Post by Head Moderator on Oct 30, 2014 19:22:21 GMT -5
Agile Athlete: You rely on your agility to perform athletic feats, rather than brute strength. This allows you to use Quickness for Athletics Checks that normally require Strength.
Prerequisites: Acrobatics, QCK 10
Beastspeak: While shapeshifted, you are able to speak normally in any language in which you are fluent.
Prerequisites: Shapeshifting
FLAVOR
Breathtwist: You are able to change the nature of your energy breath weapon to deal a different type of energy for one round of combat. For instance, if your breath weapon is acid, you could change it to cold, electricity, fire, sonic, etc for one round. All other parameters of your breath weapon remain unchanged.
Prerequisites: Have a breath weapon
COMBAT
Casterbane Shot: You can ready a ranged attack to target a spellcaster as soon as he begins casting a registered spell, if you pass Strike against the caster, you can lower the DC needed for the target of the spell by -2. This can be used once per combat.
Prerequisites: Ranged Weapon Only, Ruby Rank
COMBAT
Chink in the Armor: You are adept at slipping a weapon between armor plates or into seams, allowing you one melee attack per combat that disregards the defenses of your target.
Prerequisites: Light or One-handed Weapon, QCK 7, Amber Rank
COMBAT
Clarity of Vision: Your visual talents are so skilled that you can briefly see invisible opponents. If you are fighting an invisible foe, at the start of your turn you may make a DC20 Spot Check, if you pass then you can pinpoint the location of invisible foes within 30 feet. This clarity lasts until the end of your turn.
Prerequisites: Alert
FLAVOR
Combat Panache: Your glowing personality and sharp performance abilities allow you to navigate the battlefield on sheer chutzpah alone. While others rely on swords and armor, you use your cutting wit and ability to manipulate others.The Combat Panache skill grants you access to three special tactics. At Amber you gain "Play Dead", at Emerald you gain "Fortuitous Tumble" and at Ruby you gain "Sneering Glower". You may choose ONE of these three tactics per combat, and use it.
Prerequisites: CHA 6, Bard, Noble, Swordmaster or Rogue Only
COMBAT
Contact Perception: Although your sight is gone, you still remember the feel of certain objects. Instead of rolling a Search based on Perception, you roll a Search based on Intelligence as you use your memories to determine what it is you are feeling with your hands; you take a -4 penalty to your check. This can be dangerous in certain situations, and there is a high chance of triggering traps using contact perception.
Prerequisites: Blindsense, Blind Flaw or Lost Eye Flaw
FLAVOR
Crowd Tactics: You are adept with dealing with crowds. This skill allows you to gain certain benefits when a crowd is indifferent, or friendly to you. You are able to move with ease within the crowd without any need of special checks. You gain a +5 to Hide Checks while within a crowd of people. You are able to influence groups instead of merely individuals, gaining a +5 to either Intimidate or Diplomacy while attempting to influence a crowd of people. You cannot use any other skills for Diplomacy while using this skill, but you may use loot items, and spells. The amount of people you can influence increases with your gemstone rank, 10 people per gemstone rank.
FLAVOR
Doomspeak: You can demoralize an enemy with horrible condemnations and grim portents of impending doom by uttering a string of crass and appalling epithets and curses at one enemy within 120 feet. The intended target must be able to hear and comprehend your damning remarks. A target that fails a Willpower save (DC 10 + your CHA bonus) is cursed with a -10 penalty on strike rolls, saves, checks, and damage for 1 round.
Prerequisites: Bard (Primary), Obsidian Rank
COMBAT
Einhander: You have chosen to use a one-handed weapon, with nothing in your off hand. If you are fighting with a one-handed weapon or a light weapon and carrying nothing in your off hand, the Einhander skill grants you access to three special tactics, you may choose ONE of these three tactics to use once per combat (or as stated, since if you choose Narrow Profile it has unlimited use).
Prerequisites: You must only use a one-handed or light weapon, and have nothing in your off-hand including shields. Buckler is acceptable since it leaves your hand open.
COMBAT
Equipment Tricks: You must choose a piece of equipment (sunrod, cloak, shield, blade scabbard, rope), and you become proficient in a trick with that equipment. When you take this skill, choose 1) your piece of equipment, and then 2) pick which trick you wish with that equipment. Make sure you meet the prerequisites for the trick you choose. At Topaz, you may choose a FLAVOR trick, at Amber you may choose a second trick (either with the same piece of equipment or a new one). At Sapphire another FLAVOR trick, at Emerald a third trick, at Ruby another FLAVOR trick, and at Obsidian a fourth. So by Obsidian you should have FOUR tricks, and THREE Flavor tricks.
Giantbane: You are skilled at fighting creatures larger than you. The Giantbane skill grants you access to three special tactics which can be used once per combat, each. You gain Duck Beneath at Sapphire, Death from Below at Emerald, and Climb Aboard at Ruby.
