Fortitude Trained, Reflex Master*, Will Expert
* Successes are treated as critical successes
Surprise Attack:
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.
Sneak Attack 2d6:
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 with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed 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.
Deny Advantage:
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.
Weapon Tricks:
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, shortsword, and unarmed attacks. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or unarmed attack, or when using any of the listed weapons, you apply the critical specialization effect for that weapon or unarmed attack.
General Feats
Ancestral Paragon (As In Life, So In Death)
Toughness
Gear
Weapons
Flaying Knife:
This long, thin +1 striking wounding dagger has a smooth edge on one side and a serrated edge on the other. Its persistent bleed damage comes from slicing away long strips of the target’s flesh, and it deals 1d8 persistent bleed damage on a hit instead of 1d6. A creature takes a –2 status penalty to saving throws against diseases for as long as it has persistent bleed damage from this knife.
+1 Striking Short Sword (4)
Composite Shortbow
20 Arrows
Sap
Dagger
Worn Items
Ventriloquist's Ring (3)
Hat of Disguise (2)
Leather Armor +1 (potency rune +1)
Clothing, explorer's
Adventurer's Pack:
backpack, bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, extra bone powder 2 weeks, soap, 5 torches, waterskin, loaded dice, Thieves' Tools, 2 replacement picks, disguise kit, 2 replacement cosmetics, clothing (ordinary), Clothing (fine), mask (fine), crowbar