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Tuesday, February 24, 2015

Unearthed Errata: Skill Tricks, Part II

by Tim Wallace

And, for my 100th post, here are the second half of the skill tricks. If you missed the first half, please check them out in Part I.

Interaction
Prerequisites
Benefit
Assume Quirk
Disguise 2 ranks
Familiar viewers get no bonus to see through your disguise
Group Fake-Out
Bluff 5 ranks
Feint against multiple foes simultaneously
Never Outnumbered
Intimidate 5 ranks
Demoralize multiple foes in combat simultaneously
Second Impression
Bluff 2 ranks, Disguise 2 ranks
Make Bluff check to reestablish blown disguise
Social Recovery
Bluff 5 ranks, Diplomacy 2 ranks
Make Bluff check to replace a failed Diplomacy check
Timely Misdirection
Bluff 5 ranks
Successful feint allows you to avoid attacks of opportunity
Manipulation
Prerequisites
Benefit
Clever Improviser
Disable Device 2 ranks
Ignore penalty for Disable Device and Open Lock checks made without tools
Conceal Spellcasting
Sleight of Hand 2 ranks, Spellcraft 1 rank
Conceal your spellcasting from onlookers
Easy Escape
Medium or smaller size, Escape Artist 5 ranks
Gain bonus on check to escape grapple or pin
False Theurgy
Bluff or Sleight of Hand 5 ranks, Spellcraft 5 ranks
Your spell appears to be another spell of the same level
Healing Hands
Heal 2 ranks
Heal 1 damage when you stabilize a dying character
Hidden Blade
Sleight of Hand 2 ranks, Quick Draw
Draw hidden weapon as move action; treat foe as flat-footed
Mosquito’s Bite
Sleight of Hand 9 ranks
Flat-footed target does not notice damage you deal with a light weapon
Opening Tap
Disable Device 9 ranks
Open a lock as a swift action
Quick Escape
Escape Artist 9 ranks
Escape from grapple or restraints more quickly than normal
Shrouded Dance
Stealth 5 ranks, Perform (dance) 1 rank
Use move action to gain concealment for 1 round
Sudden Draw
Sleight of Hand 5 ranks, Quick Draw
Draw hidden weapon as part of attack of opportunity
Whip Climber
Climb 2 ranks, proficiency with whip
Use a whip as a grappling hook
Mental
Prerequisites
Benefit
Clarity of Vision
Perception 9 ranks
Notice invisible enemies for 1 round
Collector of Stories
Knowledge (any) 2 ranks
Gain +5 bonus on Knowledge checks to identify monsters
Listen to This
Perception 2 ranks
Perfectly repeat what you’ve recently heard
Point it Out
Perception 5 ranks
Grant ally a free Perception check to see something you’ve spotted
Spot the Weak Point
Perception 9 ranks
Make your next attack a touch attack
Swift Concentration
Spellcraft 9 ranks
Maintain concentration on spell as swift action
Movement
Prerequisites
Benefit
Acrobatic Backstab
Acrobatics 9 ranks
Move through foe’s space to render it flat-footed
Back on Your Feet
Acrobatics 9 ranks
React immediately to stand up from prone
Corner Perch
Climb 5 ranks
Perch in chimney or corner to leave hands free
Dismount Attack
Acrobatics 2 ranks, Ride 2 ranks
Make a fast dismount from moving mount to charge a foe
Escape Attack
Escape Artist 5 ranks
Make an attack the same round you escape a grapple
Extreme Leap
Acrobatics 2 ranks
Horizontal jump of at least 10 feet allows 10 extra feet of movement that round
Leaping Climber
Acrobatics 2 ranks, Climb 2 ranks
Add jump distance to start of climb
Nimble Charge
Acrobatics 2 ranks
Run or charge across difficult surface without Balance check
Nimble Stand
Acrobatics 5 ranks
Stand from prone safely
Quick Swimmer
Swim 2 ranks
Swim 10 additional feet with successful check
Slipping Past
Acrobatics 2 ranks, Escape Artist 2 ranks
Move into tight space without penalties
Speedy Ascent
Climb 2 ranks
Climb 10 additional feet with successful check
Tumbling Crawl
Acrobatics 2 ranks
Crawl 5 feet without provoking attacks of opportunity
Twisted Charge
Acrobatics 2 ranks
Make one direction change during a charge
Up the Hill
Acrobatics 2 ranks
Move up slope or stairs at normal speed
Walk the Walls
Acrobatics 2 ranks, Climb 9 ranks
Run straight up wall for 1 round
Wall Jumper
Acrobatics 2 ranks, Climb 2 ranks
Leap from wall as if making a running jump

Nimble Charge [Movement]
You maintain your balance even while running on precarious terrain.
Prerequisite: Acrobatics 2 ranks.
Benefit: You can run or charge across a difficult surface without needing to make an Acrobatics check.

