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(Created page with "You’ve been dealt a difficult hand. You grew up in society’s unforgiving underbelly, and from an early age you have had to resort to thievery or deception to find food and lodging. Through trial and error, you have learned what fools people and what does not. Living in the shadows on the fringes of society, you have quietly observed as other, more skilled rogues earn their illicit livelihoods. Seeking to emulate the most successful thieves and con artists, you have l...")
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Revision as of 00:24, 18 November 2023

You’ve been dealt a difficult hand. You grew up in society’s unforgiving underbelly, and from an early age you have had to resort to thievery or deception to find food and lodging. Through trial and error, you have learned what fools people and what does not. Living in the shadows on the fringes of society, you have quietly observed as other, more skilled rogues earn their illicit livelihoods. Seeking to emulate the most successful thieves and con artists, you have learned how to stay one step ahead of the law. The most successful rogues know the other players in their game: crime lords, skilled pickpockets, charlatans, corrupt nobles, bribed guards, aspiring politicians, and the pesky incorruptible altruists among such folk. You make it your business to stay Informed on all such individuals. Are there any among these scoundrels whom you would trust? Would you ever try to form a family of sorts with any of these fellow rogues, or do you find that you only trust your own intuition? Even if you would never trust another rapscallion, what offer would convince you to work alongside another individual or group to complete a job? You should always ask yourself these questions, relying on both logic and gut instinct as your answers might change on a daily or even hourly basis.

ROGUE STACKS

Subtlety Silent as a shadow, you can infiltrate and exfiltrate even well-guarded buildings with meticulous skill.

Assassin You’re a talented poisoner and can use deadly reagents to enhance your weapon attacks.

Conman You wear identities like clothes. Capable of impersonating nearly anyone, you can pull elaborate cons.

Psyblade You have an aptitude for psionic magic and use this to silence your footfalls and improve your thievery.

Stealth Archer You’re a master of raining death on your enemies from a hidden vantage.

Rouge Entry

Feature PreReq Description
Rogue, Entry Talent Character Level 2 When you take this entry talent, you gain the following abilities.
Sneak Attack Your Sneak Attack damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6). You can apply Sneak Attack damage to a creature that you hit with a melee attack with a light weapon if you had TA against the target and no TD. You may do this once per turn.
Skilled Gain +6 Skill Points, which you can spend on any skills with the Acrobatics, Influence, Observation, and/or Subterfuge tags.
Well Equipped You gain hooded common clothes, a hooded lantern, two daggers, a skullduggery kit, and one disguise of your choice.


CON TRACK

Feature Tags PreReq Discreption
CONFIDENCE Rogue, Con Rogue Entry You gain 1 rank in the Charlatan profession. If you already have any ranks in the Charlatan profession, you gain +3 Skill Points in Savoir Faire, and +3 Skill Points that you can spend on Empathy, Gossiping, Intimidating, Leadership, or

Persuading.

IMPERSONATE Rogue, Con Confidence Your false identity now holds up to some scrutiny. After spending a day studying someone and at least a week in their area of residence, you can use the Impersonate ability.

Impersonate Roll an INT/Disguise check and an INT/ Forging check and take the average of the two rolls. This becomes your Identity Score. People inspecting your credentials, paperwork, or claims may make an INT roll, and if they do not beat your Identity Score, they do not get suspicious unless you give them a clear reason to be suspicious. You may have one active identity. You can only repeat your Disguise and Forging check by spending another day with the person and another week in their area of residence. A creature inspecting you gains the following cumulative bonuses to their INT roll if circumstances allow. +5 If you have just done something very suspicious. +20 If you are within 5 miles of the home of the person you are impersonating. +30 If the person who is inspecting has heard of or knows about the person you are impersonating. +40 If the person inspecting has been fooled by a different identity before. +50 If the person inspecting has met the person you’re impersonating before. +70 If the person inspecting has met the person you’re impersonating in the last year. The creature automatically beats your score if they have interacted with the person that you are impersonating in the last month, the person you are impersonating is a well known individual in the area you’re in, or the inspector knows the individual that you are impersonating personally.

