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Rogue Feats


Nimble Dodge ReactionFeat 1


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Overextending Feint Feat 1


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Plant Evidence One ActionFeat 1


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Trap Finder Feat 1


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Investigator

This indicates abilities from the investigator class.

Rogue

This indicates abilities from the rogue class.

Tumble Behind (Rogue) Feat 1


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Twin Feint Two ActionsFeat 1


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

You're Next ReactionFeat 1


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Fear

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Brutal Beating Feat 2


Source Pathfinder Core Rulebook
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Clever Gambit ReactionFeat 2


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Distracting Feint Feat 2


Source Pathfinder Core Rulebook
Prerequisites 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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Fane's Fourberie One ActionFeat 2


UncommonRogueStanceSwashbuckler
Source Pathfinder Lost Omens: Pathfinder Society Guide

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.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Rogue

This indicates abilities from the rogue class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Minor Magic Feat 2


Source Pathfinder Core Rulebook

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. Your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition of your chosen cantrips..


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Mobility Feat 2


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Quick Draw One ActionFeat 2


Source Pathfinder Core Rulebook

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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Gunslinger

This indicates abilities from the gunslinger class.

Ranger

This indicates abilities from the ranger class.

Rogue

This indicates abilities from the rogue class.

Strong Arm Feat 2


Source Pathfinder Advanced Player's Guide

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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Unbalancing Blow Feat 2


Source Pathfinder Core Rulebook
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Underhanded Assault Two ActionsFeat 2


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Battle Assessment One ActionFeat 4


Source Pathfinder Core Rulebook

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).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Secret

The GM rolls the check for this ability in secret.

Dread Striker Feat 4


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Head Stomp One ActionFeat 4


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Magical Trickster Feat 4


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Masquerade of Seasons Stance Feat 4


RareBardRogueStanceSwashbuckler
Source Pathfinder Lost Omens: Impossible Lands
Prerequisites 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


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Bard

This indicates abilities from the bard class.

Rogue

This indicates abilities from the rogue class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Mug Two ActionsFeat 4


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Poison Weapon One ActionFeat 4


Source Pathfinder Core Rulebook

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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Rogue

This indicates abilities from the rogue class.

Predictable! One ActionFeat 4


Source Pathfinder Advanced Player's Guide

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)


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Reactive Pursuit ReactionFeat 4


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Sabotage Feat 4


Source Pathfinder Core Rulebook

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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Incapacitation

An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

Rogue

This indicates abilities from the rogue class.

Scout's Warning Free ActionFeat 4


Source Pathfinder Core Rulebook

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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Ranger

This indicates abilities from the ranger class.

Rogue

This indicates abilities from the rogue class.

The Harder They Fall Feat 4


Source Pathfinder Advanced Player's Guide

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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Twin Distraction Feat 4


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Analyze Weakness One ActionFeat 6


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Anticipate Ambush Feat 6


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Exploration

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.

Rogue

This indicates abilities from the rogue class.

Far Throw Feat 6


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Gang Up Feat 6


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Light Step Feat 6


Source Pathfinder Core Rulebook

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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Pirouette ReactionFeat 6


RareBardRogueSwashbuckler
Source Pathfinder Lost Omens: Impossible Lands
Prerequisites 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.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Bard

This indicates abilities from the bard class.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Shove Down Free ActionFeat 6


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Skirmish Strike One ActionFeat 6


Source Pathfinder Core Rulebook

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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Ranger

This indicates abilities from the ranger class.

Rogue

This indicates abilities from the rogue class.

Slice and Swipe One ActionFeat 6


UncommonFlourishManipulateRogue
Source Pathfinder #159: All or Nothing

Access Help either the Washboard Dogs or the Diobel Sweepers destroy their rival.

Requirements You're wielding a melee weapon that deals slashing damage and you have a free hand.


You attempt a melee Strike with the required weapon. If you hit and deal damage and the result of your attack roll exceeds the target's Perception DC, you Steal a small object from the target (as if you had succeeded at that task using the Thievery skill). Depending on the object, the target might realize that it has been stolen, and onlookers might realize you have stolen the object if the attack roll doesn't exceed their Perception DCs.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Rogue

This indicates abilities from the rogue class.

Stella's Stab and Snag Two ActionsFeat 6


UncommonRogueSwashbuckler
Source Pathfinder Lost Omens: Pathfinder Society Guide
Prerequisites 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.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Twist the Knife One ActionFeat 6


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Watch Your Back One ActionFeat 6


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Fear

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Rogue

This indicates abilities from the rogue class.

Ambushing Knockdown Feat 8


UncommonRogue
Source Pathfinder #159: All or Nothing
Prerequisites Ruffian Rogue

Access Side with the Washboard Dogs in the gang conflict.