Prerequisite: Colossus Hunter, Sapphire Rank
COMBAT
Gun Twirling: You can spin and juggle a one-handed firearm, making it difficult to predict where you will shoot. This lowers your target's DDC by 2 for that round, and can be used once per combat. At Ruby, your target's DDC is lowered by 3, and at Obsidian it is lowered by 4.
Prerequisites: Use a One-Handed Gunpowder Weapon, Emerald Rank
COMBAT
Great Fervor: Once per day, you may reroll a failed save of any kind. You must add your Intelligence to the second roll instead of what was initially required, and must accept the second roll even if it is worse than the first.
Prerequisites: INT 6
(CC)
Hex Strike: Chanting and cursing, you put a hex on your enemy as part of your unarmed or melee attack. If you make a successful melee strike against an opponent, in addition to dealing your normal damage, you can deliver the effects of the chosen hex to that opponent. This can be used once per combat.
Prerequisites: Hex Skill, Ruby Rank
COMBAT
Improved Iron Will: Once per adventure, you may re-roll your Willpower Check and take the better of the two rolls.
Prerequisites: Iron Will, Sapphire Rank
Instinct Attack: Shapeshifting warriors know that the magic wielded by many powerful creatures can confuse the mind and cloud a warrior's judgment, and so they learn to react to magic forcefully. Whenever you fail a Willpower save against a spell (excluding "harmless" spells), you can make a single melee attack as an immediate action before the spell takes effect.
Prerequisites: Shapeshifting, Ruby Rank
COMBAT
Killing Flourish: You inspire dread in other foes when you slay an enemy. Once per combat, when you reduce an opponent to below 0 hit points with an attack, you may immediately attempt an Intimidate check to demoralize all foes within 30 feet who can see your attack. Demoralized foes are considered Shaken for the remainder of combat.
Prerequisites: CHA 5 or Intimidating Skill
COMBAT
Mad Alchemy: You are an expert at using alchemical items. Through experimentation, research, and your careful study of the art of alchemy, you have learned to make the most of items such as alchemist's fire. You gain access to the following three tactics, of which you can choose ONE to use, once per combat. You do not have to buy these items, it is understood you have these items on you if you take this skill.
Prerequisite: Alchemy, Emerald Rank
Merciless Butcher: Your talent for slaughter lets you dispatch helpless opponents before they can recover. Even if it is not your turn, if an opponent that you have engaged in combat becomes stunned or helpless in any way, you may attempt a free attack against them immediately. This may be used once per combat.
Prerequisites: Non-good, cannot have Code of Honor flaw.
COMBAT
Master of Manipulation: Your words are your weapons. You confuse others with your speech, luring them into giving up vital secrets and leaving them dumbfounded with your carefully constructed, conversational static. This skill grants two new uses for Diplomacy. You must share a language with a creature to use these options against it. Neither ability functions during combat.
Prerequisite: CHA 8, Any skill that boosts Diplomacy
Music of the Planes: You can create discordant, insane sounds. This music is particularly effective against aberrations, and can sicken them, or fill them with lethargy.
Prerequisites: Knowledge (Planes), Bard Profession
COMBAT
Rapscallion: You may add your Intelligence bonus as an addition to any Bluff Checks that you make.
Prerequisites: INT 5, Rogue or Thief Adept
FLAVOR
(V - INT 5)
Roll With It: You know how to take a hit, even if your reaction sends you bouncing and flying out of battle. If you are struck by a melee or ranged weapon you can convert that damage into movement that sends you off in an uncontrolled bouncing roll. When using this skill, you take half damage from the attack.
Prerequisites: Acrobatic, QCK 10
Roof Jumper: This skill enables the use of the following tactics. You cannot benefit from both tactics in the same round.
Prerequisite: Shingle Runner, Amber Rank
COMBAT
Seething Hatred: You've learned to channel your hatred of a particular type of creature into a devastating attack. Select ONE creature type from the chart listed on the "Favored Enemy" skill for Rangers and mark this clearly on your dossier (such as Dire Animals, Giants, Elves, Oozes, Vermin, etc - see chart). When you designate a creature of this type as your target during combat and hit it with a melee or ranged weapon attack, you may double your weapon damage rolled against that target, once per combat.
COMBAT
Shadow Striker: You melt into the shadows, hiding from your enemies until the time is right. Your cunning, guile, and stealth allow you to pick the most opportune moment to strike. This skill gives you access to three tactics, but you may only use ONE tactic, once per combat.
Prerequisite: Shadow Walk and Stealth Skills
COMBAT
Shield of Swings: A wild frenzy of attacks serves to bolster your defenses. When using a two-handed weapon, you can use the frenzied movements of your weapon to evade half damage of one incoming melee attack. Once per combat.
Prerequisite: Two-Handed Weapon
COMBAT
Synesthete: You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light, feel sound, or even see sound as colors. You can shift your stimulated sense between these options once per round without it taking up your turn of combat. Your senses continue to work normally as well, unless they are impaired for some reason (such as being Blind or Deaf). Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver.