MASTER OF DISGUISE Rogue, Con, Repeatable Impersonate You gain +3 to Disguising and +3 to Forging checks.
ADDITIONAL IDENTITIES Rogue, Con, Repeatable Impersonate You may have an additional identity. It takes you one hour to switch between identities.
BETTER IDENTITIES Rogue, Con, Repeatable Impersonate You gain +5 to your Identity Score.
STURDIER IDENTITIES Rogue, Con, Repeatable Impersonate You gain +10 to your Identity Score when the inspector has any number of circumstantial bonuses.
QUICKER IDENTITIES Rogue, Con Impersonate You may shortcut the 1 week requirement for identities and take a -5 on your Forgery check per day skipped (Max -30).
BETRAYAL Rogue, Con Impersonate If you attack someone who is Completely Surprised and has been fooled by your identity, that attack is an automatic crit and deals maximum damage.
CHARMING IDENTITY Rogue, Con Impersonate You may attempt to Charm someone who has been fooled by your Identity. Make a CHA roll vs LOG. If you hit, they treat you as a friendly acquaintance for 1 minute, and do not know they have been Charmed. This does not work if the creature is in combat.
LEAVE IT TO LUCK Rogue, Con Con 5 You gain the Coin Toss ability.

Coin Toss Your next d20 roll becomes a 50/50 chance. If you roll an odd number, treat it as a 1. If you roll an even number, treat it as a 20. (1⁄2 LUCK/Rest)

FOOL’S STRIKE Rogue, Con, Repeatable Leave it to Luck You gain an additional Sneak Attack die against creatures while you are disguised and your target does not know your true identity. You can take this talent up to six times.
HOW DARE YOU Rogue, Con Leave it to Luck People inspecting your identity must subtract your Savior Faire from their INT roll.
LEAVE IT TO LUCK II Rogue, Con Leave it to Luck Your Coin Toss ability becomes LUCK/Rest.
JAMMY Rogue, Con Leave it to Luck Your total number of Luck Points per day is equal to your LUCK.
SLIPPERY Rogue, Con Leave it to Luck You can now spend 2 Luck Points to force a creature that you can see within 30 ft of you to reroll a d20 after they make an attack roll or after they inspect your Identity.
CATCH ME IF YOU CAN Rogue, Con Leave it to Luck If you have at least 1 Luck Point when you are reduced to 0 HP, you can regain 1 HP and immediately move 40 ft without provoking reactive actions. Doing so costs all of your remaining Luck Points.
PLAY DEAD Rogue, Con Leave it to Luck If you have at least 1 Luck Point when you hit 0 HP you can regain 1 HP and pretend to be dead. You begin Catching your Breath when you do this. Additionally, make a CHA/ Performance roll vs the LOG of each creature that can seeyou. If you hit more than half the witnesses, then you are believed to be dead (or the Identity that you are currently using is believed to be dead).
MASTER OF DISGUISE II Rogue, Con Leave it to Luck, Master of Disguise You gain +3 In Savior Faire and +3 Skill Points that you may spend on any skill with the Influence tag.
CHECK IT AGAIN Rogue, Con Leave it to Luck You may now spend 1 Luck Point to force a creature to reroll their INT check made to overcome your Identity Score.
FRAME Rogue, Con Leave it to Luck You can now abandon an identity after you attempt a Rug Pull using the rank 5 Charlatan ability. There is a 50% chance that the blame will fall on the person you were impersonating instead of you.
CONMAN EXTRAORDINAIRE Rogue, Con, Capstone Con 14 Who exactly are you? No one knows. Your original identity has been completely erased from all records and only the people closest to you might know your real name. You may now attempt a grand impersonation. When someone inspects you, they gain no bonus from having heard of the person that you are impersonating or from having met them before. People who personally know the creature you are impersonating will only find you out if they can see you and are within 30 ft of you. Your Grand Impersonation only lasts for 24 hours, and you may only attempt a Grand Impersonation once a week. After 24 hours, future inspections gain a +40 bonus to their roll.

Level 30: The final cap for your CHA increases from 12 to 14.

GUILD AFFILIATE TRACK

Feature Tags PreReq Discreption
GUILD MEMBER Rogue, Guild Affiliate Rogue Entry

Incompatible: Disciple of the Divine, Initiate of the Occult, Warden of the Primal

You join Harlan’s Guild (Or another guild, as specified by your MC.) You may only gain the benefits of this talent after Taking a Rest in an area of civilization such as a town or village. You swear off all deific influence. You gain access to three poisons, and can keep one vial of each on your person. A vial is enough for three doses of each poison. You may only refill these by Taking a Rest in a populated area. You learn how to identify fellow members of the guild who can provide this service to you, as well as clue you into potential contracts. If you break your oath, you may no longer refill your poisons until reparations have been made. You can spend 1 AP to coat a weapon that has the Light property. The first vials are free, but new vials cost 20 sc each.

