ABILITIES |
SAVANT | The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Applied to: Computer Use, Research. |
TRAPFINDING | Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.
Rogues can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
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SNEAK ATTACK | The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC, or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies and vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
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EVASION | If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor. |
ABILITIES | |
FEATS |
SKILL FOCUS - COMPUTER USE | You get a +3 bonus on all checks involving that skill. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. |
HEROIC SURGE | The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round. Level 1-4: 1/day, Level 5-8: 2/day, Level 9-12: 3/day, Level 13-16: 4/day, Level 17-20: 5/day. |
PERSONAL FIREARMS PROFICIENCY | The character can fire any personal firearm without penalty. Characters without this feat take a –4 penalty on attack rolls made with personal firearms. |
COMBAT EXPERTISE | When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to the character’s Defense. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Defense last until the character’s next action. The bonus to the character’s Defense is a dodge bonus (and as such it stacks with other dodge bonuses the character may have). A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attacks and gain a +2 dodge bonus to Defense. |
WEAPON FOCUS (HANDGUN) | The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon. A character can gain this feat multiple times. Each time the character takes the feat, the character must select a different weapon. |
IMPROVED DISARM | You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. |
FEATS |
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