Nimble Stand [Movement]
You can kip up without endangering yourself.
Prerequisite: Acrobatics 5 ranks.
Benefit: You can stand up from prone without provoking attacks of opportunity.

Opening Tap [Manipulation]
Your lock-picking skills are so superlative that you do not even need a set of tools.
Prerequisite: Disable Device 9 ranks.
Benefit: As a swift action, you can make a Disable Device check with a –10 penalty by tapping a lock with a hard, blunt object such as the pommel of a weapon. You don’t take any additional penalty for making the check without thieves’ tools. You can use this trick any number of times per day until you fail a Disable Device check made in this way  After a failure, you can’t use Opening Tap again until after you have rested for 8 hours.

Point it Out [Mental]
You can use your superior detection skills to aid an ally.
Prerequisite: Perception 5 ranks.
Benefit: When you make a successful Perception check, you can spend an immediate action to grant a single ally a free Perception check to see the same thing (with a +2 circumstance bonus)  Your ally must be within 30 feet of you and able to see or hear you to benefit from this effect.

Quick Escape [Manipulation]
You fluid motion makes it hard to maintain a hold on you.
Prerequisite: Escape Artist 9 ranks.
Benefit: This trick has two options, either of which can be used once per encounter.
You can make an Escape Artist check to escape from a grapple or pin as a swift action. You can use this trick even if you have already used a standard action on your current turn to attempt the same escape.
Alternatively, you can make any Escape Artist check that would normally require a full-round action as a move action. You can’t use this option more than once per day against the same kind of restraint.

Quick Swimmer [Movement]
You are able to swim long distances.
Prerequisite: Swim 5 ranks.
Benefit: If you succeed on a Swim check to move at least 10 feet, you can move an extra 10 feet as part of that action.

Second Impression [Interaction]
Your bravado is convincing even when someone sees through your disguise.
Prerequisite: Bluff 2 ranks, Disguise 2 ranks.
Benefit: If an observer sees through your disguise with a successful Perception check, you can (as an immediate action) attempt a Bluff check to convince him that he’s mistaken. Use the observer’s Perception check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show.
You must be aware of the observer’s discovery in order to use this trick; for example, you can’t use it against someone viewing you secretly, nor can you use it against someone who sees through your disguise but keeps that information secret. When in doubt, the GM should allow a character to use this trick if she has any reason to fear that her cover has been blown.
You can use this trick only once per day, but its effect extends to all viewers within 30 feet of you. For example, you could attempt it against an entire patrol of guards confronting you just as effectively as against a single person.
This trick doesn’t let you maintain a disguise that has been defeated by other means; for example, if your disguise self spell is penetrated by a true seeing spell, Second Impression won’t help.

Shrouded Dance [Manipulation]
Your quick footwork can make you difficult to hit.
Prerequisite: Stealth 5 ranks, Perform (dance) 1 rank.
Benefit: As a move action, you can attempt a DC 20 Stealth check. If you succeed, you have concealment until the start of your next turn.

Social Recovery [Interaction]
Your tongue gets you out of trouble as often as it gets you into it.
Prerequisite: Bluff 5 ranks, Diplomacy 2 ranks.
Benefit: If your Diplomacy check to influence an NPC’s attitude fails, you can spend another full round talking to the NPC, then make a Bluff check with a –10 penalty. Use the result of this check in place of the Diplomacy check result, except that it can’t improve the NPC’s attitude by more than one step.
Once you use this skill trick (successfully or not), you cannot use it against the same target again for 24 hours.

Slipping Past [Movement]
You are adept at flowing through narrow spaces.
Prerequisite: Acrobatics 2 ranks, Escape Artist 2 ranks.
Benefit: As a swift action, you can ignore the additional movement cost and penalty on attack rolls and to AC when squeezing through a narrow space. The benefit lasts until the start of your next turn.

Speedy Ascent [Movement]
You are able to climb long distances.
Prerequisite: Climb 2 ranks.
Benefit: If you succeed on a Climb check to move at least 10 feet, you can move an extra 10 feet as part of that action.

