Dragonscaled Kobold
PC2 pg. 21
Thanks to your warren's association with a dragon, your scales are sturdier than other kobolds'. You gain 10 hitpoints from your ancestry instead of 6. You gain a +1 circumstance bonus to saves against dragon breath, effects with the sleep trait, and effects that would make you paralyzed.
Dubious Knowledge
Feat 1
General, Skill
PC1 pg. 254
Prerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
Forager
Feat 1
General, Skill
PC1 pg. 254
Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living.
Increase the number of additional creatures you feed on a success to eight if you’re an expert in Survival, 16 if you’re a master, and 32 if you’re legendary.
Snare Crafting ◆
Feat 1
General, Skill
PC2 pg. 234
You can use the Craft activity to create snares. When you select this feat, you immediately add the formulas for four common 1st-level snares to your formula book.
Snare Setter
Feat 1
Kobold
PC2 pg. 22
You are adept at the time-honored kobold art of making traps. You gain the trained proficiency in Crafting. If you were already trained in Crafting, you instead become trained in a skill of your choice. You gain access to all uncommon kobold snares. You gain the Snare Crafting feat, though when choosing your formulas for that feat, you can also choose from uncommon kobold snares, as well as common snares.
Trap Finder
Feat 1
Investigator, Rogue
PC1 pg. 169
You have an intuitive sense that alerts you to the presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Rogue's Racket (Mastermind)
PC1 pg. 166
You rely on your intellect to craft intricate schemes, planning 10 steps ahead where others might plan three. You might be a driven detective, a spymaster in the service of a powerful house, or an aspiring crime lord or information broker.
If you successfully identify a creature using Recall Knowledge, that creature is off-guard against your attacks until the start of your next turn; if you critically succeed, it's off-guard against your attacks for 1 minute.
You're trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key attribute.
Sneak Attack
PC1 pg. 164
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard 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.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Surprise Attack
PC1 pg. 164
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 off-guard to you.