The Genius Guide to Feats of Subterfuge (PFRPG) PDF

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Not every Pathfinder Roleplaying Game character is built to take challenges on using direct assaults—some prefer subtler methods that focus on stealth, misdirection, and covert maneuvers. The Genius Guide to Feats of Subterfuge contains a collection of feats that provide new alternatives to characters who use duplicity and deception to make their ways through the world, including exactly zero feats that add a +2 bonus to a pair of skills (so we can focus on other interesting options).

Subterfuge can be defined as a kind of pretext (misdirection or misrepresentation about the true nature of an act or item), or any deceptive or clever trick design to evade normal perception or consequence. That’s a fairly broad range of activities, and includes everything from hiding (which is essentially a deception regarding your location or presence) to fooling foes about your identity, combat ability, intentions, or goals. While that’s a broad theme, we did our best to create a range of feats all designed to aid in trickery and misinformation while working with the framework of the existing rules of the Pathfinder Roleplaying Game.

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***( )( ) (based on 4 ratings)

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Super Good

****( )

This book rocked!! Most of the feats are good, while some are just downright freaking cool.

Nothing too overpowered, nothing too insane. Trickster Mage is the one feat i feel could use a little cleaning up. It's one of the more interesting mechanics I've ever come across, but I think it's a little too clunky.

Overall, this book was a damn good buy. I bought my first 7 books from Super Genius just today and if the other 6 are at least half way as good, I'll probably end up buying the entire line!!!


Nothing useful

*( )( )( )( )

Quite disappointed.

I really thought this PDF would appeal to me, I like my characters to be cunning and underhanded. But these seem to lack roots in the rules, the prerequisites don't make sense, some are completely covered by other feats or skills, some seem geared to replace role playing...

Did not enjoy, even a little.


Solid work

***( )( )

One of the reasons I really like the Genius Guides is that I'm the kind of GM that would rather allow a source as a whole, rather than picking apart what I would allow here or there. So having a "themed" smaller product is really good for my mindset.

First off, I really like most of these feats. None of them strike me as being over powered, and for the most part, they strike me as being in line both in power and "feel" with Pathfinder core material.

Where I'm a little iffy are the Subtle, Surprise Attack, and Trickster Mage feats. The first two are things I'm not so sure I wouldn't just allow someone to do without a feat under the right circumstances.

Trickster Mage is one of those things that creeps up once in a while that feels a little too complex and outside of the Pathfinder standard for me to be comfortable with. Its not overpowering, its just that it introduced a sub-system when you take the feat, as well as having a more complicated system for spontaneous casters using the feat than prepared casters.

Overall, a solid work, with the exceptions that I mentioned above, which may not bother other people at all. The price is great, so I can't really tell anyone that this one is too expensive to check out and evaluate for yourself.


A collection of feats.

***( )( )

This product is 9 pages.

While this might seem to be a product for rogues and it is. Other classes can use several of the feats as well. there is two or three dozen feats. Most of them seem pretty well done, they are all about hiding or deflecting what you are really doing. For the price it is a good buy if these type of feats would interest you.




Super Genius Games

And it's live!

Who doesn't need more sneaky feats? You know you need to buy this!

Hyrum.


Sounds pretty cool actually

Dark Archive

Hmmm... we might need a few previews, as it's hard to judge a book by its cover! ;)

Super Genius Games

Asgetrion wrote:
Hmmm... we might need a few previews, as it's hard to judge a book by its cover! ;)

Here ya go!

Catch!
You’ve learned a quick, clever way to disarm a foe at range.
Prerequisites: Bluff 1 rank, Intimidate 1 rank, Deceitful
Benefits: As a standard action, you can toss a small non-weapon item at a target within 20 feet while firmly shouting for them to catch it. You may make a Bluff check against the target’s CMD. If your check succeeds, the target reflexively catches the item, dropping any held object to do so. If the target is being threatened or in danger from your or your allies, you take a –5 penalty to your Bluff check. If you are not speaking a language understood by the target, you take a –5 penalty to your Bluff check. If the target has more levels or hit dice than you, you take a –5 penalty to your Bluff check. These penalties are cumulative. This feat does not work on any target that has observed this trick being used within the past 24 hours.

Hyrum.

Dark Archive

HyrumOWC wrote:
Asgetrion wrote:
Hmmm... we might need a few previews, as it's hard to judge a book by its cover! ;)

Here ya go!

Catch!
You’ve learned a quick, clever way to disarm a foe at range.
Prerequisites: Bluff 1 rank, Intimidate 1 rank, Deceitful
Benefits: As a standard action, you can toss a small non-weapon item at a target within 20 feet while firmly shouting for them to catch it. You may make a Bluff check against the target’s CMD. If your check succeeds, the target reflexively catches the item, dropping any held object to do so. If the target is being threatened or in danger from your or your allies, you take a –5 penalty to your Bluff check. If you are not speaking a language understood by the target, you take a –5 penalty to your Bluff check. If the target has more levels or hit dice than you, you take a –5 penalty to your Bluff check. These penalties are cumulative. This feat does not work on any target that has observed this trick being used within the past 24 hours.

Hyrum.

