8th Level Rogue Feats

Blind-Fight (Feat 8)

Rogue

Prerequisites master in Perception


Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures that are hidden from you (unless you’re flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.

While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.


Bullseye [A] (Feat 8)

Rogue

You carefully take aim before making your attack in order to avoid your foe's concealment and cover. On your next Strike with a thrown weapon before the end of your turn, you gain a +1 circumstance bonus to your attack roll and ignore your target's concealed condition, as well as the target's lesser cover or standard cover; if the target had greater cover, they instead have only standard cover against the Strike.


Delay Trap [R] (Feat 8)

Rogue

Trigger A trap within your reach is triggered.


You can jam the workings of a trap to delay its effects. Attempt a Thievery check to Disable a Device on the trap; the DC to do so is increased by 5, and the effects are as follows.

Critical Success You prevent the trap from being triggered, or you delay the activation until the start or end of your next turn (your choice).

Success You prevent the trap from being triggered, or you delay the activation until the start or end of your next turn (whichever is worse for you; GM’s choice).

Failure No effect.

Critical Failure You’re flat-footed until the start of your next turn.


Improved Poison Weapon (Feat 8)

Rogue

Prerequisites Poison Weapon


You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.


Inspired Stratagem [R] (Feat 8)

Rogue
Fortune
Linguistic

Requirements You spent 10 minutes during your daily preparations reviewing stratagems for the day's adventures with up to four allies.
Trigger One of the required allies is about to attempt an attack roll or skill check.

You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes. The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations.


Loaner Spell (Feat 8)

Rogue

Prerequisites trained in Arcana, Nature, Occultism, or Religion


During your daily preparations, you can gain the assistance of an allied prepared spellcaster to prepare one spell for the day. The spell can be up to 3rd level. Your ally must be able to prepare and cast it, and the spell must have a Targets entry or an area. Your ally loses a spell slot of the corresponding spell level, and you gain the ability to cast the prepared spell once that day. When you Cast the Spell, use your class DC for any saving throws required by the spell, and your class DC – 10 as a spell attack roll modifier.


Nimble Roll (Feat 8)

Rogue

Prerequisites Nimble Dodge


You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.

When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.


Opportune Backstab [R] (Feat 8)

Rogue

Trigger A creature within your melee reach is hit by a melee attack from one of your allies.


When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.


Predictive Purchase (Feat 8)

Rogue

You somehow manage to have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so.


Sidestep Reaction (Feat 8)

Rogue

Trigger The attack roll for a Strike targeting you fails or critically fails.


You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target.


Sly Striker (Feat 8)

Rogue

Prerequisites sneak attack


Your attacks deal more damage, even against creatures that aren’t flat-footed. When you succeed or critically succeed at a Strike against a creature that isn’t flat-footed, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, if you would normally deal 3d6 or more sneak attack damage to flat-footed creatures, you deal 2d6 precision damage to creatures that aren’t flat-footed.

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