Pathfinder 2 Rogue Class
Key Ability Dexterity or Other - At 1st level, your class gives you an ability boost to Dexterity or an option from rogue’s racket.
Hit Points 8 + Con Modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
During Combat Encounters...
You move about stealthily so you can catch foes unawares. You’re a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.
During Social Encounters...
Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.
You sneak to get the drop on foes and scout for danger or traps. You’re a great asset, since you can disable traps, solve puzzles, and anticipate dangers.
You might pick pockets or trade in illegal goods. You can also become part of a thieves’ guild, or even found one of your own.
- Hone your skills through intense practice, both on your own and out in the world.
- Know where to attain illicit goods.
- Skirt or break the law because you think it’s meaningless or have your own code.
- Find you charming or fascinating, even if they think they know better than to trust you.
- Come to you when they need someone who is willing to take risks or use questionable methods.
- Suspect you’re motivated primarily by greed.
|Table: Rogue Advancement|
|1||Ancestry and background, initial proficiencies, rogue feat, rogue's racket, skill feat, sneak attack 1d6, surprise attack|
|2||Rogue feat, skill feat, skill increase|
|3||Deny advantage, general feat, skill feat, skill increase|
|4||Rogue feat, skill feat, skill increase|
|5||Ability boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks|
|6||Rogue feat, skill feat, skill increase|
|7||Evasion, general feat, skill feat, skill increase, vigilant senses, weapon specialization|
|8||Rogue feat, skill feat, skill increase|
|9||Ancestry feat, great fortitude, great fortitude, skill feat, skill increase|
|10||Ability boosts, rogue feat, skill feat, skill increase|
|11||General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6|
|12||Rogue feat, skill feat, skill increase|
|13||Ancestry feat, improved evasion, incredible senses, light armor expertise, master tricks, skill feat, skill increase|
|14||Rogue feat, skill feat, skill increase|
|15||Ability boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase|
|16||Rogue feat, skill feat, skill increase|
|17||Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6|
|18||Rogue feat, skill feat, skill increase|
|19||General feat, light armor mastery, master strike, skill feat, skill increase|
|20||Ability boosts, rogue feat, skill feat, skill increase|
You gain these abilities as a Rogue. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.
Ancestry and Background
At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue’s racket. The rackets presented in this book are as follows.
You prefer to strong-arm or intimidate others rather than rely on finesse or fancy tricks. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family’s power. Or, you might use your skills on the up and up, in a private security detail or as a guard in a city with the right temperament.
You use whatever tools you have at hand to get the job done. You can deal sneak attack damage with any simple weapon, in addition to the weapons listed in the sneak attack class feature. When you critically succeed at an attack roll using a simple weapon and the target has the flat-footed condition (unable to focus on defending itself), you also apply the critical specialization effect for the weapon you’re wielding (page 283). You don’t gain these benefits if the weapon has a damage die larger than d8 (after applying any abilities that alter its damage die size).
You’re trained in Intimidation and medium armor. You can choose Strength as your key ability score. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.
When you successfully Feint (page 246), the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.
Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious.
When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
You are trained in Thievery.
When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
At 1st level and every even-numbered level, you gain a rogue class feat.
You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait.
Skill Increases [Level 2]
You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or to become an expert in one skill in which you’re already trained.
At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.
Deny Advantage [Level 3]
As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
General Feats [Level 3]
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Ability Boosts [Level 5]
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats [Level 5]
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry.
Weapon Tricks [Level 5]
You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.
Evasion [Level 7]
You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Vigilant Senses [Level 7]
Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
Weapon Specialization [Level 7]
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.
Debilitating Strike [Level 9]
When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.
Debilitating Strike [Free Action]
Trigger Your Strike hits a flat-footed creature and deals damage.
You apply one of the following debilitations, which lasts until the end of your next turn.
Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.
Great Fortitude [Level 9]
Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.
Rogue Expertise [Level 11]
Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.
Improved Evasion [Level 13]
You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you fail a Reflex save against a damaging effect, you take half damage.
Incredible Senses [Level 13]
You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.
Light Armor Expertise [Level 13]
You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
Master Tricks [Level 13]
You’ve mastered a rogue’s fighting moves. Your proficiency ranks increase to master for all simple weapons plus the rapier, sap, shortbow, and shortsword.
Double Debilitation [Level 15]
Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.
Greater Weapon Specialization [Level 15]
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.
Slippery Mind [Level 17]
You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
Light Armor Mastery [Level 19]
Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.
Master Strike [Level 19]
You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.
Master Strike [Free Action]
Target Your Strike hits a flat-footed creature and deals damage.
The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day.
Critical Success The target is unaffected.
Success The target is enfeebled 2 until the end of your next turn.
Failure The target is paralyzed for 4 rounds.
Critical Failure The target is paralyzed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice).
At every level that you gain a Rogue feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.
Nimble Dodge [Reaction]Feat 1
Trigger A creature targets you with an attack and you can see the attacker.
Requirements You are not encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Trap FinderFeat 1
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Twin Feint [2 actions]Feat 1
Requirements You are wielding two melee weapons, each in a different hand.
You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard 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.
You're Next [Reaction]Feat 1
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.
Brutal BeatingFeat 2
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.
Distracting FeintFeat 2
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.
Minor MagicFeat 2
You’ve dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips available to that tradition.
You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Quick Draw [1 action]Feat 2
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
Unbalancing BlowFeat 2
Prerequisites thief racket
Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is flat-footed against your attacks until the end of your next turn.