Hmmm... that is actually a very nice Feat! I'm not sure about the cumulative penalties or the limitations on using this Feat(even if they feel more "realistic"), because you need to pick Deceitful to get this (and that is what I call 'A Feat Reserved For NPCs'). I might also replace Intimidate with Sleight of Hand or even Linguistics.

All in all a nice preview... and the PDF is damn cheap! ;)

Hyrym, how many pages and feats this product has?

The Exchange

Huh... I thought you were kidding at first, but after reading the feat description and the penalties and requirements, it started to grow on me. I like this as a sneaky (and different) feat.

Super Genius Games

Asgetrion wrote:
Hyrym, how many pages and feats this product has?

The PDF is 9 pages and has 27 Feats.

Hyrum.

Sczarni

So far SGG hasn't disappointed me. Gotta get this one.

Sczarni

Question, regarding the feat Muffle. It says that it stops significant sound, would this stop a caster from using verval components? I can see how it would make sense mechanically and flavorwise but I wanted to make sure.

BTW: i´m so please with this thing is not even funny. If you have a rogue, bard, monk or even fighter you will find at least one thing that fits perfectly with something you wanna do.

The Exchange

Frerezar wrote:

Question, regarding the feat Muffle. It says that it stops significant sound, would this stop a caster from using verval components? I can see how it would make sense mechanically and flavorwise but I wanted to make sure.

BTW: i´m so please with this thing is not even funny. If you have a rogue, bard, monk or even fighter you will find at least one thing that fits perfectly with something you wanna do.

I agree to that sentiment, was going over the file last night and I really enjoyed this document. I'm definitely introducing this to my rpg group.

Paizo Employee Starfinder Design Lead

Frerezar wrote:
Question, regarding the feat Muffle. It says that it stops significant sound, would this stop a caster from using verval components? I can see how it would make sense mechanically and flavorwise but I wanted to make sure.

I'm going to have to say no. It stops the sound (muffling it, per the feat name), not the voice from moving. The spellcaster is already in a grapple, and suffers the normal spellcasting difficulties of bein grappled. But they can still speak enough to get the words out, even if you prevent anyone else from hearing them.

Frerezar wrote:
BTW: i´m so please with this thing is not even funny. If you have a rogue, bard, monk or even fighter you will find at least one thing that fits perfectly with something you wanna do.

I'm so glad to hear you like it! Making sure it appealed to a wide range of classes, since I've found a lot of creative players wo want sneaky wizards, or subtle barbarians. Though I admit, I made sure rogues gushed over some of the ideas all special.

Sczarni

Fair enought, I´ll just houserule it hehe. Grapplers need some love.
And thanks for a great product.


Owen K. C. Stephens wrote:
Frerezar wrote:
Question, regarding the feat Muffle. It says that it stops significant sound, would this stop a caster from using verval components? I can see how it would make sense mechanically and flavorwise but I wanted to make sure.
I'm going to have to say no. It stops the sound (muffling it, per the feat name), not the voice from moving. The spellcaster is already in a grapple, and suffers the normal spellcasting difficulties of bein grappled. But they can still speak enough to get the words out, even if you prevent anyone else from hearing them.

Looking under the rules concerning the verbal component of a spell, it does state that a gag or a Silence spell does prevent the casting of the spell, as you need to "Speak in a strong voice". So, technically it would hinder a casters ability to cast a spell. If not outright, I would say a 20% chance to fail could be applied in the casting of the spell, as a form of "concealment/cover" is in place to prevent using your voice properly.


I do want to add that the feats in this book are primarily about sneaky or deceptive combat. If you are looking for resources to help with a social game, like a detective-investigation or a spy-counter-spy sort of thing, it isn't much help.

Paizo Employee Starfinder Design Lead

That's a fair assessment, and I go over the reasoning for that in my introduction for the product. I did not want to risk reducing player creativity in using Bluff and Stealth by suggesting they needed a feat to do interesting things with those skills, so I avoided defining too many exclusively out-of-combat uses that a feat allowed you to use.

I will note that out of 27 feats 4 are entirely noncombat (Double Bluff, Established Persona, Subtle, Thieves' Cant), 3 are designed to allow for subtle/trickery options when spellcasting (Secret Spell, Spell Bluff, Spell Flare) – which is noncombat if you use spells in noncombat situations, allowing a lot of illusions and divination magic to work into a game through more wily means – and 4 (False Blow, Feign Death, Guerilla Tactics, Muffle) are certainly written to cover their uses in combat, but can also be used for less swords-and-sorcery skullduggery, like sneaking a group of experts past guard without attacking anyone, picking a barfight to lift someone's wallet, grabbing one sentry and making sure no one hears him cry out,

So if I was running a Pathfinder social game, like a detective-investigation or a spy-counter-spy sort of thing, I'd find more than a third of feats directly applied to things I'd want to encourage players to do.

Dark Archive

I added a general review.

Paizo Employee Starfinder Design Lead

Dark_Mistress wrote:
I added a general review.

And, again, thanks for doing so!


R. Hyrum Savage wrote:

And it's live!

Who doesn't need more sneaky feats? You know you need to buy this!

Hyrum.

Awesome, Awesome book. Check my review :)

Paizo Employee Starfinder Design Lead

Monkeygod wrote:
Awesome, Awesome book. Check my review :)

Thanks! And, thanks for the review. I hope you do enjoy the other PDFs just as much. :)

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