Spot the Weak Point [Mental]
Your acute sight allows you to find the weak points in your opponent’s defense.
Prerequisite: Perception 9 ranks.
Benefit: As a standard action, you can attempt a Perception check to find a weakness in your opponent’s defenses. The DC of this check equals the opponent’s AC. If the check succeeds, your next attack against that opponent (which must be made no later than your next turn) is treated as a touch attack.
If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from the trick.

Sudden Draw [Manipulation]
You can surprise your enemies with unseen weapons.
Prerequisite: Sleight of Hand 5 ranks, Quick Draw.
Benefit: If an opponent provokes an attack of opportunity from you, you can draw a weapon that you have successfully concealed using Sleight of Hand as an immediate action to deliver the attack of opportunity with that weapon. That opponent is treated as flat-footed against the attack with the concealed weapon.

Swift Concentration [Mental]
Your mental focus does not preclude other actions.
Prerequisite: Spellcraft 9 ranks.
Benefit: You can maintain concentration on a spell or similar effect as a swift action.

Timely Misdirection [Interaction]
By baiting your opponent you deny him any extra attacks.
Prerequisite: Bluff 5 ranks.
Benefit: If you succeed on a Bluff check to feint in combat, your opponent can’t make any attacks of opportunity against you until the start of its next turn. This effect is in addition to the normal benefits of a successful feint.

Tumbling Crawl [Movement]
When knocked down you know how to roll to avoid danger.
Prerequisite: Acrobatics 2 ranks.
Benefit: By succeeding on a DC 15 Acrobatics check, you can crawl 5 feet as a move action without provoking attacks of opportunity. Crawling normally provokes attacks of opportunity from any attackers who threaten you at any point during your crawl.

Twisted Charge [Movement]
You don’t need to move in a straight line to perform a charge attack.
Prerequisite: Acrobatics 2 ranks.
Benefit: When you charge, you can make one turn of up to 90 degrees during your movement. You can’t move more than your speed as part of this charge. All other restrictions on charges still apply, and you must have line of sight to the opponent at the start of your turn.

Up the Hill [Movement]
You are sure-footed like a goat.
Prerequisite: Acrobatics 2 ranks.
Benefit: You can move up a steep slope or stairs at your normal speed instead of at half speed. This effect lasts for 1 round.

Walk the Walls [Movement]
You can briefly deny the laws of gravity.
Prerequisite: Acrobatics 2 ranks, Climb 9 ranks.
Benefit: You can move up a wall without making a Climb check. Each 5 feet of vertical movement costs you 4 squares of movement, and you must begin and end your turn on a horizontal surface.

Wall Jumper [Movement]
You use the momentum from climbing walls to aid your jumps.
Prerequisite: Acrobatics 2 ranks, Climb 2 ranks.
Benefit: If you have succeeded on a Climb check to ascend or descend a wall during this or your previous turn, you can leap horizontally from that wall as if you had a running start.

Whip Climber [Manipulation]
You are wise in the way of whips.
Prerequisite: Climb 2 ranks, proficiency with a whip.
Benefit: You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weight-bearing object in order to climb a wall or swing across a chasm. You make Climb checks using the whip as if it were a normal rope. Using this trick requires a ranged attack roll as normal for securing a grappling hook but takes only a move action.


Friday, February 20, 2015

Compendium Arcanum, Volume 5: 4th-Level Spells

The fifth PDF in my multi-variable spells series, Compendium Arcanum, Volume 5: 4th-Level Spells, is now available from d20pfsrd Publishing. It is available on d20pfsrd, DriveThruRPG, and RPGNow.

Tuesday, February 17, 2015

Unearthed Errata: Skill Tricks, Part I

by Tim Wallace

Skill tricks are a fun little system (introduced in the Complete Scoundrel) which allows you to learn new abilities, essentially half-feats, based on the skills you have taken ranks in. As long as you meet the prerequisites, you can purchase a skill trick by expending two skill ranks. You may only learn a total number of skill tricks equal to 1/2 your character level (rounded up). The feats below also give you access to skill tricks, in addition to increasing the total number of skill tricks you may learn. Unless otherwise mentioned, skill tricks are considered to be extraordinary abilities. A character cannot select an individual skill trick more than once. Skill tricks are formatted similarly to feats.

New Feats
The following feats relate to skill tricks.

