Difference between revisions of "Princess:Rogue"

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== Rogue ==
 
== Rogue ==
 
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<html><pre>
# Trapfinding(Ex), Sneak Attack(Ex) +d6
+
1 Trapfinding(Ex), Sneak Attack(Ex) +d6
# Rogue Talent(Ex or Sp)
+
2 Apprentice Ability
# Trap Sense(Ex) +1, Sneak Attack(Ex) +2d6
+
3 Trap Sense(Ex) +1, Sneak Attack(Ex) +2d6
# Uncanny Dodge(Ex), Rogue Talent(Ex or Sp)
+
4 Apprentice Ability
# Sneak Attack(Ex) +3d6
+
5 Sneak Attack(Ex) +3d6
# Trap Sense(Ex) +2, Rogue Talent(Ex or Sp)
+
6 Journeyman Ability, Trap Sense(Ex) +2
# Sneak Attack(Ex) +4d6
+
7 Sneak Attack(Ex) +4d6
# Improved Uncanny Dodge(Ex), Rogue Talent(Ex or Sp)
+
8 Journeyman Ability, Rogue Talent(Ex or Sp)
# Trap Sense(Ex) +3, Sneak Attack(Ex) +5d6
+
9 Trap Sense(Ex) +3, Sneak Attack(Ex) +5d6
# Special Ability(Ex or Su)
+
10 Master Ability
# Sneak Attack(Ex) +6d6
+
11 Sneak Attack(Ex) +6d6
# Trap Sense(Ex) +4, Special Ability(Ex or Su)
+
12 Master Ability, Trap Sense(Ex) +4
# Sneak Attack(Ex) +7d6
+
13 Sneak Attack(Ex) +7d6
# Special Ability(Ex or Su)
+
14 Master Ability
# Sneak Attack(Ex) +8d6, Trap Sense(Ex) +5
+
15 Sneak Attack(Ex) +8d6, Trap Sense(Ex) +5
# Special Ability(Ex or Su)
+
16 Grand-Master Ability(Ex or Su)
# Sneak Attack(Ex) +9d6
+
17 Sneak Attack(Ex) +9d6
# Trap Sense(Ex) +6, Special Ability(Ex or Su)
+
18 Grand-Master Ability, Trap Sense(Ex) +6
# Sneak Attack(Ex) +10d6
+
19 Sneak Attack(Ex) +10d6
# Master Strike(Ex), Special Ability(Ex or Su)
+
20 Grand-Master Ability, Master Rogue(Ex)
 
+
</pre></html>
 
=== Class Features ===
 
=== Class Features ===
  
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Sneak Attack(Ex):
 
Sneak Attack(Ex):
  
Rogue Talent(Ex or Sp):
+
Apprentice Ability:
* Bleeding Attack(Ex): Target of sneak attack gains Bleeding equal to sneak attack dice.
+
* Accurate Fall(Ex): May treat all falling damage as a nonlethal damage if succeed at Acrobatics check DC 20 for liquid or soft surfaces or DC 25 for hard surfaces.
* Evasion(Ex)
+
* Evasion(Ex):
* Fast Stealth(Ex): No penalty to Stealth while moving your speed, half penalty for moving full speed.
+
* Feign Death(Su): AT=i, appears to be dead for purpose of magical effects, Medicine check DC 10+lvl+Con to see through disguise.
* Ledge Walker(Ex): May walk narrow ledges without Acrobatics penalty.
+
* Light Sleeper(Ex): You do not take -10 penalty on Awareness during sleep.
* Major Magic(Sp): Gain 1st level Sor spell as a spell-like 2/day, DC Cha based, CL = Rog/2. Must have Minor Magic.
+
* Trick Mastery(Ex): Choose one category of Skill Tricks. You may use tricks from this category more often as follows: Interaction - 1+Wis/enc, Manipulation - 1+Cha/enc, Mental 1+Int/enc and Movement 1+Dex/enc. You may take this ability up to four times choosing different skill trick group each time.
* Minor Magic(Sp): Gain 0 level Sor spell as a spell-like 2/day, DC Cha based, CL = Rog/2.
+
* Uncanny Dodge(Ex):
* Resiliency(Ex): AT=i, gain Rog temporary hp for 1 min. May be used even unconscious.
+
* Martial Training:Shadow Hand feat. Assassins only.
* Rogue Crawl(Ex): May move up to half speed while prone.
+
* Skill Focus feat.
* Slow Reactions(Ex): Sneaked enemy may not make AoO.
 
