Tumble Behind (Rogue)

feat 1

You tumble under and behind your foe to catch them off guard. 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.

Trap Finder

feat 1

You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC 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.

You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Nimble Dodge⤾

feat 1

Trigger A creature targets you with an attack and you can see the attacker.

Requirements You are not encumbered


You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

You're Next⤾

feat 1

trained in Intimidation

Trigger You reduce an enemy to 0 Hit Points


After downing a foe, you menacingly remind another foe that you're coming after them next.

Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you.

If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.

Plant Evidence◈

feat 1

Pickpocket

You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC.

If you have the ruffian racket, you can do this as a free action when you successfully Shove a target.

Overextending Feint

feat 1

trained in Deception

When you trick a foe, instead of catching them off guard, you goad them into overextending their next attack.

On a successful Feint, you can use the following success and critical success effects instead of any other effects that would occur when you Feint. You can choose a different effect each time you Feint against a given foe.


Critical Success The target takes a -2 circumstance penalty to all attack rolls against you before the end of its next turn.

Success The target takes a -2 circumstance penalty to its next attack roll against you before the end of its next turn.

Twin Feint◈◈

feat 1

Requirements You are wielding two melee weapons, each in a different hand


You make a dazzling series of attacks with both weapons, using the first attack to throw your foe offguard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally.

Brutal Beating

feat 2

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.

Minor Magic

feat 2

You've dabbled in minor magical abilities. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips that are available in that tradition. You gain the Cast a Spell activity, your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition you chose.

Underhanded Assault◈◈

feat 2

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.

Unbalancing Blow

feat 2

thief racket

Interweaving attacks in a graceful fiow, you 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.

Clever Gambit⤾

feat 2

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.

Strong Arm

feat 2

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

Mobility

feat 2

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◈

feat 2

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

Distracting Feint

feat 2

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.

Effect: Distracting Feint

Fane's Fourberie◈

feat 2

Stella Fane has 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 who has this feat can enchant a single deck of playing cards as a magic weapon, etching fundamental and property runes directly onto the deck of cards.

Poison Weapon◈

feat 4

Requirements You are wielding a piercing or slashing weapon


You apply a poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.

Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.

Effect: Poison Weapon

Twin Distraction

feat 4

Twin Feint

Requirements You are wielding two melee weapons, each in a different hand.


Your movements with two weapons are so swift and disorienting that they befuddle your opponent.

When using Twin Feint, if both your Strikes deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become Stupefied 1 until the end of your next turn.

Mug◈◈

feat 4

You make a quick attack and rob your foe in the process. Make a melee Strike against an adjacent foe. If you hit and deal sneak attack damage, you can also attempt to Steal from the target, even if the target is in combat.

Battle Assessment◈

feat 4

With careful observation during battle, you identify an enemy's strengths and weaknesses. The GM rolls a secret Perception check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Battle Assessment for 1 day.


Critical Success The GM chooses two of the following pieces of information about the enemy to tell you: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. If the event of a tie, the GM should pick one at random.

Success The GM chooses one piece of information from the above list to tell you about the enemy.

Critical Failure The GM gives you false information (the GM makes up the information).

Masquerade of Seasons Stance

feat 4

trained in Performance

You have mastered the opening steps to the Masquerade of Seasons, a dance that channels the power of spring, summer, winter, and autumn. Choose one of the following traits: water, fire, negative, or cold. You gain resistance 5 to damage dealt by effects with the chosen trait. You can use an action to reenter this stance at any time, changing the granted resistance to another of the available options. If you are at least 12th level, the granted resistance increases to be equal to half your level.

Stance: Masquerade of Seasons Stance

Magical Trickster

feat 4

Whether you're using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes' defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe's AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target.

Dread Striker

feat 4

You capitalize on your enemies' fear to slip past their defenses. Any creature that has the Frightened condition is also Flat-Footed against your attacks.

Head Stomp◈

feat 4

Make an unarmed melee attack against a Prone target.

On a hit, the target becomes Flat-Footed to all attacks until the end of your next turn.

Scout's Warning◇

feat 4

Trigger You are about to roll a Perception or Survival check for initiative


You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.

