EZG reviews The Genius Guide to More Rogue Talents
This supplement is 6 pages long, 2/3 of a page front cover, 1 page SRD, leaving us with 4 1/3 pages of content, so let’s take a look!
Without much ado, we immediately jump into the fray and are introduced to 22 new talents for rogues – and they are actually rather interesting: One for example lets you create a cant that automatically succeeds at converting some rudimentary commands automatically, cheat with sleight of hand (instead of Profession [Gambling]), can learn sneaking elementals and break objects, coup de grace as a standard action, hold 3x con-mod rounds breath, bluff foes to net allies bonuses to atk, identify magic items via appraise, share (improved) uncanny dodge with allies, make sneaked foes more susceptible to steal/disarm or trip. Other talents allow you to specialize in sneak attacks or traps (further enhancing capabilities to analyze them or make them more lethal), get 1/2 level to acrobatics to avoid AoOs and don’t consider crowds difficult terrain, veil threats so other don’t perceive them as such, appraise faster, gain low-light vision or halve ability damage/drain incurred from poisons or 1/day reroll a save to have an ally take the brunt of the attack. Finally, rogues may declare quarries to become hunters of intelligent prey via Thief Taker.
We also get 10 advanced talents that allows a rogue to penalize foes hit in the surprise round, get a favored enemy bonus to thief taker quarries, Threaten squares in a 10-ft. reach with thrown weapons, learn to 5-foot step in difficult terrain (or 10 ft-steps!) if in light armor, unencumbered, sans Dex-or movement-penalty and when wielding no weapons, light weapons or light blades. They may also reduce temporarily SR of sneaked foes, learn a limited amount of sorc-spells, further enhancing major magic talent, gain a constant nondetection-effect (italicization missing), become immune to one poison, gaining bonuses against foes already sneaked (repeat offender – rather cool!) or 1/day steal as a free action when hitting foes.
The final page has the talents organized by theme for maximum convenience – neat!
Editing and formatting are top-notch, apart from one spell not italicized, I noticed no gripes. Layout adheres to SGG’s printer-friendly landscape 3-column standard. The pdf has no bookmarks, but doesn’t necessarily need them at this length. The color artwork is gorgeous.
Usually I’d complain about “only” 3 1/3 pages of content, but these rogue talents are awesome, fun and come at a very fair price and the final table make them very easy to use – so yeah. Inventive talents, cool concepts from all facets of roguish behavior – nothing to complain here: Solid 5 stars, only omitting my seal of approval because I would have loved another page and/or bookmarks.
(Note: As per the writing of this review, I don’t have The Genius Guide to the talented Rogue – I judged this pdf as a regular rogue supplement.)