this ability is equal to her thief level. The save DC for this spell is 11 + the thief’s Intelligence modifier.
Maneuver Mastery (Ex)he thief has truly mastered one combat maneuver. A thief selects a maneuver when she gains this talent. Whenever she attempts this maneuver, she uses her thief level in place of her 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 she selects this talent she selects another combat maneuver.
Melee Archer (Ex)A thief with this talent may flank enemies 10 feet away from her while using a ranged weapon, as if the ranged weapon were a reach weapon. If the thief threatens squares with her ranged weapons (i.e., through the Snap Shot feat,) she may also flank enemies inside her threatened area.
Mien of Despair (Su)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 11A thief with this talent gains the ability to cast a 0-level spell from the black mage spell list. 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.
Multitalented (Ex)The thief can use her thief talents more often. Once per day, she can use a thief talent that is normally only usable once per day one additional time. At 10th level and 18th level, she can use this talent one additional time per day (for a maximum total of 3 additional uses of a thief talent that can normally only be used once per day). The uses of this talent do not have to be spent on the same thief talent. This ability cannot be used with an advanced talent.
Nimble Climber (Ex)Whenever the thief fails a Climb check by 5 or more, she can attempt a Reflex save (using the same DC as the Climb check) to catch herself and avoid falling.
Ninja Trick (Ex)A thief with this talent can choose a trick from the ninja trick list. A thief can pick this talent more than once. A thief cannot choose a ninja trick with the same name as a thief talent.
Obfuscate Story (Ex)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, her target remains unaware that the thief’s interjections caused the confusion. However, if she fails, the target is allowed a Sense Motive check (DC equal to the thief’s failed Diplomacy check) to figure out that she made deliberate attempts to confuse the story.

