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FEATS

 

Backstab [critical]

Prerequisites: Stealth 7 ranks, Sneak Attack class ability.
Benefit: When you attack a foe that is unaware of your presence you gain +1 to your critical threat range.

Bookish Rogue
Prerequisite: Minor magic rogue talent.
Benefit: By studying a spellbook for 10 minutes, you can change one spell you are able to cast using your minor magic or major magic rogue talent to one wizard spell of the same level contained in the spellbook. This change is permanent until you take the time to change it via this feat again.

Cartwheel Dodge
Prerequisites: Evasion class feature, improved evasion class feature, acrobatics 12 ranks.
Benefit: When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal.

Dastardly Finish [combat]

Prerequisite: Sneak attack +5d6.
Benefit: You can deliver a coup de grace to cowering or stunned targets.
Normal: You can only coup de grace helpless targets.

Divert Harm [combat]

Prerequisites: Int 13, base attack bonus +6, evasion class feature.
Benefit: Whenever you are the target of an area-of-effect attack that normally deals half damage on a successful Reflex save, you may, as an immediate action, wrestle an adjacent foe into harm’s way. This does not alter the position of you or your opponent, but your opponent must attempt a Reflex save against the attack in your place. If your opponent fails, it takes half damage from the attack and you take none; if it succeeds, it takes no damage and you take damage as normal as though you’d failed your saving throw (though this damage is still reduced by abilities such as improved evasion). This feat works even if the opponent was already in the affected area of the attack (so it is possible that an unlucky opponent could take as much as 1-1/2 times the damage normally possible from the attack). You can use this ability only on a foe within one size category of yourself.

Extra Rogue Talent

Prerequisite: Rogue talent class feature.

Benefit: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.

Special: You may select this feat multiple times. Each time you do, gain an additional rogue talent.

Ready for Anything [combat]

Prerequisites: Alertness, Improved Initiative, Lightning Reflexes, Quick Draw, base attack bonus +6 or uncanny dodge class feature.
Benefit: You can always act in the surprise round even if you fail a Perception check to notice foes, but you are still considered flat-footed until you take an action.

Sap Adept [combat]
Prerequisite: Sneak attack +1d6.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled.

 

Sap Master [combat]
Prerequisites: Sneak attack +3d6, Sap Adept.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.

Shadows of Fear [combat]
Prerequisite: sneak attack +2d6.
Benefit: The first time each round that you hit a creature suffering from a fear effect, you can deal sneak attack damage as if you were flanking that creature (improved uncanny dodge and other effects that prevent flanking also prevent a sneak attack from this feat).

Single Strike Mastery [combat]

Prerequisite: sneak attack +2d6.

Benefit: Once per round, when you use sneak attack on a standard attack action, you may increase the damage dice from sneak attack by one size (usually from d6s to d8s).

Sneaking Precision
Prerequisites: Sneak attack +6d6, Critical Focus, any critical feat, base attack bonus +9.
Benefit: Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects of one critical feat you know to that opponent.

Sneaking Strike [critical]
Prerequisites: Bluff 9 ranks, Sneak Attack class ability.
Benefit: When you deal a critical to a target, they become flat-footed until the beginning of your next turn.

Strangler [combat]
Prerequisites: Dex 13, sneak attack +1d6, Unarmed Combatant
Benefit: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.

Talented Magician
Prerequisites: Major magic rogue talent, minor magic rogue talent.
Benefit: You gain an additional daily use of each of your minor magic and major magic rogue talents.
Special: You can take this feat multiple times. Each time you do, you gain an additional daily use of each talent.

Twist Away
Prerequisite: Evasion.
Benefit: While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. If you are prevented from becoming staggered, you can't use Twist Away, nor can you ignore the staggered condition from Twist Away or remove it early.

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