Drake’s Breath Your attacks have a 50% chance to deal an extra 1d6 Fire damage for 1 minute. The extra damage occurs on odd-numbered attack rolls. Ice Blood The first target struck with a weapon coated in this poison must make an END check with a DC of 10 at the start of their turns for the next 1 minute. On any turn where they fail, they gain the Frozen condition. A creature with a ML instead loses one of the actions on their actions list. Harlan’s Breach Your attacks ignore all Resist properties, as well as Immune Blunt, Immune Sharp, and Immune Physical, for 1 minute.

FIND WEAK SPOT Rogue, Guild Affiliate Guild Member Once per turn, you may target a creature’s FORT instead of their AR.
FIND WEAK SPOT II Rogue, Guild Affiliate, Repeatable (even levels only) Weak Spot You gain an additional Sneak Attack die whenever you use Sneak Attack and Weak Spot together.
FIND WEAK SPOT III Rogue, Guild Affiliate, Repeatable (odd levels only) Weak Spot II If your Weak Spot attack hits, you may move 5 ft for free. This movement does not provoke reactive attacks. (1/Catch

Breath) Each time you take this talent again, gain +2 uses /Catch Breath.

FIND WEAK SPOT IV Rogue, Guild Affiliate Weak Spot III Weak Spot attacks that exceed the targets FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds.
FIND WEAK SPOT V Rogue, Guild Affiliate Weak Spot IV Your Weak Spot attacks gain +1 crit range.
GARROTE Rogue, Guild Affiliate Guild Member You gain the Garrote ability.

Garrote By spending 3 AP, you may make a DEX vs ANT attack against a creature who cannot see you and is in melee distance. On a hit, you begin a special grapple that requires both of your hands. You can take no actions other than movement. Otherwise this follows the normal Grappled rules. If their ML is less than half your character level, they are rendered Helpless and begin Suffocating while grappled in this way. Otherwise, the creature is silenced and staggered while grappled in this way. (1/Rest)

ROGUE MANEUVERS Rogue, Guild Affiliate Guild Member Your range for thrown weapons is doubled and thrown weapons can now trigger Sneak Attack.
HAMSTRING Rogue, Guild Affiliate Rogue Maneuvers, Guild Affiliate 5 You gain the Hamstring Ability.

Hamstring When a creature leaves your Melee reach, you can attack with a melee weapon by spending 2 Reactive AP. On a hit, that target’s movement is halved until the end of their turn.

QUICK STRIKE Rogue, Guild Affiliate Rogue Maneuvers, Guild Affiliate 5 You gain the Quick Strike ability.

Quick Strike When you hit a creature with a melee attack, you may spend 2 AP to teleport to another unoccupied space within 5 ft of the creature you attacked.

PREPARATORY STRIKE Rogue, Guild Affiliate Rogue Maneuvers, Guild Affiliate 5 You gain the Preparatory Strike ability.

Preparatory Strike Make a weapon attack against a creature and then end your turn immediately. You add a bonus to your physical defenses until the beginning of your next turn. The bonus equals the number of AP you have remaining to use reactively.

EVASIVE THROW Rogue, Guild Affiliate Rogue Maneuvers, Guild Affiliate 5 You gain Evasive Throw ability.

Evasive Throw 1 additional AP as a part of a Thrown attack. If it hits, you gain +2 to your mental defenses against that creature and take no damage when missed, if you would otherwise take half damage.

