Expert Feats

You start with six of these at level 1 and pick another at each odd level (3, 5, 7, 9, 11). Experts can also choose from General Feats instead.


Feat List

Feat Effect
Backstab From hidden: Edge on the attack, +2 × your level damage. Once per target per combat.
Contacts (High) You have connections among nobles, merchants, and guild leaders.
Contacts (Low) You have connections in the underworld—thieves, fences, smugglers.
Deflect Missiles +3 AC against ranged attacks.
Disguise Edge on checks to pass yourself off as someone else.
Forgery Master Edge to forge documents or spot forgeries.
Gambit Take Setback on your current roll. Your next roll this turn gains +2 dice (roll 3, keep best).
Garrote From behind: restrain and silence your target. They escape on a STR save (DC 12).
Hide in Shadows After breaking line of sight, Edge to remain hidden.
Infiltrator Edge on stealth and deception checks against guards and sentries.
Master of Disguise Allies using your disguises also gain Edge. Requires Disguise.
Pick Locks You can pick locks with thieves’ tools.
Pick Pockets Attempt theft unnoticed. Your DEX vs their WIS.
Poisoner Craft and apply poisons. Immune to your own poisons.
Silver Tongue Edge on checks to deceive, lie, or misdirect.
Sleight of Hand Conceal or palm small items without being noticed.
Trap Expert Edge to find, disable, or set traps.
Winning Smile Edge on checks to persuade, charm, or negotiate.