Sneak Attack
Once per round, one successful dagger or shortsword melee hit deals an extra 1d6 damage, rising to 2d6 at level 5. A conscious ally threatening the enemy in melee provides the opening; Feint and First Strike can also provide it. The extra damage obeys the weapon’s normal defenses and immunities. Use either Dexterity or Strength for these weapons, never both.
Slip Behind
When selected for a single-target weapon attack, you may slip behind another standing creature in your area that is large enough to screen you. An ally or enemy can provide cover; the attacker cannot. Your chance is 15% at levels 1–2, 20% at 3–4, and 25% at 5–6. There is one hidden check per attacker per round, covering its whole attack sequence. On success it chooses another legal target, or loses the attack opportunity if none exists. Cover never takes automatic damage. This costs no action but fails when you are isolated, immobilized, or incapacitated. Spells and area attacks bypass it.
Dirty Tricks · level 3
On a qualifying hit, give up 1d6 of Sneak Attack damage for Distract or Hamstring. The enemy saves against paralysis. On failure, Distract imposes −2 on its next attack through the end of its next turn; Hamstring prevents voluntary movement through the end of its next turn. Hamstring requires a creature whose movement can be hindered this way.
Uncanny Dodge · level 6
Once per encounter, automatically use your reaction (unless disabled in your orders) to halve the weapon damage of one hit from a visible attacker, rounding down. You must be able to act. Poison and other attached effects still apply. You have at most one reaction per round.