QUICK THROW Rogue, Guild Affiliate Rogue Maneuvers, Guild Affiliate 5 You can now make a ranged thrown attack as a part of drawing a concealed weapon. If the creature is Partially Surprised it automatically hits. If the creature is Completely Surprised it automatically hits and crits.
AIMED STRIKE Rogue, Guild Affiliate Guild Member Spend 1 additional AP on an attack to gain TA on that attack.
AIMED STRIKE II Rogue, Guild Affiliate Aimed Strike When using Aimed Strike, roll 2d20 and keep the higher result.
TACTICAL SUPERIORITY Rogue, Guild Affiliate Aimed Strike Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore two sources of TD, potentially allowing you to use Sneak Attack.
TACTICAL SUPERIORITY II Rogue, Guild Affiliate Tactical Superiority Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore three sources of TD.
TACTICAL SUPERIORITY III Rogue, Guild Affiliate Tactical Superiority II Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore all sources of TD.
POISONER Rogue, Guild Affiliate Guild Member You may now apply poison to ammunition.
DRAKES BREATH PREFERENCE Rogue, Guild Affiliate Poisoner You may replace Ice Blood or Harlan’s Breach with extra vials of Drake’s Breath when you refill your poisons.
DRAKE’S BREATH EFFICIENCY Rogue, Guild Affiliate Poisoner You can get four doses from a vial of Drake’s Breath.
DRAKE’S BREATH EFFICACY Rogue, Guild Affiliate Poisoner Drake’s Breath becomes 2d6 fire damage.
LINGERING DRAKE’S BREATH Rogue, Guild Affiliate Poisoner Drake’s Breath lasts for 2 minutes.
DRAKE’S BREATH AMMUNITION Rogue, Guild Affiliate Poisoner You can apply Drake’s Breath to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.
DRAKE’S BREATH EXPERTISE Rogue, Guild Affiliate Poisoner You can now add your INT to Drake’s Breath damage.
ICE BLOOD PREFERENCE Rogue, Guild Affiliate Poisoner You may replace Drake’s Breath or Harlan’s Breach with extra vials of Ice Blood when you refill your poisons.
ICE BLOOD EFFICIENCY Rogue, Guild Affiliate Poisoner You can get four doses from a vial of Ice Blood.
ICE BLOOD EFFICACY Rogue, Guild Affiliate Poisoner Ice Blood’s DC becomes your INT+10.
LINGERING ICE BLOOD Rogue, Guild Affiliate Poisoner Ice Blood lasts for 2 minutes.
ICE BLOOD AMMUNITION Rogue, Guild Affiliate Poisoner You can now apply Ice Blood to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains

unchanged.

HARLAN’S BREACH PREFERENCE Rogue, Guild Affiliate Poisoner You may replace Drake’s Breath or Ice Blood with extra vials of Harlan’s Breach when you refill your poisons.
HARLAN’S BREACH EFFICIENCY Rogue, Guild Affiliate Poisoner You can get five doses from a vial of Harlan’s Breach.
HARLAN’S BREACH EFFICACY Rogue, Guild Affiliate Poisoner Any creature struck with Harlan’s Breach loses its Resist properties until the beginning of its next turn.
LINGERING HARLAN’S BREACH Rogue, Guild Affiliate Poisoner Harlan’s Breach lasts for 2 minutes.
HARLAN’S BREACH AMMUNITION Rogue, Guild Affiliate Poisoner You can apply Harlan’s Breach to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.
GUILDMASTER Rogue, Guild Affiliate, Capstone Guild Affiliate 14 You are an individual of great renown among the shadowy underbelly of Ancerra. Commanding entire operations for your guild, approving new members, and handling the most sensitive of issues.

You gain two vials of each of the three poisons when you rest in a populated area, and refilling them is free. Once per week, you can have a guild representative meet you where you are camping for refills, assuming your location is accessible without major magic or combat. The representative will not partake in combat or favors for you, but may take messages back to the nearest town if you request it. Level 30: You gain one additional vial of each of the three poisons from this track each time you restock.

PSYBLADE TRACK

Feature Tags PreReq Discreption
PSYBLADE FOCUS Rogue, Psyblade Rogue Entry You gain the Adept of the Psionic talent if you do not already have it. Your magic attribute is INT. Each time you level up and spend your talent point on a talent in the Psyblade stack, you gain +5 SP and +1 Psionic power.
SOUL KNIFE Rogue, Psyblade Psyblade Focus Regardless of your Aptitude, Create Weapon costs you 0 SP to cast, and 0 AP to resummon a Light weapon.
SOUL REND Rogue, Psyblade Psyblade Focus Gain the Soul Rend ability.

Soul Rend When you deal psychic damage to a creature, it can no longer regain HP until the beginning of its next turn. (INT/Rest)

PSYCHIC BOND Rogue, Psyblade Psyblade Focus Gain the Psychic Bond ability.

