Rogue
Feats
- Fancy Footwork: Type: Core Level: 1 Source: Scoundrel If you make a Melee Basic Attack against a target, you do not provoke Opportunity Attacks from that target until the end of the turn.
- Refined Aiming: Type: Core Level: 1 Source: Ranged When using the Aim action, you can increase the base range of your Ranged Weapon by your Finesse modifier.
- Leverage: Type: Major Level: 2 Source: Scoundrel If you would inflict additional damage through a Basic Strike to an enemy via Crit Shifts, you can instead spend any number of SP (up to your level) to inflict that many additional VP of damage. So for example if you get 2 Shifts for an attack (normal damage of 3), you can spend 2 SP to inflict 2 additional VP of damage (total damage of 5).
- Pinning Shot: Type: Major Level: 2 Source: Ranged You can perform the Stun action with Ranged Attacks.
- Thieves Fingers: Type: Minor Level: 2 Source: Scoundrel You get a
+3
CM to any Checks you perform associated with lock picking or trap disarming. You can spend 1 FP to get an additional +3
CM (must be decided before rolling). - Rapid Fire: Type: Major Level: 3 Source: Ranged Spend 2 SP (and the AP that it would cost) to use a Strike action for Basic Ranged Attack as a reaction; it loses the Concentrate trait.
- Beginners Luck: Type: Minor Level: 3 Source: Scoundrel You can use a FP to pay for a Luck Die for a Check of a Skill you do not have any points invested in.
- Quick Draw: Type: Minor Level: 3 Source: Ranged If you have at least one hand free, you can spend 1 FP to draw a Light Melee Weapon without spending an action.
- Double Shot: Type: Major Level: 4 Source: Ranged You can spend 3 SP to shoot two projectiles with a single Strike action. Roll for each separately, one after the other.