Requirements You're wielding a melee weapon that deals bludgeoning damage and you're Hidden from or Undetected by an enemy.


You emerge from hiding and deliver a blow that can knock an enemy sprawling to the ground. You Stride up to half your Speed, but you must end your movement next to a foe you're hidden from or undetected by. You then Strike that enemy with the required weapon; if you hit, the target is knocked Prone.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Rogue

This indicates abilities from the rogue class.

Blind-Fight Feat 8


Source Pathfinder Advanced Player's Guide
Prerequisites 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 DC 5 flat 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Investigator

This indicates abilities from the investigator class.

Ranger

This indicates abilities from the ranger class.

Rogue

This indicates abilities from the rogue class.

Bullseye One ActionFeat 8


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Delay Trap ReactionFeat 8


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Grand Dance Two ActionsFeat 8


RareBardRogueSwashbuckler
Source Pathfinder Lost Omens: Impossible Lands
Prerequisites 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.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Bard

This indicates abilities from the bard class.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Improved Poison Weapon Feat 8


Source Pathfinder Core Rulebook
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.

Effect: Improved Poison Weapon


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Inspired Stratagem ReactionFeat 8


Source Pathfinder Advanced Player's Guide

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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fortune

A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Linguistic

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

Rogue

This indicates abilities from the rogue class.

Loaner Spell Feat 8


Source Pathfinder Advanced Player's Guide
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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Nimble Roll Feat 8


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Opportune Backstab ReactionFeat 8


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Predictive Purchase (Rogue) Feat 8


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Ricochet Stance (Rogue) One ActionFeat 8


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Sidestep ReactionFeat 8


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Sly Striker Feat 8


Source Pathfinder Core Rulebook
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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Subtle Shank Two ActionsFeat 8


UncommonFlourishRogue
Source Pathfinder #159: All or Nothing

Access Help either the Washboard Dogs or the Diobel Sweepers destroy their rival.

Requirements You have a melee weapon of light bulk Concealed on your person via the Stealth skill, and the target isn't aware of it.


You draw a concealed weapon, attack with it, and then hide it away again in one smooth motion. Interact to draw the weapon, Strike with that weapon, and then Conceal it with a Stealth check. The target is Flat-Footed for this attack.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Rogue

This indicates abilities from the rogue class.

Tactical Entry Free ActionFeat 8


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Deny Support Feat 10


UncommonRogue
Source Pathfinder #159: All or Nothing

Access Help either the Washboard Dogs or the Diobel Sweepers destroy their rival.


When you succeed or critically succeed at a Deception check to Feint an opponent, that target can't flank with their allies until the beginning of your next turn.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Rogue

This indicates abilities from the rogue class.

Eldritch Debilitations Feat 10


Source Pathfinder Advanced Player's Guide
Prerequisites 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.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Methodical Debilitations Feat 10


Source Pathfinder Advanced Player's Guide
Prerequisites 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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Precise Debilitations Feat 10


Source Pathfinder Core Rulebook
Prerequisites 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.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Sneak Savant Feat 10


Source Pathfinder Core Rulebook
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Tactical Debilitations Feat 10


Source Pathfinder Core Rulebook
Prerequisites 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.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Vicious Debilitations Feat 10


Source Pathfinder Core Rulebook
Prerequisites 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.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Bloody Debilitation Feat 12


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Coordinated Distraction One ActionFeat 12


UncommonConcentrateRogue
Source Pathfinder #159: All or Nothing

Access Help either the Washboard Dogs or the Diobel Sweepers destroy their rival.


With a sharp whistle or wave of your hands, you distract an opponent from the fact that one of your allies is about to attack them. Choose a target and an ally, both of whom must be within 30 feet. The target is Flat-Footed against the first Strike the ally makes on their next turn; if your ally doesn't Strike that target, the effect is lost. Depending on how you describe your distraction, this action gains either the auditory or visual trait.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Rogue

This indicates abilities from the rogue class.

Critical Debilitation Feat 12


Source Pathfinder Core Rulebook
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Incapacitation

An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

Rogue

This indicates abilities from the rogue class.

Deadly Poison Weapon Feat 12


UncommonRogue
Source Pathfinder #149: Against the Scarlet Triad
Prerequisites Improved Poison Weapon

Your poisons are devastatingly potent. When you apply a simple poison with Poison Weapon, the poison deals 4d4 poison damage instead of 1d4 poison damage.

When you apply an injury poison to your weapon, the DC to resist that poison increases by 2, to a maximum of your class DC.

Effect: Deadly Poison Weapon


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Rogue

This indicates abilities from the rogue class.

