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.
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