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.