Path of the Shadow
Tier 1 Core Shadow
Key Attribute: Agi
Skills: Acrobatics, Stealth, Thievery
Description: You gain access to the first tier of Shadow feats.
Benefit: Gain 1d6 Sneak Attack.
Table: Shadow Tier 1
Name | Tags | Description | Benefit |
---|---|---|---|
Accurate Poisoner | Assassin, Rogue | You know how to apply poison where it can take the best effect. | Benefit: When you hit an opponent with a poisoned weapon and would deal sneak attack damage, you can forgo the sneak attack damage and increase the poison’s DC by the number of sneak attack dice you possess (for example, if you have 2d6 sneak attack dice, you may increase the DC of your posion by 2). |
Armor Piercer | Rogue | You are trained to cut straps and expose weaknesses in armor so you and allies can strike true. | Benefit: When you hit with an attack that deals sneak attack damage, you can forgo one or more sneak attack dice to reduce the target’s BAC by that amount (minimum armor bonus of +0) until the beginning of your next turn. You must have a weapon stronger than the armor you are piercing. Once armor has been pierced in this manner, this ability cannot be used again on the same target until that armor has been repaired. |
Dampen Presence | Rogue | Your habitual stillness makes you difficult to perceive for creatures sensing with their aura. | Requirement: Trained in Aura Control Benefit: You may use the Stealth skill to hide from any creature attempting to perceive you using their aura. If your aura control is equal to or greater than theirs, they must roll to detect you. |
Finesse | Rogue, Ruffian | You are trained in using your agility in melee combat, as opposed to brute strength. | Benefit: Select a light weapon group. You may use your AGI instead of your STR on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. |
Mobility | Rogue, Ruffian | You move in a way that denies your enemies the opportunity to retaliate. | Benefit: 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. Additionally, gain the Moment of Mobility (21 | Movement) Initiative Card: Your speed increases by 5' this round. |
Quick Draw | Rogue, Ruffian | You draw your weapon and attack with the same motion. | Benefit: You Interact (Action) to draw a weapon, then Strike with that weapon. |
Tumble Behind | Rogue, Ruffian | You tumble under and behind your foe to catch them off guard. | Benefit: When you successfully Tumble Through, the foe whose space you passed through is flat-footed against the next attack you make before the end of your turn. |
Sneak Attack | Rogue | Gain an additional 1d6 Sneak Attack. - Too much? Swap out core feat? | |
Swift Poison | Assassin, Manipulate Rogue | You are adept at readying poison quickly. | Benefit: You can pull out a vial of poison and coat a weapon with it with one single move. |
Surprise Attack | Assassin, Rogue | You spring into combat faster than foes can react. | Benefit: Anytime you draw an initiative card with the Vanguard tag, creatures that haven’t acted are flat-footed to you. Gain the following initiative card: Additionally, gain the Surprise Attack (17 | Vanguard) Initiative Card: Deal an additional 1d6 damage to a flat footed or flanked foe on one attack this round. |
Trap Sense | Rogue, Trap | You have an intuitive sense that alerts you to the dangers and presence of traps. | Benefit: You gain a +1 circumstance bonus to Investigation and Perception checks to find traps, to BAC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. |
Unbalancing Blow | Assassin, Rogue | Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. | Benefit: 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. |