If you are feeling light by absorbing ambient light onto your skin and your eyes work normally, you gain a +2 to all visual Perception Checks. While feeling light, you are immune to gaze attacks. If you are feeling sound or seeing sound as colors by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with a +2 to Listen Checks. Certain magical or psionic effects, invisibility, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses.
You can also use this power to see sound if you are Deaf, or hear light if you are Blind, though it does not remove any flaw penalties, it can be worked into your roleplay as flavor effects.
Prerequisites: Topaz Rank
FLAVOR
Sword and Pistol: You effortlessly pair melee and ranged weaponry. You can wield a light or one-handed melee weapon in one hand, and a firearm or hand crossbow in your other hand. You may choose to either add your Quickness, OR your Strength bonus to your attack while using both weapons. Normally, you add QCK to your ranged damage, and STR to any melee damage. This allows you to choose which one even though you are using a ranged and a melee weapon.
Prerequisite: Dual-Wield
COMBAT
Undead Empathy: You are able to use Diplomacy to influence Intelligent Undead. You can also use Diplomacy to attempt to influence Mindless Undead. Mindless Undead begin with the attitude of Hostile. To stop a mindless undead from attacking one round, DC18 (Attitude: Indifferent). To stop a mindless undead under orders from attacking for one round, DC25 (Attitude: Friendly). To make a mindless undead abandon what it has been ordered to guard, DC30 (Attitude: Helpful).
Prerequisites: CHA 10
Ward of the Season: This skill harnesses the power of the seasons to protect and grant a number of bonuses. This skill has one of four different effects. The caster of this spell-like skill can select any one of the following four effects as a full round action in combat. These effects last 1 round per gemstone rank, regardless of which ones are used.
Prerequisites: Wilden Race, or Druid Profession Only
COMBAT
Prerequisites: Acrobatics, QCK 10
Beastspeak: While shapeshifted, you are able to speak normally in any language in which you are fluent.
Prerequisites: Shapeshifting
FLAVOR
Breathtwist: You are able to change the nature of your energy breath weapon to deal a different type of energy for one round of combat. For instance, if your breath weapon is acid, you could change it to cold, electricity, fire, sonic, etc for one round. All other parameters of your breath weapon remain unchanged.
Prerequisites: Have a breath weapon
COMBAT
Casterbane Shot: You can ready a ranged attack to target a spellcaster as soon as he begins casting a registered spell, if you pass Strike against the caster, you can lower the DC needed for the target of the spell by -2. This can be used once per combat.
Prerequisites: Ranged Weapon Only, Ruby Rank
COMBAT
Chink in the Armor: You are adept at slipping a weapon between armor plates or into seams, allowing you one melee attack per combat that disregards the defenses of your target.
Prerequisites: Light or One-handed Weapon, QCK 7, Amber Rank
COMBAT
Clarity of Vision: Your visual talents are so skilled that you can briefly see invisible opponents. If you are fighting an invisible foe, at the start of your turn you may make a DC20 Spot Check, if you pass then you can pinpoint the location of invisible foes within 30 feet. This clarity lasts until the end of your turn.
Prerequisites: Alert
FLAVOR
Combat Panache: Your glowing personality and sharp performance abilities allow you to navigate the battlefield on sheer chutzpah alone. While others rely on swords and armor, you use your cutting wit and ability to manipulate others.The Combat Panache skill grants you access to three special tactics. At Amber you gain "Play Dead", at Emerald you gain "Fortuitous Tumble" and at Ruby you gain "Sneering Glower". You may choose ONE of these three tactics per combat, and use it.
Prerequisites: CHA 6, Bard, Noble, Swordmaster or Rogue Only
COMBAT
Play Dead: You crumple to the ground as if slain, luring your opponent into a false sense of security. As an immediate action after you are hit for at least 10 points of damage by a single attack, you can attempt to play dead. You drop prone and make a Bluff check opposed by your attacker's (or any other relevant observer's) Insight check. If you succeed on this check, the observer assumes you are dead. If you subsequently rise and attack him in the same round, he loses his QCK bonus to his DDC, making it a DC10 to Strike for the first attack that you make.
Fortuitous Tumble: For a brief moment, you appear to let your guard down. As your foe swings at you, you slip out of the way, causing his attack to slam into one of his allies. By positioning yourself correctly and making yourself an appealing target, you dupe your foe into making a critical blunder. To use this tactic, you must be successfully attacked and take damage from a foe. On your next turn, you can make a Bluff check opposed by your target's Insight. If you succeed on the check, you can take an immediate action at the start of your chosen foe's next turn and designate a different target for your opponent's next melee attack. The target must be within range of the melee attack.