Adroit Movement
Your agility allows you to move in unconventional ways.
Prerequisite: Strength 13 or Dexterity 13, any skill trick.
Benefits: You learn up to two movement skill tricks, and the total number of skill tricks you may learn increases by one.

Deft Manipulation
Your legerdemain borders on the fantastic.
Prerequisite: Dexterity 13 or Intelligence 13, any skill trick.
Benefits: You learn up to two manipulation skill tricks, and the total number of skill tricks you may learn increases by one.

Engaged Interaction
You are an expert at taking the advantage in social situations.
Prerequisite: Charisma 13, any skill trick.
Benefits: You learn up to two interaction skill tricks, and the total number of skill tricks you may learn increases by one.

Mental Acumen
You can deduce much information from only a few clues.
Prerequisite: Intelligence 13 or Wisdom 13, any skill trick.
Benefits: You learn up to two mental skill tricks, and the total number of skill tricks you may learn increases by one.

Skill Tricks
The following skill tricks can be gained following the above rules.

Interaction
Prerequisites
Benefit
Assume Quirk
Disguise 2 ranks
Familiar viewers get no bonus to see through your disguise
Group Fake-Out
Bluff 5 ranks
Feint against multiple foes simultaneously
Never Outnumbered
Intimidate 5 ranks
Demoralize multiple foes in combat simultaneously
Second Impression
Bluff 2 ranks, Disguise 2 ranks
Make Bluff check to reestablish blown disguise
Social Recovery
Bluff 5 ranks, Diplomacy 2 ranks
Make Bluff check to replace a failed Diplomacy check
Timely Misdirection
Bluff 5 ranks
Successful feint allows you to avoid attacks of opportunity
Manipulation
Prerequisites
Benefit
Clever Improviser
Disable Device 2 ranks
Ignore penalty for Disable Device and Open Lock checks made without tools
Conceal Spellcasting
Sleight of Hand 2 ranks, Spellcraft 1 rank
Conceal your spellcasting from onlookers
Easy Escape
Medium or smaller size, Escape Artist 5 ranks
Gain bonus on check to escape grapple or pin
False Theurgy
Bluff or Sleight of Hand 5 ranks, Spellcraft 5 ranks
Your spell appears to be another spell of the same level
Healing Hands
Heal 2 ranks
Heal 1 damage when you stabilize a dying character
Hidden Blade
Sleight of Hand 2 ranks, Quick Draw
Draw hidden weapon as move action; treat foe as flat-footed
Mosquito’s Bite
Sleight of Hand 9 ranks
Flat-footed target does not notice damage you deal with a light weapon
Opening Tap
Disable Device 9 ranks
Open a lock as a swift action
Quick Escape
Escape Artist 9 ranks
Escape from grapple or restraints more quickly than normal
Shrouded Dance
Stealth 5 ranks, Perform (dance) 1 rank
Use move action to gain concealment for 1 round
Sudden Draw
Sleight of Hand 5 ranks, Quick Draw
Draw hidden weapon as part of attack of opportunity
Whip Climber
Climb 2 ranks, proficiency with whip
Use a whip as a grappling hook
Mental
Prerequisites
Benefit
Clarity of Vision
Perception 9 ranks
Notice invisible enemies for 1 round
Collector of Stories
Knowledge (any) 2 ranks
Gain +5 bonus on Knowledge checks to identify monsters
Listen to This
Perception 2 ranks
Perfectly repeat what you’ve recently heard
Point it Out
Perception 5 ranks
Grant ally a free Perception check to see something you’ve spotted
Spot the Weak Point
Perception 9 ranks
Make your next attack a touch attack
Swift Concentration
Spellcraft 9 ranks
Maintain concentration on spell as swift action
Movement
Prerequisites
Benefit
Acrobatic Backstab
Acrobatics 9 ranks
Move through foe’s space to render it flat-footed
Back on Your Feet
Acrobatics 9 ranks
React immediately to stand up from prone
Corner Perch
Climb 5 ranks
Perch in chimney or corner to leave hands free
Dismount Attack
Acrobatics 2 ranks, Ride 2 ranks
Make a fast dismount from moving mount to charge a foe
Escape Attack
Escape Artist 5 ranks
Make an attack the same round you escape a grapple
Extreme Leap
Acrobatics 2 ranks
Horizontal jump of at least 10 feet allows 10 extra feet of movement that round
Leaping Climber
Acrobatics 2 ranks, Climb 2 ranks
Add jump distance to start of climb
Nimble Charge
Acrobatics 2 ranks
Run or charge across difficult surface without Balance check
Nimble Stand
Acrobatics 5 ranks
Stand from prone safely
Quick Swimmer
Swim 2 ranks
Swim 10 additional feet with successful check
Slipping Past
Acrobatics 2 ranks, Escape Artist 2 ranks
Move into tight space without penalties
Speedy Ascent
Climb 2 ranks
Climb 10 additional feet with successful check
Tumbling Crawl
Acrobatics 2 ranks
Crawl 5 feet without provoking attacks of opportunity
Twisted Charge
Acrobatics 2 ranks
Make one direction change during a charge
Up the Hill
Acrobatics 2 ranks
Move up slope or stairs at normal speed
Walk the Walls
Acrobatics 2 ranks, Climb 9 ranks
Run straight up wall for 1 round
Wall Jumper
Acrobatics 2 ranks, Climb 2 ranks
Leap from wall as if making a running jump

