Sphere: Scout
Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill.
Lurker foils divination spells and Divination sphere sense abilities in the manner described above, but has no effect on spell, sphere, spell-like, or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as when scrying or using the Divination sphere‘s divine abilities.
Sphere: Scout
You are able to detect and evade the scrying of others. You may use a Perception check to detect sensors (such as from the clairaudience/clairvoyance spell) as if they were invisible creatures with a Stealth check of 20 + the caster level of the effect. As long as you have martial focus, you also immediately become aware of any attempt to scry on you, such as with a divination (scrying) school spell or the Scrying advanced divination talent. If these spells and effects originate within 30 ft. of you, you also know their location. As soon as you become aware of such an effect, you may force the caster to make a caster level check opposed by your Stealth check. If you succeed, the effect becomes unable to detect any information about yourself or the area or creatures within 30 ft. of you.
The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. The rogue selects a number of skills equal to her Intelligence modifier. When making a skill check with one of the selected skills (or any of the skills selected through the rogue’s edge class feature), she can take 10 even if stress and distractions would normally prevent her from doing so. A rogue can gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
You were raised with the belief that your family was special, and that those of your status always succeed at whatever they do. Due to your concern about upholding the family name and your memories of the consequences for disappointing them (such as violence or unsettling disapproval), you are easily frustrated. When you fail at a skill check, you take a -2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.
You are adept at escaping from confinement in an unobtrusive manner. When trying to escape manacles, rope, or other similar restraints (but not grapples or similar attacks), you may make a Sleight of Hand check instead of your Escape Artist modifier. If you free yourself, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound.