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Felonious Feats

October 14th, 2011

Joshua Zaback

From the Workshop Archive 

                Hello everyone, and welcome to another exciting edition of From the Workshop, where we bring you new and exciting content for your pathfinder game each and every week.  As we close out Bandit Week here at Necromancers of the Northwest, I would like to leave you with a collection of bandit-themed feats to give to those nasty outlaws which populate your game.

Back Stab
You are adept at attacking foes from behind.
Benefit: You gain a +2 bonus to weapon damage rolls made against a target you are flanking.  At 10th level this bonus increases to +4.

Bandit's Strike
You are a master of striking the vitals for a reliable kill.
Prerequisites: Branded an Outlaw, sneak attack +1d6, character level 11th.
Benefit: Whenever you would roll sneak attack damage, you may choose to treat all the die rolls as a 3.  You must decide to use this ability when you make the attack roll, before damage is calculated.

Bandit Tactics
You have mastered a useful trick to aid you in your life on the lam.
Prerequisites: Base attack bonus +3, Branded an Outlaw.
Benefit: You immediately gain one rogue talent for which you qualify.

Branded an Outlaw
You have been branded an outlaw and have been banned from civilized society by a recognized authority; whether justified or not, you gain a fearsome reputation for lawlessness and violence.
Benefit:  You suffer a -2 penalty on all Bluff and Diplomacy checks, but gain a +4 bonus on all Intimidate checks.  At 10th level this bonus increases to +8.

Brigand
You are practiced in the use of moving stealthily with medium armor.
Prerequisite: Proficient with medium armor.
Benefit: You ignore the armor check penalty of medium and light armor for the stealth skill.

Bum Rush
You charge your foe, leaving yourself open to attack in exchange for a more powerful blow.
Benefit: When you make a charge attack, you may choose to gain a +4 bonus to attack and damage rolls, and you provoke an attack of opportunity from your target immediately following the attack, instead of the taking the normal benefits and drawbacks.

Easy Kill
You are adept at attacking defenseless and unaware targets.
Prerequisites: Base attack bonus +1.
Benefit: You gain a +2 bonus on attack rolls made against flat-footed targets.

Expert Coward
You are a master of fleeing your foes.
Prerequisites: Run, Fleet.
Benefit: You no longer suffer a penalty to your AC when you take the run action.

Overcome Defenses
You are an expert at getting around your opponent's defense to strike where it really hurts.
Prerequisites:
Improved uncanny dodge, sneak attack +1d6, 1st-level rogue.
Benefit: You can sneak attack foes with improved uncanny dodge as though you where a rogue of 4 levels higher than you are.

Sand in the Eyes
You have mastered the technique of using sand, dust, grit, or gravel to temporarily blind your foes.
Benefit: So long as you have access to a handful of sand or a similar substance (1/10 lbs.), as an immediate action once per round you may attempt a combat maneuver check against a single adjacent target whenever you would provoke an attack of opportunity, which, if successful, automatically causes the attack to miss.  Using this ability consume a handful (1/10 lbs.) of sand dust grit or gravel.