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The Sublime Saboteur: Shinobi
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<blockquote data-quote="heretic888" data-source="post: 4054979" data-attributes="member: 60326"><p><span style="color: teal"><p style="text-align: center"><span style="font-family: 'monotype corsiva'"><strong><span style="font-size: 26px">NEW FEATS</span></strong></span></p><p></span></p><p><span style="color: teal"><strong><span style="font-size: 12px">EDGE OF DECEPTION [GENERAL]</span></strong></span></p><p>Your training in the Hidden Door discipline has taught you how to juxtapose deception and reality with even your most fundamental physical movements.</p><p><strong>Prerequisite:</strong> Tumble 1 rank, one Hidden Door maneuver.</p><p><strong>Benefit:</strong> You can use your Tumble skill instead of your Bluff skill to feint an opponent in combat or to create a diversion to hide.</p><p><strong>Normal:</strong> Both feinting an opponent in combat and creating a diversion to hide requires a Bluff check.</p><p><strong>Special:</strong> Edge of Deception can be used in place of Improved Feint to qualify for a feat, prestige class, or other special ability. You can take both this feat and Improved Feint.</p><p></p><p><span style="color: teal"><strong><span style="font-size: 12px">HIDDEN DOOR COUNTER [GENERAL]</span></strong></span></p><p>The teachings of the Hidden Door have given you the means to take advantage of the tactical mistakes and recklessness of your opponents.</p><p><strong>Prerequisite:</strong> One Hidden Door stance.</p><p><strong>Benefit:</strong> If you are in a Hidden Door stance while an opponent attacks you and misses, you gain a +1 bonus to your melee attack and damage rolls against that foe until the end of your next turn. You must remain in a Hidden Door stance to gain the benefit of this feat.</p><p></p><p><span style="color: teal"><strong><span style="font-size: 12px">VEILED SABOTEUR [TACTICAL]</span></strong></span></p><p>Your mastery of the Hidden Door discipline allows you to strike a foe when and where he leasts expects it and to take advantage of the impatient aggressiveness of others. To recklessly engage you in battle can prove to be a fatal mistake.</p><p><strong>Prerequisite:</strong> Tumble 9 ranks, Hidden Door Counter, base attack bonus +6, two Hidden Door maneuvers.</p><p><strong>Benefit:</strong> The Veiled Saboteur feat enables the use of three tactical options. <ul> <li data-xf-list-type="ul"><em>Opportune Followup:</em> To use this option, you must disarm or knock an opponent prone using a melee attack or a Hidden Door maneuver. On the following round, you gain a +4 bonus to your melee attack and damage rolls against that foe.</li> <li data-xf-list-type="ul"><em>Patient Counter:</em> To use this option, you must fight defensively, use the total defense action, or use the Combat Expertise feat to gain a +3 bonus to AC in return for a -3 penalty on attack rolls. You must also wield nothing but a single preferred weapon of the Hidden Door discipline and move no more than 5 feet on your turn. Any opponent who attacks you and misses is considered flat-footed against all your melee attacks during the following round. </li> <li data-xf-list-type="ul"><em>Vanishing Blade:</em> To use this option, you must deal damage to an opponent with a melee attack and move at least 10 feet during your turn. On your next turn, you can make a DC 20 Hide check to gain total concealment against that foe for 1 round.</li> </ul></blockquote><p></p>
[QUOTE="heretic888, post: 4054979, member: 60326"] [color=teal][center][font=monotype corsiva][b][size=8]NEW FEATS[/size][/b][/font][/center][/color] [color=teal][b][size=3]EDGE OF DECEPTION [GENERAL][/size][/b][/color] Your training in the Hidden Door discipline has taught you how to juxtapose deception and reality with even your most fundamental physical movements. [b]Prerequisite:[/b] Tumble 1 rank, one Hidden Door maneuver. [b]Benefit:[/b] You can use your Tumble skill instead of your Bluff skill to feint an opponent in combat or to create a diversion to hide. [b]Normal:[/b] Both feinting an opponent in combat and creating a diversion to hide requires a Bluff check. [b]Special:[/b] Edge of Deception can be used in place of Improved Feint to qualify for a feat, prestige class, or other special ability. You can take both this feat and Improved Feint. [color=teal][b][size=3]HIDDEN DOOR COUNTER [GENERAL][/size][/b][/color] The teachings of the Hidden Door have given you the means to take advantage of the tactical mistakes and recklessness of your opponents. [b]Prerequisite:[/b] One Hidden Door stance. [b]Benefit:[/b] If you are in a Hidden Door stance while an opponent attacks you and misses, you gain a +1 bonus to your melee attack and damage rolls against that foe until the end of your next turn. You must remain in a Hidden Door stance to gain the benefit of this feat. [color=teal][b][size=3]VEILED SABOTEUR [TACTICAL][/size][/b][/color] Your mastery of the Hidden Door discipline allows you to strike a foe when and where he leasts expects it and to take advantage of the impatient aggressiveness of others. To recklessly engage you in battle can prove to be a fatal mistake. [b]Prerequisite:[/b] Tumble 9 ranks, Hidden Door Counter, base attack bonus +6, two Hidden Door maneuvers. [b]Benefit:[/b] The Veiled Saboteur feat enables the use of three tactical options.[list] [*][i]Opportune Followup:[/i] To use this option, you must disarm or knock an opponent prone using a melee attack or a Hidden Door maneuver. On the following round, you gain a +4 bonus to your melee attack and damage rolls against that foe. [*][i]Patient Counter:[/i] To use this option, you must fight defensively, use the total defense action, or use the Combat Expertise feat to gain a +3 bonus to AC in return for a -3 penalty on attack rolls. You must also wield nothing but a single preferred weapon of the Hidden Door discipline and move no more than 5 feet on your turn. Any opponent who attacks you and misses is considered flat-footed against all your melee attacks during the following round. [*][i]Vanishing Blade:[/i] To use this option, you must deal damage to an opponent with a melee attack and move at least 10 feet during your turn. On your next turn, you can make a DC 20 Hide check to gain total concealment against that foe for 1 round.[/list] [/QUOTE]
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