Skill Tricks:


Skill Tricks are new and unique ways to use existing skills. Mainly used by the expert, other classes can get them by taking the feat Skill Trick. Some classes also get some tricks for free.

Unless a class feature gives you a specific skill trick (e.g. the rogue gives Shadow Strike), you can not gain a skill trick unless you have at least 3 ranks in the skill tied to it. If you have a skill trick and something causes you to have less than 3 ranks in the skill tied to it, you lose the effect of the skill trick until you once again have 3 ranks in the skill.

Academia (Int): Past Sight


Three times per day, you can make a DC 20 Academia check that takes 1 minute. If you pass this check, you know every major event that occurred in your current location within the past 24 hours plus 12 hours for every full 5 points by which you beat the DC.

Anthropology (Int): Legend Lore


You can roll an Anthropology check to see what you know about legends (e.g. local notable people, legendary items, or noteworthy places). You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC: Type of Knowledge
10: Common, known by at least a substantial minority of the local population.
20: Uncommon but available, known by only a few people legends.
25: Obscure, known by few, hard to come by.
30: Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Arcana (Int): Extra Spell


In addition to the one attempt at a spell per day shared between Arcana and Religion, you have an extra attempt per day that can only be used with Arcana.

Arcana (Int): Spell Power


When using Arcana to attempt to cast a spell, you may choose a second level spell; if you do, the Arcana DC is increased to 20.

Craft (Int): Frugal Crafting


By increasing the Craft DC by 10 (and therefore increase the crafting time by 2 days), you can reduce the cost to craft an item to one-fourth of the price of the item.

Deception (Cha): Deceit Shield


Whenever you fight a creature, you can, as a standard action, make a Deception check opposed by that creatures Perception check. If you win the check, you receive a +2 focus bonus on Reflex saves (and therefore AC) against that creature for the remainder of the combat. You can make only three Deception checks to use this benefit per combat, divided among your foes as you see fit.

Diplomacy (Cha): Quick Con


You can, as a standard action, make a Diplomacy check opposed by your target's Perception check. If you win the check, your target must follow your instruction from the following list:

-Approach: They must finish their next turn closer to you then they started it.
-Retreat: They must finish their next turn farther from you then they started it.
-Attack: They must make an attack on their next turn (ranged or melee, either works).
-Calm: They may not make any melee attacks on their next turn (ranged attacks are allowed).

You can only target a given creature once per day.

Disable Device (Dex): Speed Disarm


By increasing the Disable Device DC by 10, you can attempt to disarm a trap as a full round action.

Intimidate (Cha): Mass Fright


When you are making an Intimidate check, you may choose to take a -6 penalty on the check to intimidate two additional targets. Make only one check, using the level of the highest level target.

Intimidate (Cha): Versatile Terror


When rolling Intimidate skill checks, you may choose to use whichever ability score you wish instead of your Cha.

Linguistics (Int): Good Ear


When you hear a language you don't know, you can attempt a DC 20 Linguistics check. If you pass this check, you still understand the basics of the language, and you can understand and speak simple questions, explanations, and instructions; this understanding only lasts for 24 hours. If you fail this check, you may not retry it for 24 hours.

Medicine (Wis): Quick Aid


By making a DC 25 Medicine check, you can heal one target 1d10 + your Wis score hit points. Making this check takes a full round action, and a given target can only receive this effect once per day.

Medicine (Wis): Resuscitation


You can use Medicine to treat wounds after death; if this healing brings the creature above -10 hit points, it brings them back to life. To do this, you must start treating wounds within 1 minute of death. If you attempt this, the Medicine DC is increased to 25.

Nature (Int): Simple Trap


By making a DC 20 Nature check, you can make a simple trap out of nearby materials, and place it in a single 5-foot space. Setting up a simple trap takes 5 minutes. The trap is triggered when someone steps in the space it is built in. When triggered it has an effect chosen when the trap is set; the effect is chosen from the following list:

* A loud noise is heard out to a range of 300 feet.
* The triggering character loses their next turn.
* The triggering character takes 2d6 damage.

Once triggered, the trap is expended. The Perception DC to find one of these simple traps is 15, which is also the Disable Device DC to disarm the trap. By increasing the Nature DC by 5, you can increase the Search and Disable Device DC's by 3. This can be done any number of times.

Nature (Int): Herbal Remedy


You can use Nature instead of Medicine to make an herbal mix.

Parkour (Dex): Dash


You may, 3 times per day, attempt to dash. Make a DC 20 Parkour check as a free action. If you pass that check, your base land speed is increased by 10 feet for that round.

Perception (Wis): Leading Strike


Whenever you fight a creature, you can, as a standard action, make a Perception check opposed by that creatures Deception check. If you win the check, you receive a +2 focus bonus on attack rolls and damage rolls against that creature for the remainder of the combat. You can make only three Perception checks to use this benefit per combat, divided among your foes as you see fit.

Perform (Cha): Enduring Sound


When you use Perform to assist your allies, the bonuses granted last one round longer (i.e. it ends at the start of your turn after your next one).

Perform (Cha): Impacting Sound


When you use Perform to assist your allies, the bonuses granted also apply to damage rolls.

Religion (Int): Extra Spell


In addition to the one attempt at a spell per day shared between Arcana and Religion, you have an extra attempt per day that can only be used with Religion.

[Note: If you have both this trick and the Arcana trick by the same name, you have 3 attempts per day; one for each skill and one shared between the two.]

Religion (Int): Spell Power


When using Religion to attempt to cast a spell, you may choose a second level spell; if you do, the Religion DC is increased to 20.

Sleight of Hand (Dex): Deft Hands


You can use Sleight of Hand to send secret messages to anyone you can see (these messages can only convey simple questions, explanations, and instructions); this requires a DC 15 Sleight of Hand check. Anyone else trying to detect and understand these messages makes a Perception check opposed by the Sleight of Hand check you made to send the message; the observer’s success doesn’t prevent you from sending the message, just from doing it unnoticed.

Stealth (Dex): Shadow Strike


Whenever you attack someone while you have concealment, you can make a Stealth opposed by their Perception check. If you win this opposed check, you deal an extra 1d6 points of damage. Creatures that are immune to a Rogue's Sneak Attack are immune to this trick.