Sneering Glower: With just the right mix of your intimidating presence and your martial talents, you strike such fear into your target that he has difficulty fighting you effectively. On your next turn after you deal at least 1 point of damage to your opponent, you can make an Intimidate check against him. If you succeed on this check, your foe takes a penalty to his Strike rolls against you equal to half your Charisma bonus. You can gain this benefit against only one foe at a time; it lasts for the duration of the combat or until you switch targets. If you designate a new target for this ability (by attempting a new Intimidate check against a different creature), the previous target no longer takes the penalty on his strike rolls against you. Opponents that are immune to the effects of the Intimidate skill, such as mindless creatures and those with immunity to fear, are immune to this tactic.
Contact Perception: Although your sight is gone, you still remember the feel of certain objects. Instead of rolling a Search based on Perception, you roll a Search based on Intelligence as you use your memories to determine what it is you are feeling with your hands; you take a -4 penalty to your check. This can be dangerous in certain situations, and there is a high chance of triggering traps using contact perception.
Prerequisites: Blindsense, Blind Flaw or Lost Eye Flaw
FLAVOR
Crowd Tactics: You are adept with dealing with crowds. This skill allows you to gain certain benefits when a crowd is indifferent, or friendly to you. You are able to move with ease within the crowd without any need of special checks. You gain a +5 to Hide Checks while within a crowd of people. You are able to influence groups instead of merely individuals, gaining a +5 to either Intimidate or Diplomacy while attempting to influence a crowd of people. You cannot use any other skills for Diplomacy while using this skill, but you may use loot items, and spells. The amount of people you can influence increases with your gemstone rank, 10 people per gemstone rank.
FLAVOR
Doomspeak: You can demoralize an enemy with horrible condemnations and grim portents of impending doom by uttering a string of crass and appalling epithets and curses at one enemy within 120 feet. The intended target must be able to hear and comprehend your damning remarks. A target that fails a Willpower save (DC 10 + your CHA bonus) is cursed with a -10 penalty on strike rolls, saves, checks, and damage for 1 round.
Prerequisites: Bard (Primary), Obsidian Rank
COMBAT
Einhander: You have chosen to use a one-handed weapon, with nothing in your off hand. If you are fighting with a one-handed weapon or a light weapon and carrying nothing in your off hand, the Einhander skill grants you access to three special tactics, you may choose ONE of these three tactics to use once per combat (or as stated, since if you choose Narrow Profile it has unlimited use).
Prerequisites: You must only use a one-handed or light weapon, and have nothing in your off-hand including shields. Buckler is acceptable since it leaves your hand open.
COMBAT
Narrow Profile: You can tuck your arm behind your back and offer a narrow profile when you concentrate on defense rather than offense. You gain an additional +2 bonus to your Defense DC if you choose to defend yourself (or others) during a round of combat. You cannot make any attacks this round, but you may defend yourself including evades, reflects, and other defensive moves. There is no limit on how many rounds you may use this tactic as long as you are not making any attacks.
Off-Hand Balance: You use your off hand to balance yourself while fighting. After you successfully strike an opponent, you may evade any attacks from that opponent for one round of combat. When you flip and roll out of harm's way, you use one hand to keep your balance and your other hand to keep your weapon trained on your foe.
Off-Hand Swap: With a flourish, you flip your weapon into the air, catch it in your off hand, and continue to press the attack. When you use this tactic, you gain an extra 1d to your weapon dice, so for instance a sword that does 1d6, will now do 2d6 damage.
Equipment Tricks: You must choose a piece of equipment (sunrod, cloak, shield, blade scabbard, rope), and you become proficient in a trick with that equipment. When you take this skill, choose 1) your piece of equipment, and then 2) pick which trick you wish with that equipment. Make sure you meet the prerequisites for the trick you choose. At Topaz, you may choose a FLAVOR trick, at Amber you may choose a second trick (either with the same piece of equipment or a new one). At Sapphire another FLAVOR trick, at Emerald a third trick, at Ruby another FLAVOR trick, and at Obsidian a fourth. So by Obsidian you should have FOUR tricks, and THREE Flavor tricks.
Blade Scabbard Tricks:
Capture Weapon: When you successfully disarm an opponent, you may flip that weapon (or other item such as a wand) into your scabbard as long as it would actually fit there.
Prerequisite: Disarm
Find the Hidden: You can use your scabbard to probe for hidden dangers. You may sweep your scabbard through an area where you suspect there is an invisible creature; while attacking with a one handed weapon. If your Strike hits, you may attack that target without any penalties for it being hidden or invisible. All other attacks you make against that creature do not gain this benefit (though you can sweep again on your next turn).
Prerequisite: Blindfight
Scabbard Grab: You can use your scabbard to halt a fall, keep from being dragged or stop other sorts of involuntary movement by grabbing your scabbard with a free hand, jamming it into a hard surface, and clinging to it. This can be used as often as you like outside of combat, but once per combat.
FLAVOR
Hurl Scabbard: You may draw your weapon in such a way that you hurl your scabbard whirling off to strike a targeted creature with an extra 1d5 damage. This is treated as a ranged attack, you may still make your normal attack along with the hurled scabbard. This can only be done once per combat, your first attack when you draw your blade.
