Post by Latronis on Nov 3, 2011 10:30:32 GMT -5
Universal Skill Tricks
Now I Know My ABC's
Prerequisite: Illiterate.
Benefit: You become literate, able to read and write any language you can speak.
Speak Language
Benefit: You learn to speak a new language being able to communicate effectively regarding common matters. Incur a -2 competence penalty for attempting to pass as a native speaker or debate or understand things of an unusual or obscure nature.
Special: You may only know a number of additional languages equal to your intelligence modifier. (Native tongue does not count)
Fluency
Prerequisite: Speak Language.
Benefit: Complete vocabulary, generally indistinguishable from a native speaker. Fluency grants rudimentary understanding of similar dialects with a limited vocabulary. You are able to convey basic intentions, or obtain very common and straightforward information. You may make an intelligence check to understand the general meaning of another conversation. Politics skill checks regarding the use of that language incur a -4 competence penalty.
Special: You are automatically considered fluent in your native tongue.
Cunning Linguist
Prerequisite: Fluency.
Benefit: You are truly a cunning linguist having mastered this language, including obscure or ancient forms of it. Your vocabulary is impressively extensive, and your understanding and command of the language enables you to flawlessly communicate with others. Gain a +2 competence bonus on politics and intimidate skills checks based on the language.
Special: Cunning Linguist grants rudimentary understanding of languages within the same language family.
Polyglot
You have become capable of communicating with anyone regardless of language.
Prerequisite: Fluency in at least four languages, Cunning Linguist with at least one language.
Benefit: You can speak all languages regardless of intelligence modifier. If you are literate, you can also read and write all languages (not including magical script)
Special: Does not include secret languages
Acrobatics (Agility)
Balance, Escape Artist, Perform (Dance), Tumble
Acrobatic Skill Tricks
Acrobatic Backstab
You dart past your opponent’s attacks, ending up perfectly positioned for a devastating counterattack.
Prerequisite: Acrobatics 12 ranks.
Benefit: If you succeed on a 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.
Opponents will generally only fall for this once, so you may only use this trick once per opponent per encounter.
Easy Escape
You can slip free from the grasp of a larger enemy with ease.
Prerequisite: Acrobatics 8 ranks.
Benefit: If your opponent is larger than you, you gain a +4 circumstance bonus on your Acrobatics check to escape a grapple or pin for each size your opponent is larger than you.
Once you have failed an acrobatics check to escape a grapple or pin you lose your circumstance bonus against that foe.
Escape Attack
You can follow a successful escape with a swift attack.
Prerequisite: Acrobatics 8 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.
This trick can only be used once per opponent per encounter.
Kip-Up
You can hop back to your feet instantly if you fall.
Prerequisite: Acrobatics 12 ranks.
Benefit: If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity by making a DC15 acrobatics check. Failure means you provoke attacks of opportunity as normal and failure by 5 or more indicates you remain prone and must attempt to stand up from prone as normal.
Each time you are required to make this check in a encounter increases the DC by 1.
Tumbler's Defense[Passive]
You zig when your opponent expected a zag.
Prerequisite: Acrobatics 10 ranks.
Benefit: Every 10 ranks you have in acrobatics increase your dodge AC against your dodge target by a further +1.
Animal Affinity (Presence)
Handle Animal, Ride
Animal Affinity Skill Tricks
Dismount Attack
You can leap out of the saddle onto a foe.
Prerequisite: Animal Affinity 5 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.
Special: If you have the Flying Kick trick you receive the bonus damage if this attack is an unarmed attack.
Wild Empathy[Passive]
You are one with your feral side and beasts of the wild respond more favorably to you.
Prerequisite: Animal Affinity 5 ranks.
Benefit: Every 5 ranks you have in Animal Affinity provides a +1 bonus to any empathy checks you make to improve the attitude of an animal or magical beast.
Athletics (Strength)
Climb, Jump, Swim.