Psychic Bond Choose an ally within 30 ft of you and spend 2 AP. Gain TA on enemies that take damage from that ally during the duration. This ability lasts for 1 minute. (INT/Rest)

PSYCHIC STRIKE Rogue, Psyblade Psyblade Focus If you would miss an attack roll, you may spend SP to add to your attack roll total at a rate of 1 SP per +2. (INT/Rest)
MIND SPIKE Rogue, Psyblade Psyblade Focus Your attacks and spells that deal psychic damage may now deal Sneak Attack damage.
IMPROVED MIND SPIKE Rogue, Psyblade Mind Spike You gain +1 Sneak Attack die when dealing psychic damage.
SPACE BEND Rogue, Psyblade Psyblade Focus When you would be the victim of damage that affects more than one creature, You may teleport to an unoccupied space up to 15 ft away, but you start your next turn with 3 fewer AP. (1⁄2 INT/Rest)
PSYBLADE FOCUS II Rogue, Psyblade Psyblade 5 You can now choose if the weapons created by your Create Weapon are visible, invisible, or shed bright light in a 15 ft radius and dim light for an additional 15 ft.
SOUL KNIFE II Rogue, Psyblade Psyblade Focus II, Soul Knife You may now spend 1 AP to teleport to a thrown weapon from Create Weapon once per turn. (INT/Recoup)
SOUL REND II Rogue, Psyblade Psyblade Focus II, Soul Rend Soul Rend now lasts until the end of the creature’s turn.
PSYCHIC BOND II Rogue, Psyblade Psyblade Focus II, Psychic Bond Psychic Bond now grants TA to your ally against creatures that you have damaged during the duration. Additionally, you can communicate telepathically with your Psychic Bond.
PSYCHIC BOND III Rogue, Psyblade Psyblade Bond II While the TA benefit only extends to one ally, you can include up to eight willing creatures that you can see when communicating telepathically. One of these creatures must be the ally that you chose to gain TA.
ENLIGHTENED MIND Rogue, Psyblade Psyblade Focus II Spells with a range of self or touch cost you fewer AP: subtract your INT from the APC (min 1 APC). (1⁄2 INT/Rest)
PIERCING STRIKE Rogue, Psyblade Psyblade Focus II Your attacks ignore Resist Psychic.
PSYCHIC SCREAM Rogue, Psyblade Psyblade Focus II Gain the Psychic Scream ability.

Psychic Scream Spend 3 AP to make an INT vs LOG attack against all creatures within 5 ft of you. On a hit, deal 1d4+INT psychic damage and a creature cannot take Reactive Actions until after their next turn. (3/Rest)

PSIONIC ARMOR Rogue, Psyblade Psyblade Focus II You may use your LOG in place of your ANT or WILL when a creature attacks your ANT or WILL. (INT/Rest)
MASTER PSYBLADE Rogue, Psyblade, Capstone Psyblade 14 Your hardened capacity to manipulate the world around you with a mere thought is something of an urban legend among cons and crooks. Even some circles of spellcasters whisper your name with wonder. If you have zero uses of Soul Rend or Psychic Scream and a creature attacks but misses your LOG, you regain one use of Soul Rend or Psychic Scream. If you have zero uses of

both, you can choose which one. Level 30: You now also regain uses of Soul Rend or Psychic Scream if you’re using your LOG against a WILL or ANT attack using Psionic Armor.

SUBTLETY TRACK

Feature Tags PreReq Discreption
VANISH Rogue, Subtlety Rogue Entry You may roll 2d20 and take the higher result when taking attempting to hide.
SHADOW HOP Rogue, Subtlety Vanish You may now move between sources of cover and concealment, and do not lose the Unseen condition from moving into line of sight in Dim Light unless you end your movement out of cover or concealment.
SCALE THE BALCONY Rogue, Subtlety Vanish You gain +3 Athletics when climbing, which increases to a +6 while you have a Climber Kit. Additionally, once per turn when you spend AP to move in combat, you gain a Climb speed equal to your speed.
KEEP QUIET Rogue, Subtlety Vanish Being struck by a melee attack no longer causes you to lose the Unseen condition. While you are Unseen, ranged attackers do not know if they hit you with a ranged attack or spell.
SIDESTEP Rogue, Subtlety Vanish If you are Unseen and a creature who is hostile to you or neutral to you would walk through your space, you may move 5 ft to get out of their way. If you have the “Scale the Balcony” talent, this movement may include climbing.
BLINK OF AN EYE Rogue, Subtlety Vanish On any turn where you take the Move action three times, your attempts to take the Hide action while in Total Cover automatically succeed.
BLACKJACK Rogue, Subtlety Vanish You gain the Blackjack ability.