Tangle Leg: You may draw your weapon in such a way that it hurls your scabbard against an opponent's legs and trips them. They must make an Acrobatics DC15 to avoid being tripped, if they fail they lose a turn in combat. Can be used once per combat.
Shield Tricks:
Break Ground: In place of a melee attack, you can throw your shield at an opponent’s feet, interfering with his movement and tripping him. You must be holding (not wearing) your shield or using a throwing shield to use this trick. If your target fails an Acrobatics check of DC15, they lose a turn from being tripped. Once per combat.
Little Wall: You may contort your body behind your shield in such a way that you gain complete cover for one round. You add your shield bonus to your Defense DC that round, but you cannot make any other actions that round except hide behind the shield. You may do this as often as you like in combat, but you cannot make any other actions.. You are essentially hiding behind your shield and doing nothing else.
Keen Eye: You have mastered the art of using the reflective surface of your shield to locate foes that you dare not look at directly, such as those with gaze attacks. This allows you to attack such creatures without any penalty or fear of being countered with any gaze attacks. This can be used at will.
FLAVOR
Ricochet Shield: When you throw a shield, you can bounce it off one or more hard surfaces in order to strike a target from an unexpected angle or to bypass an obstacle such as cover. Each object you ricochet your shield off of imposes a –2 penalty on the Strike roll.
Prerequisite: Shield Weapon
Shield Gag: You can force your shield into the mouth of a large creature to prevent it from using bite attacks or other mouth-based abilities. If you succeed on a Strike, you may choose to wedge your shield into a creatures mouth as you hold it, keeping it from making any attacks with the mouth. You may choose to release your shield at any time, leaving it wedged in the creatures mouth until it breaks it, spits it out, or swallows it.
Rope Tricks
Knotted Weapon: You can use a knotted length of rope as a two-handed weapon (much like a spiked chain) that inflicts bludgeoning damage of 2d4.
FLAVOR
Lash: You can use a length of rope as a whip 1d3 (nonlethal). The piece of rope that is used as a whip must be 10 feet long—length in excess of this must remain coiled or otherwise unused at your feet or side.
FLAVOR
Lifeline: When you or a nearby creature is falling (from a failed Climb check or otherwise), you can throw a held rope , maintaining a grip on one end. If you are falling, this is treated as an attempt to catch yourself while falling made with a +5 bonus, but there must be some sort of solid anchor available for your rope to loop around. When attempting this check on another creature, treat it as if you yourself were falling. If the weight of the creature is too much (per DM), you are pulled after it.
Quick Release: You can secure a rope such that you can loose it from either end by making a quick series of tugs (a move action) at any point along the rope’s length.
FLAVOR
Slip Away: You gain an additional bonus of +5 on Escape checks to escape from ropes and ropelike restraints (such as vines).
Prerequisite: Escape Artist
Tangle: You can throw a coiled length of rope as a ranged weapon. If you hit with a ranged strike, the target becomes entangled for one round. It can cut or burst the rope, or escape with a DC15 Escape check. The rope must be unsecured to use this trick.
Sunrod Tricks
Flare: You may expend the remaining life of a sunrod (lit or unlit) in an instant. Sighted creatures within a 20-foot-radius burst of the sunrod must succeed at a DC15 Endurance save or be dazzled for one round. Creatures with light sensitivity or light blindness receive a –2 penalty on their saving throws. Alternatively, you can strike a creature with the sunrod (must pass Strike) or throw the sunrod as a ranged attack with a range increment of 10 feet. When it strikes a hard surface, it flares as described above. If you strike a creature with the sunrod and they fail their Endurance save, they are blinded for the round of combat as well as dazzled.
Fast Sunrod: You can draw and light an easily accessible sunrod from a pack as a swift action without it taking up a turn of combat.
FLAVOR
Like the Sun: You can use a sunrod as an additional material component for any spell that bears the light descriptor. The spell gains a +2 to it's spell save DC.
Prerequisite: Magical or Psionic Affinity
Lodge Sunrod: You can throw your sunrod as a ranged improvised weapon. If you hit with a ranged attack, the sunrod does no damage, but stays lodged on the target until the target or another creature spends a round to remove it. This is great for creatures hiding in darkness, so that everyone else on your team can see where they are!
FLAVOR
Lure: While holding a lit sunrod in your hand, you can attempt to move a natural animal in any direction you desire. Make an Animal Affinity check with DC15. If you are successful, the animal moves 5 feet in the desired direction on its next turn. For every 5 points by which your check exceeds the DC, the animal moves another 5 feet, up to the animal’s maximum speed (ask DM). If the animal is attacked during this time, the animal immediately stops moving (whether or not the attack hits). You cannot move an animal into an obvious hazard with this trick, but you can (for example) lure it into an open cage.
Prerequisites: Animal Affinity
Twice as Brightly: As a full-round action, you can tamper with an unused sunrod such that it burns out in a single hour, but shines much more brightly. It sheds bright light in a 30-foot radius and increases the light level by two steps for an additional 30 feet beyond that area (darkness becomes normal light, and dim light or normal light becomes bright light). It does not increase the light level in bright light.