Acrobatic Backstab [Movement]
You move about your opponents in confusing patterns so they never know what angle you will attack from.
Prerequisite: Acrobatics 9 ranks.
Benefit: If you succeed on an Acrobatics check to move through an enemy’s space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn
Your enemy must be standing on the ground or floor in order for you to use this trick.

Assume Quirk [Interaction]
You flawlessly assume the quirks of the individuals you impersonate.
Prerequisite: Bluff 2 ranks, Disguise 2 ranks.
Benefit: When impersonating a particular individual, you can reduce the normal Perception bonus granted to a viewer familiar with that individual by –4. The effect extends to all viewers.
Using this trick requires no special action, but you can maintain the deception for only 1 hour per day.

Back on Your Feet [Movement]
You fluidly kick up to standing after being knocked prone.
Prerequisite: Acrobatics 9 ranks.
Benefit: If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity.

Clarity of Vision [Mental]
You can pick out the telltale clues that indicate an invisible creature.
Prerequisite: Perception 9 ranks.
Benefit: As a swift action, you can attempt a DC 20 Perception check. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet This clarity lasts until the end of your turn.

Clever Improviser [Manipulation]
Tools? Tools! You don’t need no stinkin’ tools!
Prerequisite: Disable Device 2 ranks.
Benefit: When making a Disable Device check without using thieves’ tools, you ignore the normal –2 penalty.
You can use this trick any number of times per day until you fail a Disable Device check made without using thieves’ tools. After a failure, you can’t use Clever Improviser again until after you have rested for 8 hours.

Collector of Stories [Mental]
You have an encyclopedic knowledge of the attributes of any creatures you may encounter.
Prerequisite: Knowledge (any) 2 ranks.
Benefit: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.

Conceal Spellcasting [Manipulation]
You can covertly cast spells without others noticing until it is too late.
Prerequisite: Sleight of Hand 2 ranks, Spellcraft 1 rank.
Benefit: You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Perception checks of onlookers. If you are successful, an observer can’t tell that you’re casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell.

Corner Perch [Movement]
You use the surrounding walls to attack from unorthodox angles.
Prerequisite: Climb 5 ranks.
Benefit: If you succeed on a Climb check to ascend or descend either a “chimney,” where you can brace against opposite walls, or a corner where you can brace against perpendicular, you can suspend yourself momentarily. Until the end of your next turn, you can use your hands freely for any other purpose (including attacking) without risk of falling. At the end of your next turn, you fall from the wall unless you succeed on a Climb check against the normal DC + 5 (made as a move action) or you have succeeded on another Climb check to move up or down the wall as normal.
Example: A monk succeeds on a DC 15 Climb check to scramble up 10 feet (one-quarter of her speed) into a corner formed by two typical dungeon walls. Using Corner Perch, she then braces her legs against the walls and uses her remaining standard action to draw and throw a dagger at a hobgoblin on the ground below her. On her next turn, still braced in the corner, she draws her quarterstaff and attacks an ettin that has moved next to her, gaining a +1 bonus on the attack roll for higher ground. At the end of that turn, she drops from the wall rather than attempting to hold her position. Since she has the slow fall class feature, the monk takes no damage from the drop.

Dismount Attack [Movement]
You are proficient at using your mount’s speed in your attacks.
Prerequisite: Acrobatics 2 ranks, Ride 2 ranks.
Benefit: If your mount has moved at least 10 feet in this round and you succeed on a fast dismount, you can use a standard action to attack an adjacent opponent as if you had charged that opponent.