Blackjack By spending 5 AP, deal 20 nonlethal blunt damage to a creature who is Completely Surprised. If a single instance of this ability renders the creature unconscious, you do not need to roll to retain the Complete Surprise condition.

SPRINT Rogue, Subtlety Vanish When you gain the Unseen condition, you may immediately take the move action for 0 AP.
SHADOW ASSAULT Rogue, Subtlety Vanish You gain an additional Sneak Attack die while you are Unseen.
IN THE DARK Rogue, Subtlety Subtlety 5 When you are in Darkness, you are Unseen to creatures who are relying on Darkvision to see you.
SHADOW HOP II Rogue, Subtlety In the Dark, Shadow Hop The first attack you make on your turn does not cause you to lose the Unseen condition.
BORN IN DARKNESS Rogue, Subtlety In the Dark You gain the Born of Darkness ability.

Born of Darkness By spending 4 AP, suppress all conditions of your choice for 1 minute and move up to your speed. If you end this movement in Cover or being Concealed, gain the Unseen condition. If you end one of your next six turns without the Unseen condition, all of your suppressed conditions return.

SHADOW MASTERY Rogue, Subtlety In the Dark When you are in Dim Light you do not lose the Unseen condition by entering Line of Sight for creatures who do not have Darkvision.
FELLOW INHABITANT Rogue, Subtlety In the Dark If you spend 30 seconds in combat observing a creature, you learn if they have Darkvision and if they have any other remarkable source of non-magical perception.
SHADOW TRICK Rogue, Subtlety In the Dark If a creature you can see attempts to target a square they think you are in, and you are within 5 ft of that square, you may spend 1 AP reactively to make them believe they hit you, and then take a 5 ft step. This trick lasts until the beginning of your next turn. Each time they target that space they must beat your LOG with their INT to know you are not in that space.
SHADOW ASSAULT II Rogue, Subtlety, Repeatable In the Dark, Shadow Assault You gain an additional Sneak Attack die while you are Unseen. You may take this talent up to five times.
VANISH II Rogue, Subtlety In the Dark, Vanish You automatically succeed your Hide roll while you are in Darkness or Total Cover. (INT/Rest)
SHADOWSTEP Rogue, Subtlety In the Dark You can now pass through 5 ft of bright light without losing the Unseen condition.
QUIET ONE Rogue, Subtlety In the Dark You gain +10 to Eavesdropping while you are Unseen. This can exceed the normal cap of 20 for a skill, but cannot exceed 25.
MASTER OF SHADOW Rogue, Subtlety, Capstone In the Dark, Subtlety 14 Your true identity is a mystery, and only the most powerful and knowledgeable of Ancerra know of your existence at all. You are a creature of shadow, coming and going as you please. You are now considered Unseen by creatures without Darkvision, and Concealed by creatures with Darkvision, whenever you are not in Bright Light, unless you chose to be seen.

Level 30: You have learned how to simulate your own shadows by placing yourself where bright light will assail the eyes of any who look for you. When you are in bright light, you are considered Concealed, unless you choose to be seen.

STEALTH ARCHER TALENTS

Feature Tags PreReq Discreption
AIMED SHOT Rogue, Stealth Archer Rogue Entry You can spend 1 additional AP to give yourself TA on a target that is Flanked.
SHADOW SHOT Rogue, Stealth Archer Rogue Entry If your target is at least 45 ft away, firing a silent ranged weapon does not cause you to lose the Unseen condition. This does not work with ranged weapons that produce concussive noise.
SHADOW SHOT RANGE Rogue, Stealth Archer Shadow Shot Shadow Shot becomes: If your target is at least 35 ft away.
SILENT SHOT Rogue, Stealth Archer Rogue Entry Your ranged weapon attacks can now apply Sneak Attack damage if your target is within 30 ft of you and you have TA.
SILENT SHOT RANGE Rogue, Stealth Archer, Repeatable Silent Shot Your ranged weapon attacks can apply Sneak Attack damage 10 ft further than they previously could.
IMPROVED SILENT SHOT Rogue, Stealth Archer, Repeatable Silent Shot You gain +1 Sneak Attack die when making a ranged weapon attack. You can take this talent up to 5 times.