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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 two 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.
Ambush Assailant (Ex)Thief 8If 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)A thief instantly leaps into action. When the thief acts in the surprise round, she 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)A thief with this talent gains Medium Armor Proficiency as a bonus feat. In addition, she also reduces the armor check penalty of any light or medium armor she wears by 1 (to a minimum of 0) and offsets the speed reduction for wearing medium armor by 5 feet. At 10th level, the thief can move at her normal speed while wearing medium armor.
Artful Dodger (Ex)Thief 8A thief with this talent adds her Charisma modifier (if positive) as a bonus to her AC against attacks of opportunity.
Assault Leader (Ex)Once per day, 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.
Black Market Connections (Ex):A thief with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table: Settlement Statistics) for the purpose of determining the gil limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the thief can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the thief can also sell stolen items on the black market. If the check fails by 5 or more, the thief does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the thief’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the following: Thorp (DC 10), Hamlet (DC 12), Village (DC 15), Small Town (DC 18), Large Town (DC 20), Small City (DC 25), Large City (DC 30), and Metropolis (DC 35)
Blindsense (Ex)Thief 10, Blind-Fight featA thief with this talent gains blindsense to a range of 30 feet.
Bomber (Su)Sneak Attack class featureA 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 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.
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 Shark (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.
Celerity (Ex)A thief reacts immediately to danger. Whenever a thief rolls for initiative, she can roll twice and take either result. At 10th level, she can roll for initiative three times and take any one of the results.
Certainty (Ex)Thief's Edge class featureThe 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. The skill check cannot take more than 1 round. 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.
Charmer (Ex)Thief 6A thief with this talent can roll twice 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 once per creature per day plus one additional time per creature per day for every five thief levels she possesses. A thief can use this ability when making a Diplomacy check against a group of creatures. However, if the thief has already expended all her uses per day of this ability for specific creatures in the group, she rolls the two checks sequentially, using the first result for those specific creatures and using the better result for the rest of the group.
Chink in the Armor (Ex)When a thief with this talent makes a successful sunder combat maneuver against an opponent, any successful attacks that she makes against that opponent until the start of her next turn deal sneak attack damage as if the opponent was flat-footed against her attack.
Cloying Shades (Su)Dimension Door (as a spell or spell-like ability)When a thief with this talent uses dimension door as a spell or spell-like ability, including the abundant step or shadow jump class feature, then all creatures adjacent to the thief at the start and end of her teleportation are entangled by grasping shadows for 1 round (although the creatures are not anchored in place). A successful Reflex saving throw negates this effect. The DC of this saving throw is equal to 10 + 1/2 the thief’s level + the thief’s Intelligence or Charisma modifier (whichever is higher).
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 FeatA thief may gain any Combat feat that she qualifies for in place of a thief talent. This talent may be taken only once.
Combat RuseA thief who selects this talent gains Improved Feint as a bonus feat. She doesn’t need to meet the prerequisites for this feat.
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 TrickeryA thief who selects this talent gains Improved Dirty Trick as a bonus feat. She doesn’t need to meet the prerequisites for this feat.
Consummate Avoidance (Ex)Thief 10When a thief with this talent is targeted by a melee or ranged attack, she can spend an immediate action to make an Acrobatics check. She can use the result as her AC or touch AC against that attack, but she must be aware of the attack and not denied her Dexterity bonus to AC.
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.
Deadly Range (Ex)A thief with this talent increases the range at which she can deal Precision Damage by 10 feet. This range increases by 10 feet for every 3 levels the thief possesses. When making ranged sneak attacks, the thief deals an extra +1 precision damage for each sneak attack die as a circumstance bonus.
Deflect Arrows (Ex)Thief 4A thief who selects this talent gains the Deflect Arrows feat as a bonus feat. She doesn’t need to meet the prerequisites for this feat. A thief can use this feat without a free hand, as long as she has one hand wearing a buckler or wielding a light or one-handed weapon.
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.