Easy Escape [Manipulation]
You effortlessly slip out of the grip of larger opponents.
Prerequisite: Medium or smaller size, Escape Artist 5 ranks.
Benefit: If your opponent is larger than Medium, you gain a circumstance bonus on your Escape Artist check to escape a grapple or pin. The size of the bonus depends on your opponent’s size, according to the following table.

Opponent Size
Escape Artist Bonus
Large
+1
Huge
+2
Gargantuan
+4
Colossal
+8

Escape Attack [Movement]
You follow up a successful escape with an attack.
Prerequisite: Escape Artist 5 ranks.
Benefit: When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn in order to use this trick.

Extreme Leap [Movement]
You are able to jump long distances.
Prerequisite: Acrobatics 2 ranks.
Benefit: If you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet on that turn.

False Theurgy [Manipulation]
The verbal and somatic components of your spells are misleading.
Prerequisite: Bluff or Sleight of Hand 5 ranks, Spellcraft 5 ranks.
Benefit: As a swift action when casting a spell, you can adjust the spell’s verbal and somatic components to mimic those of another spell of your choice of the same level. Any creature using Spellcraft or any other means to identify the spell you’re casting believes it to be the other spell instead.
This trick renders your spell immune to the normal method of counterspelling, though dispel magic or a similar effect still works normally. Of course, once the spell takes effect, it can be identified and dealt with normally (a fireball still looks and feels like a fireball once you’ve cast it).

Group Fake-Out [Interaction]
You can catch many enemies off-guard at once.
Prerequisite: Bluff 5 ranks.
Benefit: You can use Bluff to feint in combat against more than one opponent. Make one Bluff check against the feint DCs of each opponent you wish to affect. For each opponent after the first that you wish to affect, you take a cumulative –2 penalty on your Bluff check.
Example: A rogue wants to feint against a group of three goblins, so she rolls a Bluff check with a –4 penalty which is applied against each orc’s feint DC.

Healing Hands [Manipulation]
Your hands truly have a healing touch.
Prerequisite: Heal 2 ranks.
Benefit: If you succeed on a Heal check made to stabilize a dying character, that character also heals 1 point of damage.

Hidden Blade [Manipulation]
What your opponent can’t see can surely hurt him.
Prerequisite: Sleight of Hand 2 ranks, Quick Draw.
Benefit: After you have used the Sleight of Hand skill to successfully conceal a weapon, you can draw that weapon as a move action instead of a standard action An opponent that was unaware of the concealed weapon is treated as flat-footed against the first attack you make in that turn.

Leaping Climber [Movement]
You prefer to begin a vertical climb by jumping.
Prerequisite: Acrobatics 2 ranks, Climb 2 ranks.
Benefit: If you begin a climb by making an Acrobatics check to jump as a swift action, you can add the vertical distance of your jump to the distance climbed in that round. Treat the Acrobatics check as having been made with a running start even if you didn’t move at least 20 feet.
Example: A monk is standing at the base of a craggy cliff and wants to scale the cliff as quickly as possible She spends a swift action to make a Acrobatics check to jump and gets a result of 24. Thus, she adds 6 feet to the distance she climbs in that round.

Listen to This [Mental]
For a short time after hearing a sound you can mimic it back perfectly.
Prerequisite: Perception 2 ranks.
Benefit: Whenever you make a successful Perception check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don’t understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.

Mosquito’s Bite [Manipulation]
You strike so quickly your opponent doesn’t even realize he has been hit.
Prerequisite: Sleight of Hand 9 ranks.
Benefit: If you use a light weapon to hit a flat-footed opponent, you can choose to have the opponent not realize that it has been hit until the start of your next turn. Instead, that opponent reacts as if you had attacked and missed.
Using this skill trick doesn’t require an action on your part.
This trick doesn’t allow the opponent to ignore any of the other effects of your attack, such as ability damage from poison on your blade or falling unconscious when reduced to fewer than 0 hit points.

Never Outnumbered [Interaction]
You excel at unnerving entire crowds.
Prerequisite: Intimidate 5 ranks.
Benefit: When you use Intimidate to demoralize an opponent, you can affect all enemies within 10 feet that can see you, rather than only a single enemy you threaten. Make one Intimidate check against the demoralize DCs of each opponent you wish to affect, but the skill check otherwise works as normal.