Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses and other criminals typically follow this path, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages and using magic items that you normally couldn’t employ.

Talents

Talent CP Prerequisites
Cat Burglar 15 Cunning Action
Supreme Sneak 30 Cat Burglar and 70 CP spent in Rogue talents
Use Magic Device 50 Supreme Sneak and 125 CP spent in Rogue talents
Thief’s Reflexes 80 Use Magic Device and 225 CP spent in Rogue talents

Cat Burglar

Cost: 15 Character Points
Prerequisite: Cunning Action

Professional Thieves are adept at working in areas commonly overlooked by the common watchmen.

You can use your cunning action to make a sleight of hand check such as steal or pick a lock, or to take the interact action.

You also gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a long jump, the distance that you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Cost: 30 Character Points
Prerequisite: Cat Burglar and 70 CP spent in Rogue talents

You gain +1d on stealth checks if you move no more than half your speed on the same turn.

Use Magic Device

Cost: 50 Character Points
Prerequisite: Supreme Sneak and 125 CP spent in Rogue talents

You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you.

You ignore all class, species and culture requirements on the use of magic items.

Thief’s Reflexes

Cost: 80 Character Points
Prerequisite: Use Magic Device and 225 CP spent in Rogue talents

You have become adept at laying ambushes and quickly escaping danger.

You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature unless you have noticed a foe.