2nd Level Rogue Feats

Brutal Beating (Feat 2)

Rogue

Prerequisites ruffian racket


The brutality of your critical hits shakes your foes’ confidence. Whenever your Strike is a critical hit and deals damage, the target is frightened 1.


Clever Gambit [R] (Feat 2)

Rogue

Prerequisites mastermind racket
Trigger Your Strike critically hits and deals damage to a creature you've identified with Recall Knowledge.

Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage. You Step or Stride; this movement doesn't trigger reactions from the triggering creature.


Distracting Feint (Feat 2)

Rogue

Prerequisites scoundrel racket


Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage. While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.


Fane's Fourberie [A] (Feat 2)

Rogue
Stance

You have perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic. When you enter this stance, choose whether to treat playing cards in your possession as daggers or darts; you can wield a playing card in all ways as the chosen weapon until the stance ends. As long as the majority of the deck remains in your possession, any cards that are lost or thrown can be found after 1 minute. Otherwise, the remaining cards are likely lost or destroyed.

A character with the Fane’s Fourberie feat can etch their deck of cards with weapon runes themself or have this service provided by a third party. The deck can also be targeted by weapon-modifying effects such as a magic weapon spell.


Minor Magic (Feat 2)

Rogue

You’ve dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips available to that tradition. Your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition of your chosen cantrips.


Mobility (Feat 2)

Rogue

You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.


Quick Draw [A] (Feat 2)

Rogue

You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.


Strong Arm (Feat 2)

Rogue

When you Strike with a thrown weapon, the weapon's range increment increases 10 feet.


Unbalancing Blow (Feat 2)

Rogue

Prerequisites thief racket


Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is flat-footed against your attacks until the end of your next turn.


Underhanded Assault [AA] (Feat 2)

Rogue

Prerequisites trained in Stealth


You capitalize on the distraction provided by an ally. You Sneak up to a foe adjacent to one of your allies. You can roll against the foe you're Sneaking up on, even if it's currently observing you, as though you were hidden. You take a –2 penalty on your Stealth check. If your Stealth check against the chosen foe succeeds, you can make a melee Strike against that foe at the end of your Sneak.

No comments:

Post a Comment