Deft Swipe (Ex)Combat Swipe talent or Improved Steal featA thief with this talent can use her Sleight of Hand bonus instead of her CMB when performing a steal combat maneuver. If she gains bonuses on steal combat maneuver checks from feats, spells, magic items, or similar effects, these are added to the Sleight of Hand bonus when using the steal maneuver. Additionally, opponents do not gain a +5 bonus to their CMD when the thief tries to remove items fastened to them.
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.
Detective (Ex)The thief is skilled in locating individuals and using research and surveillance to learn some of their most intimate secrets. When she makes a Gather Information check, using Diplomacy, to locate an individual, the DC is reduced by 10, and the time and bribery cost are reduced by half.
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.
Dexterous Extrication (Ex)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 her or impose the entangled condition on her. Additionally, when she 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 her CMD against that combat maneuver attempt. A thief of less than 10th level can only use this second ability once per opponent per day, but at 10th level this limitation no longer applies.
Dig In (Ex)When prone, the thief can spend a swift action to gain concealment until the start of her next turn. If she stands up or moves, she loses this benefit.
Disease Use (Ex)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 she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.
Duelist’s Precision (Ex)At the start of her turn, the thief can choose to prevent herself from making any weapon attacks except for those made with a single light or one-handed weapon wielded in one hand. If she does, for the rest of the round when she deals melee sneak attack damage with that weapon, she rolls double her normal sneak attack dice and chooses half of those dice as her sneak attack dice for that attack.
A thief who uses the powerful sneak talent in conjunction with this one instead deals an additional amount of Precision Damage equal to half the thief’s number of sneak attack dice. If the thief also has the deadly sneak talent, this additional damage increases to equal her number of sneak attack dice.
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.
Esoteric Scholar (Ex)A thief with this talent adds three Knowledge skills of her choice to her list of class skills and she can make all Knowledge skill checks untrained. At 10th level, she can always choose to take 10 on a Knowledge skill check, even if this is not normally allowed.
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 making Acrobatics checks to jump, a thief with this talent is always considered to have a running start and adds her 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, she can ignore an additional 10 feet of distance fallen. Even if a thief takes damage from a fall, she still lands on her feet if the result of the check to soften the fall equals or exceeds a DC of 15 + the falling damage dealt.
Extreme Prejudice (Ex)Sneak Attack +3d6, Mark class featureWhen the thief succeeds at a sneak attack against a creature she selected as the target of her mark, she uses d8s to roll sneak attack damage instead of d6s.
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 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 Stealth (Ex)This ability allows a thief to move at full speed using the Stealth skill without penalty.
Fearsome (Ex)Notorious thief talentThe thief's reputation precedes her, striking fear in her target. Any opponent within 30 feet whose level or HD is equal to or less than her thief level takes a -1 penalty on attack rolls made against her.
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 (simple firearms).
Fleet Footed (Ex)A thief with this talent receives a +10 feet bonus to her base movement speed. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the thief’s speed because of any load carried or armor worn. If the thief gains the fast movement class feature from another class, the bonuses to her speed do not stack.
Flowing Feint (Ex)A thief with this talent who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action (such as from having the Improved Feint feat), she can combine a move action to move with her 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.
Focused Target (Ex)Mark class feature (second mark)When thief marks a target, she can reduce the number of additional targets she can maintain as a mark. For each target reduced in this way, she increases her mark bonus by 1 for either attack rolls, damage rolls, skill checks, or the DCs of her abilities. Each such increase must be applied to a different category (attack rolls, damage rolls, skill checks, or DCs). She can end the effects of this talent as a free action.
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.
Ghost Assailant (Ex)If the thief starts her turn with total concealment or total cover from a target, during that turn she can make a Stealth check as a swift action, opposed by the target's Perception check. If she succeeds, the target is considered flat-footed against her until the end of her turn.
Gloom Magic (Sp)Int 12, Minor Magic thief talentA 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.
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.
Ground Fighter (Ex)A thief with this talent can stand up from prone as a move action or a swift action without provoking an attack of opportunity. She 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 she 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 she reduces the penalties on her attack rolls and to her Armor Class for being prone by 2.
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.
Hunker Down (Ex)Whenever the thief benefits from cover, she can spend a standard action to hunker down and maximize the benefit of the cover. She increases the benefit of cover to improved cover or improved cover to total cover.