Fantastic Leap Two ActionsFeat 12


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Felling Shot Two ActionsFeat 12


Source Pathfinder Core Rulebook

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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Preparation One ActionFeat 12


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Rogue

This indicates abilities from the rogue class.

Reactive Interference ReactionFeat 12


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Ricochet Feint Feat 12


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Spring from the Shadows One ActionFeat 12


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Rogue

This indicates abilities from the rogue class.

Defensive Roll Free ActionFeat 14


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Instant Opening One ActionFeat 14


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Rogue

This indicates abilities from the rogue class.

Leave an Opening Feat 14


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Sense The Unseen ReactionFeat 14


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Investigator

This indicates abilities from the investigator class.

Ranger

This indicates abilities from the ranger class.

Rogue

This indicates abilities from the rogue class.

Stay Down! ReactionFeat 14


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Blank Slate Feat 16


Source Pathfinder Core Rulebook
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Cloud Step Feat 16


Source Pathfinder Core Rulebook
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Cognitive Loophole ReactionFeat 16


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Dispelling Slice Two ActionsFeat 16


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Perfect Distraction One ActionFeat 16


Source Pathfinder Core Rulebook
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Reconstruct The Scene Feat 16


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Investigator

This indicates abilities from the investigator class.

Rogue

This indicates abilities from the rogue class.

Steal Spell Feat 16


Source Pathfinder Advanced Player's Guide
Prerequisites 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 1d4 rounds, after which the fleeting magic fades; this otherwise works the same as casting a Loaner Spell.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Rogue

This indicates abilities from the rogue class.

Swift Elusion ReactionFeat 16


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Implausible Infiltration Two ActionsFeat 18


Source Pathfinder Core Rulebook
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Move

An action with this trait involves moving from one space to another.

Rogue

This indicates abilities from the rogue class.

Implausible Purchase (Rogue) Feat 18


Source Pathfinder Advanced Player's Guide
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Powerful Sneak Feat 18


Source Pathfinder Core Rulebook

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Trickster's Ace ReactionFeat 18


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Investigator

This indicates abilities from the investigator class.

Rogue

This indicates abilities from the rogue class.

Enduring Debilitation Free ActionFeat 20


UncommonRogue
Source Pathfinder #150: Broken Promises
Prerequisites Debilitating Strike

Trigger You apply a debilitation to a creature.

Frequency once per minute


You can make your debilitation last an exceptionally long time. The triggering debilitation lasts for 1 minute instead of until the end of your next turn.

Effect: Enduring Debilitating Strike


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Rogue

This indicates abilities from the rogue class.

Extradimensional Stash Feat 20


UncommonExtradimensionalRogue
Source Pathfinder #168: King of the Mountain
Prerequisites legendary in Thievery

When you perform sleight of hand, you fold space so that objects really do disappear. You create a small extradimensional space somewhere within in your clothing that can hold up to 5 Bulk worth of objects. The space functions as a bag of holding, but can hold only up to 5 Bulk, has no Bulk of its own, and can be Interacted with using only one hand.

In addition, when you Palm an Object, you can place it directly into this extradimensional space as long as the space has sufficient free space to hold the object.

Extradimensional Stash


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Extradimensional

This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.

Rogue

This indicates abilities from the rogue class.

Hidden Paragon ReactionFeat 20


Source Pathfinder Core Rulebook
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Impossible Striker Feat 20


Source Pathfinder Core Rulebook
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Reactive Distraction ReactionFeat 20


Source Pathfinder Core Rulebook
Prerequisites 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Rogue

This indicates abilities from the rogue class.

Steal Essence Two ActionsFeat 20


UncommonRogue
Source Pathfinder #156: The Apocalypse Prophet
Prerequisites legendary in Thievery, master in Arcana, Nature, Occultism, or Religion

Requirements A magic item is within your reach.

Being in the presence of the aeon orbs as they deteriorated has taught you how to siphon energy, and you do so with the required magic item. The DC to steal the properties of a magic item is equal to the DC for the item's level or the normal DC to Steal the item, whichever is higher. The targeted item then becomes temporarily immune for 24 hours. If the object was on a creature, that creature is also temporarily immune (which prevents you from attempting to Steal the Essence of another object on it).

If you successfully steal the properties of an item, it loses its magical properties for 24 hours and you can move those properties to a non-magical object of the same general kind (such as moving a hat's properties to another piece of headgear or moving a weapon's properties to another weapon) for the same length of time. If the moved properties are counteracted, they return immediately to the original item. You automatically fail to Steal the Essence of an artifact, cursed item, or similar item.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Rogue

This indicates abilities from the rogue class.