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  PRODUCT NO. FO320 
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  ABANDONED ARTS©
   PRESENTS: 
   
  TEN NEW FEATS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered 
  trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  AQUATIC ACROBATICS 
  You can move through the water with speed and grace. 
  PREREQUISITES: Swim 3 ranks 
  BENEFIT: As long as you are submerged in water, you can make a Swim skill check in 
  place of an Acrobatics skill check made to move through an occupied space or to move 
  out of or within a threatened space without provoking an attack of opportunity. 
  SPECIAL: If you possess the evasion special ability, you gain the improved evasion special 
  ability instead as long as you are submerged in water. 
   
  BACKSTABBER 
  You are an especially devious and deadly flanking partner. 
  PREREQUISITES: sneak attack +1d6 
  BENEFIT: As long as you are flanking your target, you gain a bonus on critical confirmation 
  rolls with melee weapons equal to the number of sneak attack dice that you possess. 
   
  IMPROVED MOBILITY  [COMBAT] 
  Your mobile defenses are unmatched. 
  PREREQUISITES: Mobility, base attack bonus +2 
  BENEFIT: Each time you are the target of a failed attack of opportunity caused by your 
  moving out of or within a threatened area, the dodge bonus granted by your Mobility 
  feat increases by +2 until the end of your move. 
   
  IMPROVED SNEAK ATTACK SNIPER 
  Your sneak attacks lose little effectiveness, even at very long distances. 
  PREREQUISITES: sneak attack +4d6, Sneak Attack Sniper 
  BENEFIT: Whenever you would gain the benefits of your Sneak Attack Sniper feat, you 
  may roll your sneak attack damage dice first, then choose and discard the appropriate 
  number of sneak attack dice after the damage has been rolled (but before it has been 
  applied). 
   
  IMPROVED TRICKY DEFENSE  [COMBAT] 
  One wrong move can cost your opponents their footing. 
  PREREQUISITES: Int 13, Dex 13, Combat Expertise, Improved Feint, Tricky Defense 
  BENEFIT: Whenever a creature is unsuccessful in an attempt to grant another creature 
  an aid another bonus to Armor Class against attacks that you make or on attack rolls 
  made against you, that creature is denied its Dexterity bonus to Armor Class against 
  the next attack that you make before the end of your next turn. 
     Furthermore, you may apply your Intelligence modifier to your effective CMD for the 
  purposes of determining the DC of aid another checks made against you. 
  NORMAL: The DC to grant an aid another bonus against any given character is 10. 
  LEAPS AND BOUNDS  [COMBAT] 
  Your physical dexterity and coordination enable you to perform several acrobatic tricks. 
  PREREQUISITES: Dex 17, Acrobatic 
  BENEFIT: As long as you are standing next to a wall or a similar vertical surface, you may 
  treat any Acrobatics skill check made to jump as though you had a running start. In 
  addition, you can jump as a part of a charge or run action, and you do not provoke an 
  attack of opportunity for moving out of or within an opponent’s threatened space if 
  you successfully jump (or fly) directly over that opponent’s occupied space. 
  NORMAL: You must move directly toward your opponent when charging. 
   
  REFLEXIVE STEP 
  You can slip gracefully out of harm’s way. 
  PREREQUISITES: base Reflex save +2, Step Up 
  BENEFIT: Whenever you are entitled to a Reflex saving throw against an opponent’s 
  area-affecting attack, you may take a five-foot step before making your save. 
   
  SNEAK ATTACK SNIPER 
  You can execute deadly sneak attacks from a great distance. 
  PREREQUISITES: sneak attack +2d6, Far Shot 
  BENEFIT: You can perform sneak attacks at ranges greater than 30 feet. For every 10 
  feet away from you that your target lies beyond the first 30 feet, reduce the number of 
  sneak attack dice rolled by 1. 
  NORMAL: Ranged attacks count as sneak attacks only if the target is within 30 feet. 
   
  TRICKY DEFENSE  [COMBAT] 
  Your clever and capricious techniques make you a difficult opponent to predict. 
  PREREQUISITES: Int 13, Dex 13, Combat Expertise 
  BENEFIT: The DC to grant an aid another bonus to Armor Class against attacks that you 
  make or on attack rolls made against you is equal to your Combat Maneuver Defense. 
  While fighting defensively or using your Combat Expertise feat, you gain an additional 
  +4 bonus to your effective CMD for the purposes of determining the DC of aid another 
  checks made against you. 
  NORMAL: The DC to grant an aid another bonus against any given character is 10. 
   
  TUMBLING CHARGE  [COMBAT] 
  You can perform an acrobatic charge. 
  PREREQUISITES: Acrobatics 6 ranks, base attack bonus +3 
  BENEFIT: As long as you move at least 5 feet before doing so, you may attempt to use 
  the Acrobatics skill to move through an occupied square when charging. 
  NORMAL: You may not charge through any square that contains a creature. 
  
  3 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate 
  Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Abandoned Arts Presents: Feats of Dexterity © 2012, Daron Woodson; Author: Daron Woodson, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
   
   
  CREDITS 
   
  Design and editing by Daron Woodson. Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Pathfinder is a registered trademark of Paizo Publishing, LLC, and 
  the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
   
  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Feats/Feats of Dexterity.pdf