Hello everyone, and welcome to another fantastic edition of Extraordinary Feats, where we bring you Grade A feats each and every week to keep your game exciting. It’s Crime and Punishment Week here at Necromancers of the Northwest, and today’s article will be paying tribute to the former of the two subjects of this theme week. So get ready for some new feats that are so good, it’s frankly criminal.
Once you start lying to a person you can’t stop… and they can’t tell.
Prerequisite: Skill Focus (Bluff).
Benefit: Whenever you succeed on a Bluff check against a target, you gain a +2 bonus on any further Bluff checks you make against the same target for the next 24 hours.
You always seem to have your hand in someone else’s pocket, and have learned how to come away with the best stuff most of the time.
Prerequisite: Improved Steal, Skill Focus (Sleight of Hand).
Benefit: Whenever you would make a steal combat maneuver check, you may choose to make a Sleight of Hand skill check instead. Treat the results of this skill check as though they were the results of the combat maneuver check.
Give ‘em the Slip
You hate to be restrained and have become adept at escaping such situations quickly.
Prerequisite: Skill Focus (Escape Artist).
Benefit: You can make Escape Artist checks in ½ the normal time required for escaping a given circumstance. For the purposes of this feat, half of a full round action is a standard action, and half of a standard action is a move action.
It’s always a little bit easier to steal from someone if you bash their brains in a little bit first.
Prerequisite: Improved Dirty Trick, Improved Steal.
Benefit: You gain a +2 bonus on all dirty trick and steal combat maneuvers made against a creature you have damaged since the beginning of your last round. Damage dealt to the target by your allies does not count for the purposes of this feat. Damage dealt to your opponent must be hit point damage; ability damage or similar does not count towards this feat, though nonlethal damage allows this feat to function normally.
You can do amazing things with even the simplest tools, and in your hands an old nail and some chicken wire serve as well as the finest thieves’ tools money can buy.
Prerequisite: Craft (locks) 1 rank, Skill Focus (Disable Device).
Benefit: As a full-round action, you can jury-rig virtually any material into a fine set of improvised thieves’ tools which function exactly like masterwork thieves’ tools, providing you with a +3 competence bonus to Disable Device checks made with them. In order to construct such a set of tools, you must consume raw materials worth at least 1 gp, though these materials could be virtually anything. A newly-created set of fine improvised thieves’ tools can be used 1d4 times before they break, becoming worthless.