Athletics Skill Tricks
Strapping Endurance[Passive]
Prerequisite: Athletics 5 ranks.
Benefit: You are no longer fatigued by sleeping in medium armor. In addition every 5 ranks in Athletics provides a +1 bonus to the following checks and saves:
Swim checks made to resist nonlethal damage.
Constitution checks made to continue running.
Constitution checks made to avoid nonlethal damage from a forced march.
Constitution checks made to hold your breath.
Constitution checks made to avoid nonlethal damage from starvation or thirst.
Fortitude saves made to avoid nonlethal damage from hot or cold environments.
Fortitude saves made to resist damage from suffocation.
Awareness (Wisdom)
Listen, Search, Sense Motive, Spot
Awareness Skill Tricks
True Seeing
You can briefly see invisible opponents.
Prerequisite: Awareness 12 ranks.
Benefit: As a swift action, you can attempt a DC 20 Awareness 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.
Clarity of Vision[Passive]
Your eyes rarely deceive you, trust them.
Prerequisite: Awareness 1 rank.
Benefit: For each rank in Awareness your miss chance to hit foes with concealment is reduced by 1%
Appraisal
Your eye for final details allows you to determine the value of most goods.
Prerequisite: Awareness 4 ranks.
Benefit: You can use your awareness skill to make Appraise checks.
Special: Appraise checks use your intelligence modifier instead of wisdom modifier.
Politics (Presence)
Bluff, Diplomacy, Gather Information, Perform (Act, Comedy, Oratory, Sing).
Concentration (Constitution)
Decipher Script (Intelligence)
Disable Device (Dexterity)
Disable Device, Open Lock.
Disguise (Presence)
Heal (Wisdom) Autohypnosis (Wisdom)
Intimidate (Presence)
Legerdemain (Dexterity)
Forgery, Perform (Instruments), Sleight Of Hand, Use Rope.
Stealth (Agility)
Hide, Move Silently
Survival (Wisdom)
Intuit Direction, Survival, Use Rope
Thaumaturgy (Intelligence)
Psicraft, Scry, Spellcraft
Use Device (Presence)
Use Magic Device, Use Psionic Device
Craft (Intelligence)
Knowledge (Intelligence)
Profession (Wisdom)
Martial Arts (Special)
Now I Know My ABC's
Prerequisite: Illiterate.
Benefit: You become literate, able to read and write any language you can speak.
Speak Language
Benefit: You learn to speak a new language being able to communicate effectively regarding common matters. Incur a -2 competence penalty for attempting to pass as a native speaker or debate or understand things of an unusual or obscure nature.
Special: You may only know a number of additional languages equal to your intelligence modifier. (Native tongue does not count)
Fluency
Prerequisite: Speak Language.
Benefit: Complete vocabulary, generally indistinguishable from a native speaker. Fluency grants rudimentary understanding of similar dialects with a limited vocabulary. You are able to convey basic intentions, or obtain very common and straightforward information. You may make an intelligence check to understand the general meaning of another conversation. Politics skill checks regarding the use of that language incur a -4 competence penalty.
Special: You are automatically considered fluent in your native tongue.
Cunning Linguist
Prerequisite: Fluency.
Benefit: You are truly a cunning linguist having mastered this language, including obscure or ancient forms of it. Your vocabulary is impressively extensive, and your understanding and command of the language enables you to flawlessly communicate with others. Gain a +2 competence bonus on politics and intimidate skills checks based on the language.
Special: Cunning Linguist grants rudimentary understanding of languages within the same language family.
Polyglot
You have become capable of communicating with anyone regardless of language.
Prerequisite: Fluency in at least four languages, Cunning Linguist with at least one language.
Benefit: You can speak all languages regardless of intelligence modifier. If you are literate, you can also read and write all languages (not including magical script)
Special: Does not include secret languages
Acrobatics (Agility)
Acrobatic Skill Tricks
Acrobatic Backstab
You dart past your opponent’s attacks, ending up perfectly positioned for a devastating counterattack.
