Woodland Guide [Rogue] The ability to share your understanding of the wild makes your entire party all the better for it. Prerequisite: Trained in Survival Benefit: Whenever an ally fails a Survival, Stealth or Knowledge Nature check, you may make your own check and replace it with theirs. You must use the new […]
Tag: rogue feats
Supple Grip [Rouge] You have learned a fluid style that allows for maximum agility in landing blows. Prerequisite: Advanced Proficiency in chosen weapon. Benefit: Choose a weapon that is one-handed for you. You now treat is as Light.
Secret Sheath [Rogue] The power of vox allows you to create a small, crude fold in space within which they can conceal a small object. Prerequisite: Vox Affinity Benefit: You gain access to a single, small extra-dimensional space capable of storing a single small item weighing no more and one pound plus one […]
Rakish Ways [Rogue] You’ve cultivated a way about you that make people temporarily take leave of their senses. Prerequisite: Trained in Persuasion Benefit: Once per encounter, when you use Persuasion to improve a character’s reaction to you and succeed, you may improve that character’s reaction one additional step for the remainder of the […]
Quick Change [Rogue] By carefully choosing and packing your clothing and disguise gear, you can swiftly slip into a new disguise. Prerequisite: Trained in Disguise Benefit: You may use the Disguise skill to alter your appearance in only five rounds instead of five minutes.
Opportunistic Reaction [Rogue] When an opponent leaves an opening, you are able to capitalize on it beyond what others might be able to. Prerequisite: Trained in Insight Benefit: You may use your Opportunist’s Gambit in place of a Simple Strike when making an attack of opportunity. Additionally, your Opportunist’s Gambit costs you […]
Mobile Defense [Rogue] Being constantly on the move keeps you alive. Benefit: Whenever you move your full speed in a turn, you gain a +1 feat bonus to AC and an additional +3 feat bonus to AC against attacks of opportunity until the start of your next turn.
Forest Strider [Rogue] Experience with the fickle footing of the wilds, your step has grown light and balanced. Prerequisite: Trained in Survival Benefit: Choose a biome (forest, desert, swamp, etc) You suffer no penalty to movement from natural hazardous terrain in that biome.
Effective Distraction [Rogue] Your dogged attacks leave enemies filled with paranoia. Prerequisite: Trained in Intimidate Benefit: Whenever you use your Distracting Gambit, the penalties gain a duration of save ends (Will save DC 10 + ½ level +CHA or INT modifier). Additionally, your Distracting Gambit costs you 2 FP instead of 3.
Agile Footwork [Rogue] Keeping your motions fluid and constant in combat allows you to evade your foes while constantly harrying them. Prerequisite: Trained in Acrobatics Benefit: Whenever you use your Agile Gambit, the resultant movement does not provoke attacks of opportunity. Additionally, your Agile Gambit costs you 2 FP instead of 3. […]