Here is a full list of Rogue Talents, and the tiers they can be accquired from.
Rogue Talents +2
- Careful Stab *
When a Mercenary with this talent reduces a creature to fewer than 0 hp with a sneak attack, they can choose to leave that creature at -1 hp and stable.
Gain a +2 bonus to Stealth checks in natural terrains (Anything not man-made).
Gain advantage on a skillcheck dependant on Charisma.
- Convincing Liar
Those who believe your lies use your Bluff skill when repeating the lies.
- Heads up
When you make a Perception check, as an immediate or swift action you can allow one adjacent ally to act as if they had also made a Perception check with the same result.
- False Attacker
Whenever the Mercenary attacks a foe from stealth, they can attempt a Bluff check as an immediate action (opposed by the target’s Sense Motive or Perception check) before rolling damage to convince the foe that another creature was the attacker.
- Thief's Strike *
When the Mercenary deals sneak attack damage to an opponent, they can also steal an item from the opponent with a Sleight of Hand check, with no reprecussions (Excluding the enemy's weapon).
- Hairpin Trick
The Mercenary can freely pick a lock or disarm a trap without tools with a -2 penalty.
Rogue Talents +4
- Keen eye
Gain a +3 bonus to Perception checks.
- Spin Attack
Whenever the Mercenary attacks a enemy, they can freely position themself anywhere within 10 feet of the opponent.
- Feinting Expert
Gain advantage when attempting to feint an attack.
- Befuddling Strike *
When the Mercenary deals sneak attack damage to an opponent, that opponent takes a -2 penalty on attack rolls against the Mercenary for 1D4 rounds.
- Bleed Attack *
When the Mercenary deals sneak attack damage to an opponent, they gain the Bleeding condition for as many rounds as the Mercenary's level.
- Courageous Strike *
When the Mercenary deals sneak attack damage to an opponent relevant to the Mercenary's phobia, the Mercenary recovers 1D4 Mind.
- Cheap Trick
When the Mercenary misses an attack against an opponent, any adjacent ally can attack the opponent as an immediate reaction.
- Armor Piercer *
When the Mercenary deals sneak attack damage to an opponent, the Mercenary has the choice to sacrifice any amount of sneak attack dice to reduce the opponent's AC by that amount. Lasts for 3 rounds.
- Liberating Strike *
When the Mercenary deals sneak attack damage to an opponent, The Mercenary gains +1 AC. The maximum that can be gained is equal to the Mercenary's level.
- Feather Step
Move at full speed in stealth or hiding, with an additional 10 feet.