Characters receive training in stealth, but those who walk the path of shadows can blend in with the dark...
Prerequisite(s): Hide or Silence at Trained Rank or higher
Stealth Recovery: After a failed Lockpicking, Pick Pocket, or Silence check you can attempt a Hide check in order to remain unnoticed. The DC of this Hide check is equal to the opponent's Sight or other Sense skill they used to detect you.
Knife to Throat: After making a successful Silence check you can attempt a single attack roll with a one-handed weapon or natural/unarmed weapon against an adjacent opponent. If the attack roll is successful this functions as per Grapple except the opponent takes a -5 to Physical Defense and the Contortion DC to break the grapple is increased by 5, and failure to escape deals your weapon damage to them automatically.
Distraction: You can make a Ventriloquism skill check against an opponent who would otherwise spot you (forcing them to roll an opposed Hearing check vs your Ventriloquism). If your Ventriloquism check is higher than their Hearing check, the enemy turns their head just before spotting you and allows you to make another Hide or Silence check at a +20 to escape their line of sight. If you fail you cannot affect the same opponent with this usage of Ventriloquism within the same day.
Pop into Cover: Improve any form of cover you are receiving by one step. Partial Cover becomes Cover and Cover becomes Total Cover. If you would have Total Cover it cannot be improved any further, but instead you gain a +10 bonus to Hide while in Total Cover.
Stowaway: If anyone within 6 squares of you would use a teleportation or teleportation-type ability (such as the Forest Dash ability from the Fætouched Hunter) you can join the teleportation effect as if it had been used upon you as well. When doing so you must spend any MP or Stamina that is required by the ability as if you had used it yourself, and this ability can only be used once per encounter.