Obscuring Blow* (Ex)
Once per day, the thief can forgo her potential to deal sneak attack damage to attempt to cloud an opponent’s vision. She must declare the use of obscuring blow before she 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 + her Intelligence modifier.
Offensive Defense* (Ex)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.
Peerless Maneuver (Ex)A thief with this talent can roll two dice while making an Acrobatics check to tumble, and take the better result.
Philologist (Ex)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.
Poison Use (Ex)The thief is trained in the use of poison, and can’t accidentally poison herself when applying poison to a weapon.
Positioning Attack (Ex)When a thief with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.
Powerful Sneak* (Ex)Whenever a thief with this talent takes a full-attack action, she can take a –2 penalty on all attack rolls until the start of her next turn. If she does, she can reroll any sneak attack damage dice that result in 1s. She can reroll multiple dice, but she can’t reroll any individual die more than once per attack.
Quick Disable (Ex)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 she uses Disable Device to open a lock that would normally take a full-round action to open, she reduces the duration to a standard action.
Quick Scrounge (Ex)he thief can search a creature, object, or area in half as much time as normal. If her 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.
Quick Trapsmith (Ex)As a full-round action, a thief with this talent can set a simple trap with a CR no greater than half her thief level. To do this, she 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.
Rapid Boost (Ex)Once per day, the thief can roll two dice while attempting a Sleight of Hand check and take the better result. She must choose to use this talent before attempting the Sleight of Hand check. A thief can use this ability one additional time per day for every five thief levels she has.
Rapid Perception (Su)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 she is intentionally searching for an invisible creature, the creature’s bonus on its Stealth check from its invisibility is halved.
Resiliency (Ex)Once per day, a thief with this ability can gain a number of temporary hit points equal to twice her 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, she falls unconscious and is dying as normal.
Rope Master (Ex)A thief with this ability can move at her normal speed when using rope on a Climb check, can take 10 when using Climb to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature.
Sacrifice Self (Ex)Evasion, Improved Evasion class featuresA thief who makes a successful Reflex save against an area effect can ignore the benefits of her 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 her ally’s damage. If the save is successful, neither she nor her ally takes any damage. A thief must have evasion in order to select this talent, and she must have improved evasion to benefit from the secondary effect.
Scavenger (Ex)A thief with this talent can pick up and stow an object as a swift action instead of two separate move actions. She gains a +2 bonus on Sleight of Hand checks to pick the pockets of creatures that are stunned or disabled.
Set-Up (Ex)When a thief successfully hits a target with a sneak attack in melee, she can choose to forgo her additional sneak attack damage to make the target more vulnerable to one of her allies adjacent to it. The first melee attack that ally makes against the target before the beginning of her next turn treats the target as flanked, even if her ally is not flanking the target. This has no effect on creatures she could not flank with that ally, even if the ally was properly positioned.
Shove Aside (Ex)Evasion class featurehen a thief and an adjacent ally are both in the area of an attack that requires a saving throw, she can take a –4 penalty on her saving throw to grant her ally a +4 bonus on his saving throw. She loses the evasion ability against this attack. If she has improved evasion, it is reduced to evasion for this attack instead.
Slow Reactions* (Ex)Opponents damaged by the thief’s sneak attack can’t make attacks of opportunity for 1 round.
Snap Shot (Ex)A thief with this talent may treat her initiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her 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)Anytime a thief with this talent could hit an opponent with a melee sneak attack on her turn, she may take a –2 penalty on her 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 her to perform it without provoking attacks of opportunity.
Sniper’s Eye (Ex)A thief with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.
Stand Up (Ex)A thief with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Steal the Story (Ex)Obfuscate Story thief talentAfter 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.
Stem the Flow (Su)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 her thief level.
Strong Stroke (Ex)A thief with this talent rolls twice when making Swim checks and takes the better result. If she already rolls twice while making a Swim check because of another ability or effect, she 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 her to roll two dice and take the worse result, she only needs to roll 1d20 while making Swim checks.
Superior Senses (Ex)A thief with this talent has a mastery over her senses, and can detect presences by smell and sound as well as he can with sight. He gains a +10 to his Perception rolls to locate creature who benefit from invisibility.
Surprise Attack (Ex)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 her thief level to her sneak attack damage rolls made during the surprise round.
Swift Poison (Ex)A thief with this talent can apply poison to a weapon as a move action, instead of a standard action.
Swift Tracker (Ex)While following tracks, the thief can move at her normal speed without penalty while using the Survival skill. In addition, the penalty for moving at up to twice her normal speed while following tracks is reduced to –10.
Thief Crawl (Ex)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 she reduces her attack roll and AC penalties for being prone by 2.
Throw Off-Balance (Ex)Once per day, 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.
Trap Spotter (Ex)Whenever a thief with this talent comes within 10 feet of a trap, she receives an immediate passive Perception skill check equal to 10 + her bonus to Perception skill checks to notice the trap. This check should be made in secret by the GM.
Trick Shot (Ex)A thief with this talent may perform the feint combat maneuver with a ranged weapon.
Underhanded* (Ex)A thief with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she 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 her Charisma modifier (minimum 1).
Wall Scramble (Ex)A thief with this talent rolls twice when making Climb checks and takes the better of the two rolls.
Weapon TrainingA thief that selects this talent gains Weapon Focus as a bonus feat.
Without a Trace (Ex)Evasion class featureWhen the thief successfully uses evasion or improved evasion to avoid taking damage, she can attempt to hide as an immediate action. The thief attempts a Stealth check with a –20 penalty, but gains a +1 bonus on her 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 she has cover or concealment or an ability that allows her to use the Stealth skill while being observed without cover or concealment.

Thief Advanced Talents

At 10th level and every 2 levels thereafter, a thief can choose one of the following advanced talents in place of a thief talent.