Effect: Scout's Warning

Sabotage

feat 4

Requirements You have a free hand


You subtly damage others' equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can't take the item below its Break Threshold.


Critical Success You deal damage equal to four times your Thievery proficiency bonus.

Success You deal damage equal to double your Thievery proficiency bonus.

Critical Failure Temporarily immune to your Sabotage for 1 day

Reactive Pursuit⤾

feat 4

Trigger An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action


You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

The Harder They Fall

feat 4

You make your foes fall painfully when you trip them. When you successfully Trip a Flat-Footed foe, your target takes [[/r 1d6[bludgeoning]]] damage. On a critical success, the target takes 1d6 bludgeoning damage plus your sneak attack damage.

Predictable!◈

feat 4

By observing an opponent, you can get a sense of their next move and prepare to counter or resist it.

Choose one target and attempt a Perception check to Sense Motive against the foe's Deception DC or a hard DC of the foe's level, whichever is higher.


Critical Success You precisely discern the target's strategy, gaining a +2 circumstance bonus to AC against the creature until the start of your next turn and a +2 circumstance bonus to your next saving throw against the creature before the start of your next turn.

Effect: Predictable! (Critical Success)

Success You deduce the gist of the target's strategy; as critical success, except the circumstance bonus is only +1.

Effect: Predictable!

Failure You fail to discern the target's strategy and gain no benefit.

Critical Failure You misinterpret the target's strategy and take a -1 circumstance penalty to AC against the creature until the start of your next turn, and a -1 circumstance penalty to your next saving throw against the creature before the start of your next turn.

Effect: Predictable! (Critical Failure)

Shove Down◇

feat 6

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.

Twist the Knife◈

feat 6

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.

Pirouette⤾

feat 6

Masquerade of Seasons Stance

Requirements You're in Masquerade of Seasons Stance.

Trigger An enemy targets you with a Strike.


You twirl gracefully, spinning on one foot to evade your opponent's attack. You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses you, you can immediately Step. If the attack hits you anyway, reduce the damage it deals by an amount equal to half your level; this reduction in damage is applied after calculating immunities, resistances, and weakness.

Light Step

feat 6

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

Watch Your Back◈

feat 6

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.

Gang Up

feat 6

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.

Skirmish Strike◈

feat 6

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

Analyze Weakness◈

feat 6

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

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.

Anticipate Ambush

feat 6

expert in Stealth

Using your extensive knowledge of ambush tactics, you keep watch for any hidden creatures or dangerous sites, moving at half your travel speed.

If you're Anticipating an Ambush at the start of an encounter, you roll a Perception check for initiative, and all enemies rolling Stealth for initiative take a -2 circumstance penalty to their Stealth checks.

Stella's Stab and Snag◈◈

feat 6

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.

Opportune Backstab⤾

feat 8

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.

Ricochet Stance (Rogue)◈

feat 8

You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes.

You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.

Blind-Fight

feat 8

master in Perception

Your battle insights 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 @Check[type:flat|dc:5] 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.

Loaner Spell

feat 8

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.

Bullseye◈

feat 8

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⤾

feat 8

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 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 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.

Tactical Entry◇

feat 8

master in Stealth

Requirements You rolled Stealth for initiative in this encounter, and neither you nor any enemies have acted yet in this encounter.


You Stride. This movement doesn't trigger any reactions.

Inspired Stratagem⤾

feat 8

Trigger One of the required allies is about to attempt an attack roll or skill check.

Requirements You spent 10 minutes during your daily preparations reviewing stratagems for the day's adventures with up to four allies.


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.

Effect: Inspired Stratagem

Nimble Roll

feat 8

Nimble Dodge

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.

Sly Striker

feat 8

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.

Improved Poison Weapon

feat 8

Poison Weapon

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

Effect: Improved Poison Weapon

Predictive Purchase (Rogue)

feat 8

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⤾

feat 8

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.

Grand Dance◈◈

feat 8

Masquerade of Seasons Stance

Requirements You're in Masquerade of Seasons Stance.


You can summon the full magic of Bhopan's grand dance. Stride up to your Speed; during this Stride, you can walk on air as if it were solid ground. You can ascend and descend in this way at a maximum of a 45-degree angle. You must end your Stride on a surface that can support you or you fall.

