Elf Nephilim • Rogue 5 (Thief)
Sneak Attack: +2d6 precision when flat-footed
On the first round of combat, enemies that haven't acted yet are flat-footed to you.
Combined with Sneak Attack, this means +2d6 precision damage on round 1!
Creatures of your level or lower can't flank you. You're never flat-footed to them due to flanking.
Higher level creatures can still flank you normally.
Make 2 Strikes against same target. If first hits, second is against flat-footed target.
Great for triggering Sneak Attack on the second Strike!
Damage item held by enemy. On success, deal damage equal to your Thievery modifier.
Useful for breaking enemy weapons or important items!
Thrown weapons you use have a range increment of at least 30 ft.
Filcher's Fork: normally 20 ft → now 30 ft range increment.
Free action to change which ikon is currently active. Gain the new ikon's immanence benefit.
Throw weapon with extended range and bonus damage from divine spark.
Shadow Sheath adds stealth and shadow-themed benefits.
Create illusory sound or image (5-ft cube max). Crude if viewed within 15 ft.
Create a Diversion: +2 circumstance to Deception when casting/sustaining.
Subtle trait - no obvious signs of casting.
Detect presence and school of magical auras in the area.
Striking: 2d4 damage dice.
Cunning: +2 circumstance bonus to Feint.
Cold Iron: Bypasses resistances of fey and some demons.
Spirit Damage: +4 spirit damage (Exemplar).
Affix to: Slashing or piercing weapon.
Activate (Free): On critical hit, target is blinded for 1 round.
Single use - consumed on activation.
Battle Medicine (Expert): 1 action to heal 2d8+10 in combat (1/day per target).
Minor Healing Potions ×3: 1 action to drink, heal 1d8 HP each.
Requirements: You are wielding two melee weapons
Make two Strikes, one with each weapon against the same target. The target is automatically flat-footed against the second attack. Your multiple attack penalty applies to both attacks as normal.
You can throw weapons with exceptional power. When you make a thrown weapon attack, you add your Strength modifier to damage instead of your Dexterity modifier.
Prerequisites: Trained in Crafting
You can quickly sabotage unattended objects. Attempt a Crafting check with the same DC required to Craft the object. On a success, you sabotage the object in a way that goes unnoticed until someone tries to use it.
Traits: Elf
You can cast one cantrip from the arcane or occult spell list. You cast it as an innate spell, heightened to a level equal to half your level rounded up.
Traits: Elf, Fortune
Frequency: Once per day
Trigger: You fail a skill check you're at least trained in.
Elves don't give up easily. Instead of the result you received, you receive a result of 12 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers).
Prerequisites: Trained in Thievery
You can Steal or Palm an Object that's closely guarded without taking the normal –5 penalty.
Prerequisites: Trained in Arcana
You can cast detect magic as an innate arcane cantrip at will, heightened to half your level rounded up.
Prerequisites: Trained in Arcana, Nature, Occultism, or Religion
You can attempt to activate a magic item you don't meet the requirements for. You must know the activation requirements and spend 10 minutes attempting to use the item.
Prerequisites: Trained in Thievery
When you successfully Steal something, observers don't notice you took the item unless they were closely watching you.
Prerequisites: Trained in Medicine
Action: 1 action
You can administer first aid to an adjacent creature as a single action. Can't be used on the same creature again for 1 hour.
You gain a +2 circumstance bonus to initiative rolls.
You gain connection to divine sparks. You gain a spark cantrip and can shift immanence once per day.
Prerequisites: Exemplar Dedication
You can throw weapons with exceptional range. Double the range increment of thrown weapons you wield.
Traits: Divination, Fortune, Mythic, Prediction
Note: This is a homebrew/campaign-specific feat.
Through supernatural intuition, you experience echoes of future encounters, creating false memories of meetings that haven't yet occurred.
Effect: When encountering a creature for the first time, you gain a +2 circumstance bonus to Diplomacy checks to Make an Impression or Deception checks to Lie or Impersonate. You can recall one true fact about them as if you'd researched them beforehand.
This doesn't work on creatures immune to divination effects.
Special: Triggers automatically when appropriate. Can't be used on the same creature twice.
Traits: Divine, Mythic, Transmutation
Frequency: Once per hour
Cost: 1 Mythic Point
Action: Free action
Note: This is a homebrew/campaign-specific feat.
You channel divine energy to move with impossible speed, your form blurring as you traverse distance in the blink of an eye.
Effect: Until the end of your turn, your Speed increases by 30 feet, you ignore difficult terrain, and you don't trigger reactions that are triggered by movement (such as Attacks of Opportunity). Additionally, you can Stride through creatures' spaces without penalty.
While this effect is active, you leave a faint trail of divine light that fades after 1 round.
Special: You can use this ability as part of a Stride action, allowing you to activate it and move in the same turn. The increased Speed applies to all movement you make before the end of your turn, including additional Stride actions.
Traits: Lineage, Nephilim
You descend from celestials, fiends, or monitors. Gain low-light vision (or darkvision if ancestry has low-light vision) and access to nephilim feats.