FLAVOR
Cloak Tricks
Glide: By gripping the edges of your cloak, you are able to glide for short distances or slow your fall from heights.
FLAVOR
Cloak Defense: You are able to use your cloak to make it more difficult for your foes to hit you. If you have a free hand, you can hold it before your chest like a curtain, making it difficult for enemies to read what you are planning to do next. Your cloak grants you a +1 bonus to your DDC for one round. If you are in total defense mode that round (making no attacks of any sort), your cloak's shield bonus improves to +2.
Cloaked Strike: You can use your cloak to hide a light weapon. To utilize this, on the first round you must move adjacent to an opponent while you do not have a weapon in either hand. On the second round, you make a Bluff check opposed by your foe's Insight check as you draw your weapon. If this check succeeds, your opponent loses his Quickness bonus to DDC until the end of your turn that round.
Whirling Cloak: You can attempt to use your cloak to confuse your opponent. Any round after successfully striking an opponent in melee, you make a melee strike roll against that foe. If your Strike hits, you whirl your cloak around him, temporarily ruining his defenses for one round of combat.
Giantbane: You are skilled at fighting creatures larger than you. The Giantbane skill grants you access to three special tactics which can be used once per combat, each. You gain Duck Beneath at Sapphire, Death from Below at Emerald, and Climb Aboard at Ruby.
Prerequisite: Colossus Hunter, Sapphire Rank
COMBAT
Duck Beneath: To use this tactic, you must have been attacked by a foe at least two size categories larger than you. You gain a +2 bonus to your Defense DC for that round. If the foe still hits you, you may make a DC15 Acrobatics check. If the check succeeds, you move immediately to any unoccupied area on the opposite side of the foe (having successfully ducked underneath your foe) and take half damage. If there is no unoccupied square on the opposite side of the foe or you fail the Acrobatics check, you remain in the square you are in and have failed to duck underneath your foe, and take all damage.
Death from Below: To use this tactic, you must have successfully used the duck beneath tactic in the round before you use this tactic. You may make an immediate single attack against the foe you ducked underneath. That foe loses his Quickness to his DDC (making it DC10), and you gain a +2 bonus on your Strike roll.
Climb Aboard: To use this tactic, you must be facing a foe at least two size categories larger than you. Instead of making an attack, may make a DC15 Acrobatics (Climb) check to clamber onto the creature's back or limbs. The creature you're standing on takes a -2 penalty on strike rolls against you, because it can strike at you only awkwardly. If the creature moves during its action, you move along with it. The creature can try to shake you off by making a grapple check opposed by your Climb check. If the creature succeeds, you wind up tossed off into a random area.
Gun Twirling: You can spin and juggle a one-handed firearm, making it difficult to predict where you will shoot. This lowers your target's DDC by 2 for that round, and can be used once per combat. At Ruby, your target's DDC is lowered by 3, and at Obsidian it is lowered by 4.
Prerequisites: Use a One-Handed Gunpowder Weapon, Emerald Rank
COMBAT
Great Fervor: Once per day, you may reroll a failed save of any kind. You must add your Intelligence to the second roll instead of what was initially required, and must accept the second roll even if it is worse than the first.
Prerequisites: INT 6
(CC)
Hex Strike: Chanting and cursing, you put a hex on your enemy as part of your unarmed or melee attack. If you make a successful melee strike against an opponent, in addition to dealing your normal damage, you can deliver the effects of the chosen hex to that opponent. This can be used once per combat.
Prerequisites: Hex Skill, Ruby Rank
COMBAT
Improved Iron Will: Once per adventure, you may re-roll your Willpower Check and take the better of the two rolls.
Prerequisites: Iron Will, Sapphire Rank
Instinct Attack: Shapeshifting warriors know that the magic wielded by many powerful creatures can confuse the mind and cloud a warrior's judgment, and so they learn to react to magic forcefully. Whenever you fail a Willpower save against a spell (excluding "harmless" spells), you can make a single melee attack as an immediate action before the spell takes effect.
Prerequisites: Shapeshifting, Ruby Rank
COMBAT
Killing Flourish: You inspire dread in other foes when you slay an enemy. Once per combat, when you reduce an opponent to below 0 hit points with an attack, you may immediately attempt an Intimidate check to demoralize all foes within 30 feet who can see your attack. Demoralized foes are considered Shaken for the remainder of combat.
Prerequisites: CHA 5 or Intimidating Skill
COMBAT
Mad Alchemy: You are an expert at using alchemical items. Through experimentation, research, and your careful study of the art of alchemy, you have learned to make the most of items such as alchemist's fire. You gain access to the following three tactics, of which you can choose ONE to use, once per combat. You do not have to buy these items, it is understood you have these items on you if you take this skill.