Instinctive Awareness (Ex)A thief intuitively senses impeding threats. She can always act in the surprise round, even if unaware of attackers.
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.
Larceny (Ex)Combat Swipe talent or Improved Steal featIf the thief successfully makes a steal combat maneuver, she steals a random alchemical item appropriate to the enemies’ CR. CR 1-5 - Tier 1, CR 6+ - Tier 2. The thief can only steal one item per enemy. The alchemical item stolen is up to the DM’s discretion. For every 5 by which the thief beats the creature's CMD, she treats the CR of the creature as 1 higher, to a maximum of 5 CRs higher. In addition, if the CR of the creature is less than half of her character level, this ability will not work.
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.
Mage Hunter I (Ex)The thief is skilled at fighting mages. She gains a +1 insight bonus to her Fortitude and Will saves
Mage Hunter II (Ex)Mage Hunter I thief talentThe thief is skilled at fighting mages. She deals +1 die of sneak attack damage against characters who have a MP pool.
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 red 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)The 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.
Marked Strike (Ex)Mark class featureThe thief's successful melee attacks against marked targets deal an additional 2d6 Precision Damage.
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.
Menacing Demeanor (Ex)Thief 6A thief with this talent can roll twice while making an Intimidate check and take the better result. She must choose to use this talent before making the Intimidate check. A thief can use this ability once per creature per day plus one additional time per creature per day for every five thief levels she possesses. A thief can use this ability when making an Intimidate check against a group of creatures. However, if the thief has already expended all her uses per day of this ability for specific creatures in the group then she rolls the two checks sequentially, using the first result for those specific creatures and using the better result for the rest of the group.
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 red 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.
Notorious (Ex)When the thief is not Disguised, as a swift action, she may reroll any Intimidate checks, keeping the better of the two results.
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.
Peerless Maneuver (Ex)A thief with this talent can roll two dice while making an Acrobatics check to tumble, and take the better result.
Phantom Presence (Ex)Thief 4A thief masters stealthy movement and leaves no trace of her passing in dungeons and cities. While in dungeon and urban environments, she leaves no trail and cannot be tracked, though she can choose to leave behind a trail if she so desires. Furthermore, she can always choose to take 10 when making a Stealth check.
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, attacking with a poisoned weapon, or crafting a poison.
Positioning Attack (Ex)Once per encounter, 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 thief must end her movement in a square that threatens that creature hit with the melee 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)The 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.
Quicker than the Eye (Ex)Quick Draw featA thief with this talent can retrieve non-bulky easy-to-reach items, such as potions, scrolls, or alchemical items, as easily as she can draw a light or one-handed weapon. This allows her 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, she 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, she can draw a hidden item or hidden weapon as a swift action and she can draw alchemical items, potions, scrolls, and wands as a free action, allowing her to throw alchemical items at her 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.
Ranged Marked Strike (Ex)Mark class feature, Marked Strike thief talentThe thief chooses one kind of ranged weapon. The thief can use marked strike with her chosen weapon.
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.
Rapid SwipeThief 6, Combat Swipe talent or Improved Steal featA thief who selects this talent gains Quick Steal as a bonus feat. She doesn’t need to meet the prerequisites for this feat.
Rapid TrickeryThief 6, Combat Trickery talent or Improved Dirty Trick featA thief who selects this talent gains Quick Dirty Trick as a bonus feat. She doesn’t need to meet the prerequisites for this feat.
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.
Revealing Secrets (Ex)Detective thief talentThe thief's investigations reveal information that her target thought was secret. When she make a Gather Information check, using Diplomacy, to learn secret information, the DC is reduced by 10 and the bribery cost is reduced to one-fifth the original cost.
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.
Shadow Duplicate (Sp)Once per day, as an immediate action, when the thief is hit, the thief can create a single shadow duplicate of herself, 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 day for every 5 thief levels she has.