Prerequisite: Acrobatics 12 ranks.
Benefit: If you succeed on a 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.
Opponents will generally only fall for this once, so you may only use this trick once per opponent per encounter.
Easy Escape
You can slip free from the grasp of a larger enemy with ease.
Prerequisite: Acrobatics 8 ranks.
Benefit: If your opponent is larger than you, you gain a +4 circumstance bonus on your Acrobatics check to escape a grapple or pin for each size your opponent is larger than you.
Once you have failed an acrobatics check to escape a grapple or pin you lose your circumstance bonus against that foe.
Escape Attack
You can follow a successful escape with a swift attack.
Prerequisite: Acrobatics 8 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.
This trick can only be used once per opponent per encounter.
Kip-Up
You can hop back to your feet instantly if you fall.
Prerequisite: Acrobatics 12 ranks.
Benefit: If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity by making a DC15 acrobatics check. Failure means you provoke attacks of opportunity as normal and failure by 5 or more indicates you remain prone and must attempt to stand up from prone as normal.
Each time you are required to make this check in a encounter increases the DC by 1.
Tumbler's Defense[Passive]
You zig when your opponent expected a zag.
Prerequisite: Acrobatics 10 ranks.
Benefit: Every 10 ranks you have in acrobatics increase your dodge AC against your dodge target by a further +1.
Animal Affinity (Presence)
Animal Affinity Skill Tricks
Dismount Attack
You can leap out of the saddle onto a foe.
Prerequisite: Animal Affinity 5 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.
Special: If you have the Flying Kick trick you receive the bonus damage if this attack is an unarmed attack.
Wild Empathy[Passive]
You are one with your feral side and beasts of the wild respond more favorably to you.
Prerequisite: Animal Affinity 5 ranks.
Benefit: Every 5 ranks you have in Animal Affinity provides a +1 bonus to any empathy checks you make to improve the attitude of an animal or magical beast.
Athletics (Strength)
Athletics Skill Tricks
Strapping Endurance[Passive]
Prerequisite: Athletics 5 ranks.
Benefit: You are no longer fatigued by sleeping in medium armor. In addition every 5 ranks in Athletics provides a +1 bonus to the following checks and saves:
Swim checks made to resist nonlethal damage.
Constitution checks made to continue running.
Constitution checks made to avoid nonlethal damage from a forced march.
Constitution checks made to hold your breath.
Constitution checks made to avoid nonlethal damage from starvation or thirst.
Fortitude saves made to avoid nonlethal damage from hot or cold environments.
Fortitude saves made to resist damage from suffocation.
Awareness (Wisdom)
Awareness Skill Tricks
True Seeing
You can briefly see invisible opponents.
Prerequisite: Awareness 12 ranks.
Benefit: As a swift action, you can attempt a DC 20 Awareness 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.
Clarity of Vision[Passive]
Your eyes rarely deceive you, trust them.
Prerequisite: Awareness 1 rank.
Benefit: For each rank in Awareness your miss chance to hit foes with concealment is reduced by 1%
Appraisal
Your eye for final details allows you to determine the value of most goods.
Prerequisite: Awareness 4 ranks.
Benefit: You can use your awareness skill to make Appraise checks.
Special: Appraise checks use your intelligence modifier instead of wisdom modifier.
Politics (Presence)
Concentration (Constitution)
Decipher Script (Intelligence)
Disable Device (Dexterity)
Disguise (Presence)
Heal (Wisdom) Autohypnosis (Wisdom)
Intimidate (Presence)
Legerdemain (Dexterity)
Stealth (Agility)
Survival (Wisdom)
Thaumaturgy (Intelligence)
Use Device (Presence)
Craft (Intelligence)
Knowledge (Intelligence)
Profession (Wisdom)
Martial Arts (Special)