Tactical Debilitations

feat 10

scoundrel racket, Debilitating Strike

You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

  • Debilitation The target can't use reactions.
  • Debilitation The target can't flank or contribute to allies' flanking.

Eldritch Debilitations

feat 10

eldritch trickster racket, Debilitating Strike

You know how to apply debilitations that are particularly troublesome for spellcasters. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

  • Debilitation The target is Stupefied 1.
  • Debilitation The target can't Step.

Methodical Debilitations

feat 10

mastermind racket, Debilitating Strike

You strategically craft your debilitations to lessen or negate an enemy's tactical advantages. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

  • Debilitation The target can't flank other creatures, and it can't provide flanking for its allies.
  • Debilitation The target doesn't gain a circumstance bonus to AC from Raising a Shield, lesser cover, or standard cover; it gains only a +2 circumstance bonus to AC from greater cover or Taking Cover.

Effect: Methodical Debilitations

Vicious Debilitations

feat 10

ruffian racket, Debilitating Strike

The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

  • Debilitation The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage.
  • Debilitation The target becomes Clumsy 1.

Sneak Savant

feat 10

master in Stealth

It is almost impossible to spot you without taking effort to look. When you roll a failure on a Sneak action, you get a success instead. You can still critically fail.

Precise Debilitations

feat 10

thief racket, Debilitating Strike

You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

  • Debilitation The target takes an additional 2d6 precision damage from your attacks.
  • Debilitation The target becomes Flat-Footed.

Reactive Interference⤾

feat 12

Trigger An adjacent enemy begins to use a reaction.


Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy's response. If the triggering creature's level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature's level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction.

Spring from the Shadows◈

feat 12

Leaping out from hiding, you assail your target when they least expect it. You Stride up to your Speed, but you must end your movement next to an enemy you're hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Critical Debilitation

feat 12

Debilitating Strike

Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from.


Debilitation The target attempts a Fortitude save against your class DC with the following effects.


Critical Success The target is unaffected.

Success The target is Slowed 1 until the end of your next turn.

Failure The target is Slowed 2 until the end of your next turn.

Critical Failure The target is Paralyzed until the end of your next turn.

Fantastic Leap◈◈

feat 12

You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the distance you can travel using the scale of a Long Jump.

At the end of your jump, you can make a melee Strike. After your Strike, you fall to the ground if you're in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.

Preparation◈

feat 12

You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction.

Felling Shot◈◈

feat 12

Your ranged attacks can shoot an unprepared foe right out of the air. Make a Strike with a ranged weapon or a thrown weapon against a flat-footed creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC with the following effects.


Success The target is unaffected.

Failure The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall.

Critical Failure As failure, and the target can't fiy, jump, levitate, or otherwise leave the ground until the end of your next turn

Bloody Debilitation

feat 12

trained in Medicine, Debilitating Strike

Your attacks slice arteries and veins. Add the following debilitation to the list you can choose from when you use Debilitating Strike.

  • Debilitation The target takes @Localize[PF2E.PersistentDamage.Bleed3d6.success].

Ricochet Feint

feat 12

Ricochet Stance

While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them. You can attempt a Feint against a creature within the first range increment of a thrown weapon you are wielding, rather than only creatures within your melee reach.

Defensive Roll◇

feat 14

Frequency once per 10 minutes

Trigger A physical attack would reduce you to 0 Hit Points.


Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack.

Stay Down!⤾

feat 14

master in Athletics

Trigger A Prone foe within your reach Stands.


You have ways of keeping your foes down. Attempt an Athletics check against the triggering foe's Fortitude DC. On a success, they don't stand up and remain prone. On a critical success, they can't Stand until their next turn.

Leave an Opening

feat 14

When you hit hard enough, you leave an opening so your ally can jump in on the action.

Whenever you critically hit a Flat-Footed opponent with a melee attack and deal damage, the target triggers an Attack of Opportunity reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action.

Instant Opening◈

feat 14

You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It's Flat-Footed against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.

Sense The Unseen⤾

feat 14

Trigger You fail a check to Seek


When you look for foes, you notice the slightest of cues. Even though you failed at the triggering check, you automatically sense any Undetected creatures in the area where you're Seeking, making them merely Hidden to you.

