Belt of Good Health
Bon Mot
Clandestine Cloak
Cornered Fury
Godless Healing
Light Step
Over-Extending Feint
Partner in Crime
Scoundrel Racket
Scout's Charge
Scout Dedication
Sewer Rat
Skeleton Key
Thrower's Bandolier
Valet
Belt of Good Health
When you put on this belt, its silver buckle begins to glow, which slowly spreads into the heart-shaped jewel in the center. You increase your maximum Hit Points and current Hit Points by 4. If you remove the belt, you immediately decrease both your maximum and current HP by 4.
Bon Mot
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
Critical Success: The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success: As critical success, but the penalty is –2.
Critical Failure: Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Clandestine Cloak
When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks.
Activate—Cloak Identity [two-actions] (concentrate, manipulate); Frequency once per day; Effect You pull the cloak's hood up and gain the benefits of veil of privacy for 1 hour or until you pull the hood back down, whichever comes first.
Cornered Fury
If a foe of a larger size than you critically hits and damages you, that foe is off-guard to you for 1 round.
Godless Healing
You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
Light Step
You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.
Over-Extending Feint
You goad a foe into overextending. 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.
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.
Partner in Crime
Your familiar is your criminal associate. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Deception or Thievery skill check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.
Scoundrel Racket
When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you Feint while wielding an agile or finesse melee weapon, you can Step immediately after the Feint as a free action.
Scout's Charge (◆◆)
[flourish]
You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against it. For your Feint, you can attempt a Stealth check instead of the Deception check that's usually required, using the terrain around you to surprise your foe.
Scout Dedication
You are a highly skilled scout, capable of guiding your allies, detecting imminent threats, and avoiding the attention of dangerous enemies. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity. The bonus to initiative you grant when you Scout is +2 instead of +1.
Sewer Rat
You come from a long line of ratfolk with a community based in the sewers beneath a large settlement. You are immune to the disease putrid plague. You gain a +1 circumstance bonus to saving throws against diseases and poisons. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical failure on the save you get a failure instead.
Skeleton Key
(◇, manipulate, 1/day)
Usage: held in 1 hand; Bulk —A grinning skull tops the bow of this macabre key. This key can be used in place of a thieves' toolkit when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check. If the skeleton key becomes broken due to a critical failure on the check, it works as a normal thieves' toolkit and loses its benefits until repaired.
Activate—Loosen Lock [free-action] (manipulate); Frequency once per day; Effect The key casts breach on the lock you're trying to pick.
Thrower's Bandolier
This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. A thrower's bandolier has a +1 weapon potency rune etched into it, and it can be etched with runes as though it were a one-handed thrown weapon. When you invest the thrower's bandolier, you can attune it to all the weapons sheathed in it (this ends any previous attunements made with the bandolier). Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon. Any runes already on the weapon are suppressed, and any runes previously replicated to a different weapon in this way are removed, returning it to normal.
Activate [two-actions] envision, Interact; Effect All weapons attuned to the bandolier, not including any weapons you're currently wielding, return to the bandolier.
Valet
[concentrate]
You can command your familiar to deliver you items more efficiently. Your familiar doesn't use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can't use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way.