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. |