* Stand Up(Ex): May stand from prone as free action.
 
* Surprise Attacks(Ex): In surprise round opponents considered flat-footed even if they acted.
 
* Bonus Ambush Feat.
 
  
 
Trap Sense(Ex):
 
Trap Sense(Ex):
  
Special Ability(Ex or Su):
+
Journeyman Ability:
* Accurate Fall(Ex): May treat al falling damage as a nonlethal damage if succeed at Acrobatics check DC 20 for liquid or soft surfaces or DC 25 for hard surfaces.
+
* Breathstealer(Ex): May sacrifice sneak attack damage to imply recharge time of breath weapon by dice sacrificed/2 rounds.
 +
* Improved Uncanny Dodge(Ex): P: Uncanny Dodge.
 +
* Skill Expirience(Ex): Choose one skill. You receive 3+Appropriate Stat modifier re-rolls for this skill. No roll may be re-rolled more than once via this ability. It is NOT considered a luck effect.
 +
* Defensive Roll(Ex): When damage will reduce you to half hp or less, may attempt Ref save DC = damage to halve damage. Evasion is not applicable.
 +
* Quick Feint(Ex): You may feint-required action is reduced by one step as following: standard to move, move to swift, swift to free. You may feint as a free action only once per round.
 +
* Uncanny Bravery(Ex): +4 on saves against fear.
 +
* Ambush feat.
 +
* Martial Stance:Shadow Hand feat. Assassins only.
 +
 
 +
Master Ability:
 
* Adrenaline Rush(Ex): May treat one Str check as 20 (not natural 20) 1/day.
 
* Adrenaline Rush(Ex): May treat one Str check as 20 (not natural 20) 1/day.
 
* Crippling Strike(Ex): +2 Str damage on Sneak Attack. Must be evil.
 
* Crippling Strike(Ex): +2 Str damage on Sneak Attack. Must be evil.
* Breathstealer(Ex): May sacrifice sneak attack damage to imply recharge time of breath weapon by dice sacrificed/2 rounds.
 
* Defensive Roll(Ex): When damage will reduce to half hp or less, may attempt Ref save DC = damage to halve damage. Evasion is not applicable.
 
* Dispelling Attack(Su): When making Sneak Attack may Dispel one lowest-level spell on target, CL = Rog. Must have Major Magic.
 
 
* Face in the Crowd(Ex): May make Stealth check even if observed while in a crowd of 10+ persons.
 
* Face in the Crowd(Ex): May make Stealth check even if observed while in a crowd of 10+ persons.
* Friend's Evasion(Ex): Every adjacent ally gains Evasion.
+
* Holy Stalker(Su): +Rog positive energy damage when sneaking undead. Must be non-evil.
* Holy Stalker(Su): +Rog positive energy damage when sneaking undead. Must be non-evil. You can't have this ability and Crippling Strike ability at the same time.
+
* Improved Evasion(Ex): +2 comp on RD.
* Light Sleeper(Ex): Do not take -10 penalty on Awareness during sleep.
 
 
* Opportunist(Ex): Once per round may make AoO against opponent hit by ally.
 
* Opportunist(Ex): Once per round may make AoO against opponent hit by ally.
 
* Skill Mastery(Ex): Choose 3+Int/2 Skills. You may take 10 with them even under stress or distraction.
 
* Skill Mastery(Ex): Choose 3+Int/2 Skills. You may take 10 with them even under stress or distraction.
* Slippery Mind(Ex): May reroll failed WC save at next round.
+
* Slippery Mind(Ex): May re-roll failed WC save at next round.
 
* Bonus Feat.
 
* Bonus Feat.
  