Table: Thief Advanced Talents

Thief Advanced TalentPrerequisitesBenefits
Another Day (Ex)Once per day, when the thief would be reduced to 0 or fewer hit points by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The thief is staggered for 1 round on her next turn.
Center of Combat (Ex)A thief with this talent gains a +1 dodge bonus to AC for every adjacent opponent beyond the first.
Confounding Blades* (Ex)When a thief with this talent hits a creature with a melee weapon that deals sneak attack damage, her target cannot make attacks of opportunity until the beginning of her next turn.
Crippling Strike* (Ex)A thief with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Cutting Edge (Ex)A thief with this ability immediately selects two additional skills with her thief’s edge ability. She can select this advanced talent multiple times.
Deadly Cocktail (Ex)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 talentWhen a thief with this talent uses the powerful sneak talent, she rerolls all sneak attack dice that resulted in 1s or 2s. She can reroll multiple dice, but she can’t reroll any individual die more than once per attack.
Defensive Roll (Ex)The thief can roll with a potentially lethal blow to take less damage from it than she otherwise would. When she 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 she succeeds, the thief takes only half damage from the blow; if she 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 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 talentsWhenever a thief with this talent uses the powerful sneak thief talent, she treats all 1s, 2s and 3s on the sneak attack damage dice as 4s.
Dispelling Attack (Su)Major Magic thief talentAn 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)Whenever the thief inflicts a penalty against a target using the debilitating injury class feature, she 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)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.
Fast Tumble (Ex)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.
FeatA thief may gain any feat that she qualifies for in place of a thief talent.
Frugal Trapsmith (Ex)When a thief with this talent constructs a mechanical trap, she only pays 75% of the normal cost.
Getaway Master (Ex)Getaway Artist thief talentA thief with this talent gains a +10 bonus on all drive checks.
Hamstring Strike* (Ex)Anytime a thief with this talent successfully hits an opponent with a sneak attack, she may forgo her sneak attack damage to try to hamstring her 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 + her Dexterity modifier) negates this effect.
Hard Minded (Ex)A thief with this talent is hard to fool with mind-affecting effects. At the start of her turn, if she is still subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect’s level, and if she succeeds at the check, she is no longer subject to the mind-affecting effect. She 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)Once per day, a thief with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not behind it or it is not flat-footed.
Knock-Out Blow (Ex)Once per day, the thief can forgo her sneak attack damage to attempt to knock out an opponent. She must declare the use of knock-out blow before she 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 + her Intelligence modifier.
Improved Combat SwipeCombat Swipe thief talent or Improved Steal featA thief who selects this talent gains Greater Steal as a bonus feat.
Improved Evasion (Ex)This works like evasion, except that while the thief still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless thief does not gain the benefit of improved evasion.
Leg Strike (Ex)A thief with this talent can hamper a creature’s movements with her sneak attacks. An enemy damaged by this thief’s sneak attack has their movement speed halved for 1d4 rounds.
Light Walker (Ex)Ledge Walker thief talentThe thief can move at full speed through difficult terrain and can take 5-foot steps into difficult terrain.
Magebane Attack (Ex)Through a combination of pain and distraction, a thief with this talent can make it hard for spellcasters she 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 of Disguise (Ex)Once per day, a thief with this talent can don a disguise as a standard action. While wearing that disguise, she gains a +10 bonus on all Disguise checks.
Master Sniper (Ex)Stealthy Sniper thief talentAs a full-round action, a thief with this talent may double the sniping penalty to her Stealth check to make a full attack and hide afterward, instead of only making a single attack. All her attacks gain the benefits of being hidden, not just the first.
Multitalented, Greater (Ex)Multitalented thief talentA thief with this talent can use the multitalented thief talent to gain additional uses of advanced talents.
Opportunist (Ex)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.
Quick Poison (Ex)Swift Poison thief talentA thief with this talent may apply poison to a weapon as a swift action.
Quick Shot (Ex)Whenever the thief rolls initiative, she can also make a single attack with a ranged weapon as a swift action. She can use this ability only if she 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)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)Once per day, when a thief with this talent is hit with a melee attack, she 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 MasteryThe thief 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 thief may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Stealthy Sniper (Ex)When a thief with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.
Tactical Master (Ex)Assault Leader thief talentA thief with this talent may use Assault Leader an additional 1 time per day for every 5 Thief levels she possesses. Assault Leader may not be used more than once per round.
Thoughtful Reexamination (Ex)Once per day, a thief with this talent can reroll a Knowledge, Sense Motive, or Perception skill check 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.
Unlock Ki (Ex)Ki poolA thief with this advanced talent increases the number of points in the ki pool that she gains from the ki pool thief talent to be equal to half her thief level + her highest mental ability score modifier (Intelligence, Wisdom, or Charisma). In addition, she can spend 2 points from her ki pool as a swift action to gain the skill unlocks for one skill of her choice as appropriate for her number of ranks in that skill. This benefit lasts for 1 minute.
Unwitting Ally (Ex)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, she cannot use the unwitting ally ability on any opponent within line of sight of the failed attempt for 24 hours.
Weapon Snatcher (Ex)A thief with this talent can make a Sleight of Hand check in place of a disarm check when attempting to disarm an opponent.