Defensive Roll [FA] (Feat 14)
Rogue
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Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack.
Instant Opening [A] (Feat 14)
Rogue
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Concentrate
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You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s flat-footed against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.
Leave an Opening (Feat 14)
Rogue
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When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a flat-footed opponent with a melee attack and deal damage, the target triggers an Attack of Opportunity reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action.
Sense the Unseen [R] (Feat 14)
Rogue
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Trigger You fail a check to Seek.
When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.
Note GMs should let a character with the Sense the Unseen feat know when the trigger for the ability has been met so they can use the feat if they so choose.
Stay Down! [R] (Feat 14)
Rogue
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You have ways of keeping your foes down. Attempt an Athletics check against the triggering foe's Fortitude DC. On a success, they don't stand up and remain prone. On a critical success, they can't Stand until their next turn.
Swift Elusion [R] (Feat 14)
Rogue
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Attempt an Acrobatics check against the foe's Reflex DC. If you succeed, either Stride to a different space adjacent to the foe or move the foe to a different space adjacent to you.
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