Master Strike(Ex): May kill, 2d6r paralyze or d4h sleep Sneak Attack target if it fail +10+Int FC save. 1/enc.
+
Grand-Master Ability:
 +
* Ambidexterity(Ex): P: Multi-Weapon Fighting. B:
 +
Lessen your MWF penalties by 2.
 +
 
 +
* Cartilaginous Skeleton(Ex): +4 escape Artist, +2 on Grapple, you may make AoO against creature that tries to grapple you even if they have Improved Grapple feat or Improved Grab.
 +
* Spell Reflection(Su): When enemy misses you with a ranged spell you may redirect it back with original modifiers. 1+Dex/day.
 +
* Facade(Su): If divination cast on you while you in disguise, make opposed CL vs Disguise check. If you win the divination spell tells info that is consisted with your disguise.
 +
* Fear Mirror(Su): If you targeted by fear effect, the source is also targeted by this effect.
 +
* Friend's Evasion(Ex): P: Evasion. B: Every adjacent ally gains Evasion.
 +
 
 +
Master Rogue(Ex): Your Sneak Attack is maximized.
  
 
== Class Variants ==
 
== Class Variants ==
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=== Wilderness Rogue ===
 
=== Wilderness Rogue ===
  
Losses: Talent:Minor Magic, Talent:Major Magic, Special Ability:Dispelling Attack.
+
Losses: Any Sp and Su Rogue Abilities.
  
Special Ability(Ex):
+
Add following options to Wilderness Rogue Ability list.
 +
 
 +
Apprentice Ability:
 +
* Terrain Mastery(Ex): +2 move +2 comp initiative while in chosen terrain.
 +
 
 +
Journeyman Ability:
 
* Woodland Stride(Ex): As a Ranger.
 
* Woodland Stride(Ex): As a Ranger.
* Camouflage(Ex): As a Ranger, prerequisite Rog13.
+
 
* Hide in Plain Sight(Ex): As Ranger. Prerequisite: Camouflage(Ex).
+
Master Ability:
* Terrain Mastery(Ex): +2 move +2 comp init while in chosen terrain.
+
* Camouflage(Ex): As a Ranger.
 +
 
 +
Grand-Master Ability:
 +
* Hide in Plain Sight(Ex): As Ranger. P: Camouflage(Ex).
  
 
=== Martial Rogue ===
 
=== Martial Rogue ===
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Every odd level: Bonus Fighter Feat.
 
Every odd level: Bonus Fighter Feat.
 +
 +
=== Poison Master ===
 +
 +
Looses: Trapfinding(Ex), Trap Sense(Ex), any Su and Sp Rogue abilities.
 +
 +
1. Poison Use(Ex). R: Trapfinding(Ex).
 +
 +
3. Poison Master(Ex): Increase DC of any poison used by Rogue by 1. Increase this bonus by 1 for every three levels thereafter. R: Trap Sense(Ex).
 +
 +
Add following options to Poison Master Rogue Ability list.
 +
 +
Apprentice Ability:
 +
* Poisoner(Ex): May poison weapons as a s, +1 DC for poisons you craft. Poison Master variant only.
 +
 +
Journeyman Ability:
 +
* Poison Specialist(Ex): P: Poisoner. B: Any poison you craft have DC +1 and their damage empowered.
 +
 +
Master Ability:
 +
* Poison Adept(Ex): P: Poison Specialist. B: Any poison you craft have DC +1 and their damage maximized(if not empowered by Poison Specialist).
 +
 +
Grand-Master Ability:
 +
* Poison Master(Ex): P: Poison Adept. B: Any poison you craft have DC +1 and their damage empowered and maximized.
 +
 +
=== Mystic Rogue ===
 +
 +
Looses: Trapfinding, all Ex Rogue abilities.
 +
 +
1. Antiquarian(Ex): +Wis on Trade checks with divine items, may make Religion check to identify such item 1/day.
 +
 +
Add following options to Mystic Rogue Ability list.
 +
 +
Apprentice Ability:
 +
* Minor Spell(Sp): 0-level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.
 +
 +
Journeyman Ability:
 +
* Moderate Spell(Sp): 1st level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.
 +
 +
Master Ability:
 +
* Major Spell(Sp):  2nd level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.
 +
 +
Grand-Master Ability:
 +
* True Spell(Sp): 3rd level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.
  
