Rogue Skill Specialties

The following skill specialties are available to be selected by a rogue. You may not select the same specialty more than once, and the bonuses from skill specialties do not stack with other skill specialties.

Unless otherwise stated, the bonus granted by a skill specialty is equal to 1/2 your rogue level (minimum 1).

The Skill Specialties

Alchemic Adept (Heal and Profession)

Your focus on alchemy grants you a bonus on Heal checks when using First Aid, Heal Wounds, or Treat Poison and Disease and on Profession (alchemist) checks to Appraise or Craft alchemical items.

Athletic Talent (Athletics)

You are unusually athletic. You gain a bonus on Athletics checks made while Climbing, Jumping, or Swimming.

Believable Threat (Intimidate)

Your threats are imminently believable. You gain a bonus on Intimidate checks to Coerce a target, including long-term coercion.

Jaded Discernment (Insight)

You are jaded and not easily convinced of anything. You gain a bonus on Insight checks.

Graceful Acrobat (Acrobatics)

You are particularly graceful and gain a bonus on checks made to maintain balance, to soften a fall, and to avoid attacks when moving through a threatened space. In addition, you do not become flat-footed while maintaining balance.

Illicit Connections (Streetwise)

Your time on the streets has earned some less savory friends. You gain a bonus on Streetwise checks.

Imperceptible (Stealth)

You easily blend into the shadows. You gain a bonus on Stealth checks.

Legerdemain (Deception)

Your sleight of hand is unparalleled. You gain a bonus on Deception checks to Pick Pocket and Feint in Combat and on Perception checks made to notice Pick Pocket attempts.

Magical Tinkering (Arcane Lore and Theology)

You have spent a fair bit of time tinkering with magical items. You gain a bonus on Arcane Lore checks and Theology checks to identify or activate a magic item.

Martial Study (Arms Lore)

You have studied martial arts to better protect yourself from them. You gain a bonus on Arms Lore checks.

Silver Tongue (Deception and Persuasion)

You are easily able to convince others that what you say is true. You gain a bonus on Deception checks made to Bluff/Tell a Lie and on Persuasion checks made when Haggling.

Smatterings (Linguistics)

Your have learned useful words and phrases in a number of different languages and several common ciphers for secret messages. You gain a bonus on Linguistics checks to Communicate Across Language Barrier or Decipher Script.

Speed Reader (Academics)

You are able to read quickly and easily retain that information. When you use Academics to Conduct Research, you gain a +1 bonus on your skill check for every 10 minutes you spend researching (rather than for every hour). The bonus cannot exceed your skill specialty bonus when speed reading. You also gain a bonus on Academics checks to Memorize information and recall it later.

Trapfinding (Engineering and Perception)

You are skilled at detecting and disabling traps, locks, and other devices. You gain a bonus on Perception checks made to locate traps and to Engineering checks to disable a device. You can also use Engineering to disarm magic traps.

Vigilant Lookout (Perception)

Your hours as a lookout have refined your ability to notice things out of place. You gain a bonus on Perception checks to Notice Something. If caught unaware in a surprise round, you can make a DC 20 Perception check. If successful, you may act in the surprise round.

Without a Trace (Deception and Stealth)

You can disappear as if you were never there. You gain a bonus on Deception checks to create and maintain a disguise and on Stealth checks made to Avoid Notice while not moving. In addition, you add your bonus to the Tracking DC of anyone attempting to follow you when you deliberately hide your trail.