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.
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