You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.
You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally.
After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.