These dark grey, soft boots dampen the noise normally created by the wearer when moving. Wearable only by rogues, they allow the wearer to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without these boots must take one round to slowly move into position before attempting a sneak attack.
Undelayed Sneak
These boots allow a rogue to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) In addition, when making sneak attacks, the rogue’s To Hit slide will enjoy a +2 bonus. This +2 To Hit bonus only applies to sneak attacks.
If outdoors, these allow the rogue wearer to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without these boots must take one round to slowly move into position before attempting a sneak attack.
Adds +1 to Reflex saving throws. This bonus is always in effect.
Once per game, the wearer may perform a sneak attack without the standard prep round.
Wearer may sneak attack without the standard 1 round delay, but if the sneak attack attempt fails, the rogue is Dazed for 1 round.
Dazed: Victim cannot move or take any actions, but AC is not altered.
This hood allows the rogue wearing it to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without this hood must take one round to slowly move into position before attempting a sneak attack.
Adds +1 to AC (for both classes) and rogues may perform sneak attack without the standard 1 round delay
The wearer’s sneak attacks can crit on 19-20* (assuming the target is capable of being critically hit) and all of the wearer’s sneak attacks may be performed without the standard one round of prep.
*If some other crit-enhancing magic can expand one’s crit range beyond 19-20, use whichever crit range is wider. I.e., crit-expanding effects do not stack, they overlap.
Twice per game, the wearer may attempt a sneak attack the same monster twice in the same room–neither instance requires a prep round.
This special weapon, created at the request of the Thieves’ Guild Master Nightshade, has unique properties in the hands of a rogue when attempting a sneak attack.
If the rogue uses this weapon to perform a sneak attack, (assuming the monster has vital areas and can be sneak attacked) and the damage indicator points to the 🗡 on the damage wheel, Nightshade’s +2 Throwing Dagger deals 10 damage.
The wearer’s sneak attacks can critically hit on a natural 17-20* as long as the target is capable of being critically hit–whether naturally or via a token that overcomes crit immunities.
The wearer can always sneak attack without the standard one round of prep. In addition, once per room, the wearer can sneak attack the same monster a second time. (Neither sneak attack attempt requires a prep round.) If there is more than one monster in the room,