Battle Assessment [1 action]Feat 4
With careful observation during battle, you identify an enemy’s strengths and weaknesses. The GM rolls a secret Perception check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Battle Assessment for 1 day.
Critical Success The GM chooses two of the following pieces of information about the enemy to tell you: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. If the event of a tie, the GM should pick one at random.
Success The GM chooses one piece of information from the above list to tell you about the enemy.
Critical Failure The GM gives you false information (the GM makes up the information).
Dread StrikerFeat 4
You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks.
Magical TricksterFeat 4
Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes’ defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target.
Poison Weapon [1 action]Feat 4
Requirements You are wielding a piercing or slashing weapon and have a free hand.
You apply a poison to the required weapon. 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.
Reactive Pursuit [Reaction]Feat 4
Trigger An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action.
You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Sabotage [1 action]Feat 4
Requirements You have a free hand.
You subtly damage others’ equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can’t take the item below its Break Threshold.
Critical Success You deal damage equal to four times your Thievery proficiency bonus.
Success You deal damage equal to double your Thievery proficiency bonus.
Critical Failure Temporarily immune to your Sabotage for 1 day.
Scout's Warning [Free Action]Feat 4
Trigger You are about to roll a Perception or Survival check for initiative.
You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.
Gang UpFeat 6
You and your allies harry an opponent in concert. Any enemy is flat-footed against your melee attacks due to flanking as long as the enemy is within both your reach and your ally’s. Your allies must still flank an enemy for it to be flat-footed to them.
Light StepFeat 6
You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.
Skirmish Strike [1 action]Feat 6
Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.
Twist the Knife [1 action]Feat 6
Requirements Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target.
After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.
Prerequisites master in Perception
Your battle instincts 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 check 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.
Delay Trap [Reaction]Feat 8
Trigger A trap within your reach is triggered.
You can jam the workings of a trap to delay its effects. Attempt a Thievery check to Disable a 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.
Improved Poison WeaponFeat 8
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.
Nimble RollFeat 8
Prerequisites Nimble Dodge
You throw yourself into a roll to escape imminent danger. 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.
Opportune Backstab [Reaction]Feat 8
Trigger A creature within your melee reach is hit by a melee attack from one of your allies.
When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.
Sidestep [Reaction]Feat 8
Trigger The attack roll for a Strike targeting you fails or critically fails.
You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target.
Sly StrikerFeat 8
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.
Precise DebilitationsFeat 10
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.
Sneak SavantFeat 10
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.
Tactical DebilitationsFeat 10
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.
Vicious DebilitationsFeat 10
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.
Critical DebilitationFeat 12
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 target attempts a Fortitude save against your class DC with the following effects.
Critical Success The target is unaffected.
Success The target is slowed 1 until the end of your next turn.
Failure The target is slowed 2 until the end of your next turn.
Critical Failure The target is paralyzed until the end of your next turn.
Fantastic Leap [2 actions]Feat 12
You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the distance you can travel using the scale of a Long Jump. At the end of your jump, you can make a melee Strike.
After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.
Felling Shot [2 actions]Feat 12
Your ranged attacks can shoot an unprepared foe right out of the air. Make a Strike with a ranged weapon or a thrown weapon against a flat-footed creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC with the following effects.
Success The target is unaffected.
Failure The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall.
Critical Failure As failure, and the target can’t fly, jump, levitate, or otherwise leave the ground until the end of your next turn.
Reactive Interference [Reaction]Feat 12
Trigger An adjacent enemy begins to use a reaction.
Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction.
Spring From the Shadows [1 action]Feat 12
Leaping out from hiding, you assail your target when they least expect it. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Defensive Roll [Free Action]Feat 14
Frequency once per 10 minutes
Trigger A physical attack would reduce you to 0 Hit Points.
Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack.
Instant Opening [1 action]Feat 14
You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s flat-footed against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.
Leave an OpeningFeat 14
When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a flat-footed opponent with a melee attack and deal damage, the target triggers an Attack of Opportunity reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action.
Sense the Unseen [Reaction]Feat 14
Trigger You fail a check to Seek.
When you look for foes, you catch 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.
Blank SlateFeat 16
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 20 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.
Cloud StepFeat 16
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.
Cognitive Loophole [Reaction]Feat 16
Trigger Your turn ends.
Requirements You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.
You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once.
Special You can use this reaction even if the mental effect is preventing you from using reactions.
Dispelling Slice [2 actions]Feat 16
Your sneak attack slices through the threads binding magic to a target. Make a Strike against a flat-footed creature (your choice). If your Strike deals sneak attack damage, you attempt to counteract a single spell active on the target. Your counteract level is equal to your rogue level, and your counteract check modifier is equal to your class DC – 10.
Perfect Distraction [1 action]Feat 16
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.
Implausible Infiltration [2 actions]Feat 18
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.
Powerful SneakFeat 18
You have learned to exploit your enemies’ lowered defenses. When you succeed or critically succeed at a Strike using your Strength modifier on the attack roll and you would deal sneak attack damage, you can change the additional damage from sneak attack into ordinary damage of the same type as your Strike, rather than precision damage.
Trickster's Ace [Reaction]Feat 18
Trigger You specify the trigger when you make your daily preparations (see Requirements below).
Requirements When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.
Whether from jury-rigged magic items, stolen magical essence, 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.
Impossible StrikerFeat 20
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.
Reactive Distraction [Reaction]Feat 20
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.