 
== Alternative Class Features ==
 
== Alternative Class Features ==
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=== Disruptive Attack ===
 
=== Disruptive Attack ===
  
4. Disruptive Attack(Ex): When attacking flat-footed or flanked opponent may forego sneak attack damage to imply -5 penalty to that opponent AC for 1 round. R: Uncanny Dodge.
+
4. Disruptive Attack(Ex): When attacking flat-footed or flanked opponent may forego sneak attack damage to imply -5 penalty to that opponent AC for 1 round. R: Uncanny Dodge Rogue Ability.
  
 
=== Spell Reflection ===
 
=== Spell Reflection ===
  
2. Spell Reflection(Su): When enemy misses you with a ranged spell you may redirect it back with original modifiers. 1+Dex/day. R: Evasion.
+
2. Spell Reflection(Su) becomes Apprentice ability. R: Evasion.
  
 
=== Spell Sense ===
 
=== Spell Sense ===
  
 
3. Spell Sense(Ex): Receive +1 dodge bonus to AC against ranged spells and sla, increase by +1 for each three levels thereafter. R: Trap Sense(Ex).
 
3. Spell Sense(Ex): Receive +1 dodge bonus to AC against ranged spells and sla, increase by +1 for each three levels thereafter. R: Trap Sense(Ex).
 
=== Antiquarian ===
 
 
1. Antiquarian(Ex): +Wis on Trade checks with divine items, may make Religion check to identify such item 1/day. R: Trapfinding(Ex).
 
  
 
=== Quick Fingers ===
 
=== Quick Fingers ===
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12. Quick Fingers(Ex):Wicked Trap: AT=1d4r, DC 25+.
 
12. Quick Fingers(Ex):Wicked Trap: AT=1d4r, DC 25+.
 
=== Uncanny Bravery ===
 
 
8. Uncanny Bravery(Ex): +4 on saves against fear. R: Improved Uncanny Dodge(Ex).
 
 
=== Feign Death ===
 
 
2. Feign Death(Su): AT=i, appears to be dead for purpose of magical effects, Medicine check DC 10+lvl+Con to see through disguise. R: Evasion.
 
  
 
=== Mimic ===
 
=== Mimic ===
  
 
1: Disguise Self(Sp): CL=Rog, 1/day +1 at each level dividable by 3. May spend two uses to cast as a free action. R: Trapfinding(Ex) and Trap Sense(Ex).
 
1: Disguise Self(Sp): CL=Rog, 1/day +1 at each level dividable by 3. May spend two uses to cast as a free action. R: Trapfinding(Ex) and Trap Sense(Ex).
 
=== Poison Master ===
 
 
1. Poison Use(Ex). R: Trapfinding(Ex).
 
 
Every level dividable by three. Poison Master(Ex): Increase DC of any poison used by Rogue by 1. R: Trap Sense(Ex).
 
  
 
== Unique Feats ==
 
== Unique Feats ==

Revision as of 21:40, 9 September 2009

Rogue

1	Trapfinding(Ex), Sneak Attack(Ex) +d6
2	Apprentice Ability
3	Trap Sense(Ex) +1, Sneak Attack(Ex) +2d6
4	Apprentice Ability
5	Sneak Attack(Ex) +3d6
6	Journeyman Ability, Trap Sense(Ex) +2
7	Sneak Attack(Ex) +4d6
8	Journeyman Ability, Rogue Talent(Ex or Sp)
9	Trap Sense(Ex) +3, Sneak Attack(Ex) +5d6
10	Master Ability
11	Sneak Attack(Ex) +6d6
12	Master Ability, Trap Sense(Ex) +4
13	Sneak Attack(Ex) +7d6
14	Master Ability
15	Sneak Attack(Ex) +8d6, Trap Sense(Ex) +5
16	Grand-Master Ability(Ex or Su)
17	Sneak Attack(Ex) +9d6
18	Grand-Master Ability, Trap Sense(Ex) +6
19	Sneak Attack(Ex) +10d6
20	Grand-Master Ability, Master Rogue(Ex)

Class Features

Trapfinding(Ex):

Sneak Attack(Ex):

Apprentice Ability:

  • Accurate Fall(Ex): May treat all falling damage as a nonlethal damage if succeed at Acrobatics check DC 20 for liquid or soft surfaces or DC 25 for hard surfaces.
  • Evasion(Ex):
  • Feign Death(Su): AT=i, appears to be dead for purpose of magical effects, Medicine check DC 10+lvl+Con to see through disguise.
  • Light Sleeper(Ex): You do not take -10 penalty on Awareness during sleep.
  • Trick Mastery(Ex): Choose one category of Skill Tricks. You may use tricks from this category more often as follows: Interaction - 1+Wis/enc, Manipulation - 1+Cha/enc, Mental 1+Int/enc and Movement 1+Dex/enc. You may take this ability up to four times choosing different skill trick group each time.
  • Uncanny Dodge(Ex):
  • Martial Training:Shadow Hand feat. Assassins only.
  • Skill Focus feat.

