Key Terms
You'll see the following key terms in many rogue class features.
Debilitation: Debilitations apply conditions and other negative effects to a creature. When the creature is affected by a new debilitation, any previous one it was affected by ends.
Flourish: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.
Every level at which you gain a Rogue feat, select one of the following feats. You must satisfy any prerequisites before taking the feat.
1st Level Rogue Feats
- Nimble Dodge - You deftly dodge out of the way.
- Overextending Feint (trained in Deception) - When you trick a foe, instead of catching them off guard, you goad them into overextending their next attack.
- Trap Finder - You have an intuitive sense that alerts you to the dangers and presence of traps.
- Tumble Behind - You tumble under and behind your foe to catch them off guard.
- Twin Feint - You make a dazzling series of attacks with both weapons, using the first attack to throw your foe of guard against a second attack at a different angle.
- You're Next (trained in Intimidation) - After downing a foe, you menacingly remind another foe that you’re coming after them next.
2nd Level Rogue Feats
- Brutal Beating (ruffian racket) - The brutality of your critical hits shakes your foes’ confidence.
- Clever Gambit (mastermind racket) - Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage.
- Distracting Feint (scoundrel racket) - Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage.
- Fane's Fourberie - You have perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic
- Minor Magic - You’ve dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition.
- Mobility - You move in a way that denies your enemies the opportunity to retaliate.
- Quick Draw - You draw your weapon and attack with the same motion.
- Strong Arm - When you Strike with a thrown weapon, the weapon's range increment increases 10 feet.
- Unbalancing Blow (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 (trained in Stealth) - You capitalize on the distraction provided by an ally.
4th Level Rogue Feats
- Battle Assessment - With careful observation during battle, you identify an enemy’s strengths and weaknesses.
- Dread Striker - You capitalize on your enemies’ fear to slip past their defenses.
- Magical Trickster - You can sneak spells past your foes’ defenses as easily as any blade.
- Poison Weapon - You apply poison to a weapon.
- Predictable! - By observing an opponent, you can get a sense of their next move and prepare to counter or resist it.
- Reactive Pursuit - You keep pace with a retreating foe.
- Sabotage - You subtly damage others’ equipment.
- Scout's Warning - You visually or audibly warn your allies of danger.
- The Harder They Fall - You make your foes fall painfully when you trip them.
- Twin Distraction (Twin Feint) - Your movements with two weapons are so swift and disorienting that they befuddle your opponent.
6th Level Rogue Feats
- Analyze Weakness (sneak attack 2d6) - Your knowledge of a creature's physiology and understanding of tactics helps you attack with pinpoint accuracy.
- Far Throw - 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 - You and your allies harry an opponent in concert.
- Light Step - You aren’t bothered by tricky footing.
- Shove Down (trained in Athletics) - You leverage your weight to topple foes that you move.
- Skirmish Strike - Your feet and weapon move in tandem.
- Stab and Snag (expert in Thievery) - You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement
- Twist the Knife - After stabbing your opponent in a weak spot, you tear the wound open.
- Watch Your Back (trained in Intimidation) - You menace the target, stoking their fears and drawing their attention.
8th Level Rogue Feats
- Blind-Fight (master in Perception) - Your battle instincts make you more aware of concealed and invisible opponents.
- Bullseye - You carefully take aim before making your attack in order to avoid your foe's concealment and cover.
- Delay Trap - You can jam the workings of a trap to delay its effects.
- Improved Poison Weapon (Poison Weapon) - You deliver poisons in ways that maximize their harmful effects.
- Inspired Stratagem - You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes.
- Loaner Spell (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.
- Nimble Roll (Nimble Dodge) - You throw yourself into a roll to escape imminent danger.
- Opportune Backstab - When your enemy is hit by your ally, you capitalize upon the distraction.
- Predictive Purchase - You somehow manage to have just the thing for the situation.
- Sidestep - You deftly step out of the way of an attack, letting the blow continue to the creature next to you.
- Sly Striker (sneak attack) - Your attacks deal more damage, even against creatures that aren’t flat-footed.
10th Level Rogue Feats
- Deny Support - You alter your appearance to blend into the wilderness.
- Eldritch Debilitations (eldritch trickster racket, Debilitating Strike) - You are so focused on your hunted prey that you can see it clearly even beyond the limits of your senses.
- Methodical Debilitations (mastermind racket, Debilitating Strike) - Your animal companion continues to grow and develop.
- Precise Debilitation (thief racket, Debilitating Strike) - You have a nearly encyclopedic knowledge of all creatures of the world.
- Sneak Savant (master in Stealth) - You shoot clear through an intervening creature to hit your prey.
- Tactical Debilitations (scoundrel racket, Debilitating Strike) - You are so connected to the wilderness that you can magically jump from place to place within it.
- Vicious Debilitations (ruffian racket, Debilitating Strike) - A clever parry with one weapon leaves your opponent open to an attack with the other weapon.
12th Level Rogue Feats
- Bloody Debilitations (trained in Medicine, Debilitating Stike) - Your attacks slice arteries and veins.
- Critical Debilitations (Debilitating Strike) - Your debilitations are especially effective on your most powerful attacks.
- Deadly Poison Weapon (Improved Poison Weapon) - Your poisons are devastatingly potent.
- Fantastic Leap - You launch yourself through the air at a foe.
- Felling Shot - Your ranged attacks can shoot an unprepared foe right out of the air.
- Preparation - You survey the battlefield, calculating the possibilities.
- Reactive Interference - You reflexively foil an enemy’s response.
- Spring from the Shadows - Leaping out from hiding, you assail your target when they least expect it.
14th Level Rogue Feats
- Defensive Roll - Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious.
- Instant Opening - You distract your opponent with a few choice words or a rude gesture.
- Leave an Opening - When you hit hard enough, you leave an opening so your ally can jump in on the action.
- Sense the Unseen - When you look for foes, you can catch even the slightest cues.
- Stay Down (master in Athletics) - You have ways of keeping your foes down.
- Swift Elusion (master in Acrobatics) - Attempt an Acrobatics check against the foe's Reflex DC.
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