Shadow Striker (Ex)Thief 4The thief excels at fighting from the shadows, hitting her opponents when they least expect it. She can use each of the following actions once per encounter as a standard action:

• Blinding Strike: The thief makes a single melee or ranged attack against an opponent within range. If she damages the target, she gains total concealment against that target until the beginning of her next turn.
• Confusing Strike: The thief makes a single melee or ranged attack against an opponent within range. If this opponent is denied its Dexterity bonus to its AC, or if she has concealment from this opponent, a successful attack also causes the opponent, on failing a Will saving throw (DC 10 + 1/2 your character level + your Int modifier) to be able to take only a swift action on its next turn.
• Unexpected Attack: The thief makes a melee or ranged attack within her range against an opponent from whom she has concealment. She gains a +2 bonus on this attack roll if she has concealment, or a +5 bonus if she has total concealment.
Shove Aside (Ex)Evasion class featureWhen 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.
Silver Tongued Scoundrel (Ex)Diplomacy 1 rankIf a creature would be rendered hostile due to catching the thief red-handed (Such as when caught trespassing, picking a lock or a pocket, etc), but the thief has not performed violent actions or otherwise threatens violence, the thief can attempt a Diplomacy check to Influence Attitude treating the target as indifferent, rather than hostile, but can only make the target friendly. Success does not mean the creature automatically forgives the thief, but it does give her some breathing room to give a plausible explanation for her activities or at least the opportunity to run.
Skill MonkeyA thief gains the Skill Focus feat with 1 skill. This talent can be taken multiple of times, choosing a different skill each time.
Small Favor (Ex)The thief can call in a small favor from someone who owes her. Once per day, the thief makes a DC 25 Diplomacy check. If the check is successful, an informant gives her information, granting her a +10 competence bonus to one Gather Information or Knowledge check made within the next 24 hours.
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.
Sniper’s Eye (Ex)A thief with this talent can deal Precision Damage on ranged attacks targeting foes within 30 feet that benefit from total concealment.
Stalker (Ex)Mark class featureA thief gains his mark bonus on Disguise, Intimidate, and Stealth checks against her marked opponent.
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.
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.
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.
Timed Strike (Ex)Mark class feature, Marked Strike thief talentThe longer the thief studies her opponent, the greater the damage she ultimately deals with his marked strike. When she makes a marked strike, she deals a number of points of additional damage equal to the number of consecutive rounds she studied the target with mark.
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.
Unsavory Reputation (Ex)Notorious thief talentAny opponent that is reduced to half hit points or fewer by the thief while within 30 feet of the her takes a -2 penalty on all attack rolls and skill checks for the duration of the encounter. This is a mind-affecting fear effect.
Unseeing Acumen (Ex)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, she reduces the penalties on Strength and Dexterity-based skills by 2 and doesn’t take a penalty on opposed Perception checks. She still automatically fails checks and activities relying on vision, such as reading or sight-based Perception checks.
Wall Scramble (Ex)A thief with this talent rolls twice when making Climb checks and takes the better of the two rolls.
Waylaying Charge (Ex)Thief 4Whenever a thief with this talent charges, her target is flat-footed for the attack. 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.
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.

Sneak Attack Asterisks *

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.
Masterful Strike (Ex)A thief with this talent can apply up to two talents to her 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, she can select this talent again to apply up to three such talents to each sneak attack.
Agonizing Attack* (Ex)Thief 6When 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.
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.
Brutal Beating* (Ex)Thief 4Whenever a thief with this talent deals sneak attack damage, she also makes the target sickened for one round. This talent does not stack with itself
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.
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.
Enhanced Delivery* (Ex)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 her number of sneak attack dice (minimum 1).
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.
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.
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. The thief can only receive this bonus once per round.
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.
Shadow’s Chill* (Su)Ice Resistance racial traitWhen 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.
Silencing Attack* (Ex)Thief 6When 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)Opponents damaged by the thief’s sneak attack can’t make attacks of opportunity for 1 round.
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.
Stem the Flow* (Su)Sneak Attack +3d6When 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.
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).

Thief Advanced Talents

At 12th level and every two thief 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
Adaptive Assailant (Ex)Once per round, a thief with this talent can declare her space and one adjacent square as the origin of her attacks until her next turn (allowing her to use one or both of these to determine whether she or allies are flanking an opponent). At 15th level, she counts an additional adjacent square for this purpose.