Trap Sense(Ex):

Journeyman Ability:

  • Breathstealer(Ex): May sacrifice sneak attack damage to imply recharge time of breath weapon by dice sacrificed/2 rounds.
  • Improved Uncanny Dodge(Ex): P: Uncanny Dodge.
  • Skill Expirience(Ex): Choose one skill. You receive 3+Appropriate Stat modifier re-rolls for this skill. No roll may be re-rolled more than once via this ability. It is NOT considered a luck effect.
  • Defensive Roll(Ex): When damage will reduce you to half hp or less, may attempt Ref save DC = damage to halve damage. Evasion is not applicable.
  • Quick Feint(Ex): You may feint-required action is reduced by one step as following: standard to move, move to swift, swift to free. You may feint as a free action only once per round.
  • Uncanny Bravery(Ex): +4 on saves against fear.
  • Ambush feat.
  • Martial Stance:Shadow Hand feat. Assassins only.

Master Ability:

  • Adrenaline Rush(Ex): May treat one Str check as 20 (not natural 20) 1/day.
  • Crippling Strike(Ex): +2 Str damage on Sneak Attack. Must be evil.
  • Face in the Crowd(Ex): May make Stealth check even if observed while in a crowd of 10+ persons.
  • Holy Stalker(Su): +Rog positive energy damage when sneaking undead. Must be non-evil.
  • Improved Evasion(Ex): +2 comp on RD.
  • Opportunist(Ex): Once per round may make AoO against opponent hit by ally.
  • Skill Mastery(Ex): Choose 3+Int/2 Skills. You may take 10 with them even under stress or distraction.
  • Slippery Mind(Ex): May re-roll failed WC save at next round.
  • Bonus Feat.

Grand-Master Ability:

  • Ambidexterity(Ex): P: Multi-Weapon Fighting. B:

Lessen your MWF penalties by 2.

  • Cartilaginous Skeleton(Ex): +4 escape Artist, +2 on Grapple, you may make AoO against creature that tries to grapple you even if they have Improved Grapple feat or Improved Grab.
  • Spell Reflection(Su): When enemy misses you with a ranged spell you may redirect it back with original modifiers. 1+Dex/day.
  • Facade(Su): If divination cast on you while you in disguise, make opposed CL vs Disguise check. If you win the divination spell tells info that is consisted with your disguise.
  • Fear Mirror(Su): If you targeted by fear effect, the source is also targeted by this effect.
  • Friend's Evasion(Ex): P: Evasion. B: Every adjacent ally gains Evasion.

Master Rogue(Ex): Your Sneak Attack is maximized.

Class Variants

Wilderness Rogue

Losses: Any Sp and Su Rogue Abilities.

Add following options to Wilderness Rogue Ability list.

Apprentice Ability:

  • Terrain Mastery(Ex): +2 move +2 comp initiative while in chosen terrain.

Journeyman Ability:

  • Woodland Stride(Ex): As a Ranger.

Master Ability:

  • Camouflage(Ex): As a Ranger.

Grand-Master Ability:

  • Hide in Plain Sight(Ex): As Ranger. P: Camouflage(Ex).

Martial Rogue

Looses: Sneak Attack(Ex).

Every odd level: Bonus Fighter Feat.

Poison Master

Looses: Trapfinding(Ex), Trap Sense(Ex), any Su and Sp Rogue abilities.

1. Poison Use(Ex). R: Trapfinding(Ex).

3. Poison Master(Ex): Increase DC of any poison used by Rogue by 1. Increase this bonus by 1 for every three levels thereafter. R: Trap Sense(Ex).

Add following options to Poison Master Rogue Ability list.

