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Rogue
Feats
CripplingStrike A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. DefensiveRoll The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. Evasion At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. ImprovedEvasion This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. Opportunist Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round. SlipperyMind This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. SneakAttack If a rogue can
catch an opponent when he is unable to defend himself effectively from
her attack, she can strike a vital spot for extra damage. Trap Finding Rogues (and only
rogues) can use the Search skill to locate traps when the task has a
Difficulty Class higher than 20. Trap Sense At 9th level, a
rogue gains an intuitive sense that alerts her to danger from traps,
giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses rise to +2 when
the rogue reaches 6th level, to +3 when she reaches 9th level, to +4
when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. UncannyCombatAwareness A rogue's awareness in combat is uncanny and grants him a bonus of +2 to his reflex saves permanently UncannyDangerSense At 30th level, a rogue can no longer be surprised in battle. UncannyDodge Starting at 6th
level, a rogue can react to danger before her senses would normally
allow her to do so. She retains her Dexterity bonus to AC (if any) even
if she is caught flat-footed or struck by an invisible attacker.
However, she still loses her Dexterity bonus to AC if immobilized. |