Against the Odds (Ex)Thief 20The thief is used to fighting when the numbers are not in her favor. When the thief uses mark, she can study up to two additional foes with the same action.
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.
Blindsight (Ex)Blindsense (30')A thief with this talent gains blindsight to a range of 60 feet.
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)Slow Reactions thief talentWhen a thief with this talent hits a creature with a melee weapon that deals sneak attack damage, her target cannot make attacks of opportunity for 1d4+1 rounds.
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.
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.
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.
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.
Grand Larceny (Ex)Combat Swipe, Superior Combat Swipe, and Larceny or Improved Steal, Greater Steal Combat Feats + LarcenyIf the thief successfully makes a steal combat maneuver, she steals a random alchemical item appropriate to the enemies’ CR. CR 6-10 - Tier 2, CR 11-15 - Tier 3, CR 16 or higher - Tier 4. The thief can only steal one item per enemy. The alchemical item stolen is up to the DM’s discretion. For every 5 by which the thief beats the creature's CMD, she treats the CR of the creature as 1 higher, to a maximum of 5 CRs higher. In addition, if the CR of the creature is less than half of her character level, this ability will not work.
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 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.
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.
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 of the Mark (Ex)Thief 20The thief becomes a master at capturing or killing his marked targets. As a standard action, she can make a single attack against a marked target at her full attack bonus, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude saving throw or suffer the additional effect. The DC for this save is 20 + her Intelligence modifier. Whether or not the target succeeds, it cannot be targeted by this ability again (by any thief) for 24 hours.
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.
Merciless Butchery (Ex)Sneak Attack +5d6, Mark class featureAs a standard action that does not provoke attacks of opportunity, the thief can attempt a coup de grace against a cowering, helpless, or stunned opponent that she has designated as her mark.
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.
Rumormonger (Ex)A thief with this talent can attempt to spread a rumor through a small town or larger settlement by making a Bluff check. She can do so a number of times per week equal to her Charisma modifier (minimum 0). The DC is based on the size of the settlement, and it takes a week for the rumor to propagate through the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold. Community size: Small town (DC 18), Large town (DC 20, Small city (DC 25), Large city (DC 30), Metropolis (DC 35).
Skill Mastery (Ex)The 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.
Sovereign of Shadows (Ex)Thief 20A thief with this advanced talent has mastered the ways of the shadow. She can now spend a swift action to use Stealth while in any dimly-lit or darkness. In addition, she gains the ability to see in darkness.
Steal Heart (Su)Once per encounter, the thief can make a Diplomacy check against an opponent (DC 15 + their character level or hit dice). If she succeeds, the target is affected as if by a Charm or Charm Monster spell, with a duration of 1 minute per thief level.
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.
Superior Combat RuseCombat Ruse talent or Improved Feint featA thief who selects this talent gains Greater Feint as a bonus feat. She doesn’t need to meet the prerequisites for this feat.
Superior Combat SwipeCombat Swipe thief talent or Improved Steal featA thief who selects this talent gains Greater Steal as a bonus feat.
Superior Combat TrickeryCombat Trickery talent or Improved Dirty Trick featA thief who selects this talent gains Greater Dirty Trick as a bonus feat. She doesn’t need to meet the prerequisites for this feat.
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. If she gains bonuses on disarm combat maneuver checks from feats, spells, magic items, or similar effects, these are added to the Sleight of Hand bonus when using the disarm combat maneuver. When successfully disarming an opponent, a thief may hold onto the disarmed weapon. She may also wield it if she chooses, but still takes penalties for not being proficient. Treat the weapon in all other ways as if it had been taken using a steal combat maneuver, except that creatures always immediately notice the theft of a wielded weapon.

Sneak Attack Asterisks *
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.
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.
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.
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)Debilitating Injury class featureWhenever 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.
Eviscerating Attack* (Ex)Bleeding Attack thief talentWhen a thief with this talent damages an opponent with one of her 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.
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.
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.
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.