Bloody Debilitations (Feat 12)
Rogue
|
Prerequisites trained in Medicine, Debilitating Strike
Your attacks slice arteries and veins. Add the following debilitation to the list you can choose from when you use Debilitating Strike.
- The target takes 3d6 persistent bleed damage.
Critical Debilitations (Feat 12)
Rogue
|
Incapacitation
|
Prerequisites Debilitating Strike
Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from.
- The target attempts a Fortitude save against your class DC with the following effects.
Critical Success The target is unaffected.
Success The target is slowed 1 until the end of your next turn.
Failure The target is slowed 2 until the end of your next turn.
Critical Failure The target is paralyzed until the end of your next turn.
Deadly Poison Weapon (Feat 12)
Rogue
|
Prerequisites Improved Poison Weapon
Your poisons are devastatingly potent. When you apply a simple poison with Poison Weapon, the poison deals 4d4 poison damage instead of 1d4 poison damage. When you apply an injury poison to your weapon, the DC to resist that poison increases by 2, to a maximum of your class DC.
Fantastic Leap [AA] (Feat 12)
Rogue
|
You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the distance you can travel using the scale of a Long Jump. At the end of your jump, you can make a melee Strike.
After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.
Felling Shot [AA] (Feat 12)
Rogue
|
Your ranged attacks can shoot an unprepared foe right out of the air. Make a Strike with a ranged weapon or a thrown weapon against a flat-footed creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC with the following effects.
Success The target is unaffected.
Failure The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall.
Critical Failure As failure, and the target can’t fiy, jump, levitate, or otherwise leave the ground until the end of your next turn.
Preparation [A] (Feat 12)
Rogue
|
Flourish
|
You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction.
Reactive Interference [R] (Feat 12)
Rogue
|
Trigger An adjacent enemy begins to use a reaction.
Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction.
Spring from the Shadows [A] (Feat 12)
Rogue
|
Flourish
|
Leaping out from hiding, you assail your target when they least expect it. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
No comments:
Post a Comment