6th Level Rogue Feats

Analyze Weakness [A] (Feat 6)

Rogue

Prerequisites sneak attack 2d6
Requirements You must have identified a creature with Recall Knowledge.

Your knowledge of a creature's physiology and understanding of tactics helps you attack with pinpoint accuracy. You carefully study a creature that you've identified to scope out particularly weak points in its positioning or physical form. The next time you deal sneak attack damage to the chosen creature with a Strike before the end of your turn, add an additional 2d6 precision damage. At 11th and 17th levels, if your additional damage from sneak attack increases, increase the additional damage from Analyze Weakness to 3d6 at 11th level and 4d6 at 17th level.


Far Throw (Feat 6)

Rogue

When you Strike with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty.


Gang Up (Feat 6)

Rogue

You and your allies harry an opponent in concert. Any enemy is flat-footed against your melee attacks due to flanking as long as the enemy is within both your reach and your ally’s. Your allies must still flank an enemy for it to be flat-footed to them.


Light Step (Feat 6)

Rogue

You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.


Shove Down [FA] (Feat 6)

Rogue

Prerequisites trained in Athletics
Requirements Your last action was a successful Shove.

You leverage your weight to topple foes that you move. You attempt to Trip the target, even if the target is no longer in your reach.


Skirmish Strike [A] (Feat 6)

Rogue
Flourish

Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.


Stab and Snag [AA] (Feat 6)

Rogue

Prerequisites expert in Thievery
Requirements You are wielding a piercing or slashing melee weapon.

You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement. Stride up to your Speed; this movement does not trigger reactions triggered by movement. At any point during this movement you can Strike an opponent within reach. If this Strike is successful, you can attempt a Thievery check to Steal from the target.


Twist the Knife [A] (Feat 6)

Rogue

Requirements Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target.


After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.


Watch Your Back [A] (Feat 6)

Rogue
Emotion
Fear
Mental

Prerequisites trained in Intimidation


You menace the target, stoking their fears and drawing their attention. Attempt an Intimidation check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to Perception checks against you, but they take a –2 status penalty to Will saves against fear effects.

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