Prerequisite: Alchemy, Emerald Rank
Distracting Blast: If you throw a thunderstone at the area around a targeted opponent, you can disrupt his actions. The sudden bang from the stone's detonation ruins your foe's concentration, spoiling his attack or his attempt to cast a spell. If the target of this blast was casting a spell when you threw the thunderstone, he must make DC15 Intelligence Check. If he fails this check, his spell is ruined. If the target was not casting a spell, he must make a Willpower save of DC15 or take a -2 penalty on strike rolls, checks, and saves until the beginning of your next turn.
Fiery Blaze: To use this tactic, you must first strike a creature with a container of lantern oil or alchemist's fire with a ranged attack. On your next turn, you must strike the creature with a spell or weapon attack that deals fire damage. If you do so, the creature takes an extra 1d6 points of fire damage and catches on fire if it is not already in flames.
Tanglefoot Defense: By tearing open a tanglefoot bag and spreading its contents across an area, you can create a vexing barrier that hinders an opponent's approach. Using your turn in combat, you can transform a 10 foot area of clear terrain into difficult terrain through the use of a tanglefoot bag. This effect persists for one full combat, or 10 minutes before the tanglefoot bag loses its potency. Any creature moving through this area loses -2 to their Quickness.
Merciless Butcher: Your talent for slaughter lets you dispatch helpless opponents before they can recover. Even if it is not your turn, if an opponent that you have engaged in combat becomes stunned or helpless in any way, you may attempt a free attack against them immediately. This may be used once per combat.
Prerequisites: Non-good, cannot have Code of Honor flaw.
COMBAT
Master of Manipulation: Your words are your weapons. You confuse others with your speech, luring them into giving up vital secrets and leaving them dumbfounded with your carefully constructed, conversational static. This skill grants two new uses for Diplomacy. You must share a language with a creature to use these options against it. Neither ability functions during combat.
Prerequisite: CHA 8, Any skill that boosts Diplomacy
Captivating Speech: You can distract a creature with your compelling delivery and witticisms. With a successful opposed Diplomacy check, you can impose a -4 penalty on any check the target would use Perception so long as you continue speaking (such as Spot, Listen, Insight). You can affect a number of targets equal to 1 + your CHA bonus, as long as they are all within 20 feet. This can be used once per adventure.
Trap of Words: If a creature attempts and fails to successfully use Bluff to lie to you, you skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on your Insight check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a Diplomacy check opposed by the target's Bluff check. If you succeed, the target inadvertently reveals his lie and the reason behind it. This can be used once per adventure.
Music of the Planes: You can create discordant, insane sounds. This music is particularly effective against aberrations, and can sicken them, or fill them with lethargy.
Prerequisites: Knowledge (Planes), Bard Profession
COMBAT
Lull Aberration: You must target a single aberration within 30 feet with this ability. A targeted aberration must make a Willpower save (DC 10 + bard's CHA bonus) or become lethargic and partially hypnotized by the discordant sounds of your performance. Affected aberrations are slowed, causing them to lose their Quickness bonus for one round, and putting their Defense DC to 10. This can be used once per combat.
Sicken Aberration : Any aberration within a 30-foot spread centered on you must make an Endurance saving throw (DC 10 + Bard's CHA bonus) or become sickened for as many rounds as equal to your CHA bonus. This can be used once per adventure.
Rapscallion: You may add your Intelligence bonus as an addition to any Bluff Checks that you make.
Prerequisites: INT 5, Rogue or Thief Adept
FLAVOR
(V - INT 5)
Roll With It: You know how to take a hit, even if your reaction sends you bouncing and flying out of battle. If you are struck by a melee or ranged weapon you can convert that damage into movement that sends you off in an uncontrolled bouncing roll. When using this skill, you take half damage from the attack.
Prerequisites: Acrobatic, QCK 10
Roof Jumper: This skill enables the use of the following tactics. You cannot benefit from both tactics in the same round.
Prerequisite: Shingle Runner, Amber Rank
COMBAT
Death from Above: You do substantial damage if you deliberately leap down to attack a foe beneath you. You must drop at least 20 feet. You must roll to strike. If you hit, you deal damage as normal, plus an extra 1d6 points for every 10 feet of distance beyond the first 10 feet; thus, a drop of 30 feet causes an extra 2d6 points of damage. You take 2 points of damage per 10 feet from the fall that cannot be defended against, but you can reduce the falling damage with a successful Jump check of DC15. You cannot use any skill, loot or spell to slow your fall while attacking in this manner. This can be used once per combat.
Urban Acrobatics: You can make use of windowsills, awnings, lampposts, and similar features of the city when leaping or falling from buildings. If you deliberately jump downward within arm's reach of a wall or similar vertical surface, you can move yourself sideways along the wall, traveling up to 5 feet horizontally for every 10 feet you fall. If you accidentally fall, you can move 5 feet horizontally for every 20 feet you fall.
Master of the Roof: You know how to use the slopes to your advantage. You gain a +1 bonus to Strike against any opponent who is at a different elevation from you.