Apprentice Ability:

  • Poisoner(Ex): May poison weapons as a s, +1 DC for poisons you craft. Poison Master variant only.

Journeyman Ability:

  • Poison Specialist(Ex): P: Poisoner. B: Any poison you craft have DC +1 and their damage empowered.

Master Ability:

  • Poison Adept(Ex): P: Poison Specialist. B: Any poison you craft have DC +1 and their damage maximized(if not empowered by Poison Specialist).

Grand-Master Ability:

  • Poison Master(Ex): P: Poison Adept. B: Any poison you craft have DC +1 and their damage empowered and maximized.

Mystic Rogue

Looses: Trapfinding, all Ex Rogue abilities.

1. Antiquarian(Ex): +Wis on Trade checks with divine items, may make Religion check to identify such item 1/day.

Add following options to Mystic Rogue Ability list.

Apprentice Ability:

  • Minor Spell(Sp): 0-level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.

Journeyman Ability:

  • Moderate Spell(Sp): 1st level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.

Master Ability:

  • Major Spell(Sp): 2nd level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.

Grand-Master Ability:

  • True Spell(Sp): 3rd level spell-like ability, CL=1/2 Rog 1/day. You may take this ability multiple times.

Alternative Class Features

Disruptive Attack

4. Disruptive Attack(Ex): When attacking flat-footed or flanked opponent may forego sneak attack damage to imply -5 penalty to that opponent AC for 1 round. R: Uncanny Dodge Rogue Ability.

Spell Reflection

2. Spell Reflection(Su) becomes Apprentice ability. R: Evasion.

Spell Sense

3. Spell Sense(Ex): Receive +1 dodge bonus to AC against ranged spells and sla, increase by +1 for each three levels thereafter. R: Trap Sense(Ex).

Quick Fingers

Looses: Trap Sense(Ex).

3. Quick Fingers(Ex):Simple Trap: AT=M, DC 10.

6. Quick Fingers(Ex):Tricky Trap: AT=S. DC 15.

9. Quick Fingers(Ex):Difficult Trap: AT=FR, DC 20.

12. Quick Fingers(Ex):Wicked Trap: AT=1d4r, DC 25+.

Mimic

1: Disguise Self(Sp): CL=Rog, 1/day +1 at each level dividable by 3. May spend two uses to cast as a free action. R: Trapfinding(Ex) and Trap Sense(Ex).

Unique Feats

Ambush Feats

Burning Link[A]: P: Sneak Attack 3d6. B: You may sacrifice 2d6 Sneak Attack damage to transfer remaining Sneak Attack dices to targets familiar/animal companion/special mount, etc.

Dazzling Strike[A]: P: Sneak Attack 2d6. B: May reduce your Sneak Attack damage by Nd6, target is dazzled for N r. Both of you must be in bright illumination area.

Deep Poisoning[A]: P: Sneak Attack, Poison Use. B: When making Sneak Attack with poisoned weapon may trade up to 5 +d6 for +1 Poison DC bonus each.

Painful Strike[A]: P: Power Attack, Sneak Attack 3d6. When making a Sneak Attack may reduce your Sneak Attack by 2d6 to imply -2 on attacks, saves, checks and ability checks for 1 m.

Precise Strike[A]: P: Dex 13, Sneak Attack. B: May reduce Sneak Attack damage by Nd6 to receive +2*N competence on attack roll. The target still must be susceptible to Sneak Attack for this ability to be used.

Weaken the Heart[A]: P: Sneak Attack 3d6. B: May reduce Sneak Attack damage by 2d6, opponent must make FC +1/2Rog +Int save. If he fails within 10 m each time he makes Str, Dex, or Con check he becomes fatigued. If he is fatigued already, then he becomes exhausted.

Other Feats

Orcus’ Bloodthirst Ritual: P: Worship Orcus. B: On a successful Sneak Attack or confirmed Critical Hit, you may Stun opponent for 1 r, FC DC +1/2 lvl Wis negate, 1/day. Foes that are immune to pain, or Sneak Attacks are immune to this ability.

Sneak Attack of Opportunity: P: Combat Reflexes, Sneak Attack +3d6. B: Once per round may count your AoO as a sneak attack even if it is not counted as Sneak Attack.