Swift Elusion⤾

feat 16

legendary in Acrobatics

Trigger A foe ends its movement adjacent to you.


Attempt an Acrobatics check against the foe's Reflex DC. If you succeed, either Stride to a different space adjacent to the foe or move the foe to a different space adjacent to you.

Perfect Distraction◈

feat 16

legendary in Deception

You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind.

The decoy acts as the spell Mislead, though you aren't Invisible, just Undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain Hidden throughout the duration.

Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again.

Blank Slate

feat 16

legendary in Deception

Your deceptions confound even the most powerful mortal divinations. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 10 or higher.

For example, Detect Magic would still detect other magic in the area but not any magic on you, True Seeing wouldn't reveal you, Locate or Scrying wouldn't find you, and so on.

Dispelling Slice◈◈

feat 16

Your sneak attack slices through the threads binding magic to a target.

Make a Strike against a flat-footed creature. If your Strike deals sneak attack damage, you attempt to counteract a single spell active on the target (your choice).

Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC - 10.

Steal Spell

feat 16

Legendary Thief, Loaner Spell

When you use Legendary Thief to steal the impossible, you can steal a prepared spell or spontaneous spell from a foe. The spell is randomly selected from the highest-level spells the foe knows that have a target or area, to a maximum of 8th-level spells; the target loses the appropriate spell slot as if they had cast it themself.

You can Cast the Spell once within the next [[/br 1d4 #rounds]]{1d4 rounds}, after which the fleeting magic fades; this otherwise works the same as casting a Loaner Spell.

Reconstruct The Scene

feat 16

You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth.

You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there.

As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.

Cloud Step

feat 16

legendary in Acrobatics

Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don't trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location.

Cognitive Loophole⤾

feat 16

Trigger Your turn ends.

Requirements You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.


You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once.


Special You can use this reaction even if the mental effect is preventing you from using reactions.

Implausible Infiltration◈◈

feat 18

legendary in Acrobatics, Quick Squeeze

Requirements You are adjacent to a floor or vertical wall


You find tiny holes or imperfections that no one else could see and try to somehow fit yourself through them, possibly moving directly through the wall or floor from one side to the other. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling.

Powerful Sneak

feat 18

You have learned to exploit your enemies' lowered defenses. When you succeed or critically succeed at a Strike using your Strength modifier on the attack roll and you would deal sneak attack damage, you can change the additional damage from sneak attack into ordinary damage of the same type as your Strike, rather than precision damage.

Trickster's Ace⤾

feat 18

Trigger You specify the trigger when you make your daily preparations (see Requirements below).

Requirements When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.


Whether from jury-rigged magic items, deduction from the study of magical interactions, or other means, you have a contingency in your back pocket for desperate situations.

When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations.

Implausible Purchase (Rogue)

feat 18

Predictive Purchase

Even when impossible, you always have exactly what you need.

You can use Prescient Planner even if you have already used it after purchasing goods, and you can Interact to draw the item as a single action instead of a 2-action activity.

In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.

Hidden Paragon⤾

feat 20

legendary in Stealth

Frequency once per hour

Trigger You successfully use Stealth to Hide and become Hidden from all of your current foes, or use Stealth to Sneak and become Undetected to all your current foes.


When you put your mind to slipping out of sight, you disappear completely.

You become Invisible for 1 minute, even if you use a hostile action. Not even Glitterdust, See Invisibility, or similar effects can reveal you, though creatures can still use the Seek action to locate you as normal.

Reactive Distraction⤾

feat 20

legendary in Deception, Perfect Distraction

Trigger You would be hit by an attack or targeted by an effect, or you are within an effect's area.

Requirements You have Perfect Distraction ready to use.


You reactively switch with your decoy to foil your foe. You use Perfection Distraction, even if you were observed, as long as you end the movement of your Sneak while concealed or in a location with cover or greater cover.

Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your Sneak doesn't move you out of the area, both you and the decoy are targeted by the effect.

Impossible Striker

feat 20

Sly Striker

Your attacks are swift and deadly beyond explanation. Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming.

Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn't flat-footed.