Seething Hatred: You've learned to channel your hatred of a particular type of creature into a devastating attack. Select ONE creature type from the chart listed on the "Favored Enemy" skill for Rangers and mark this clearly on your dossier (such as Dire Animals, Giants, Elves, Oozes, Vermin, etc - see chart). When you designate a creature of this type as your target during combat and hit it with a melee or ranged weapon attack, you may double your weapon damage rolled against that target, once per combat.
COMBAT
Shadow Striker: You melt into the shadows, hiding from your enemies until the time is right. Your cunning, guile, and stealth allow you to pick the most opportune moment to strike. This skill gives you access to three tactics, but you may only use ONE tactic, once per combat.
Prerequisite: Shadow Walk and Stealth Skills
COMBAT
Evade Notice: If both you and an ally threaten the same opponent, you can attempt to slip beneath your opponent's notice. On your turn, if you take no hostile actions (such as attacking, casting an offensive spell) you can make a Hide check opposed by the threatened foe's Spot check. If you succeed on this check, your foe cannot attack you on his next turn as long as he threatens another active opponent. If you attack your foe for any reason before or during his next turn, you lose this tactic's benefit.
Fade Away: To use this tactic, you must first attempt an attack on an opponent. After the attack, you move away and attempt a Hide check as part of your that turn. If your attack hits the opponent, it creates a momentary diversion, granting you a +5 bonus on this Hide check.
Ghost Strike: You use an ally's distraction and your talent to move noiselessly and slip out of your opponent's field of vision for a single, crucial moment. To use this tactic, both you and an ally must threaten a single foe. For your turn, you make a Stealth check opposed by your foe's Listen check. If you succeed on this check, on the next round, your target loses his Quickness bonus giving him a DDC10 against both you, and the ally threatening the same foe.
Shield of Swings: A wild frenzy of attacks serves to bolster your defenses. When using a two-handed weapon, you can use the frenzied movements of your weapon to evade half damage of one incoming melee attack. Once per combat.
Prerequisite: Two-Handed Weapon
COMBAT
Synesthete: You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light, feel sound, or even see sound as colors. You can shift your stimulated sense between these options once per round without it taking up your turn of combat. Your senses continue to work normally as well, unless they are impaired for some reason (such as being Blind or Deaf). Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver.
If you are feeling light by absorbing ambient light onto your skin and your eyes work normally, you gain a +2 to all visual Perception Checks. While feeling light, you are immune to gaze attacks. If you are feeling sound or seeing sound as colors by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with a +2 to Listen Checks. Certain magical or psionic effects, invisibility, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses.
You can also use this power to see sound if you are Deaf, or hear light if you are Blind, though it does not remove any flaw penalties, it can be worked into your roleplay as flavor effects.
Prerequisites: Topaz Rank
FLAVOR
Sword and Pistol: You effortlessly pair melee and ranged weaponry. You can wield a light or one-handed melee weapon in one hand, and a firearm or hand crossbow in your other hand. You may choose to either add your Quickness, OR your Strength bonus to your attack while using both weapons. Normally, you add QCK to your ranged damage, and STR to any melee damage. This allows you to choose which one even though you are using a ranged and a melee weapon.
Prerequisite: Dual-Wield
COMBAT
Undead Empathy: You are able to use Diplomacy to influence Intelligent Undead. You can also use Diplomacy to attempt to influence Mindless Undead. Mindless Undead begin with the attitude of Hostile. To stop a mindless undead from attacking one round, DC18 (Attitude: Indifferent). To stop a mindless undead under orders from attacking for one round, DC25 (Attitude: Friendly). To make a mindless undead abandon what it has been ordered to guard, DC30 (Attitude: Helpful).
Prerequisites: CHA 10
Ward of the Season: This skill harnesses the power of the seasons to protect and grant a number of bonuses. This skill has one of four different effects. The caster of this spell-like skill can select any one of the following four effects as a full round action in combat. These effects last 1 round per gemstone rank, regardless of which ones are used.
Prerequisites: Wilden Race, or Druid Profession Only
COMBAT
Spring: You are wrapped in light vines, culminating in a crown of bright, beautiful flowers. While this remains in effect, you are immune to (DoT) damage over time effects and you heal 1 hit point each round this is in effect, as long as you are still alive.
Summer: The target is surrounded by tiny motes of light. While the skill remains in effect, the target's base speed increases 10 feet. The target can decide to increase their speed by 30 feet for one round by reducing the skill's remaining duration by one extra round.
Fall: A cloak of autumn leaves appears on the target. While the spell remains in effect, the target gains a +3 bonus on Endurance saves. The target can decide to roll twice on any saving throw against disease or poison and take the higher result by reducing the skill's remaining duration by one extra round.
Winter: A flutter of snow and crisp air surrounds the target. While this spell remains in effect, the target automatically succeeds at Acrobatics skill checks made to avoid falling while moving across slick or narrow surfaces. The target can move freely through difficult terrain for 1 round by reducing the spell's remaining duration by one extra round. Difficult terrain created by magic affects the target normally.